Tuesday, March 5, 2013

So....Daemons.....Yeah, They're Awesome

Now this goes the other way!

Well I picked up the Daemon codex this weekend while I was at the Indy Open but didn't get to much of a chance to really dig into it. But we had quite a bit of discussion on the way home last night about it and I've spent a fair amount of today reading and playing with it in my mind so I figured I'd share my initial thoughts.
First, this codex has lots of options and combo's for both primary and allied detachments. Let's look at a few things that have jumped out at me.

-Seekers look solid. Fast and cheap.
-Seeker Heralds w/Exalted Loci and a Greater Reward weapon mean the ability to drive a blob off in short order (i.e. one turn) or kill those pesky Warlord psykers hiding inside.
-Soul Grinder's with dual weapon profiles for his 3 shot autocannon and the ability to add a 24" railgun or torrent flamer is very nice.
-Plaguebearers going to ground for a 2++ cover
-Possible T8-10 Great Unclean One
-St6 Assault 2D6 12" weapon for the Keeper of Secrets/Slaanesh Princes
-The negative 5 initiative from Fiends pretty much eliminating return attacks (or entirely depending on the eventual FAQ)
-Slaanesh Psychic power that reduces Initiative by 5 and also prevents overwatch & counter attack (Note that unlike the Fiends it can’t reduce initiative to 0 per the rulebook under maledictions.
-Divination Battery Tzeentch Heralds
-Plaguebearers being able to glance even Landraiders to death.
-Dirt Cheap Rending Furies
-All Greater Daemons looking like genuinely attractive options and being able to still take 4 Heralds and a Greater Daemon.
-Biomancy Battery Nurgle Heralds
-Slaanesh Chariots are still 1-3

And finally we start on the damn table!

Now it’s not all 100% rosy days. There were changes made that will naturally effect people who brought certain armies in 5th. Though in my opinion only the Screamer/Flamer spam people really got burned. Most others might or might not have to add units to modify the army competitively. I also personally find very little in the elite slot that I like for the third codex in a row. Seems that Elite is the 3rd Edition Fast Attack.

Let’s get into how I see Daemons. Some people are claiming Daemons are a horde army and with the cost of basic troops that’s an easy mistake to make. Mike Brandt touched on it but in all honesty Daemons are a hammer. Or better, a cannon fired hammer. But they are also a hammer that will shatter if you land it wrong. Ok, enough analogies. Essentially they feel like the Nids I used in early 5th edition.

Basically Daemons are only going to give your opponent 1-2 rounds of shooting. It’s dependent on if you go first naturally but a properly built list is going to see Daemons in combat on turn 2. There is no way around it so start building your armies to handle it folks. Between hounds, seekers, regular daemonettes, chariots, flys, dp’s, furies, and even screamers you’re looking at a large number of swift moving options that can hammer infantry armies into dogmeat.

2x20 Seekers
3x3 Chariots
1xSlaanesh Heralds on Steeds w/Loci & Magic Weapons, Lvl 2.

The above runs you at most 1000.  It’s one of my current starting points but is by no means definitive yet. But what I see is 5 units that will rampage thru anything not in a transport on turn 2 with plenty of points left for support options from allies or other portions of the codex. Throw in some Fiends and you don’t even need grenades J

Something that’s interesting is Soulgrinders. I’m heavily leaning toward running mine with a torrent flamer since I’m in love with throwing fire and I’ll be marking him Tzeentch. Why? Because it’s the cheapest power that the doesn’t get you punched in the face on a bad warpstorm roll (Khorne marked could be kill by the warpstorm). Another option is the tongue when you have some Tzeentch Heralds to toss divination on it. That helps with Skyfire for flyers and heavier tanks that again the Daemon army doesn’t have much to combat outside of combat.

I know that Soulgrinders are a bit slow in relation but to me that’s actually helpful. I intend to play my Daemons similar to Nids. I want to use waves of models so the first wave would be your chariots/calvary. Your second wave would be jump infantry or daemonettes. Your final wave would generally be basic infantry and soul grinders.

This isn’t the only way to play. You’ve got variable deployment methods, cool artifacts and abilities that generate new models, and a ton of other options. Overall my initial impression is extremely favorable. And it says something for an army in 6th when I’m not initially finding a way to fit IG into it J

What are you guys seeing? What are your thoughts?


Comments (11)

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"I intend to play my Daemons similar to Nids."
Exactly! Though without Tervigon support, sadly.

