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Ok so I have my first game against Chaos Daemons, and I have no idea what to expect. I don't know weather to expect fear, or terror, I figure psychology will come into play. Any tips for the wary Electoral Count?
Sorry, I really don't know much about DoC, but what I do know is that the Lore of Light is definitely one of the best out there for facing them for two reasons. 1) The spells are all low-level casting, so you can cast on few dice, putting more pressure on your opponent's dispel pool 2) Most of the spells are increased in value against them (being ItP against DoC is better than being ItP against HEs, for example), due to said example, and also because the strength of the spells increases against undead, forest spirits, or daemons.
Again, a few psychology-boosting items may help as well (like that horn that lets you rally- I forget the name), and WPs have some cool Bound Spells.
But that aside, I don't know much at all about DoC, sorry, aside from a brief overview of what the god-specific units do (like Slaanesh being fast yet fragile).
Well, hopefully I can help then. I've had a few run-ins with them, even have the book, and hopefully have learned a thing or two.
-Well, interesting that AFSG brings up Lore of Light because....I advise the opposite for one reason: The Great Standard of Sundering. For less than even the Griffon Standard, the DoC player gets to pick a lore (after you have gotten a chance to pick which one(s) your wizard(s) would like to use) and all wizards suffer a -2 to cast from it. IN ADDITION, Lore of Light miscasts not just on ones, but also twos AND threes. Stanard loadout as AoMI or Steam Tank is to us. So, rather than light, I would suggest Fire (will help immeasurabily against Nurgle, denying them their Regen) and one other, so that way only one of them will get nerfed.
-Another important thing is that DoC don't have a shooting phase, press that advantage. Now mind you they are effectively Unbreakable, so they can't panic to shooting losses, so the only thing you'll be getting out of this phase is whittling numbers till the CC phase, not FTW. But that is what can give you the edge so that your normal guys will just overwhelm his specialized troops.
-Flaggelants and will be the ones to take for this battle for so many reasons: They are both unbreakable (deny fear), there is no shooting from them (less wounds till they reach CC), will tie up the unit long enough to reposition and blast them away some more with shooting and magic and lastly can do serious damage (most rank and file are T3 and still only have a 5+ save). Plus, they would be great softeners if you take them in a unit of 10 or less for when the DoC do reach your line so when your state troops hit them, they will already have a big chunk ripped out of them.
-Use the detachment system to it's fullest. I ran my greatsword unit w/ 3x3 detachment into a 10 man Bloodletter unit, killed a total of 4 but combat res killed the remaining 6. Even for regular statetroops, it can give you hope against scary, killy units. Play defensively with them, allowing you to magic, missle them (hehehehe, unintentional pun if you can see it in there) so that when you nail them with 3 ranks, standard, outnumber, flank and they can go only off kills and standard, you will do good.
-Yes, beware of fear. It ruins charges like no other and makes you run at the worst time. That is why you should seriously consider taking Icon of Magnus, Luther and maybe the Horn but really I don't feel like it is worth the points. But there is little else you can take loadout wise, really it is more important to set up good charges where you won't expose yourself by doing them or when recieving, make sure that you can hold with greater numbers till help arrives. Don't be afraid to back up to the edge because really if they get you good in CC, you're going to be done for anyway.
-Magic is tricky for this one. They could go all Khorne so no magic but all resistance or lots of Tzeench and warp your brains out. Rod of Power is a real must here, also warrior priests are good because they give you solid dispel dice (which can be turned into power dice) and also their prayers are bound (so no negatives from the banner) and cast on themselves (deny the Khorne MR). The MR items that are available to us are a good steal but I would only take the Sigil or maybe the Banner of Warding so that it wouldn't be a sink if your opponent does run all Khorne. But really, it is your preference so long as you can be prepared to be under or overwhelmed.
Well, I think that is enough for now. Let me know if you want more. And good luck!