Only problem, most options are must haves. In a decision that makes the most fluff sense, Daemon Princes must submit to a specific Chaos God. The idea that a follower of Chaos could become a Daemon Prince without the help of a single Chaos God never fitted with fluff, with even Abbadon not attaining such undivided stature.
The only problem with choosing a Chaos God means calculating those points into the basic cost of a Deamon Prince. Now Daemon Princes are truly mighty creatures of legend. With Weapon Skill nine and Initiative eight leading the charge.
The biggest hit to Daemon Princes is the removal of Eternal Warrior. Now your Daemon Prince is one lucky Halberd wound or Vindicator shot from dying. It is shame really, especially because Daemon Princes have no way of getting toughness six. The cheapest of the Chaos Marks doesn't do much, but when you combine Move Through Cover and Fleet you almost always guaranteed to get a charge off, but then again without Grenades you will swing last.
Rending and the Run Bonus are cute if you weren't a Daemon Prince, but as it is you don't need Rending and the Run bonus is only useful for usually one turn.
At ten points though this is the Mark everyone will take if they just want to use a Daemon Prince without tricks. A Tzeentch Daemon Prince get a survivability bonus because of the ability to re-roll 1s on saving throws. Daemon Princes draw a lot of fire and having the ability to re-roll something is money. It is sad though that Tzeentch Daemon Princes don't also get an invulnerable save bonus as well. At first glance a Nurgle Daemon Prince seems like the best, but notice a few things, and you will think differently.
Not getting Toughness 6 hurts a lot making all Daemon Princes susceptible to mass small arms fire. Sure the Nurgle Prince gets Shrouded, but that only protects a Prince for so long and most of the time the Invulnerable save will be better than the cover save.
The worst is the Daemon Prince gets Slow and Purposeful. The Daemon Prince cannot use his high Initiative to run down units nor can he Run to gain extra movement. A Daemon Prince will at least clock in at points.
Luckily, this expensive beast will almost always be Flying meaning they will harder to hit, but suffer extremely from being grounded. The biggest pain with Daemon Princes has to be their inability to unlock Cult Troops.
You would think, a Chaos Lord leading Cult Troops would apply to Daemon Princes the same; this was an obvious case of design over logic.
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Email notifications for threads you want to watch closely. Being a part of the oldest wargaming community on the net. If you are already a member then feel free to login now. I have a hard time not taking HQs with Eternal Warrior. I don't know why. I know, tactically, it's smarter to take a force multiplier HQ and use him in a safe manner, but there's something about the notion of throwing the two leaders of opposing forces at each other and seeing who comes out on top, or using mine as a beater without fear of running into a force weapon or power fist, that speaks to the reptilian side of my brain.
Even Eternal Warriors will eventually die an ignominious death to Fire Warriors, but it's nice to have that added bit of insurance. Anybody else have this issue? Probably work. Eternal Warrior as a rule bugs me quite a bit actually. No reason why a Demolisher cannon shell shouldn't be able to obliterate your T4 snowflake, no matter how many names he has.
Chambly, Quebec, Canada. I don't mind EW so much, what bothers me is that not everybody has it. Either give it to all IC or none. New Orleans, LA. Rascon wrote: Anybody else have this issue? EW basically negates the prime purpose of ID in the first place, which makes it kinda silly. ID is there to make people have to use their HQ 's in an intelligent and safe way, rather than just diving it into anything and expecting it to always be a wrecking ball. On a few fabled characters or something with a real fluff explanation for it aside from a simple wargear item, that's fine.
One might expect say, a daemonically gifted Horus Heresy legionnaire lord to be made of some tougher and unnatural stuff, or a legendary Eldar phoenix lord, or the mightiest hero of the Imperium with his own mini-empire. New Heavy Gear Log! Grey Knights! Halifornia, Nova Scotia. I'm not a fan of the rule myself. I think Daedalus voiced exactly how I think. That and everyone who creates a custom space marine character almost without fail gives them eternal warrior.
