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![[Post New]](/s/i/i.gif) 2015/03/08 17:25:56
Subject: I got 99 problems but building a Daemon Factory ain't one
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Gargantuan Gargant
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Original Post wrote:I've been pondering a Daemon Factory since the release of 7th Edition. I like summoning things to the board, it's just a strategy and style of play that appeals to me. I played Undead in Fantasy and I run Scarab Farms with Necrons. Now I want to take it a step further and run a Daemon Factory in 40K.
I reread Hollismason's If you're having Daemon problems I feel bad for you son I got 99 problems but the warp aint one thread and decided on the fielding 4 heralds of Tzeench (lvl3) and 4 Squads of Pink Horrors (18 models each). The problem is I have zero experience fielding Daemons, and I know I can summong the bigger, badder stuff, so I can't decide what else I should take beyond that.
Anyone with experience playing Daemons, and running a Daemon Factory list in particular, have any advice they would like to share ?
One note, I am partial to Tzeench and Slaanesh forces.
I started this thread when I started my Chaos Daemons army, and have continued it throughout their evolution. If you have any questions or comments about Daemon Factories I'd love to ehar them. The people following this thread have been insightful and greatly helpful with this project.
Original Recipe Tried and True List
New and Sexy Dual CAD List
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This message was edited 3 times. Last update was at 2015/05/23 18:34:41
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![[Post New]](/s/i/i.gif) 2015/03/08 17:40:30
Subject: I got 99 problems and building a Daemon Factory is 1
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Longtime Dakkanaut
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Are you sure you want to try this? you need a Lot of models to make it work. I've put together 4 GDs 4 heralds, and forty infantry but still didn't feel like enough. need more nettes..
anyway, Heralds and horrors seem to work for WC but you get no mobility.. Something like a bunker/bastion would help, as you can keep your WC generators secure in there.
FMCs can then do the summoning work, flying around to get some range.
Fateweaver now gets one roll on maelific with each head, which I think makes him a strong choice, given his other benefits.
But I personally like the reliability of the CSM daemon prince with spell familiar. A black legion version can also use the last memory to get more WC.
A new tool in the summoning repertoire is the legacy of the death of kasr lutien. This gives a 12" aura of rerolling casting dice for each hull point. Not sure what the best vehicle is for this (fellblade has 12 HP... hmm) thinking land raider as fateweaver/princes/belakopr can hide behind it as well.
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![[Post New]](/s/i/i.gif) 2015/03/08 17:45:55
Subject: I got 99 problems and building a Daemon Factory is 1
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Fixture of Dakka
Chicago, Illinois
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Yeah the biggest hurdle you are going to face with the Daemon Factory is the model count however if you are going for full one feth every thing I'm getting 24 + Summoning dice , I'd suggest in building a Void Shield Generator terrain piece.
Similar to the way that heavy FMC lists use them you want them mainly to protect your units on the first turn as well as to protect those large squads of Pink Horrors.
I kind of feel this is the strongest version of the Army as it protects your troops and protects you for that first turn. You then can fly around summoning Daemons to your heart content.
You definitively want Fateweaver + 4 Heralds , that way you can take Tzeentch Daemon Princes in order to get some shooting into the army. Fateweaver now has access to the Daemonology tree so that's a great choice.
It depends on your points but the following is a summoning beast of an army.
Fateweaver
4 Heralds of Tzeentch w/ Discs , Portaglyph
12 Horrors
12 Horrors
12 Horrors
12 Horrors
H. Support
Daemon Prince
Daemon Prince
I would also suggest the above mentioned Relic from Los t and the Damned, I haven't played it yet but let me go look at lost and the Damned and what's available to take it.
Okay I checked the Lost and Damned book to see what was available in regards to the reroll , unfortunately it's only available for Chaos Space Marine vehicles. I'm not sure what you'd take it's 1 dice per hull point can be rerolled per.
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This message was edited 2 times. Last update was at 2015/03/08 17:59:43
If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2015/03/08 18:13:34
Subject: Re:I got 99 problems and building a Daemon Factory is 1
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Stubborn Dark Angels Veteran Sergeant
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Personally I would always take some kind of hard hitting element in a summoning army.
The units you summon are small and come into play piecemeal. They can be game winning, but they are also fairly fragile and take a while to get onto the board in any great numbers.
If you don't want to spam DPs then I would certainly get 3 soul grinders in there to help control the board whilst you summon.
Screamers where your tzheralds can hang out work well too.
