A twenty something painter and modeller, usually of the GW creed, according to her friends completely insane, but she doesnt believe them.
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[28/07 04:07PM]

Obscuras Daemons - Warhammer 40k Army List
[28/06 06:04AM]

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[28/06 06:04AM]
Obscuras Daemons - Warhammer 40k Army List

I know that this Blog is under Painting/Modelling, however I am going to go off-topic again just to add in my current 1,500 point army list for 40k. As I have a terrible memory, I like to have everything written down and the rules set out after my army list, for that time I get Aura of Acquiescence mixed up with Transfixing Gaze (like the last time I played :P) or can't remember what Furious Charge does again.

Warning: This is long.

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DAEMONS OF OBSCURAS ARMY LIST

HQ

Keeper of Secrets
Monstrous Creature, Daemon, Fleet
Aura of Acquiescence, Soporific Musk, Transfixing Gaze

WS

BS

S

T

W

I

A

Ld

Sv

8

4

6

6

4

10

6

10

4+

- 230 points

Herald of Slaanesh (General)
Infantry, Daemon, Fleet, Independent Character
Rending Claws, Aura of Acquiescence, Soporific Musk, Transfixing Gaze

WS

BS

S

T

W

I

A

Ld

Sv

5

3

3

3

2

7

4

10

5+

- 90 points

Herald of Tzeentch
Infantry, Daemon, Independent Character
Daemonic Gaze, Master of Sorcery, Bolt of Tzeentch

WS

BS

S

T

W

I

A

Ld

Sv

2

4

3

3

2

4

2

10

4+

- 85 points


TROOPS

10 Horrors
Infantry, Daemon
Warpfire, 1 model with Bolt of Tzeentch

WS

BS

S

T

W

I

A

Ld

Sv

2

3

3

3

1

3

1

10

4+

- 180 points

10 Horrors
Infantry, Daemon
Warpfire

WS

BS

S

T

W

I

A

Ld

Sv

2

3

3

3

1

3

1

10

4+

- 170 points


FAST ATTACK

5 Screamers
Jetbikes, Daemon, Warp Jaws
1 model with Unholy Might

WS

BS

S

T

W

I

A

Ld

Sv

3

0

4

4

1

3

1

10

4+

- 85 points

10 Seekers
Cavalry, Daemon
Rending Claws, Aura of Acquiescence, 1 model with Transfixing Gaze

WS

BS

S

T

W

I

A

Ld

Sv

4

0

3

3

1

6

4

10

5+

- 175 points

10 Flesh Hounds
Beasts, Daemon, Furious Charge
Blessing of the Blood God, 1 model with Fury of Khorne

WS

BS

S

T

W

I

A

Ld

Sv

4

0

4

4

1

4

2

10

5+

- 160 points

10 Furies
Jump Infantry, Daemon

WS

BS

S

T

W

I

A

Ld

Sv

3

0

4

4

1

3

2

10

5+

- 150 points


HEAVY SUPPORT

Daemon Prince
Monstrous Creature
Daemonic Flight, Mark of Tzeentch, Soul Devourer

WS

BS

S

T

W

I

A

Ld

Sv

7

5

5

5

4

5

4

10

4+

- 175 points


Total: 1500 points.

------------

RULES

Independent Character: All independent characters have the Move Through Cover (roll an extra d6 when rolling to move through difficult terrain and pick the dice with the highest score) and Skilled Rider rule.

Monstrous Creature: Have Move Through Cover (roll an extra d6 when rolling to move through difficult terrain and pick the dice with the highest score). Cannot go to ground, 50% of body must be in cover to count as such. Standing in area terrain does not automatically confer a cover save – 50% rule takes precedence. Cover works exactly as for vehicles. If you cannot clearly tell if 50% of the model’s body is covered, modify its cover save by -1. All wounds inflicted in close combat ignore armour saves. In addition, monstrous creatures roll an additional d6 for armour penetration. (2d6 + Str) when attacking a vehicle in close combat. Relentless (can shoot with rapid fire and heavy weapons counting as stationary even if moved the previous turn, and are allowed to assault in the same turn they fired them), can fire two of their weapons each Shooting Phase at the same target.

