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Experience with daemonhosts


Cpt_Reaper

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In my experience, the fact that you roll randomly for powers makes it hard to really establish a solid strategy for how to use Daemonhosts; different powers work differentely and require different circumstances. Daemonhosts generally work best as a wild card unit; they have a real knack for disrupting your opponent's carefully laid plans, and with the right rolls have the potential to inflict devastating damage. They can also make very good tarpit units if they get the right rolls.

Don't factor it into your battle plans, with random abilities you don't know what it's going to do. Keep it away from non fearless friendly models, and keep it away from S8+ due to instant death.

 

Use it to confuse, annoy and amuse both yourself and your opponent. There are two movement powers that can help you get into combat, they are bound to come up so you can wait for them. The fear of what it can do will be more effective most times than what it actually does. Potential for 13 attacks? AP2 template? Teleport + assault?

 

Used in combination with assassins is supposed to work well. Double charge to win combat with Eversor or Callidus. Vindicare to take out S8+ weapons.

 

I've teleported one across the board to attack vehicles. Used warp strength to draw lascannon fire from my vehicles. Tied up infantry (stay away from power fists!). Whatever you can imagine.

 

Also read this. It was written for 4th but most information is still applicable.

 

 

Also rolling re-knit host wounds when you are down to your last wound after 3 rounds of combat = priceless.

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