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![[Post New]](/s/i/i.gif) 2015/03/08 19:19:24
Subject: I got 99 problems and building a Daemon Factory is 1
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Gargantuan Gargant
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Captyn_Bob wrote:Are you sure you want to try this? you need a Lot of models to make it work.
The idea of buying that many models would make my head spin. I have nearly 100 demon models already from D&D and Mageknight, and as long as they are painted pink, I won't get any serious objections to fielding them as Pink Horrors.
I also sculpt a little, cast a lot, and customize constatnly. The plan is to use this army as an exercise to push my scuplting towards something usefull.
Something like a bunker/bastion would help, as you can keep your WC generators secure in there.
Build Daemon Fortification. Check !
FMCs can then do the summoning work, flying around to get some range.
I originally thought of a Greater Daemon of Tzeench and 3 Flying Daemon Princes of Tzeench, but it didn't leave me with any points to really add much else, beyond the heralds and horrors, and that's when I decided to ask for advice.
Fateweaver now gets one roll on maelific with each head, which I think makes him a strong choice, given his other benefits.
I wasn't sure about Fateweaver. I've read strategy articles where he was either a lynchpin unit or considered highly overated. Still too much of a Daemon Novice to have my own opinion on him yet.
Hollismason wrote:Yeah the biggest hurdle you are going to face with the Daemon Factory is the model count however if you are going for full one feth every thing I'm getting 24 + Summoning dice , I'd suggest in building a Void Shield Generator terrain piece.
Tzeench must already be smiling upon me
Similar to the way that heavy FMC lists use them you want them mainly to protect your units on the first turn as well as to protect those large squads of Pink Horrors.
I kind of feel this is the strongest version of the Army as it protects your troops and protects you for that first turn. You then can fly around summoning Daemons to your heart content.
You definitively want Fateweaver + 4 Heralds , that way you can take Tzeentch Daemon Princes in order to get some shooting into the army. Fateweaver now has access to the Daemonology tree so that's a great choice.
So I guess my gut fealing on the DPs was good. Just looks like Fateweaver over the Greater Deamon I was orignally thinking of.
You mention Shooting on the DPs. Any particular load out, or using Psychic Powers ?
It depends on your points but the following is a summoning beast of an army.
Fateweaver
4 Heralds of Tzeentch w/ Discs , Portaglyph
12 Horrors
12 Horrors
12 Horrors
12 Horrors
H. Support
Daemon Prince
Daemon Prince
That was pretty close to what I was originally imagining, so this is definitely doable.
Is there a particular reason the Horrors are only 12 models strong ?
Big Blind Bill wrote:Personally I would always take some kind of hard hitting element in a summoning army.
The units you summon are small and come into play piecemeal. They can be game winning, but they are also fairly fragile and take a while to get onto the board in any great numbers.
If you don't want to spam DPs then I would certainly get 3 soul grinders in there to help control the board whilst you summon.
Screamers where your tzheralds can hang out work well too.
Soild advice.
I have no issue spamming as many DPs or Souldgrinders I can fit into the list. I love the bigger models.
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![[Post New]](/s/i/i.gif) 2015/03/08 19:52:05
Subject: I got 99 problems and building a Daemon Factory is 1
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Unrelenting Rubric Terminator of Tzeentch
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Hmmm...
Fateweaver, because you're running daemons and he's a source of "reliability" and brings 4 WC to the table while he's at it.
4x Heralds, preferably of Tzeentch, because they're the most efficient WC generators. At least 1 with grimoure (since you're taking fateweaver anyway and it's just that good) since you want to protect your heralds from T1.
minimum of 2x 11 horrors
1 pack of screamers for the heralds to hide in.
300 - Fateweaver
150 - HoT, ML3, Disc, Exalted Reward (grimoure)
120 - HoT, ML3, Disc
120 - HoT, ML3, Disc
120 - HoT, ML3, Disc
99 - 11x Horrors
99 - 11x Horrors
225 - 9x Screamers
1233 "minimum", giving 20 + d6 WC isn't terrible, but now you've got 1 relatively fragile FMC, 1 deathstar without Hit and Run and 2 small T3 troops units, and you're only really getting 3 more units a turn, and small ones at that.
You can summon in a herald with the portalglyph, so don't waste points on that. Try not to cast stuff with the guy holding the grimoure since you don't want to kill him with perils, and when throwing 6-7 dice at each summon attempt, any fantasy player worth their salt can tell you that double 6's turn up fairly often.
What to do with your extra points?