Jetbikes: Can move up to 12” in the movement phase, moving freely over all models and terrain. However, if it begins or finishes in difficult terrain, it must take a dangerous terrain test. Jetbike assault moves are not slowed down by difficult terrain. However, each model entering or moving through difficult terrain, or assaulting an enemy who is standing in difficult terrain or behind an obstacle, must take a dangerous terrain test.

Jump Infantry:
Can move up to 12” in the Movement phase, moving freely over all models and terrain. However, if it begins or finishes in difficult terrain, it must take a dangerous terrain test. All jump infantry models may enter the battle by ‘deep strike’ if they wish. Jump infantry fall back 3d6”.  Jump infantry assault 6” like normal infantry. This move is slowed by difficult terrain as the unit always covers the last few yards of an assault on foot.

Beasts & Cavalry: Move like infantry, except when falling back, they move 3d6” due to their speed. They are Fleet (A unit with this rule may assault in the same turn in which it has run). When assaulting, they move up to 12”. If assaulting through cover, beasts and cavalry are slowed by difficult terrain – roll for the distance they can move just as you would for infantry, but double the result of the highest scoring die.

Daemon:
All daemons are Fearless (automatically pass all Morale and Pinning tests, will never fall back, they can go to ground voluntarily), Invulnerable (Eternal Warrior (immune to instant death), all saves are invulnerable saves unless otherwise noted), independent characters in this list cannot join units of Daemons belong to a different Chaos God or units of Furies. Also have Daemonic Assault, see below.

Daemonic Assault: No model in this army is placed during deployment. All units start the game in reserve. At the beginning of the first turn, divide the army into two groups that must include, as much as possible, the same number of units. Pick one to assault first then roll a d6. On a 3-6 the Powers of Chaos agree, on a 1-2 they choose the other group. This arrives on the first turn using Deep Strike rules (see below). The remaining units are held in reserve and their arrival is rolled for as normal. When it is available, it enters play by Deep Strike.

Fleet: A unit with this rule may assault in the same turn in which it has run.

Daemonic Flight: Moves like Jump Infantry.

Daemonic Gaze: Rays of pure unholy energy burst from the eyes of the daemon, incinerating its enemies. Range 24”, Strength 5, AP 3, Assault 3.

Unholy Might: +1 Strength.

Aura of Acquiescence: Count as equipped with assault grenades (models equipped with assault grenades don’t suffer the penalty to their initiative for assaulting enemies through cover, but fight as normal) and defensive grenades (models assaulting against units with defensive grenades gain no Assault Bonus attacks. However if the defending unit was already locked in combat from a previous turn, or had gone to ground, these grenades have no effect) but receive no Strength bonus in close combat against vehicles.

Soporific Musk: Have the Hit & Run special rule (unit may choose to leave close combat at the end of the Assault phase. It must take an initiative test. If the test is failed nothing happens. If the test is passed, the unit breaks from combat and immediately moves up to 3d6” in a straight line in any direction. No sweeping advances are made, enemy units no longer locked in combat may consolidate. Not slowed by difficult terrain, affected by dangerous terrain as normal.)

Transfixing Gaze: Models in base contact with the daemon lose an Attack in close combat.

Rending Claws: Count as a pair of close combat Rending weapons (any roll to wound of 6 automatically causes a wound, regardless of the target’s Toughness, and counts as AP2. Against vehicles an armour penetration roll of 6 allows a further d3 to be rolled with the result added to the total score).

Mark of Tzeentch: 4+ invulnerable save, instead of 5+.

Bolt of Tzeentch: A ranged weapon. Range 24”, Strength 8, AP 1, Assault 1.

Master of Sorcery: The model can use one extra ranged weapon in its Shooting phases, but not the same one twice as normal.

Soul Devourer: The daemon counts as armed with a Power Weapon (models wounded in close combat by power weapons are not allowed armour saves), in addition, if a model suffers any unsaved wounds from the Daemon’s close combat attacks, it must immediately take a Leadership test for each wound suffered on its own Leadership value. If any of these tests are failed, the victim suffers instant death.

