Sunday, February 27, 2011
Game # 2 Blackmoor Demonhunters vs. Grimjob's Orks
Friday, February 25, 2011
Demonhunters Battle Report #1
Monday, February 21, 2011
4 Games with Demonhunters
Thursday, February 17, 2011
Demonhunters for the Realm RTT on 2/19
Wednesday, February 9, 2011
Why Demonhunters to Adepticon?
- · They fit in a small army transport. When you are flying across the country you want to keep your army in a transport you can bring and store in carry-on luggage. You do this because if the airline loses your checked baggage it is not too much of a problem, but if they lose your army it is. Also you do not know how or what the baggage handlers or TSA are doing with your models or how they are treating them when they are out of your sight. You do not want to spend half a day in your hotel room trying to re-assemble your army.
- · You not only want to fight good, but look good. For paint scoring Adepticon has this huge check list of not only how well your army is painted, but how it is converted, and how your display board looks. I have a good idea for a paint scheme with a lot of conversions (yes, with metal models) and an X-Board from Battlefoam to display my army and I am going to jazz it up with that terrain SM statue that they have, and some pillars and try to get a good painting score for once!
- · I have played a lot with my Demonhunters so I know their tactics and how they play.
Monday, February 7, 2011
Onwards and upwards….Adepticon Championships 2011
So after trying out the Dark Eldar I do not think that they will be an acceptable army for Adepticon. It is not because I think that they can't be good, it will just take too long to play test the army and find a combination that can deal with the heavy hitters like Space Wolves and Mech Guard. I just lack the time to make wholesale changes like trying out webway portals, and beastmaster packs, and all of the combination that is in the codex, and then painting them all up. I could do what some people are doing and always start in reserve, and then try to survive for several turns, but that is not my style.
So I have thought about some armies that can deal with Space Wolves, Mech Guard, Hordes, and now with the new FAQs, I need an army that can deal with a lot of terminators. This (as you can guess) will not be easy.
So I thought about taking Demons of Chaos.
Here is the list I was thinking about:
Fateweaver
Lord of Change
3 Flamers
6 Horrors+Changling w/Bolt of Tzeentch
7 Horrors w/Bolt of Tzeentch
7 Horrors w/Bolt of Tzeentch
Demon Prince w/MoT, Bolt of Tzeentch, Iron Hide, Wings
Demon Prince w/MoT, Bolt of Tzeentch, Iron Hide, Wings
Demon Prince w/MoT, Bolt of Tzeentch, Iron Hide, Wings
I have always been a big fan of Tzeentch demons so I was going to build an army around them.
So it will be a pretty small army but really durable and 5 MC really pack a punch! The Tzeentch+Fateweaver combo makes for some good saves with the DPs have a 3+/4++ and with the re-roll from Fateweaver they are as durable as a fortuned Avatar. You need to be able to take 18 missile launchers a turn and still be functional, and this army can do it. It can mix it up in a assault with a lot of armies as well but it has some weaknesses. For example: If you make the MCs your preferred wave, you might get the wrong wave in and then you will get the MCs in turn #2 and trickling in. They will also have issues as your MCs scattering away from Fateweaver, and then you have to use the shooting phase to run back, and then everything starts to go pear-shaped.
So I thought I would bring the army that I was planning to bring all along…Demonhunters!!!