More horrors is an option, as is allying in stuff to help you go first or sieze to protect your heralds as barrage will end them fairly quickly and thunderfires are common. Also greatly helps bubble wrapping against drop pod alpha strikes against stuff that matters, like your heralds.
Nurglings are a solid investment at 45 points, if for nothing else other than making anyone toting thunderfire cannons think about shooting them instead of your heralds, while anyone without long range ignores cover blasts is going to have to dig them out the hard way.
You don't have much that actually kills things, so some soul grinders as previously mentioned is an option, as are small units of flamers. Yes, the flamers can be summoned, but they're also cheap and provide target saturation.
Daemon princes are another option who can be dead killy, though I've found they tend to suck up WC to ensure they don't die while being killy.
CSM allied ML3 Sorceror (ML4 with last memory) with min cultists is also an option to open up other schools, though keeping him alive can be tricky. Add a 'drake for the lolz.
You could exchange 1 herald of tzeentch for a herald of slaneesh on steed and try for telepathy and go looking for invis or shrouded, while mental fortitude can help if you think you're going to pop to combat res and terrify/dominate/shriek are all great against low ld armies. Put with seekers for best results.
Khorne dogs are still a nice pressure unit and can be used to scout block if that's prevalent in your meta.
As for what to summon,
I'm a bit of a fan of Bloodcrushers for some offensive punch, and if they suck up high str fire, good for them. They're not worth 145 points, but they're great value for 0 points.
Moar horrors! Diminishing returns, since you're likely spending 6-7 WC to get 1 next turn, but they do get a new spell and can capture an objective while going to ground better than most other choices.
Flamers to give light/medium infantry a bad day, especially ones who think they're safe because they're in a building or cover, and can attack when they come down.
Daemonettes, because lots of rending attacks on reasonably fast units is good, especially when they're free!
Moar Screamers! Nice if you need to bail on your original screamers or if you have a pressing need to split your star towards the end of the game or to go for objectives since they can turbo boost (and get slashing attacks) when they arrive.
Lords of change are good, since they're actually fairly killy and bring more WC and more spells, but don't summon one 1st turn, or you'll give up first blood!
Keeper can be surprisingly good, since s/he's fast, killy and can assault the turn after s/he comes in rather than wasting a turn like the bloodthirster, though old mate bloody can go smash something on the other side of the board easier.
Any of the heralds can be good as long as they've got a unit to hide in nearby. You can take 30 points of toys on a herald as well, so you can grab a free portal glyph as well for MOAR troops! Herald of Tzeentch on disk is good to bulk out your star, HoT ML2 or Exalted locus in horror unit can be handy, HoK with 1x Lesser (axe) and 1x Greater when some crushers or dogs are already stuck in can make for a nasty surprise next turn, HoS with ML1 into some daemonettes for another roll on invis telepathy or take a steed and stack more attacks into your invisible slaneeshi star next turn. Hell, use your heralds to eat overwatch from a unit before charging in with something else if you want. Just be careful about joining up since you won't be able to assault if the herald has just "DS'ed" in, but if you've just summoned that unit, then join away.
In summary; Good units are still good, take those. Most good units are still good when summoned, summon those. Remember that you can all the upgrades listed for free, so there's no reason not to have an Icon, unit champ and instrument in each unit.
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Peregrine wrote:What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot? |
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![[Post New]](/s/i/i.gif) 2015/03/08 21:22:03
Subject: I got 99 problems and building a Daemon Factory is 1
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Fixture of Dakka
Chicago, Illinois
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The reason for Fate Weaver is that you get to reroll 1 dice a turn, with a Portaglyph you're producing 1 additional Warp Charge a turn pretty much. That's a chance for the Horrors that are summoned to gain the Possession spell. The Odds are 1/6 each turn rerolled by Fateweaver. So basically you've turned you're Portaglyph into a Greater Daemon summoning portal.
People kind of forget that.
The reason for 12 Horrors is simply points efficiency and rolls on Malefic, you don't want 2 Big units of 16 you want 3 units of 12 because that's 3 Additional Rolls on the Malefic chart.
Statistically with 4 Heralds and 4 Squads you should get at least one Possession.
It's a mathematical reason. You want more rolls on Malefic to get possession. You want more rolls on Portaglyph to get possession.
You want Possession.
You usually with you're Daemon Princes want to go with 1 choice on the Telepathy Table because it's kind of a broken table because of Psychic Shriek which is a good way to thin the herd.
If I were doing it with a Chaos Daemon / Allied Chaos Space Marine, I'd Definitely go with that as you can then purchase the 15 point relic thingie that gives you the reroll.
