Here is the Daemon army - full disclosure - I screwed up on the list build and had an extra 150 points (oops!) so I'm glad Dave won this game.
8 x Horrors + Lord of Change = 500pts (SC)
6 x Horrors + 2 x Soul Grinders = 400pts
9 x Screamers = 225pts
7 x Plaguebearers + 2 x Soul Grinders + Altar = 525pts (BTS)
6 x Plaguebearers + 2 x Soul Grinders = 400pts
6 x Bloodletters = 250pts
6 x Skull Cannons of Khorne = 300pts
6 x Daemonettes = 250pts
6 x Fiends of Slaanesh = 300pts
Total = 3,150pts
In addition to the changes that Dave proposed, we both think Heralds should also have a ranged shooting attack. Not only is this supported by the earlier 40K codex, but due to the lists' limited ranged shooting the Daemons need another way to place blast markers in order to set up engagements. The shooting attack stats could be unique to each mark of Chaos, or it could be generic across the four powers. This won't apply to support formations as they do not have access to Heralds.
As Dave stated, the point costs for all formations need to be refined to reflect their stats. A bunch of point costs will come down and some will go up. Dave and I can start working on that.
I thought that I'd try limiting the number of teleporting formations for this game because I felt it might be overpowered. However by choosing the best formations for teleporting, it left other slow, purely hth formations foot-slogging it across the board. Dave and I considered making teleport into a 5pt per unit upgrade. This way all formations could teleport if desired, but the cost of the upgrade will reduce the number of formations to balance it out. Our next game will have the whole Daemon army teleport to see what happens.
Nurgle and Tzeentch formations are solid performers, I'll do some work on Khorne and Slaanesh formation builds and deployment in order to maximize their abilities.
The lists' limited shooting is pretty good, but as the game goes on and casualties mount, the army is hard pressed to deal with an opponent at range. It can also be a slow army as they have no transports and most of the formations move only 15/20cm. These are merely observations and not complaints. It can be a powerful but unforgiving army to play, which fits the theme nicely. I'm looking forward to working more on this unique and fun list - only with better math skills next time
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