On Lists: Losing Sight of What Matters

Yesterday I published the Daemons list I intended to take to Hard Boyz next week.  Only problem is... it kinda sucked.

As Syaoran pointed out:

I'm over the moon that you decided to go with daemons, tho I'm a little surprised by your list. Your 1850 list is amazing, I thought you just add on from there.
His point is spot on: my 1850 list is as tight as it can be - there are no wasted points.  It's optimized.

So why did I think I could take my optimized list, add a some wasted Wargear and an entire unit I don't think is worthwhile, the Bloodletters, in the type of list I play and think it was good?

It might have been fine, as Round I is usually fairly easy, but then I ran into the Card Pimp in Question last night at the store.  He's playing a Blood Angels 3-Fisted Brick of an army, but with correct play I thought I'd be fine.

Well, I played correctly, but I wasn't.  My new dice let me down in stunning fashion, but I'm not the type of guy who wants to blame a bad result on luck, so I gave it some thought last night.  My conclusion?

The Daemons weren't optimized and couldn't absorb the bad luck.  Back to the drawing board I went, and this is better:

Da Warboss also made an interesting observation:

Why bother with daemons when GK's are going to be everywhere with their nemesis weapons? Stick to your wolves and leave the fun list for non-ard boy.
I like the Brotherhood, and I think they'd do just fine.  In fact, I may end up changing my mind after today's games and submitting them.  But I doubt it.

I'm still best with Daemons, and frankly most of the GK armies out there don't scare me.  The type of builds that scare the crap out of me just don't seem to be hitting the table, so I think I'll take my chances.



Gonewild said...

Hey Brent,
Out of curiosity do you recall the Blood Angels list that you faced?

Magilla Gurilla said...

First off, your constant posting about Daemons (and Pat from 11th Company) is one of the reasons I have picked them up for my new (2nd)army...

...I like this list better than your last list. My limited experience has been that Flesh Hounds are a nasty, nasty tar-pit for GK with the 2+ invulnerable save.

However, I am surprised that you have not added any screamers of Tzeentch. Once again, I have limited experience with Daemons, but they not only function as a fantastic screening unit for your Fiends/Hounds, they can really make LR owners cry.

Just my 1.1 cent worth.

Shadowvast said...

Go with your Heart Brent. I know that sounds cheesy, but you love the Daemons. They work for you. So to drop another cliche, "if it ain't broke, don't fix it".

Krisken said...

I like the Flesh Hounds as Grey Knight meta and additional speed, but still don't understand the large unit of Plaguebearers. I would think the points would be better spent either splitting the unit in half or adding Seekers for their assault grenades.

Anyways, hope this list works better for ya.

Brent said...

Warboss Stalin: What do you know?

(Ah, I'm glad you're back, and mean as ever!)

Krisken: Read the first scenario for Round I, then the choice of the tar pit PB's will make sense!

Damn The Valley said...

Honestly, I don't think GK's will be as much of a problem as some people tend to think. It might even be an advantage, because like all armies, they are still only as good as their player. And the inexperienced players out there will see it as an easy win since they are playing with GK's and make stupid choices, allowing you to get more blood for the blood god.

Da Warboss said...

That's pretty funny. I don't recall posting that it's still crap. Who's the poser?

Da Warboss said...

Oh by the way its very funny if you click on 'Warboss Stalin'. No doubt its one of Brent's gay ass-ociates up to no good

Brent said...

Well, I was stupid enough to click it. It was some bullshit gag site that dropped cookies that wouldn't let you leave.

Pretty shitty, whoever did it, but I'm deleting it now.


I hope that's not the latest Blogger joke.

Brent said...

I hope not, WB. Crappy thing for someone to do.

Probably some 16-year old mouth-breather, destined to stay a virgin until he gets curious about his teddy bear in late middle age.

Syaoran said...

The sign of a great player is someone who can take constructive feed back and work with it and not get offended or jump straight onto the defensive. After reading what you wrote in your opening comments for this blog is one of the main reason why I follow Strictly Average. Well done.

I tend to play in a lot of 2500 point tournaments which are mostly objective based and in my experience, 2 x 7 man plaguebeares units with 1 icon (optional) is a lot more effective then 1 x 15 man unit. You don’t want that 1 unit of plaguebearers to become redundant after that one scenario/mission is over with that you planed them for. Yes they may work well for that one missions, but trust me, after that mission is over with and your onto your next game, you’ll be thinking to yourself “man I wish I could split that unit”.

By splitting them and giving one unit an icon, you can still bring them down together forming your large tar pit unit, but you get the added benefit of making them more resourceful for other missions. Plus you can separate the gap between each unit just enough so they wont get double assaulted when holding an objective.

Other then that, the only other change I would consider is to drop a unit of flesh hounds, reduce the size of the other down to 8-6 and add 2 units screamers. In smaller point games, I would never touch them, but at the 2500 point level, they really do work wonders. Ohh and find the 5 points for the changeling.. You know how wonderfully they can be.

Anonymous said...

I like your list, I could see the use of bloodletters being nothing but effective with the power weapons, your choices in units isn't something to laugh at dude, especially with what they give you.

(A new favorite!) Anon: I haven’t even bothered playing a game of 6th yet, cause I have read the rules, and actually understand how they interact with units. I know my armies no longer function how they should, and so I need to change them.

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