The response
Adam's response for what its worth. If you want to discuss further join our little board and post .. i dont mind
I have been using Chaos Daemons since their release and can safely say that they are dynamite if used correctly, but can also be a disaster in the wrong hands. They have few faults, although these can have a catastrophic effect on your game if your dice let you down. Still, that's Chaos for you! They also have many advantages-Invulnerable saves, evil ranged weaponry and some nightmarish close combat monsters. The trick is to turn out a mixed force that is mutually supportive rather than one-trick outfits, unlike many other 40k armies.
Daemons take some time to get used to-wins don't come easily until you have come to terms with their vulnerability to a lot of shooting dice and being assaulted by hordes or high save units. You need to balance two separate forces in one army and ensure that either is capable of doing the other's job. You also need to make sure that should you lose a unit on arrival, you have others that can do the same job. An army of Bloodletters is nasty but you won't get many models for your points and you will lose quite a few to shooting on appearing. Your speed will also let you down-a Bloodthirster or character won't help when the enemy keeps running away whilst wasting your scoring units!
Looking at the model collection above I would say that it is a good start. The Keeper of Secrets is one of the best close combat units in the game. Initiative 10 is impossible to beat and six attacks are really unpleasant, meaning ninety-nine percent of the time you will run down whoever you break. I utterly destroyed twenty of Kilsby's Eldar Guardians last night after one quick round in which my KoS caused only two casualties, which was poor given his seven attacks on the charge. Luckily for me the squad failed it's break test and that was your lot. A superb example of how powerful Greater Daemons are when used correctly-I just appeared behind cover then rushed my opponent whilst he was worrying about the Plaguebearers in front of him.
Skulltaker is just evil-his abilities speak for themselves. He's even worse when attached to Bloodletters. Nothing much more can be said. The Masque is also a cheeky cow given her ability to move up to three enemy units in a turn. She drags them towards her then rushes them with her Daemonettes. These are very fragile and need either a Herald or large numbers. However they do the business in combat against T3 creatures, making a mockery of their armour with the sheer number of attacks and rends. Against Marines or equivalent they will get ground down, so pinning an enemy down with something like Plaguebearers or Nurglings before hammering them is best. A single Fiend won't get you far because they are fragile, even with their I and A. Using three is better as Hit and Run won't get you far when your single model has been filled in for no result. Flamers are also good with plenty of ranged attacks capable of damaging anything, but they are prone to being shot to bits before doing their job. Either screen them with Nurgle units or ensure they can get to the enemy safely. More is also better. Horrors are an acceptable substitute. Finally, the Soul Grinder is a superb bit of kit. I cannot find a problem with this choice. More ranged weaponry ensures that it brings someone down before it goes itself.
A good all-round start but you will need more screening troops, possibly with Icons. Plaguebearers do this job superbly (I pinned ten Warp Spiders, an Autarch and twenty Guardians with ten for three turns until my KoS arrived last night). Give them an icon and anyone arriving on their location can use them for cover. Anyone assaulting them will have a tough time finishing them off, making them superb objective defenders. A few more shooters would be good. Some Horrors to draw and return fire would help your assault troops last longer than the turn they appear. You then need to decide how to split the force in two, and make each as hard as the other. Two or three assault units and the same number of shooters in each, mutually covering the others on arrival or given a task if arriving by reserve should ensure that you get the maximum effect from your units even if you lose ten to twenty percent of your force on arrival.
I hope this rather long tactica hasn't wandered off the idea and that it helps. Short of a demonstration and discussion, I cannot write more as then it really would get boring.