I might have to break my monotheistic Slaaneshi approach, though. Nurgle as objective campers (and shrouded Soul Grinders!), with Tzeentch Heralds to give out delicious Divination candy, while the Slaaneshi units do all the heavy running around looks initially attractive. Seekers are great, and Slaaneshi Furies will make an adequate stand-in for Gargoyles (similar cost, but not quite as good).
3 replies · active 629 weeks ago
Yeah, there are some solid options everywhere. Glad you agree on the Tyranid idea. Occurred to me as I was typing what I liked about the army :)
Re: the Elites slot, I haven't given up on Flamers or Fiends yet. Fiends are essentially your assault grenades. Flamers are begging to be used in conjunction with the Icon & Instrument rules for precision flamestrikes, S4/AP4 or not. I used to get pretty good mileage out of an IG unit with 4 Flamers in a Chimera; this has potential.
I wouldn't necessarily say no tervigon support, the portalglyph takes care of that as long as your list can have enough threats to keep the pressure off your backfield. With enough space filling models, like seekers, you can control where the portal goes.
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spaguatyrine · 629 weeks ago

Space wolf allies and runes of warding will be abundant in the short term
1 reply · active 629 weeks ago
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Hulksmash · 629 weeks ago

No so sure about that. Runes have pretty much faded and that's with the divination craze going on right now. They just don't currently blend well with other allies.

As for the Space Puppies maybe, but thanks to Dark Angels it's now a choice. Besides, measuring properly means you're likely casting those important first two turns powers out of range of the runic weapon.
I been trying to make a list but this damn book has so many options its silly. Whatya think?

So far I was considering the following list:

Blood Thirster 300pts
Exalted reward(depending what I get I am most likely trading this for a hellforged artefact=portalglyph) I think it will be fun and if played right could really help on objective missions; Greater Rewards (The only one i dont need is unbreakable hide).

Herald of Tzeentch 160pts
Exalted Locus of Conjuration; Exalted rewards(most likely gonna trade the result out for the Grimoire of True names to try and keep the horrors alive or weaken the enemy);mastery level 3

Herald of Khorne 120
Juggernaut; Greater Locus of Fury;

Troops:
19 pink horrors 215pts (not sure if I want MSU or one big unit to maximise the shooting and survivability. )
Including Iridescent horror with 1 greater reward... might take the weapon to give the model some killing power if I get charged

20 Blood letters of Khorne 205pts
Blood reaper upgrade(had 5 extra points)

Total Pts: 1000

I know its a little upgrade heavy and low on troops but I plan to spawn troops with the artifact and I honestly think upgrades with the heralds is going to be the way to go in this book. Additionally, I am curious how the powers will work as force multipliers for the army. Let me know your thoughts and opinions please and thanks in advance. I am leaning more towards running blood letters and horrors over the plague bearers because they arent painted to standard yet and if I want them to hold objectives I need only spawn them .
2 replies · active 629 weeks ago
Honestly I'd probably favor Daemonettes over Bloodletters but honestly any remaining critique would have to wait until you gave me full list. Because any comment I give now could be compensated for by the additional points.
This list is built for a 1k tournament. I like the new daemons they seem really random and fun. However, at first glance that randomness and inconsistency could make them hard for competitive events.
I personally see Daemons running a muck as allies to CSM. In the ally role you get to forget all about the fickle Winds of Chaos table of randomness and punishment. They provide CSM with a cheap durable troops , (especially plague bearers) and a versatile anti air platform a la Sould Grinders. While the Soul Grinders have anti air capabilities they also bring a wide variety of options and tools for other jobs all at a reasonable if not cheap price. The Nurgle variant offers shrouded and relentless via slow and purposeful. While Shrouded may cover the second one in a blanket of darkness one must not forget that relentless means it treated as not having moved when it comes to shooting. This is huge when you give your Soul Grinder Phelgm Bombardment for an AP3 Ordinance pie plate. Reason being is that it can now fire its Daemonic Autocannon like weapon with full BS as opposed to snap firing it.

Here is a link to my blog where I posted up a 1750pts CSM/Daemon Army this last Monday:
http://thechaosmanifesto.blogspot.ca/2013/03/mond...
1 reply · active 629 weeks ago
Just as a heads up you won't get to shoot the Autocannon at full BS. Slow & Purposeful doesn't change the Ordinance & Vehicle rule.

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