Let's just get that out of the way now.
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- Bolt is a requirement
- Fiends do the heavy lifting
- Soul Grinders are a red herring
- Fateweaver is too inconsistent
My motto is Competitive is Consistent. I'm not out to win a game - my goal is to win four in a row.
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Some of that's for this blog or that - such as trying out the Soul Grinders in our last local tournament - but most of it is working out strategies for 'wanna-win' games. Not that I'm throwing games, but I'm not so invested that I care whether I win or lose.
The Client Pimp..? He's in a different place. I'd wager he knows exactly how many games he's won or lost, against whom, and if those were inside a tournament or not!
It's a phase; most of us have been there. For my part, I no longer have anything to prove. Frankly, it's the same for most of us at the FLGS...
...sadly, we're most of us firmly in middle age!
(Speak for yourself.)
All that said, that habit of mine has bitten me in the butt on more than one occasion, where I was sort of lackadaisical with a tournament list and was frustrated after getting blown off the board. On one occasion, the Bugs! were swept by Evil Homer in Exile's Dark Eldar with nary a fight. On another, more recently, I suffered through a last round matchup against Little Barrera.
And his Dark Eldar.
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My thinking on this almost exactly matches Hulk's; check out this post from They Shall Know Know Fear. He's also exploring Daemons at the moment, just like me and just like Goatboy. Remember to check out the other blogs in the Read Up To Keep Up roll!
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...over four games! He can be incredible; of that, there's no doubt. The Fate-Crusher build is rightly feared; if Kairos and the Crushers get the appropriate wave on the board, and if Kairos avoids too many leadership tests, then certainly this is a combo that can roll the board with anyone!
Lot of 'ifs' though.
|From Wargamer Hub|
In one-third of the games you won't get the Wave you want. In four games, you have a very strong chance of losing Kairos to a failed Leadership test - and I've had Darkwynn actually run the math on that one!
But! As a Codex gets older it requires aggressive play, sound strategy, sharp tactics, and a perfectly optimized army list to seize victory for itself.
More than anything, though, you'll need aggressive play: take the initiative early and force your opponent to play the game on different terms!
As much as it pains me to say this, Kairos can be a route to all of this, making him - in my humble opinion - a more valid choice now than even a year or two ago. Back then, balance and sharp play yielded better results. Some of those tools are just no longer available.
(Bye-bye, Daemon Prince of Tzeentch! I loved you long time I did!)
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I'll leave it to you to decide whether this is an effective option or not, but personally I prefer it to the current Fate-Crusher ideal of three units of Juggernauts - largely due to the speed of the Fiends and their ability to nail down units from a distance and destroy multiple tanks on the charge.
I prefer the cheaper Herald in the Daemons 2012 list I developed - and will publish tomorrow - but the Skulltaker is almost a design requirement here.
Think anti-GK's and you'll follow the train of thought. Dark Excommunication removes Gifts, but the Skulltaker's Rending isn't one, meaning even if he loses his Power Weapon he can still rend out Grey Knights with a 4+. With less in our toolbox, he's more important in this build.
That's the thought, anyway. I'd probably drop Skulltaker with the Hounds and the Herald of Khorne with the Crushers, but you can certainly double-up either way if the table dictates it.