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I must be missing something here, as I cant actually see how Daemonhosts are worthwhile units. Their save isn't great, sure they have alot of wounds, but at their toughness instant kill isn't hard. And as for their powers, that just seems too random. If they ingnored armour saves or something like that, I could see why they are good, but as they dont, I cant actually understand why you'd want to use them... Any chance someone could explain them to me then?
Last edited by masakari_commander; May 29th, 2005 at 17:22.
The Imperial Guard is like a punchbag - No matter how hard you hit it, it'll always be ready for a fight.
Vcitory for the Imperial Guard comes about through the sacrifice of our men, not through the cowardly survival tricks of other armies.
i don't field them much either (if ONLY they could be counted as a monsterous creature....), but they do have some nice potential...
1) scare tactics. these guys wreak of unpredictability. at one moment, they could be healing shooting wounds, and the next, they can teleport up to their faces, and in another, boost hist str and toughness by d3 and assault with that.
2) these guys are made for radicals for a reason. other than a suited up Inq, lord and assassins, we dunt got much to fend off assaults.
3) it's appealing to the gamblers of the 40k world. if u get the right d6 rolls, u can completely mess up enemy units and lick your wounds as if it never happened. times this by 2 or 3 if u want... (one on his own doesn't work out so well).
that said, i don't like fielding these guys til past 1500... anything lower is points not spent elsewhere...
"One thing that intrigues people to fantasy is how different it is from reality. Make sure you remember that difference, and you'll have a wonderful time."
Fluff reasons are good for including daemonhosts in many scenerios, but in tournament style battles they are risky.
However, a strength 6, D6 attack unit, capable of instant killing any regular troops is nothing to scuff at. The daemonhosts wounds and toughness are ok, when combined with a 4+ invulnerable armour save. The psychic powers are pretty good, although unpredictable.
Basicly it comes down to if you want to have a wild card unit in your army. which is great sometimes but useless in many circumstances. Daemonhosts fit in best allied to imperial guard armies, not in pure inquisitor armies. Their uniqueness gives guard a rare oppertunity to counter-attack and have a threat in close combat, but in pure armies they take away grey knights, which are much better.
It is dangerous to be right when the government is wrong.
Who are you to judge what is sane and what is not??