The 3 Greater Daemons you want are Great Unclean One, Keeper for CC goodness. Do not Summon a Blood Thirster under any circumstance because they appear swooping which means he has to land, then wait a turn, then charge.
Keeper Of Secrets can show up blast off a Psychic Shriek or get invisibility then charge the following turn, Great Unclean one is the same.
The guide I posted is pretty in depth I think on stuff.
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This message was edited 3 times. Last update was at 2015/03/08 21:28:14
If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2015/03/08 22:23:39
Subject: Re:I got 99 problems and building a Daemon Factory is 1
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Sneaky Striking Scorpion
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I always wonder why people doing a demon factory don't include a Farseer w/mantle and stone of anath. For ~230 points you get a WC 3 psycher who can cast every single summoning spell as WC 1 and is jinking for 2+ rerollable, and an OS jetbike unit. It's slightly ironic that Farseers are the bar-none best summoning units in the game, but it is what it is. Abuse it.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets.
Voltaire |
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![[Post New]](/s/i/i.gif) 2015/03/09 00:03:27
Subject: Re:I got 99 problems and building a Daemon Factory is 1
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Auspicious Daemonic Herald
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Dash2021 wrote:I always wonder why people doing a demon factory don't include a Farseer w/mantle and stone of anath. For ~230 points you get a WC 3 psycher who can cast every single summoning spell as WC 1 and is jinking for 2+ rerollable, and an OS jetbike unit. It's slightly ironic that Farseers are the bar-none best summoning units in the game, but it is what it is. Abuse it.
Because they're CTA
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![[Post New]](/s/i/i.gif) 2015/03/09 00:06:37
Subject: I got 99 problems and building a Daemon Factory is 1
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Gargantuan Gargant
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And Craft World Eldar allied to Daemons is probably the least fluffy thing you can do.
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![[Post New]](/s/i/i.gif) 2015/03/09 00:52:38
Subject: I got 99 problems and building a Daemon Factory is 1
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Unrelenting Rubric Terminator of Tzeentch
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Hollismason wrote:The reason for Fate Weaver is that you get to reroll 1 dice a turn, with a Portaglyph you're producing 1 additional Warp Charge a turn pretty much. That's a chance for the Horrors that are summoned to gain the Possession spell. The Odds are 1/6 each turn rerolled by Fateweaver. So basically you've turned you're Portaglyph into a Greater Daemon summoning portal.
People kind of forget that.
The reason for 12 Horrors is simply points efficiency and rolls on Malefic, you don't want 2 Big units of 16 you want 3 units of 12 because that's 3 Additional Rolls on the Malefic chart.
Statistically with 4 Heralds and 4 Squads you should get at least one Possession.
It's a mathematical reason. You want more rolls on Malefic to get possession. You want more rolls on Portaglyph to get possession.
You want Possession.
You usually with you're Daemon Princes want to go with 1 choice on the Telepathy Table because it's kind of a broken table because of Psychic Shriek which is a good way to thin the herd.
If I were doing it with a Chaos Daemon / Allied Chaos Space Marine, I'd Definitely go with that as you can then purchase the 15 point relic thingie that gives you the reroll.
The 3 Greater Daemons you want are Great Unclean One, Keeper for CC goodness. Do not Summon a Blood Thirster under any circumstance because they appear swooping which means he has to land, then wait a turn, then charge.
Keeper Of Secrets can show up blast off a Psychic Shriek or get invisibility then charge the following turn, Great Unclean one is the same.
The guide I posted is pretty in depth I think on stuff.
Fateweaver is also highly valued due to his warlord trait letting you not screw over your entire army as well He's insurance against bad rolls in an army largely at the whim of random charts and tables. Using fateweavers re-roll on generated powers isn't something to recommend IMHO, he's got much better things to be doing.
12 horrors is inefficient, as you get the extra bonus dice at 11 and again at 16. Don't forget that Horrors are always ML1, so only ever get 1 roll, and can only ever cast a single power per turn, regardless of number. 2 units of 16 gets you the same warp charge as 3 units of 11, but does is ever so slightly cheaper (9 points, or 1 horror), but you get 1 less roll. You also lose 2 WC from a unit of 16 when you take 6 casualties, wheras you have to take 11 to lose 2 charges on a unit of 11.
The 15 point "thingy" isn't a relic, it's special issue wargear called a spell familiar.