Its just not necessary. Models die. Ask me about our group, the Ordo Haligonias! Oregon, USA. I also find it a bit odd that the only truly eternal warriors don't have eternal warrior. I'll have to check the dex on that one. A GW fan walks into a bar, buys the same drink as yesterday but pays more.
Peoria IL. Vaktathi wrote: EW basically negates the prime purpose of ID in the first place, which makes it kinda silly. Over in Dark Eldar land we just have Drazhar EW does not bother me so much But then again I think that ID from double T should be scrapped for a multiple wound per degree sysetm The ally system can help Daemons out if you choose the right kind of units in your allies list. Even still with the update and the buff from 6th edition, Daemons can STILL lose games, either from bad Deep Strikes, terrible dice rolls, end up going first, etc.
Thankfully, allies can help fill in the gaps making the army more competitive. You should take in mind, that allies of convenience and desperate allies would suffer from warp storm. Have fun. Take non CSM allies at your own risk. Pray that chaos doesn't abandon you.
Want to troll your local daemon-bashing GK players? Here's what you do: Field a Nurgle based List. Hide your troops on your side in ruins or behind a barricade and open up with as many poisoned and decent ap weapons as you can and watch their psycannons just bounce off the ruin.
And you know what? When they come to get you in cc with that dreadknight? BAM poisoned weapons and easy ap2 swords available to all all being heralds and squad leaders! Along with your flying MC being able to tie up their precious heavy weapons and kill those psyrifleman dreads with easy cc and shooting, just watch out for being grounded and mobbed.
Demons more then any other army are beholden to dice. You can't remove this element of chance, but you can direct it and take steps to minimize it.
Demons are a army of risk management, as much as tactics. Try thinking of Daemons as an evil old-edition Eldar with tons of glass cannon shit. Because of that, they have a few weaknesses especially against certain armies that are very capable at dealing with glass cannons. Daemons and Sisters of Battle are so far the last remaining armies in 40K that have difficulty dealing with flyers on their own. However, the situation is less dire for Daemons as they get access to FMCs and have a skyfiring heavy support choice - the Adepta Sorritas get none of that!
So barring your opponent flyer spamming you , here are a few ways to deal with flyers:. Fun is subject to early termination at Tzeentch's discretion. Fun is to be taken in context of Dwarf Fortress. Wiki Content.
Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 0. And 7th Edition are here Our Dark Gods thought adding more random elements would be a good idea and make the codex more interesting, but in practice, it made it more complicated and frustrating at times and can screw your Just As Planned tactics that were carefully put together, meaning you have to think carefully about everything you do.
Pros: Extremely powerful in the psychic phase and can use Malefic Daemonology without hurting themselves. Deep Striking is no longer required, which means you can now bring large-base models like a Soul Grinder or a Seeker Cavalcade as well as more troops in each squad. The whole army causes Fear. Guard and Tau will tremble when confronted by Daemons in CC. Powerful anti-infantry and close-combat. Cheaper units means they can now act like a Horde army. The only army other than Tyranids that can bring a lot of Flying Monstrous Creatures.
Daemonic Instability: Daemons are almost fearless, except if they lose in an assault. However, if you roll a 2, the entire unit comes back. Nothing like losing a challenge, followed by your Herald of Khorne coming back to life, Necron style, and killing their warlord in the following turn. Also those pesky psychic powers that get rid of fearless don't work on us, because technically we aren't fearless, we just imitate it PLUS we can still go to ground!
While the random nature of the codex can be considered bad, Fateweaver and having default options offers a method of controlling the madness. Our Cavalry units Plague Drones, for example can give our troops and other units the mobility they need via Deep Strike to get into assault Behind cover of course.
From a modeling perspective, Daemons have, by far, the most variety. Unless you're making a mono-god horde list, you'll rarely grow bored of painting. Cons: You know how GW charge an arm and a leg for their models? For a Daemons army you can say goodbye to an eye and a testicle too.
Nice kidney, GW will be taking that as well. Especially now that you'll be using more than twice as many infantry thanks to the new codex promoting horde tactics. Not an army for beginners. You need to know what codex you're up against and play accordingly, so knowledge of other codices is vital. The whole army causes Fear, but the chances this will benefit you are slim.
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