The list-tech segment is a series of articles designed to focus on unique, competitive lists crafted by players in the community in order to provide new and experienced players with tactics, tips, and tricks to use in the heat of battle.
“Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win”
― Sun Tzu, The Art of War
On today’s List-Tech I decided to try out a new format, I also decided to highlight one Daemon list that made the top 8 at Adepticon 2016 instead of my normal two lists per article. Tell me what you guys think! Eric plays with one of the best Daemon players in the world (Nick Nanavati) and his list, and the way he talks about it summarizes everything about the correct way to play Daemons. His list also shows that you don’t need summoning and deathstars to win the faction. You just need mobility and the tactical acumen to use it.
Eric Hoerger’s MSU Daemons
Daemonic Incursion Detachment
Core: Murderhorde
Khrone Herald: Lesser Reward
8 units of 5 Fleshounds
Auxilary Detachment: Burning Skyhost
Tzeentch Herald: Level 1, The Oracular Dias
9 units of 3 Screamers
Daemon CAD
Fateweaver (Warlord)
2 units of 3 Nurglings
Tell us a little bit about your army, why did you go with certain units? Why did you pick this army list in particular? Is there anything special about your army that you want to highlight?
I ran the Demonic Incursion detachment from the Curse of the Wulfen book at the Adepticon Championship Event. I ended up placing 8th going into the Day 2 seeding, after playing a host of different lists, including Eldar Jetbike/Warp Spider Spam, Necron Decurion with a Lychstar, Khorne Daemonkin with dogs and D Thirsters, and Eldar/IG Artillery Detachment. I chose not to play in the day 2 event so that I could play in the awesome Long War doubles with my buddy Jared Friedman. After Day 1, I was lucky enough to win Best Heretical.
The list was honestly a mashup of two hilarious armies that I had worked on in years past: An all-tzeentch Horror spam list from the beginning of 6th edition, and a KDK army that I had worked on last year as a hobby project.
I chose the list based on a couple concepts: MSU, speed, ability to play objectives, and ability to score/deny the areas of control in the Adepticon missions.
I find the Murderhorde to be the best of the Core detachments. It gives a ridiculous amount of board presence, the units are surprisingly durable for their cost, and between scout, outflank, and deepstrike, they have a ton of deployment options. Between their 12” move, Furious Charge, WS5, and +1 attack within range of another Dog unit, these units were my answer to Gladius rhino walls, and two squads could easily destroy MSU MEQ units. The close combat presence they provided allowed me to be aggressive with my screamers while keeping them screened from assault, and they limited where shooty armies (of which there were many at Adepticon) could hide.
The Skyhost was my answer to Eldar Warp Spiders and jetbikes. Combining their sweep attacks with Warpflame and Soul Blaze with their ability to Deep Strike, I could remove Eldar firepower in a hurry without recourse. Also, with a 36” move between move and turboboost, these were the ultimate objective grabbers.
With the new Tzeentch psychic power table from Curse of the Wulken, Fateweaver is really a Jack of All Trades. I took him really as an answer to Knights and Wraithknights, though he failed to 6 out anything in my 4 games. I did find that he reliably has all the offensive powers he needs between Tzeentch powers and the primaris powers, and rarely used an of the random powers I rolled. I didnt use Fatey to summon, because I didnt have many psychic dice. His Warlord trait, combined with the +1/-1 from the Demonic Incursion, meant that I consistently got +1 invul on most of my army without psychic powers.
The nurglings did 2 things that I needed them to uniquely do, contest zones in the adepticon missions, and sit on objectives corrupted by the Demonic Incursion units so that OBSEC jetbike units could not contest them.
My list differed from most daemon lists in that my heralds are VERY light on upgrades. This was mainly a points issue; once I took the two formations and the minimum units from the CAD, I only had 20 points left to play with. However, I didnt find that this was a huge issue in my games; strength in numbers and speed made up for the lack of Daemon tricks from Psychic powers and Loci, and my list was much more consistent. While I wish I could have fit in an Exalted Reward on the Tzeentch Herald for Grimoire, I didnt have a unit worth buffing outside of Fateweaver.
What expectations did you have for the meta? Were there any armies you were worried about? What match-ups did you feel most comfortable with?
I expected to see a lot of Eldar, because Adepticon is relatively light on terrain and the missions heavily favored OBSEC. Additionally, I expected to see a fair amount of Gladius, because even the killpoint mission was fairly easy for Gladius to get points off of, and all of the other missions heavily favored objective/zone scoring. I felt good about both of these matchups, because I had the OBSEC to contest zones, and my Skyhost and Murderhorde detachments were perfect counters to Eldar and Gladius matchups respectively. I was worried about playing Tau, because I didnt get the chance to playtest that matchup and it has freakish amounts of firepower; however, I was able to avoid that matchup, so I’ll have to reserve judgement on it until another day.
