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I'm curious to know do lesser deamons have any useful skills or tactics and are they worth their point cost?
Mainly because I'm currently creating an Undead chaos marine army and lesser deamons would make awesome zombies but at 2pts less than a chaos marine should I consider taking them?
I often use one or two squads of 8-10 daemons. They are cheap enough that I will not be sorry to leave them standing close to an objective. They usually show up around the time when cc really kicks in, so I use them to either bolster my lines where I may be under pressure, or put further pressure on the enemy line.
It is true that at first glance they seem to cost only 2 points less than a CSM, but my standard squad of marines are 10 man strong with two special weapons, champ with fist or powerweapon and a Rhino. They set me back around 250-300 points depending on the precise setup. So a squad of 8-10 daemons are vastly cheaper than an effective squad of marines. And as long as you do not expect them to perform the same job(s) as your marines I think you will be pleased with their performance. There is hardly any cc squad in the game that will not suddently be under pressure when the squad they are fighting is suddently joined by 8-10 daemons.
Whether you like the new generic daemons seem to be a matter of temper more than anything else. Some people feel the random nature of summoning is a drawback since the daemons may not arrive when you need them. I, on the other hand, like this feature and feel it works in my favor more often than not since I now have a capable cc squad in reserve ready to appear where (if not always when) I need them. Should I not need them for tipping the balance in melee somewhere they are a cheap unit to park at an objective letting my 2-3 times more expensive marine squads go off and do their thing.
Daemons do not form the backbone of a chaos army, but luckily we have the most versatile and cost efficient troop for that, namely the standard CSM. But it is really nice to have a fearless unit with invulnerable save to throw in the way of that Wraithlord or similar monster and be sure to tie it up for a decent amount of time.
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i like to use a unit of 12 deamons as they are a perfect speed bump asa they are big enough to hold up most units and still pretty cheap.
i wasted my whole life on warhammer so it's a good thing i have 2 wounds and a 2+invul
Yes, they are, basically. While, on the surface, they do appear to be worse than the average Chaos Space Marine, they have the advantage of being able to routinely assault without first getting shot at--and their assault is pretty good. The new summoning rules make them very reliable, too.
One thing to remember is that the eighth and twentieth daemon are slightly better than the rest of the Daemons. Why? Because they are the ones that start each new 'ring' in the unit when it deep-strikes.
The key when bringing these guys down is bringing them down in a position where they can charge. They can't move in the movement phase, but they can still assault--so they need to be as close to an enemy unit as possible. The first model in the unit has to be within 6" of an icon, and the rest, as per the deep-strike rules, form (the rough equivalent of) concentric circles around him. Six fit into the first ring, and the eighth subtracts a whole extra base-width from the distance between the Daemon unit and the unit they're going to charge. Similarly, the 12 fit into the second ring, and the 20th subtracts another base-width of distance.
Once again, the conservative, sandwich-heavy portfolio pays off for the hungry investor!
Of course, if you play with very little terrain, you can put your daemons on 40mm bases and laugh because you add several inches to the assault range haha.
Anyway, Daemons are great. The sheer number of attacks the things can get on the charge is fantastic, especially considering that you should always be charging without having taken any casualties (unless you did something horribly wrong!).
something I think is worthwhile versus other CC armies is to drive a rhino up 12", park it sideways and have a squad of 5 CSM with an icon jump out of it on the side opposite the rhino to the enemy. then in your next turn, a squad of 20 daemons appears within 6 of the CSM's (on the other side of the rhino, charges and usually obliterates whatever it hits, due to sheer number of attacks. Once an opponent knows you've got daemons, they'll be wary in future games, an otherwise harmless-enough-looking unit on its own somewhere is a lot scarier when several squads of angry warp-bound killing machines turn up to help them out!
In short, Yes, Daemons are worth it, and because they're generic, they can look however you want, so conversion opportunities abound. rending would be nice though
If I've replied, i've probably used Italics...
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Daemons are an excellent troop choice.
Now that they are fearless you can use them to tarpit a dready or MC of some sort without worrying about them running away. They are brilliant against non-MEQ troops as they can dish out a lot of strength 4 attacks.
Their summoning allows them to respond to threats that may arise and allows them to get to the table-top unmolested.
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fluffwise, awesome, so theres a good enough reason for starters, plus they can really tip the balence, if you have 2 icons close to your enemy he isnt going to know where the blighters are going to spring from!
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Although it's been touched upon, I'd just like to make it crystal clear that you CAN summon from inside a rhino.
So you can have you CSM sit inside their rhino drinking tea and reading magazines while the daemons get out and tie stuff up in CC.
You can then have your CSM mop up or pursue other goals.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
I usually take them in squad of 5-6 as I don't think more of them will do the job better. Usually they kill the unit they charged and then they try to reach another one but they rarelly survive any kind of shooting.
Some squads are good to have to bolster the number of your units and to give you a momentum in close combat when you'll need it, but too much of them will deprive you from more CSM who are the true backbone of a Chaos army. In one word, they are good support units.
I've got 245pts to spend in my 2000pts Death Guard army, so do you suggest I invest in either 2 squads of 9, 1 squad of 10 (and a chaos dread) or a full squad of 18?