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Title: 2500 List Vs Daemons
Description: Death to the bloodletters!


excessiveswagger - July 27, 2012 12:49 PM (GMT)
So I need to defeat a daemon player with my precious O&G and was wondering what list to do. I came up with the following so tell me what you think


Savage orc lvl 4 great shaman, shrunken head 255
Pros: Buffs SOBU, good dispeller, good caster

Cons: Vulnerable to getting KB, cant quite afford fencers blades with the wyvern boss :( could possibly make him level 3 instead

Orc warboss on wyvern with 348
LA, shield, sword of striking, armour of destiny, potion of speed
Pros: 18 inch IP, fast enough to get to fights where he is needed or avoid ones he doesnt want, packs a big punch, can snipe locus due to init 7 on first round

Cons: Vulnerable to lore of death or greater daemon catching him

Goblin BSB with spider banner on gigantic spider with LA, shield 164
Pros: Grants poison to goblin unit (see below), 3 wounds and 3+ save
Cons: No magic allowed :( lack of warmachines from daemons is a bonus though


34 SOBU with full command and AHW 409
Pros: Powerful attacks, benefit greatly from shaman especially with ere we go and 5+ ward

Cons: Gimped if shaman killed, bloodletters stand a good chance of beating frenzy out of them

84 goblins with spears and bows, FC - champ, 3 nasty skulkers 382
Pros: deployed 12 wide with the BSB he should be safe from attacks at the edge of the unit, large volume of attacks plays to daemons weaknesses as they have low T. Skulkers may be able to snipe locus, poison from BSB makes them surprisingly hitty, even more so if gift of spider god gets off. Can challenge lock a greater daemon if he is dumb enough to get caught. Poison bows may be able to score big wounds on a greater daemon or at the very least a unit.

Cons: More expensive than equivalent NG unit which could have nets (wanted spear and bow), likely to lose combat every round even if they will grind the opponent down in the end so general needs to hang around (although 18 IP will help).

8 trolls 280
Pros: Cheap and very killy for their cost, get them into combat and forget about them, 18 IP means can control them from a distance

Cons: STAY AWAY FROM THE FLAMERS!

1 lvl 2 NG shaman with scroll of shielding and talisman of 5+ magic resistance 130
Pros: Can go in goblin unit, activating the scroll of shielding will give a 2+ ward for the gobbos against something like plague wind/piercing bolts that may slip through. Can also shield trolls against fire spells

Cons: No dispel scroll, mitigated by shielding scroll

1 lvl 2 NG shaman with forbidden rod 135
Pros: Blow him up to get a big boost to the magic phase for when I really need to get ere we go, hand of gork or gift of the spider god off

Cons: Blowing him up will most likely kill him

1NG big boss on GCS with LA, shield, spear, dragonhelm 96
Pros: Hunts flying wizard, ties up flamers, kills irritating flying chaff like furies that hunt mangler squigs

Cons: avoid getting charged by big units

2x pump wagon with outrigger 110
Pros: Screens chaff for the manglers, may even get to a unit for some damage

Cons: Very weak if charged by flying chaff like furies or fiends, will likely die for nothing if it happens, more GCS big bosses may be better (plus fun factor)?

2x mangler 130
Pros: Demolishes bloodcrushers, groups of fiends, greater daemons. Looks cool

Cons: Unlikely to make cost back against a unit (damn ward saves), big target for furies and their 20 inch march

5 wolf riders with spear and shield 60
Pros: May be able to beat a 5 unit of furies, can at least redirect a whole unit in a pickle by marching right up to them

Cons: May be stupid with animosity and charge

Total 2499

So there it is fellas, how does it look? 3 big combat units with a bit of chaff and quite powerful magic. With 4 spells from big and little waagh I should be able to get most of the ones I want barring extreme bad luck (the ones I want being ere we go, hand of gork, fists of gork, gift of the spider god and vindictive glare)

The plan

As all daemons players do he will run right at me (I didn't think warmachines would get their points back considering how fast daemons are). I hope to get boosted hand of gork on the goblins and teleport them 1 inch behind one of his units. I can them rake him at point blank with 54 bow shots (volley fire) with 4+ to hit auto wounding on 6. With poison thats 18 wounds, a sizable hit! He then has to turn around or keep moving, which gives me another shot (assuming the gits dont fail animosity). This could severely cripple any unit.

If he has a greater daemon, teleporting the gobbos next to him and unloading with volleyfire should cause 12 wounds on average if poison is included, enough to finish it with a single volley

Even if I dont get hand off properly, thay still get to fire as the daemons advance which should cause some casualties. Once combat is joined they have 48 spear attacks, which if we assume 5+ to hit should cause 12 wounds, not bad going. Although they are likely to lose combat with the general in range they should hold and gradually grind any unit down. Hopefully the BSB will be safe at the edge of the unit with his 3 wounds and 3+ save. If I get gift of the spider god off on the unit they will turn into an extreme powerhouse.

Blowing up the forbidden rod shammie should help me get spells off when I really need to (question: do you use it before or after rolling for power dice?).

The SOBU can do what they do best, kick the stuffing out of guys. With luck and ere we go can likely beat any daemon unit and keep their frenzy. The GCS guy can threaten his wizard or hunt flamers. Failing any of that can slam into a flank and make his contribution, if skulltaker is around he can challenge him and tie him up forever (or even beat him).

Trolls can get into combat and beat face as they always do, should be pretty solid and a good choice to take on bloodletters due to immunity to KB, immune to psych and regen.

Warlord on wyvern will help where he is needed and swing dicey combats by charging flanks and rears. Will stay well away from KB as I really need his 18 inch LD in this army. 3+ 4++ save should keep him safe from ranged. Death spells are a concern if he has them but hopefully the lvl 4 shammie can stop them.

What are peoples thoughts?


Krolog da FaceMangler - July 27, 2012 07:14 PM (GMT)
Looks like a good list, the only tacticly unsound thing I see is your ploy with the BSB.

Gobbo bases are 20mm so 12 wide you have a frontage of 240mm where deamons in hord have a frontage of 250mm because of there 25mm bases so he will still be getting attacked by 2 Letters from the front rank and 4 from the 2 back ranks. Its a good stratagy but agenst oponents in hord it might not work as well in close combat.

Getting the 2 shooting phases without being charged with hand of gork is still a good tactic though.

excessiveswagger - July 28, 2012 02:16 AM (GMT)
QUOTE (Krolog da FaceMangler @ Jul 27 2012, 07:14 PM)
Looks like a good list, the only tacticly unsound thing I see is your ploy with the BSB.

Gobbo bases are 20mm so 12 wide you have a frontage of 240mm where deamons in hord have a frontage of 250mm because of there 25mm bases so he will still be getting attacked by 2 Letters from the front rank and 4 from the 2 back ranks. Its a good stratagy but agenst oponents in hord it might not work as well in close combat.

Getting the 2 shooting phases without being charged with hand of gork is still a good tactic though.

Good point on the blood letter horde. I can always reform them to be 14 wide or so if I see one though. Am still wondering if night goblins with nets and bows may work better. Slightly cheaper but no spears... Can use fanatics to shield them so they get more shots though.




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