Hindsight is 20-20 and looking back on Adepticon was there anything you would have changed about your list to better accommodate the meta you experienced?
Honestly, I wouldn’t change the list I ran looking forward to other formats. ITC, ATC, and NOVA all are objective-centric mission sets, and the Demonic Incursion is the best army I’ve ever played in terms of ability to control both progressive and end of game objectives. The board presence of the army is monstrous. While deathstars can on the surface present challenges, this army can form a 24” bubble of ‘you control this, I control everything else’, and the army doesn’t care about invisibility.
What are some tips or tricks you have for people who might want to start using your army?
40k is a game won on movement, and with the deployment and movement options, focusing on board control is most important. If you corrupt objectives, then put OBSEC on them, nothing can cleanse your control until they remove the OBSEC. Don’t be afraid to deepstrike aggressively with screamers, as even a mishap doesn’t put units out of the game ? of the time. Use Fateweaver plus the daemonic incursion +1/-1 to fish for what you want on the Warp Storm; +1 invul is incredible on the MSU, and an 11 result on average kills an enemy psyker. If you roll a 5 or 6 on one of your dice for Warp Storm, reroll the other dice to have a solid chance to get one of these results. Summon for heralds if you can, because it allows you to bring in tools that the points won’t allow otherwise. In general, high-toughness, strong armor is tough, so use fleshhounds as a delaying unit to tie them up for a while, event if you can’t kill them; Rerolling instability can often allow you to tie things up for far longer than normal. But most importantly, play the mission and you have all the tools you need to win any matchup.
Interesting list.
I’ve been trying to think of ways to leverage the power of the new Daemon detachment, and this seems to hit all the high notes.
I do like bunches of screamers. That sounds like a fun army despite the craploads of models it needs!
I do wish I had these models but my 10k points of army is Nurgle zzzzzzzzz
Really like this list, looks like it would be lots of fun to play as well as face. I might need more Screamers…
For the incursion I only have a Nurgle core + auxiliary and a slaanesh core. I normally prefer to run mono god though… I always feel dirty being undivided. Like being the center of some 4 daemon gangbang.
but….what did one do with a K herald like that? cant join hounds because too slow without juggernaut, did he remain in reserve?
He’s got 8 units, I’m sure one of them can move slower. Also, doesn’t scout confer? Could he use that to keep the herald closer?
Deep Strike him either somewhere out of the way that he can hide, or near a Pack of Hounds that aren’t going to need to get anywhere fast in the next Turn or two.
yes scout but then hounds move 12″ herald move 6″ and i dont remember if he can scout 12″ if his movement is 6″.
If the Herald joins a unit of Hounds, they will only be able to Scout 6″.
Herald would either be strung along or start in reserve. In different formats, I plan to give him a juggernaught and lose the nurglings
Good list.
Putting Fatey with the Incursion would make it much, much better. Drop the CAD.
Yeah… You lose obsec nurglings but gain 90 pts to spend on upgrades.
I guess it depends on how important you judge objective control to be.
why? what change if you put Fatey in a CAD or play just it into demonic incursion?
What would be the benefit at all of putting Fatey with the Incursion? IIRC, none of the Incursion’s benefits claim they have to be the primary detachment in order to take effect. You can still make Fatey your warlord for his warlord trait and then the Incursion detachment still causes anything in it to corrupt objectives (Fatey really doesn’t need that rule considering how many other units he has) and it still causes -/+ 1 on the warpstorm table.
A weirdly fluffy counter to this I think would actually be a bunch of grey knight (purifiers?) with cleansing flame novas all over the place.
I love Novas as they actually are better against MSU, I have two in my army and its just such a good counter to lots of little units running around.
Also, Eric, had a blast playing you in the last round of team tournament! You should do a list tech on your “We will get first blood every time” army list. haha
i played that without the CAD just a pure demonic incursion, i didn’t miss the nurglings,i played ITC mission number 6, i got maelstrom point every single turn thanks to obj corruption, if your opponent cant bypass the wall of screamers and hounds he is doomed quickly, anyway is easy grab obj with a whole army moving 12″+… great list really.
Adepticon missions pretty much required obsec, which is why the nurglings were in there. In the next version of the list, I dropped them for juggernaught, 1psyker level, and an exalted reward on the tzeentch herald. The list does have a LITTLE room to customize based on the missions, but not much.
Adepticon team tournament tactics: if you throw four cent units and a chapter master with hunters eye on every table, You’re gonna get first blood 😉 pleasure playing with ya too, buddy
Droping the Nurglings and taking Fatey as an Command option in the Incursion frees some points to further equip the Heralds. You lose the ObSec, but seem fair to me.
indeed i dropped CAD and add juggernaut a second level to Tz herald and locus of wrath
http://www.lemsite.co.uk/images/40k/Archive/blood.jpg
How many points would this army be?