Warpfire: A ranged attack, Range 18”, Strength 4, AP 4, Assault 3.

Warp Jaws: Screamers count as equipped with melta bombs (has to be clamped or placed to inflict enough damage, models can only ever make one attack. Against vehicles, melta bombs have 8+2d6 armour penetration).

Blessing of the Blood God: Model has a 2+ Invulnerable save against wounds caused by psychic powers or force weapons.

Furious Charge: In a turn in which they assaulted into combat they add +1 to both their Initiative and Strength characteristics when attacking in close combat.

Fury of Khorne: The close combat attacks of a model with this rule gains the Rending special rule (any roll to wound of 6 automatically causes a wound, regardless of the target’s Toughness, and counts as AP2. Against vehicles an armour penetration roll of 6 allows a further d3 to be rolled with the result added to the total score).


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Comments

I have to note that in principle, Heralds of Slaanesh and Tzeentch are canned awesome when mounted on Chariots. I've been running Heralds of Tzeentch (Chariot, Bolt of Tzeentch, Master of Sorcery, Soul Devourer) with success. The loadout means they can move 12", fire Daemonic Gaze and Bolt of Tzeentch, and then if necessary charge into combat and take out some troops. The Herald of Slaanesh on a Chariot gets a better armor save (4+ to go with the 'amazing' 5+ invulnerable save) and benefits from Soporific Musk and Unholy Might. It's not a stone-cold killer on its own, but it can be a pain to kill, and it's amazingly moble support with Hit 'n' Run. Additionally, as it stands, your Herald of Slaanesh is a little out of place. The only unit it can join is the Seekers of Slaanesh, but it is slower than them, and units move at the speed of the slowest member. This cuts down on how far they can assault, and the whole reason you'd bring Seekers is that they charge further than Daemonettes. (Personally, I'm a fan of Fiends of Slaanesh, as they have the same charge range, more attacks at 5 each, and Strength 5 along with their rending. They are the Daemon Codex's Cuisinart on crack) On the Heavy Support, the Daemon Prince doesn't need Soul Devourer. Monstrous Creatures ignore armor saves by virtue of being Monstrous Creatures, and most things worth instant-deathing have high-enough leadership to just ignore Soul Devourer's instant-death clause. I'd consider Iron Hide or some kind of shooting attack. I'm personally a fan of Daemonic Gaze/Bolt of Tzeentch on them, as they have BS5. That aside, it's certainly not a bad start. A Keeper of Secrets is, in my mind, a very solid HQ choice. Not the most durable, but it's a good compromise of speed and power; Soporofic Musk just helps so much more because you can hit 'n' Run at the end of the enemy's assault phase, then charge again during your turn. Horrors as troops are reasonably durable, and you've got a Bolt of Tzeentch (either through equipment or the Herald) in either, which is good. I mean, the Bolt is far from the best anti-tank weapon in the game, but it's what the Daemons have, so you might as well take it. I'm not necessarily a fan of the Fast Attack section of the codex, but you've got enough stuff in there to actually throw out a wide net and try to drag something down.
Written by: raptor1313 | 03/07 12:12PM


