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56 Posts
Before I start, I'm going to declare this: I fully understand neither of these units are the most effective or competitive in the game. However, I'd like some advice reguarding using them (IE: Do not contribute "don't use them"
) for fun and fluffy games.
My own thoughts on the culexus:
This assassin is vastly underrated. Most people simply go "Eh, if you aren't fighting psykers, don't take him." For WH, this may be true, but DH can throw an entirely different light on the matter. One rule so many people seem to forget is that every Justicar and Brother Captain in the army counts as a psyker (sorry, no codex on hand at the moment for the page number, can someone toss it out for me?).
This means that every Justicar/Brother Captain/Hero (or Daemonhosts, if radical) within 12” of the Culexus assassin will power up his shooting, in addition to Inquisitors, Sanctioned Psykers if IG is the parent army…you get the idea. The Culexus actually has a very nice gun, especially with all these extra shots. In addition, Daemonhosts and Grey Knights are both Fearless, so they suffer less from Soulless (Grey Knights still suffer on target priority, but Daemonhosts really lose nothing).
I’ve only tried using him this way once, but I must admit, I was gleefully overjoyed at his effectiveness. In this instance he met my opponent’s terminator squad w/attached Librarian (2 Wound variety). His shooting butchered the terminators, and then he charged in with Life Drain to quickly dispatch the Librarian. He probably made 2-3x his point value back in that one turn.
For the Culexus, I mainly want feedback on two things: A.) Do you think his incredible shooty-effectiveness and special rules make him a viable choice, and do you have any other tips for use?
Daemonhosts:
These guys I want help with. Getting maximum use out of them always seems to elude me. Before I’ve kept them near my lines in hopes of a Warp Speed result allowing a quick messy assault, but 9/10 times, I see them try to pin my own army (thankfully unsuccessfully in most cases). Is Summoning them to the battlefield a better choice? I have practically abysmal luck with all rolls (hurray for passing 20% of all 3+ armor saves!), so it seems I’m almost guaranteed a Terrify.
I’ve been pondering combining Daemonhosts with the above Culexus Assassin to spread some morale-crushing Soulless onto enemy units in anticipation of a Terrify on the teleport in. With Terrify’s 1’ radius, it seems this could potentially cripple a good portion of the enemy force with a bit of luck.
So, what are your thoughts on Daemonhosts (besides “don’t use them”, I have a puritan army as well, but I like to mix things up): To summon, or not to summon, and what sort of role can they fill besides “walking shield”?
Side note: In the next codex, I pray Daemonhosts ignore armor saves. I’d gladly shell out the equivalent points for a power weapon. Nothing should be able to get up to a S 9 hit, and allow a flak jacket to stop it.
Oh, yea, and a random question about summoning. They can't assault, unless they roll Teleport for their power. Does that mean you have to pick the model up and put it down for another potentially lethal deepstrike attempt, or does it imply the power's only effect is to allow it to assault? It makes sense, seeing as it already teleported in this turn.
My own thoughts on the culexus:
This assassin is vastly underrated. Most people simply go "Eh, if you aren't fighting psykers, don't take him." For WH, this may be true, but DH can throw an entirely different light on the matter. One rule so many people seem to forget is that every Justicar and Brother Captain in the army counts as a psyker (sorry, no codex on hand at the moment for the page number, can someone toss it out for me?).
This means that every Justicar/Brother Captain/Hero (or Daemonhosts, if radical) within 12” of the Culexus assassin will power up his shooting, in addition to Inquisitors, Sanctioned Psykers if IG is the parent army…you get the idea. The Culexus actually has a very nice gun, especially with all these extra shots. In addition, Daemonhosts and Grey Knights are both Fearless, so they suffer less from Soulless (Grey Knights still suffer on target priority, but Daemonhosts really lose nothing).
I’ve only tried using him this way once, but I must admit, I was gleefully overjoyed at his effectiveness. In this instance he met my opponent’s terminator squad w/attached Librarian (2 Wound variety). His shooting butchered the terminators, and then he charged in with Life Drain to quickly dispatch the Librarian. He probably made 2-3x his point value back in that one turn.
For the Culexus, I mainly want feedback on two things: A.) Do you think his incredible shooty-effectiveness and special rules make him a viable choice, and do you have any other tips for use?
Daemonhosts:
These guys I want help with. Getting maximum use out of them always seems to elude me. Before I’ve kept them near my lines in hopes of a Warp Speed result allowing a quick messy assault, but 9/10 times, I see them try to pin my own army (thankfully unsuccessfully in most cases). Is Summoning them to the battlefield a better choice? I have practically abysmal luck with all rolls (hurray for passing 20% of all 3+ armor saves!), so it seems I’m almost guaranteed a Terrify.
I’ve been pondering combining Daemonhosts with the above Culexus Assassin to spread some morale-crushing Soulless onto enemy units in anticipation of a Terrify on the teleport in. With Terrify’s 1’ radius, it seems this could potentially cripple a good portion of the enemy force with a bit of luck.
So, what are your thoughts on Daemonhosts (besides “don’t use them”, I have a puritan army as well, but I like to mix things up): To summon, or not to summon, and what sort of role can they fill besides “walking shield”?
Side note: In the next codex, I pray Daemonhosts ignore armor saves. I’d gladly shell out the equivalent points for a power weapon. Nothing should be able to get up to a S 9 hit, and allow a flak jacket to stop it.
Oh, yea, and a random question about summoning. They can't assault, unless they roll Teleport for their power. Does that mean you have to pick the model up and put it down for another potentially lethal deepstrike attempt, or does it imply the power's only effect is to allow it to assault? It makes sense, seeing as it already teleported in this turn.