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Peregrine wrote:What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot? |
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![[Post New]](/s/i/i.gif) 2015/03/09 01:03:30
Subject: I got 99 problems and building a Daemon Factory is 1
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Fixture of Dakka
Chicago, Illinois
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The reason for 12 is that if you get Sacrifice you're not immediately losing a Warp Charge and if you suffer a Perils you don't immediately lose a Warp Charge as well.
16 Man and larger units are inefficient because you are casting less spells and you've focused you're Warp Charge into 2 units basically.
It's purpose is also through MSU and remember those units are Objective Secured and can in fact deep strike.
The Other reason is that it's not a gain on Warp Charge if you use Possession plus you lose less points when they do get possessed.
So to reiterate
1. 12 Models in squad allow you to suffer a perils test and not also lose a Warp Charge
2. 12 Models in the Squad Allow you to Cast Sacrifice without losing a Warp Charge.
3. You've not put all your eggs in "one basket" MSU is more efficient because you have multiple targets, 1 unit get's wiped out you lose 3 Warp Charge. 2 Units of 16 lose 6 members each you go down from 6 Warp Charge to 2 for a loss of 4 Warp Charge. 2 Units of 12 go down to 6 models, you lose 2 Warp Charge for a net loss of 2. It's about preserving you're warp charge.
4. You don't have a net gain of Warp Charge when you cast Possession with 16 models or more you actually lose 1 Warp Charge for Summoning the Greater Daemon (Max level is 2).
5. It's less of a gain of points as well. If you got a 16 or more man unit and you cast Possession you're net gain of points summoned isn't as great.
Basically every turn with summoning you want to get more warp charge, more units. The games pretty much over at 6 to 8 Lord of Changes flying around the board. It's just way above and beyond the ability of most armies to deal with that.
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This message was edited 3 times. Last update was at 2015/03/09 01:14:04
If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2015/03/09 02:20:06
Subject: Re:I got 99 problems and building a Daemon Factory is 1
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Gargantuan Gargant
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Thank you for all the input guys, this has been very helpful
The smaller units of Pink Horrors sacrifice 1 WC for an additional unit with another spell drawn. I get it now.
I think I'm going to start with the following
HQ1 Fate Weaver
HQ2 4 Heralds of Tzeench lvl3, Portaglyph
TR1 Pink Horrors 12
TR2 Pink Horrors 12
TR3 Pink Horrors 12
TR4 Pink Horrors 12
HV1 Flying Daemon Prince
HV2 Flying Daemon Prince
HV3 SoulGrinder
Maybe swap out the SoulGrinder, or a DP, for a Warpshied Generator
I was also thinking maybe running dual CAD so I can get 8 heralds
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![[Post New]](/s/i/i.gif) 2015/03/09 03:14:37
Subject: I got 99 problems and building a Daemon Factory is 1
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Fixture of Dakka
Chicago, Illinois
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I would go 2 Daemon Princes buffed and Void Shield Generator, which I think can be added to a Aegis or bunker I'd have to look at my books.Oh I forgot to add, take Musicians with the Pink Horrors, it helps when you like absolutely have to Null deply for whatever reason. Just gives you tactical flexibility.
Oh and for the Daemon Princes, definitely give them gifts. I usually go two Greater each.
You can actually for 40 points I believe give them Flyer Ace from the Shield of Baal book, although I forget what it does?
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This message was edited 2 times. Last update was at 2015/03/09 03:37:24
If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2015/03/09 03:45:31
Subject: Re:I got 99 problems and building a Daemon Factory is 1
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Stubborn Dark Angels Veteran Sergeant
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Void shields tend not to be worth it if you are not running soul grinders.
Without grinders on the field you will have no AV units except the shield. So expect it to be hit and destroyed by every anti tank weapon the opponent has in the first turn.
The bastion is a good choice for summoners. It gives a place for a unit to hide (especially if you put a unit with a banner inside it, granting a larger deepstrike bubble around it to summon in (of course the unit itself cannot summon)). It also allows you to hide your vulnerable DPs before they get airbourne/ ironarm up. Putting an escape hatch on it would allow units to be summoned backfield, and then fired up midfield with alarming speed.
If you are looking for cheap survivability, then a basic aegis (forget the guns), does wonders for pink horrors. Gtg + an aegis gives your horrors the fabled 2++ re-rollable save.
