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New to Daemons


Vulshra

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Hi everyone,

 

I am considering starting a second army, and daemons seem cool, however, as I have only played marines thus far, I have no idea how to approach them. My main issues are 1, I have no idea how synergy works. What works well with what, how do the various builds work, and so on, and 2 They seem expensive for having such low saves. Ad I said earlier I really have no idea how the army as a whole works. Any advice you could give me would be much appreciated.

 

Thanks in advance.

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There have been a bunch of threads discussing the various merits of different units. 

 

In response to your statement that they are very expensive for such low saves, consider this comparision, a demon vs a standard human.

 

guardsman is 5 points, WS3 BS3 T3 S3 W1 I3 A1 5+ armor

 

Demonette is 9 points, WS5 BS4 T3 S3 W1 I5 A2 5+ Inv, rending, runs D6+3", causes fear, daemonic instability
Plague Bearer is 9 points, WS4 BS3 T4 S3 W1 I3 A1 5+ inv, shrouded, can't run, poisoned 4+, touch of rust, defensive grenades, causes fear daemonic instability

Horror is 9 points, WS3 BS3 T3 S3 W1 I2 A1 5+ inv, reroll failed saves of ones, strike back when slain in close combat at S2, psykers who generate extra warp charge and know at max 3 spells, summoning and flickering fire amongst them, daemonic instability, causes fear.

Bloodletter is 10 points WS5 BS5 T3 S4 W1 I4 A1 5+inv, power weapon, furious charge, daemonic instability, causes fear.

 

The guardsman has combine squad, and can purchase extra upgrades.

 

I think for all the spcial rules the daemons get, they're a bargain, and they have inv saves to boot, so you'll always have some save!

 

And they can all deepstrike if desired.

Melee is more often then not hard to pull off. This makes any melee demons kind of a meh. We still take them to get troops [well and because we have to take troops]. The synergy for demons is that heralds can get loci[think special gear], that buffs some types of demons. The there is stuff like kairos who lets you re-roll their demonic tests. There is the grimore of true names which on a random roll[re-rollable with kairos] boots demons inv[max to ++2] most of the time.

There is mounted khorn heralds[think capting lvl characters] joining units of khorn dogs and getting scout that way, while at the same time giving the dogs a characters with a good weapon.

 

then there is the [new in 7th] demonic spell school. Where you can cast  spells to summon demons of every kind, boost their invs[a bit like grimore]. Of course to cast those you need extra power dice and  proper number of casters. Which means tzeench heralds and horrors[cheap both are casters , both have access to demonology] taken multiple times.

 

 

There is stuff like the portal glyph [has a chance to summon small demons like horrors/demonets/etc], which combos well with demonology.

 

 

There is probably more stuff, but the most important synergy stuff between gear and units, are those.

It largely depends on what kind of daemon army you want to build.  A MC heavy army is harder to pull off thanks to the nerfs with 7th edition on Flying MCs, but a horde army is still very viable, even more so with the Daemonology psychic powers.  I personally play horde style with only a couple of MCs, and while you will take casualties, its not impossible or even overly difficult to get the little daemons into HtH, especially with the different ways to buff the units (herald Loci, invulnerable save enhancing psychic powers, etc).  Always run a herald with an infantry unit if possible, as their hitting power and the various loci powers should not be underestimated.

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