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Pooling your knowledge of DH part 4


Gibious

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Well guys this chose from the codex doesnt have any options and builds. So it's just a discussion of effectiveness in past battles.

 

This topic does get raised often so I have used the glorious search engin to locate many comments stated about this unit from this very board. (Disclaimer: These are views that I did not write)

 

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.

 

Couple notes:

-Don't deepstrike. Deploy and advance - 1/3 of the time you'll either teleport or get Timeshift, which is awesome. Stay out of LOS at all cost till you can Timeshift up, or just teleport in to some weak long-range units, or...

-Kill tanks. D6 S6 hits on rear armour - very hurty.

-Don't worry about pinning your guys with Terrify, keep them away or use Books of St. Lucius.

-Don't plan on anything but tying up enemies in CC. Avoid bringing your own troops in if the combat will go past one round - an unluckly bloodboil can really hurt Sisters/vets.

-Use them aggresively. Remember they are not going to win the game, but just screw up the game. They work really well for a water army style, just use them as obstacles.

-Lastly, avoid S8+ at all costs. They aren't eternal warriors, so a singly fisting has them on the ground. Beware marines of all stripes. Go for the combat squads without fists...

 

And thankyou BOLS

 

Please do feel free to add past experiences, including how many you take to your oppinion of the monstrosity.

 

-Gib-

This is one of those units that will either make or break the game. I've played with the off-and-on since the codex first game out and lovingly created to conversions to use (I find GW models to be bleh.... at best). I've had games where they pull more than their fair share, others they simply went **poof** and there went 170 points for two models. <shrug>

 

Would I ever use them in a tournament? Heck no. Overly costed for what they provide, it may be different with Eternal Warrior and either some method to control the powers. I daresay that Chaos Possessed and Dreadnaughts face the same issue and they are selected sparingly, with much less impact on a turn-by-turn basis. Due to the absolutely random nature of the unit, there is no way to develop any kind of synergies with other units. Best case scenario, you throw them against the enemy and try and either tie-up a unit for a bit or get lucky and get the +dX to S and T and ability to charge something juicy. It may provide some measure of disruption to the enemy, but is entirely dependant on powers rolled, what army you face, terrain, et cetera.

 

I place this unit under the "great idea, poor design" category. I now end up using the models more for Objective markers than anything else.

 

;francois

I never use daemonhosts, why? because a daemonhunters army with only =][='s, IST's and hosts are pretty meh, even with inducted guardsmen or SM's I feel it's better to play IG (or SM) with allied DH, and since I play purely DH and not the other two, I want to use my knights. Which leads to the biggest letdown, not being able to use any GK whatsoever, the meat of the codex.

 

Mel

I took them fairly often in 4th Ed. BOLS has said most of the good strategies for them. Problem is they are simply underpowered for their points cost and restrictions. They are the most amusing models I've played with though, and can really throw opponents off. Nothing like re-knitting all wounds when you're down to your last one to get a priceless look from your opponent.

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