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![[Post New]](/s/i/i.gif) 2015/03/09 03:52:47
Subject: I got 99 problems and building a Daemon Factory is 1
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Fixture of Dakka
Chicago, Illinois
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It depends, Void Shields also protect the Summoned Units as well so that offers some protection beyond the Aegis Defense line, which is good as only one model has to be within the Void Shield to get it's benefit.. Yes they can be shot at everything else can as well that's the game you play but they offer a good defense against getting hammered like cat gak when someone takes multiple barrage weapons or a Thunderfire you have to regen them but they can be added to defenses. Them being able to extend beyond you're deployment zone helps when you summon units as they'll get some modicum of protection if they don't have cover.
There's a reason most FMC lists like Tyranids have Void Shields in addition to other defenses. So you don't get you're gak killed the very first turn.
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This message was edited 2 times. Last update was at 2015/03/09 03:54:52
If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2015/03/09 04:09:13
Subject: Re:I got 99 problems and building a Daemon Factory is 1
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Stubborn Dark Angels Veteran Sergeant
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You miss the point. The shield will be taken down first by heavy weapons, which have nothing better to shoot at, and then the barrage and anti infantry weapons will come in after.
You don't need to destroy the generator to do this, only strip the shields before firing the other weapons.
If you have grinders or other AV units on the field, then the opponent will be forced to choose how to divide his shots.
It works better with nids, because small arms fire is ineffective against flyrants, so the void shield is taking the shots that pose the most danger for them.
which is good as only one model has to be within the Void Shield to get it's benefit..
This is debatable. I can't speak for others, but my group wouldn't play it this way. If a squad was half-in and half-out we would allocate wounds to the closest model, if they are in the zone then the shield effect comes into play, if they are not, then they take the hit as usual.
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![[Post New]](/s/i/i.gif) 2015/03/09 04:42:39
Subject: I got 99 problems and building a Daemon Factory is 1
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Fixture of Dakka
Chicago, Illinois
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Its the same principle you want to protect your Daemon Princes and Fateweaver from the weapons that will kill them, if they have that. It's a extra layer of protection.
Like we can go over and over about it, it works it's a good tactic and it protects your troops.
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This message was edited 1 time. Last update was at 2015/03/09 04:42:59
If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2015/03/09 04:47:54
Subject: I got 99 problems and building a Daemon Factory is 1
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Unrelenting Rubric Terminator of Tzeentch
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Not really, the wording in the book is quite clear - Unit, not model. It's stupid, but clear.
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Peregrine wrote:What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot? |
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![[Post New]](/s/i/i.gif) 2015/03/09 05:02:24
Subject: I got 99 problems and building a Daemon Factory is 1
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Stubborn Dark Angels Veteran Sergeant
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Hollismason wrote:Its the same principle you want to protect your Daemon Princes and Fateweaver from the weapons that will kill them, if they have that. It's a extra layer of protection.
Like we can go over and over about it, it works it's a good tactic and it protects your troops.
Except fateweaver and DP's are T5, and so are more vulnerable to anti infantry fire, and it doesn't protect your troops if it is stripped first.
If you had grinders or other things on the field that needed heavy weapons to take out then I could see it. Personally I would go with a bastion instead, as you can simply keep the DPs out of LoS.
Not really, the wording in the book is quite clear - Unit, not model. It's stupid, but clear.
It says target, actually. "Any shooting attack that originates from outside a Void Shield Zone and hits a target within the Void Shield Zone instead hits the projected void shield"
I won't argue, as I know we would play it logically, but I wouldn't recommend it to others as it seems a good way to get into arguments and lose friends.
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![[Post New]](/s/i/i.gif) 2015/03/09 05:08:27
Subject: I got 99 problems and building a Daemon Factory is 1
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Fixture of Dakka
Chicago, Illinois
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Fateweaver and Daemon Princes, will die absolutely 100% to Dakka Flyrants straight up which is why you take the void shields. I mean you can go back and forth with could of would of and what ifs but Void Shields protect you from having that happen to you. They also protect from Thunderfires and other artillery. You can also take them with certain fortifications.
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This message was edited 1 time. Last update was at 2015/03/09 05:09:26
If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2015/03/09 05:12:16
Subject: I got 99 problems and building a Daemon Factory is 1
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Stubborn Dark Angels Veteran Sergeant
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Hollismason wrote:Fateweaver and Daemon Princes, will die absolutely 100% to Dakka Flyrants straight up which is why you take the void shields. I mean you can go back and forth with could of would of and what ifs but Void Shields protect you from having that happen to you. They also protect from Thunderfires and other artillery. You can also take them with certain fortifications.
Please. It won't protect from artillery if it is destroyed first. If you only have 1 target that needs heavy weapons to be destroyed, then they simply will not survive.
