Brent’s Daemons At Adepticon
So let’s demonstrate how different it ain’t.
Here’s my first article. It was about Daemons. Here’s my second article. It was about Daemons. Here’s my third article. It was about Daemons.
So is this overdue or overdone?
Hello again boys and girls, children and Unicorns of all ages: my name is Brent and I’m a grown man who plays with toys. I’m so hobby-obsessed that a few times a year I pack up my toys and travel across the country to play with other like-minded individuals.
The last time was a little event called Adepticon! I could gush about it – I have and I will again – but today I’ll limit myself to the army I took to the 40K Championships, the event’s primary solo 40K tournament. Here’s the list I took:
Herald of Tzeentch: Chariot, Master, Bolt, Breath, Gaze = 130
Herald of Tzeentch: Chariot, Master, Bolt, Breath, Gaze = 130
Herald of Tzeentch: Chariot, Master, Bolt, Breath, Gaze = 130
Fiends of Slaanesh: 6 models, including Champ w Unholy Might = 190
Fiends of Slaanesh: 6 models, including Champ w Unholy Might = 190
Fiends of Slaanesh: 6 models, including Champ w Unholy Might = 190
Horrors of Tzeentch: 5 models, Changeling, Icon, Bolt = 125
Horrors of Tzeentch: 5 models, Bolt = 95
Horrors of Tzeentch: 5 models, Bolt = 95
Horrors of Tzeentch: 5 models, Bolt = 95
Daemon of Tzeentch: Bolt, Gaze = 160
Daemon of Tzeentch: Bolt, Gaze = 160
Daemon of Tzeentch: Bolt, Gaze = 160
k this is from one daemon player to another drop the fiend and the heralds and get flamers and a greater deamon u will still have the mobility of the fiends with the flamers but they have better weapons and the greater deamon (depending on the god) are moslty unstoppable ……. oh and get rid of princes for soul grinders as they can take more of a beating and are more cost effective
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Do you have a problem dropping a Greater Daemon? One unit – no matter how tough – doesn’t make a good army. You also can’t take a handful of good options, throw them in the soup, and expect it to work.
An army is built with a purpose, and there are lots of ways to do that. Still, some are more efficient routes than others…
So let’s examine Daemons. They rock in close combat, but they don’t have many serious ways to shoot armor, meaning transports can be a problem. AV14 is a bigger problem, but one thing at a time.
That’s the hurdle – that’s the challenge that must be addressed.
I chose to do that with Bolt of Change, Str8 Ap1, and Breath of Chaos, 4+ Glance. Secondarily, I’m able to accomplish it in close assault – and I do – but that alone wouldn’t be enough.
If you understand that, then really the Daemons list I posted becomes an effort in the obvious – I literally put Bolt in every single slot I could! I’ve got Princes slinging it on a 2+, Heralds on a 3+, and Horrors on a 4+… and even with all that it’s not nearly the overwhelming shooting other armies are capable of.
What I do have is staying power. Each of my units has an invulnerable save and Eternal Warrior; don’t discount how effective this can be. It means that those armies with quality shots, like Imperial Guard, are instead just one more save to make. It does mean that I’m vulnerable to units that spit out a large volume of firepower, like three Warwalkers with Scatter Lasers, but thankfully those builds are rare in the current Meta.
Since shooting is something I’ve had to overcompensate for, it means that I need to take the most efficient close assault unit I have available. That’s Fiends.
Here’s a lesson in optimization: Fiends beat Bloodcrushers because Fiends are cheaper than Bloodcrushers. Obviously ‘Crushers are an incredible unit… I just can’t afford to take them. When you make the decision to take Bloodcrushers you then have to build an army around them…
…in much the same way I had to around shooting. ‘Crushers are such an investment you have to find a way to recoup it, yet Fiends are a bargain for what they’re capable of – they’ll reward the decision to include them every time.
For me, ‘Optimized’ means taking the units I’ve determined I need in the most points-efficent manner possible. Breath is a really important component of my rather aggressive game, but since it’s 30 points a model I can’t just drop it everywhere. The Heralds have the speed to take advantage of it but the Princes don’t, so I save the points on the latter.
I worked and reworked this list, juggling elements until I had the balance I knew I needed. Even the oddest unit, the Horrors with the Changeling, was thought out: I sacrificed a few odd points to include an Icon and the Changeling – the last being primarily for the allocation games I could play with 4 distinct types of model in unit. The Icon is an element I don’t think I need but is insurance against a tough scenario or difficult board.
Every army has to be able to 1) take out mech, 2) take on meq, 3) defend / beat hordes, 4) defend / beat gunnies, 5) defend / beat close assault builds 6) capture objectives, 7) take on MSU’s, 8) take out Deathstars, 9) hit AV14, 10) and win scenarios. (This list is by no means exhaustive!)
The last may be the most challenging. Gone are the days of gunlines sitting static in their deployment zone blasting opponents off the map. These days the games are more challenging, so it’s important to develop a strategy flexible enough to cope with whatever the scenario throws at you.
I have a personal, 3-word saying which sums up my approach: Competitive is Consistent.
Basically, all it means is that it’s not good enough to do all those things I’ve listed in one game, you have to be able to do it through four or more.
…so aren’t you really asking too much of chance?
My list is designed to play consistently throughout the day, so while I may change strategies depending on the opponent I can count on the elements of my army to at least show up and throw down!
It’s for that reason I rarely stack drops – normally I’ll split the army fairly evenly so it plays the same regardless of the dice roll. I read an article online where the writer literally said, “Okay, if I don’t get my preferred wave I’ll forfeit the game, then start over! My army needs that kind of help…”
That line irked the crap out of me. First, it presupposes the army you’ve chosen to play isn’t good enough to use without forfeiting 1 in 3 games… whine much? Next, it assumes your opponent should have the good grace to in effect give you your preferred drop, just for the pleasure of your company. If someone pulled that on me, I’d say, “Thanks!” then take my win and pack up and play someone else.
Er, I think I got a bit too invested in that last paragraph, but I can’t stand defeatist attitudes!
Look, I’ll boil all this down to three simple things: 1) play what you want, how you want, 2) if you practice you’ll get good, and 3) if you’re good you’ll win games.
As always, I want to hear from you. These are my thoughts and opinions, which represent only one point of view in the many out there. Let’s hear it!
Thoughts? Comments? Hugs and gropings?