now as a general 40k player i try to stay away from the instant choices in each codex and put together a viable list with out the key units the internet says will work.
and iv managed that with most of my lists some times raw killing power is lost due to awesome models etc etc but generally i do ok. with rumours off a new deamons codex shortly on the horizon i decided to set my self a challenge and here it is
lord of change
plague bearers x10
plague bearers x5
plague bearers x5
now those who read net lists rumours tactics articles will see this is pretty much a net a list and their right it is. so people may be wondering where the challenge is in playing a net list. well here it is i was speaking to a freind of mine about top tier lists and what makes them so powerfull is it the skill of the player OR the list or a mixture of both. now the answer is to try 1 and find out as currently i do well with a chaos marine list in small tournaments 20 people 5-10 roughly so if i take deamons and i start winning regularly then it maybe the list that has made me better although i fel im in no way a bad player to begin with.
first thoughts i have a baby version of this for a 1k tournament and here is what iv found ill talk thru each unit and break down wat theyll do or did lol
lord of change is mainly flying harrassess flyers with vector strike and bolt can also go for quad guns etc
blood thirster will do the same but much more reliably with str8 thats only 4's to glance much better than 6's lol he can also tie up the death stars and jump around being a distraction so my other untis can harrass without being tied up
flamers becarefull with these i found out last nite 2 wounds if gd but a 5+ save isnt lol stay away from things like coteaz go for a weak flank and work ur way down their also gd as blockers for the troops if u can wring a troop unit from a slow moving unit then can wall of death if their stupid enough to charge. also putting flamers near tanks is quite gd as most tanks so u hide behind the wreckages!
are crap lets face it their terrible BUT if u take strategic traits stealth ruins makes them alot better +3 cover with 5+fnp is awesome also u have 2 small 5 man units to stay on ur side of the board then the 10 man to try and get an opponent objective
screamers are the icing on this evil cake these guys are amazing use them to harras big units or vehicles either way their awesome heres how i used htem last nite
VS troops turbo boost over a squad u will be charging to do d3 hits per screamer at str4 that shoud significantly reduce the units strength if their stronger use another unnits and slash them agen
turbo boosting is really important 1 u can move 36" a turn 2 u can attack 3 u get a 3+ inv save
then charge also if u can charge with 2 units i would suggest doing that as well as you get hammer of wrath attack before the combat starts so if we take hte big unit above 8d3 before combat then up2 8str5 hits before combat starts
against vehicles str5 armour bane and ap2 means that with 2 dice u can easily glance av12 but the number of attacks means u can risk going for higher av with certainty ul do some damage
final thing as these are the CC monsters remember allways turbo boost 3+ inv with 2 wounds makes them very hard 2 shift especially in big units
final thing deamonscause fear !!!!