Also, the void shields on a building are different to those that you purchase as a fortification. Check it out.
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![[Post New]](/s/i/i.gif) 2015/03/09 12:39:42
Subject: Re:I got 99 problems and building a Daemon Factory is 1
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Gargantuan Gargant
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The VSG makes them waste heavy weapon fire on it, before shooting the rest of your army.
The Bunker only protects what's in, or behind, it.
It's a matter or personal preference, can we leave it at that ?
Back on topic, any ball park figures on how many additional Daemon figures I will need if the Daemon factory works as intended ?
The portaglyph alone should bring in something like 5d6 daemon in an average game.
If Possension lets me bring in Greater Daemons, should the magic number be as many as I can afford, and or convert ?
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![[Post New]](/s/i/i.gif) 2015/03/09 12:47:15
Subject: Re:I got 99 problems and building a Daemon Factory is 1
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Stubborn Dark Angels Veteran Sergeant
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Back on topic, any ball park figures on how many additional Daemon figures I will need if the Daemon factory works as intended ?
The portaglyph alone should bring in something like 5d6 daemon in an average game.
Really this depends on how many power dice you have, and what you are summoning.
Consider that (if you are not using the eldar farseer for 1WP powers) a 3 WP summon will take 7 dice to have an ok chance of casting.
For every 7-8 dice, you may get 10 models a turn, so work with that.
Obviously it won't always pass, or you may summon a greater daemon, heralds or cavalry models instead.
Portal glyph only works 50% of the time. So in a 6 turn game you will get 3d6 models, which is around 10-11 daemons.
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![[Post New]](/s/i/i.gif) 2015/03/09 15:04:00
Subject: I got 99 problems and building a Daemon Factory is 1
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Fixture of Dakka
Chicago, Illinois
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It depends really, while you do have to push through those Level 3 with 5 or more dice expect it to do worse or better than that. I've played straight CD and a mix of CD and CSM for the Daemon Prince from their. I've yet to make CSM w/ the Legacy though.
Expect to summon around 60 to 100 models. The problem with Summoning is that while most people just say " I'm only summoning these dudes" it's actually less efficient to use because you should have some other options in you're pocket.
Personally my favourite thing to summon isn't actually Troops it's spamming the crap out of Slaanesh Heralds Psychic Shriek and Tzeentch gun boats.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2015/03/09 19:21:47
Subject: Re:I got 99 problems and building a Daemon Factory is 1
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Nurgle Chosen Marine on a Palanquin
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adamsouza wrote:The VSG makes them waste heavy weapon fire on it, before shooting the rest of your army.
The Bunker only protects what's in, or behind, it.
The portaglyph alone should bring in something like 5d6 daemon in an average game.
If Possension lets me bring in Greater Daemons, should the magic number be as many as I can afford, and or convert ?
Portal glyph is a 50% chance to spawn D6 daemons. So you will get 3D6 if you are lucky, 5-7D6 if you are really lucky. So right there you need at least an additional 35 pink horrors and daemonettes. Nettes if enemies are nearby, as you can assault out of the portal (open topped vehicle!) pinkies for warp charges.
You will need 2-3 min sized units of EVERYTHING you might summon. If you really want your factory to work, that means being able to summon ALL gods, not just ones you like. I don't care much for khorne, but summoning bloodcrushers is an amazing way to freak out those marines that just deep struck behind you. Plague drones are arguably the best summon for getting that distant objective, PBs for that close objective, Nettes for general murder, and pinkies for more warp charges and back field objectives.
You will want fateweaver as 1 HQ, he is the bomb and will provide insane utility to your army. Check the FAQ, he can roll on malefic for each head. If you don't want to fill points with DPs, go double force org for double heralds for more chances at more greater daemons and other daemons.
Personally, if you really want to get a good idea of how many daemons you need, play a game by yourself on paper. practice as if your entire army took no damage, roll up powers, warp storm (because it summons too) and portal glyph every turn. Mark how many of what daemon you make. Do this 4-5 times and you should have a good average. Some games you will not get anything but the primaris, other games everyone will have sacrifice.
I have played daemons since 5th, daemon factory has been the hardest and longest game I have ever played. Not that it was hard to win with, it was a fun win, just that it was the hardest to keep track of what units had what powers, where to summon who and what and when. It sounds easy, but when you have 35 dice in your hand and its the psychic phase, it gets difficult.
I would suggest learning daemons before trying a factory list.
Oh yeah, don't forget about transporting 3k worth of daemons for every 1500pt game.
