So last Wednesday I played a game against a DE player with my daemons and CSM list. I ended up winning by a large margin but it more importantly it led me to realizations (as well as a conversation with a fellow player while I was outside smoking).
So, for the battle report. Played the mission “Vendetta” which is basically a kill point mission with a special mission that is rolled randomly. It is a CSM altar of war mission. On that note, I strongly suggest the altar of war books as they are pretty cheap for 6 missions for your army specifically and they offer a lot of new cool ideas. That said, the special mission was a selected unit was worth 3 battle points, each other destroyed unit was worth 1 battle point.
The battle went well for me. A few key factors sharply turned the tides of battle in my favor.
– Sorcerer of Tzeentch- Pairing this guy with thousand sons at ML 3 makes this a tough group to bring down. With telepathy it gives me 2 shots at getting invisibility. With the 3+/4++ on the squad and the cover bonuses giving me a 2+ cover most of the time it made them an ominously advancing fire sink.
– Screamers and herald of tzeentch- This unit served very well as a fast moving threat to get up into the enemies face and, with the grimoire of true names, ran around with a 3++ with rerolls of 1.
-The Nurgle soul grinder acts as an attractive fire sink. It’s effectiveness however is very limited. The time to adopt a unit such as a forgefiend may have arrived for something that can bring the pain at a distance with either the hades autocannons or ectoplasma cannons.
– Plaguebearers should be held in reserve to ensure their ability to participate where needed.
At the end of the battle, I had planned other combinations-
– Warp Talons of Tzeentch with grimoire for 2++
– Skyshield landing pad with a poraglyph
– A tally list supported by an aegis defense line.
Ultimately, all of the combinations are hardly broken or OP. In fact, they are very gimmicky. Some have tried to say that the list is balanced or that the book is strong. I have decided frankly that is has found itself lacking. The troops and named greater daemons went down in price…and that is it. Everything else went up or stayed the same in price, received a general hit to ability, and the book lost nearly all of it’s actual shooting attacks. Combine this with the fact that GW seems to have abandoned the book results in a straight-up weak codex. I am also hardly the only player that feels this way. Now that the initial hurrah and intrigue at shiny new toys has worn off the reality of the book has sunk in. With the lack of shooting and the lack of grenades, daemons face the harsh reality against emerging armies such as Tau and new armies such as Dark Angels that we simply lack the punch to dominate the field. But that really doesn’t bother me too much. Prior to the release of the book my single biggest fear was a super powered codex that EVERYONE played. I enjoy being the minority army. It makes my projects that much more interesting. It is one reason I am happy that so many abandoned CSMs quickly as they realized that they were hardly the one-click chaos win that some had hoped for. With only three players at my local shop that play daemons, all three of us have had mixed success with the book. One, a heavy Tzeentch player is a strong player and already owned many of the now very fast units that can get up and in your face quickly such as fiends and seekers as well as screamers, flamers, and chariots. The other player is a heavy, almost exclusively, Nurgle player. My issue with Nurgle is that a) it will not hold up against strong assaults (seen it happen… it’s true) and b) it’s even more flavorless now than before. Lastly there is myself who previously played a list that would dump a metric ton of units in close and assault under the premise of “You can’t kill them all”.Problem is this: I have to abide by the 50% reserve rule now which means that yes…I can dump half my army next to you, but it will be on turn 2, it will likely not all be at the same time, and lastly is this: they are on their own and will not have the other half following on their heels.
My counter to this I suspect will be to take small cheap CSM units to pad the other 50% and allow me to deepstrike more daemon units.
Well, thanks for reading,
So, 6th has brought us allies. What are some that I think will fit into my Daemons, and maybe into my IG?
Here are the prospective candidates!
So this guy can have 2-3 Psychic powers with a ML of 1-2. These powers, especially given that Daemons and CSM are BB, means that his powers can be used to truly improve the overall flexibility of ANY daemon army. The terminator armor and invuln save makes him a tough target that can survive a truly hellish pounding. Add a mark of Nurgle and it takes a S10 AP2 weapon to kill him straight off. Just avoid those dreadnoughts.
Typhus, Herald of Nurgle
So this guy. Yeah, a psyker in terminator armor with FNP and a weapon that causes instant death? Brutal alone, but in a tally list, pretty damn unstoppable. ‘Nuff Said. 2+ armor, 5+ invuln, 3+ FNP.
Lightning claws and Chainfists. Tack on a mark of Nurgle for T5, or better yet a Mark of Slaanesh for I5 and even units such as deathguard will have a lot of trouble bringing these guys down with the changes to power weapon AP values.
Cult troops offer interesting Niche and fluff fillers. Plague marines benefit well from the tally, thousand sons and noise marines offer new strong ranged options.
These guys add some mobility early in the game to a daemon army. With bikes, I can force early target priority decisions that can be hard as well as get some shots off early. Add a mark of Nurgle and these guys, all T6, become brutally tough to kill.
A capable close combat fighter that can really excel in challenges and can be used to tear apart those terminator units now that Khorne units cannot reliably kill terminator units.
These guys are strong close combat fighters that have a 3+ save. Something that daemons lack consistently. With their potential high stength attacks combined with the flexibility of their high volume of attacks for use against large model count armies thus this makes these guys great multi-use units for the assault phase.
Man, can this guy pack a punch. This can be thrown in for some serious anti-tank and anti-infantry firepower. With the customizable loadouts and the twin void lances, plus the void mine, I can use him to fill out those typically very expensive daemon heavy slots and add some flying fire power to the daemons.
Psyker Battle Squads
Yeah, with the fear special rule and as many things that force moral and Ld checks (often on 3D6), these guys can be used as a great force multiplier on the cheap for daemons.
With his two psyker powers, he compliments psyker battle squads well and just adds to the overall competency of a daemon army.
Vet Squads in a chimera
Three meltas and a heavy weapon in a chimera. Cheap and loaded with weapons.
So these are the additions I am looking at pretty heavily right now. Love to hear from those who have used these units.
Thanks for reading, KI