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I find 'hosts to be extremely useful. They're great for tying up ranged squads (or really anything S7 or under) and can kill most anything. If you get lucky on the power rolls, you can decimate enemies utterly, and confound your opponeny. They can also be very good at popping tanks (up to seven S6 attacks on the charge!). They key is using them well.

 

My main points are as follows:

 

Deploy, don't deepstrike. They already have each a 1/6 chance of teleporting, and they can assault right away.

Keep them seperated. These guys are tough, and work best alone (also since the bloodboil power can really ruin your day if you're too close).

Advance on foot, and charge out when you get a timeshift or a teleport. Try to avoid LOS until you're in melee (not too hard for one model...)

While tough, they only have a 4+ save. Lots of hits will get through eventually, so boyz mobs are a no-no. S8 and up will instakill, so avoid powerfist marines.

Teleport homers can be handy, if you can take any. Works on the inducted storm troops you can take with the Inq Lord (or the lord himself).

 

Bascially, use them as a way to mess up your opponents plan. Don't expect them to accomplish anything on their own - they merely set up the enemy to be killed, but they do that VERY well.

Once in a while they'll shine and say get a bloodboil on some terminators or roll warp strength and rip apart a LR, but it's rare.

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I have a space marine friend who allies a radical OM inq lord and 3 daemonhosts every now and then. It's always a blast to play against! They are pretty good at tying up my units, and generally causing enough chaos that I have to change my battle plan to react. Game-winners, they are not, but they certainly have their uses. And no matter what, I personally guarantee that you and your opponent will both have a great time!

 

Off-topic a little, if you think they are underpowered (and yes, they are a bit), there are two simple changes you and your friends could talk about before the game. It would absolutely have to be agreed to by both parties: no pushing him into anything he doesn't want. But if it's a good friend and willing to try it out, just do the following:

 

1) give him Eternal Warrior (all daemons have it now anyway, so it makes sense, and no dying to power fists/krak missiles)

2) make his powers just abilities, not psychic powers (again, daemon-standard now, and makes it so psychic hoods can't cancel them)

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I find 'hosts to be extremely useful. They're great for tying up ranged squads (or really anything S7 or under) and can kill most anything. If you get lucky on the power rolls, you can decimate enemies utterly, and confound your opponeny. They can also be very good at popping tanks (up to seven S6 attacks on the charge!). They key is using them well.

 

Not really. They're completely random with both their powers and number of attacks, and thus hard to rely on in most games.

Also, I should point out that if you roll 'Time-shift', the Daemonhost actually maxes out at 13 x S6 attacks on the charge :P .

 

Teleport homers can be handy, if you can take any. Works on the inducted storm troops you can take with the Inq Lord (or the lord himself).

 

They don't work, as per the main rulebook FAQ. They reference an older version of the Deepstrike rules, and thus can't function in 5th edition. On the other hand, SM Scouts and Drop Pod beacons can land Daemonhosts safely.

 

Bascially, use them as a way to mess up your opponents plan. Don't expect them to accomplish anything on their own - they merely set up the enemy to be killed, but they do that VERY well.

Once in a while they'll shine and say get a bloodboil on some terminators or roll warp strength and rip apart a LR, but it's rare.

 

Yeah, thats pretty much how they work (or don't rather).

 

Don't ever take them in a pure Inquisiton list, the only time you'll wanna do it is in a 'Relictors' themed SM army. There, they make a decent distraction and can potentially ninja enemy units who get close to the teleport homers/locator beacons.

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Teleport homers can be handy, if you can take any. Works on the inducted storm troops you can take with the Inq Lord (or the lord himself).

 

They don't work, as per the main rulebook FAQ. They reference an older version of the Deepstrike rules, and thus can't function in 5th edition. On the other hand, SM Scouts and Drop Pod beacons can land Daemonhosts safely.

While this may be the letter of the law, in any informal setting (and let's be honest, if you're taking daemonhosts, that's where you are) it shouldn't be a problem. Something to be aware of though, I agree.

 

Don't ever take them in a pure Inquisiton list, the only time you'll wanna do it is in a 'Relictors' themed SM army. There, they make a decent distraction and can potentially ninja enemy units who get close to the teleport homers/locator beacons.

I wonder if you could explain your reasoning here. I personally think they work really well in a pure inquisitorial list, as they give you just a little bit of CC punch to support your nearly-all shooty list.

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While this may be the letter of the law, in any informal setting (and let's be honest, if you're taking daemonhosts, that's where you are) it shouldn't be a problem. Something to be aware of though, I agree.

 

Oh yeah, I agree, in any friendly match (or even a tourney) I wouldn't care. After all, it's not the players fault their saddled with bad errata. Just be sure to check with your opponent/tourney officials beforehand, so there are no mid-game dramas.

 

I wonder if you could explain your reasoning here. I personally think they work really well in a pure inquisitorial list, as they give you just a little bit of CC punch to support your nearly-all shooty list.

 

Yeah, but without Grey Knights+their Dreadnoughts/Raiders you've essentially removed the last competitive elements from the book. I'll give anyone full points for style with a pure Inquisition 'no GK' army, but you'd better be prepared to lose plenty of games, and lose badly.

 

I was thinking that if people wanted a decent army base to use with Daemonhosts, the SM codex (or even more cheesy, a Ravenwing army, given all the Bikers have teleport homers), that would be the way to go.

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Thank You, brothers, I think I will definitly take a pair (maybe three!) Soon there will be the rumble of Guard Treads, the Stomping of Power Armoured Boots, and the insane cackling of the Daemonhosts as they march to war under the balefull vision of the Dark Gods...
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Yeah, but without Grey Knights+their Dreadnoughts/Raiders you've essentially removed the last competitive elements from the book. I'll give anyone full points for style with a pure Inquisition 'no GK' army, but you'd better be prepared to lose plenty of games, and lose badly.

That makes sense. Out of curiosity, what would you think of a list like this?

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Can't tell if you're being sarcastic or agreeing with me there Aidoneus... ;)

 

As to your list, I really like it. The grenade launchers I'd lose in exchange for more plasma/melta, but otherwise it's a pretty good list. You've managed to cleverly side-step the awkward 'using Daemonhosts with SoB' issue, which is technically possible but rather unfluffy, by 'counting as' with the Canoness.

 

My overall point is however that an SM base gives you a solid starting point in terms of scoring units (Tactical squads, Sternguard+Kantor), thus countering the specialisation and weaknessess of the Inquistional stuff. Also, SM have plentiful teleport homers/locator beacons to bring in Daemonhosts intially, and when they roll 'teleport' (rather amusingly they can assault after doing so).

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hahaha... No, I was honestly agreeing with you. Well, at least I was saying that I understood your point. I still think recourse to spacie parent lists isn't necessary, but I can definitely see why it would be helpful. I think the same is true of allying into a Guard list (especially once their new rules come out), but that's starting to go outside the bounds of this particular forum.
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IMO... I love them... true it is putting alot on luck, but my last foray in using them was during a league match(still lost, but it wasn't due in part to having a daemonhost, just a lucky melta roll on a LR) I ended up tieing up a full unit of beserkers for two rounds with ONE MODEL.... and killed 5 of them in the process.... yeah... I think it does well on it's own.
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