While I'd prefer my Herald of Tzeentch to stay near/with the Horrors for protection, the Herald of Slaanesh would be better served on a Mount, unfortunately I heavily converted her and as such it would require a complete overall and obtaining another rare and expensive Seeker model in order to do so :(. I like my Seekers because they are better than Daemonettes, better models (I really dislike those claws). The Fiends are a little heavy on the points side, that extra attack and strength costs you an extra 13 points a model! Also, the model is just.. mm. It could work with some conversion but if I did Fiends I would definitely change some of it. They're decent back-up units for some of the lighter Fast Attacks, though their high points cost means that I can't take more than a small handful without swapping out several units to get them. 5 Fiends would swap out nicely for the 10 Furies. (150 in both cases) The Daemon Prince comment is fairly valid. Two set-ups are also possible that could be swapped out easily enough. Daemon Prince of Nurgle: Daemonic Flight, Mark of Nurgle, Noxious Touch (180) Jump Infantry, +1 Toughness, Close Combat Attacks wound on a 2+ (poison). [Remove Screamer leader's Unholy Might (5 points) to make up the points cost.] Daemon Prince of Slaanesh: Daemonic Flight, Mark of Slaanesh, Soporific Musk, Aura of Acquiescence (175) Jump Infantry, +1 Initiative, Hit & Run, count as equipped with assault and defensive grenades (can charge through difficult terrain without taking a difficult terrain test, enemy units do not get an Assault Attack Bonus when charging.) Obviously which one to use depends on which army I'm fighting that day. I've found that my Screamers backed up with my Keeper of Secrets tend to eat through tanks. My biggest problem with my army is keeping them alive long enough to survive to do some damage (and sometimes, to even get onto the board! Three of my units exploded on impassable terrain last time I played. Still won though. :D) *cough* Of course, this army list is valid for Planetstrike: Asaault, but not general 40k as it has four Fast Attack choices (whoops!) so I really do need to decide what my next unit to collect will be. I have a very strict visual theme for my army, and I prefer units which fit the "feel" of Obscuras - that is, fast close combat or powerful ranged weapons. Fiends, with a complete model makeover, I've been considering for a little extra punch, though I think they're better for mowing through infantry troops than divebombing the tanks. At the end of the day though, I'm happy to have finally collected a valid (sort of!) 1500 army of models which are based and ready to roll :). It's quite the achievement and I'm going to bask in it. Especially as it was originally a Hordes of Chaos army! (Furies were Core in that.) Next up is greenstuffing cracks, slotbases and the robes on the Daemon Prince I lifted up on curling wires. And the Keeper of Secrets.. and those two new Horrors.. and converting that Screamer.. Okay, maybe I'm not quite finished. And that's not even thinking about painting. This is going to take forever.
Written by: LadyFalcia | 05/07 03:14PM


The one thing I'd add to the Daemon Princes is that if you're not taking Tzeentch, I highly recommend finding points for the armor. T5 with a 5+ is just asking for heavy weapons 'til you drop, and that 5+ won't save you from them. I hear you on fiends being a bit point-heavy, though I tend to just run 3x5. They'll mulch infantry, but the other thing is that they're just capable of doing damage to anything. I mean, I've had a lone surviving fiend still rip up a Guard opponent's stationary vehicle. (It helps to know that if you stay in base with them during their assault phase, you get to attack them AGAIN. Found that out the fun way when I was on the recieving end). Of course, once my opponents figure out how dangerous the fiends are...it's important to bring as many as possible, and grab cover as much as possible. The fiend cose, though, DOES net you an extra wound, so 5 fiends are still 10 wounds to deal with. Beyond Screamers (which are good at mowing through vehicles, but ONLY that) you'll be hard-pressed to find a unit in the daemon codex as adept at mowing through both tanks and vehicles. Well, the other one is the Keeper of Secrets...Honestly, the other big tank/dread killer is Bloodthirster, but that's because S9+2d6 = penetrated. I hear you on the Daemonette models. The old metal ones aren't bad, the plastic ones are cost-effective, but any way you cut it the big lobster claws are a bit 'eh' And sometimes...well, the Deep Strike dice just DO that to you, or the dice in general. I had Skarbrand (300pts) and 7 Plague Bearers (105pts) mishap to death in one turn, followed by a Soul Grinder eating some bad dice and a Warboss charge (160pts) for, oh, about 600 points of the army dying. Oh, and the kicker? The expensive stuff landed on NURGLINGS.
Written by: raptor1313 | 08/07 10:43PM


Hrm, now considering putting in a group of 10 Daemonettes so my Herald of Slaanesh could sit with them and they're Fleet, so they're no slouches. Modelling wise, with the plastics I can do a straight swap with the claws for dryad arms, which suit my army a lot better - and I can wrap tentacles (green stuff) or chains around the one-boobed corset which I HATE. Do love their feet though. Oddly. The unpretty faces really don't matter in my army, though I may greenstuff fill some of the wrinkles in :P. Maybe chop off their noses...
Written by: LadyFalcia | 30/07 03:38AM


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