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This message was edited 1 time. Last update was at 2015/03/09 19:22:19
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![[Post New]](/s/i/i.gif) 2015/03/09 20:56:47
Subject: I got 99 problems and building a Daemon Factory is 1
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Gargantuan Gargant
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To be honest, the added complexity of the Daemon Factory is part of what draws me to it. Having to command an army that is always in flux seems challenging, in a good way.
Worst case scenario, I learn from my mistakes while playing and lose a few battles.
My gaming group is getting a little annoyed battling my undefeated scarab farm, so I don't mind them using my Daemons as target practice until I master the chaos.
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![[Post New]](/s/i/i.gif) 2015/03/10 00:44:58
Subject: I got 99 problems and building a Daemon Factory is 1
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Fixture of Dakka
Chicago, Illinois
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Post your Scarab farm in the Necron thread , also this is the same reason I stopped playing Daemon Summoning it's very unbalanced if you run it well.
Fortunately I have some friends who also have models they don't mind me using so I'm never at want for Daemons plus my group allows 3rd party.
If you go first and get a good first turn it can be particularly annoying and brutal.
You want Pink Horrors with the Portaglyph for sure , people say Oh well you only get X amount doesn't matter it's a roll every time to get possession.
I've I'd say more than 50 percent of the time gotten possession at least once every game with the Portaglyph.
It's just statistics and probability. I posted the odds in that thread but basically for every 6 rolls statistically you should get Possession.
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This message was edited 2 times. Last update was at 2015/03/10 00:46:09
If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2015/03/10 01:49:50
Subject: Re:I got 99 problems and building a Daemon Factory is 1
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Gargantuan Gargant
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Truth be told, even though I've had this on my to do list since reading the orginal 99 problems thread, part of me is doing this now because I'm tired of hearing whining of a few players about my Scarab Farms. Another part is I'm really looking forward to conversion work this will entail.
I posted my most recent scarab farm to the Necron Tactics Thread
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![[Post New]](/s/i/i.gif) 2015/03/10 05:18:46
Subject: I got 99 problems and building a Daemon Factory is 1
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Unrelenting Rubric Terminator of Tzeentch
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Mastering Daemons (I haven't actually mastered them, but I'm getting bettah  ) has been a very satisfying 40k endeavor me, and if you want a challenge, I'm sure you will enjoy it too. I've been playing Daemons for a while now, but have never tried out running a Factory. Most of my lists are somewhat of a hybrid between having metric pooptons of warp charges and spending points on heavy hitters as well. I regularly dedicate warp charges to summoning, usually 2 summonings attempted with 6 dice each turn, and I feel like I've got a decent handle on what to summon when and where and how to use summoned units. I tend to stray away from possession though. I'm not even sure why. I've got a 1500 pt tourney coming at the end of this month and this thread is reeeaally making want to try out being a Factory manager! Does this look decent/need changes for a 1500 take on the Factory? I fit the LoC in there by using self ally which will be allowed. Fateweaver Lord of Change: ML3, 2x Greater, Lesser Tz'erald: ML3, Exalted Tz'erald: ML3 Tz'erald: ML3 12x Horrors 12x Horrors 12x Horrors 12x Hounds so 22 Warp charges, all told. Should be enough for 3 summons a turn plus a modicum for buffing units. Speaking of, do you guys even bother with casting blessings or just throw every last dice at summons? I feel like at least cursed earth would be too good to pass up. Hounds are there to do what hounds do and take a little fire off of my squishy pink horror blobs while I get the summoning ball rolling. Went for LoC because he's a little bit cheaper, but would it be better to go for a Tzeentch Prince? I figure either way I'll go for Telepathy or Biomancy depending on the matchup (no or little ignores cover and it'll be telepathy all day) since I should have plenty of summoning utility from the rest of the list. Any thoughts or do I have my bases covered? EDIT: Derp forgot LoC doesn't have access to telepathy or biomancy so I'll probably skim off some hounds to make up the points for changing him to a DPoT. DOUBLE DERP: I just realized Sacrifice is a WARP CHARGE 1 POWER. THIS. CHANGES. EVERYTHING. I thought it was 3 lol. Oh man this is ALMOST as bad as when about a month ago I realized that the Grimoire has a 24" range and not a 12" range (I've played daemons for almost 2 years) . Oh well, guess it wasn't too bad that I've been handicapping myself as it makes life a lot easier now.
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This message was edited 1 time. Last update was at 2015/03/10 05:36:35
"Backfield? I have no backfield." |
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