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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

This thread is to talk about the benefits of going with Damonic Incursion, and to determine if this is a valid approach to building armies, and to discuss the various advantages and drawbacks of it.

Command Benefits
Daemonic Corruption :
Objective markers controlled by units from this Detachment count as controlled for the rest of the game, even if the controlling player has no untis within 3" of them.

This effect lasts until an enemy scoring unit controls it.

This effect is really powerful, but requires a change of playstyle to get the most out of it. For years, we have played with the concept of 'deckchair units' whose job was just to sit down on an objective the entire game.

This this rule, the daemons can advance forward passing over any objectives. If you opponent has no units that can jump deep into your zone to remove those objectives, you can count on having them for the rest of the game. This playstyle leads for a daemon host that is advancing forward instead of sitting back, making for a much more aggressive playstyle.

It's not just the troops that have this command benefit. If you are running a Tetrad, then all four princes not swooping can take corrupt objectives while closing on the enemy.

Your units in this formation do not have objective secured in tradeoff to a CAD -- however I think that the tradeoff in this case is worth it if you are playing an aggressive list - which most of the daemon lists you can build are.

Unearthly Power :
When rolling on the Warp Storm table, you can choose to add or subtract 1 from the result

This is another power that has obvious benefits. I've heard the phrase, "You don't need to take fatey" with this perk.
This command benefit is actually a lot better than fateweavers reroll. The reason is simple, you are not forced to pick the second roll if it's worse. You need to roll a 2 or 3 in order to have no negative effects you cannot mitigate, or a 8.33% per game turn. Conversely, that's a 91.66% of a good result.

You can also shift the most common roll -- a 7, to something that will have an effect on the game. This means that you are not getting 'null' results, and given the ratio of good to bad results, the warp storm table suddenly becomes a very nice perk of the army.

You will still occasionally roll that 3 on the table. If your luck is like mine, that roll will seem to come up every game -- but over the course of enough games it will average out. Even if you are forced to make an instability test, the next command benefit can help reduce the damage incurred..


The Warp Unleased :
You can choose to re-roll any Daemonic Instability tests for units within this detachment

Humans naturally have something called the 'Optimism bias" - a cognitive bias that causes a person to believe that they are less at risk of experiencing a negative event compared to others. It's our natural reaction to look at something like this and say to ourselves "Oh, I'm playing an assault army, I'll never need to make instability tests"

In actuality, it happens -- even with assault oriented lists. A few bad dice rolls, and you can easily lose combat by just 1. This has caused me to lose multiple wounds off my tetrad before, or caused squads of plague bearers to just evaporate. Lets say that you have a LD 7 unit lose combat by one, then you will pass the instability test 41.66% of the time. This is pretty bad. However, if you can reroll this value, then you have about a 65.85% of passing the test!

Furthermore, if you failed by a large percentage resulting in the loss of many wounds, you can reroll the result. If you failed the test with just one wound lost, you might want to keep the result as a 'marginal failure'. The overall result is that your units take less wounds.


Other Advantages
One Detachment
There are some options available to you in this detachment not normally allowed in a CaD, such as the ability to grab three daemon lords. To achieve this, normally you would need to grab multiple CaDs.

Furthermore, the detachment also throws away the concepts of 'Heavy', 'Elite', 'Fast Attack', etc. Bringing six soulgrinders becomes very easy to do with this detachment.

All models in the detachment count as being part of the detachment and the formation, meaning that all units grab the three command benefits above.

Excellent Units
Almost every formation that in this detachment is really good with very little 'tax' that has to be paid. The only 'tax' are a unit of Chaos Furies, but even those can be useful to jump around and corrupt objectives.


Drawbacks
Lack of Herald Spam
You can only bring one Herald per formation, and not in even then in every formation. If you normally like bringing 4 Heralds, this can be a downer.

Expensive Formations
This is the biggest kick in the pants for this detachment. While the formations are good, they are expensive point-wise due to the sheer size. A warpflame host will run you ~800 points. A rotswarm costs between 800-1000 points. A forgehost costs between 420 and 500 points.

This limits the flexibility of your detachment -- especially at lower point values. AT 1850 you can bring a warpflame host, burning skyhost and daemon lord -- but you won't have the flexability of a unit with 3 heavy slots, 3 elite slots, etc.... The degree of this disadvantage is debatable. It encourages more 'spam', but we already see a lot of spam in today's lists.


Your Thoughts
So what do you think of the Incursion? Is it worth it? Why or why not? Did I miss any advantages or disadvantages?
   
Made in us
Fixture of Dakka





San Jose, CA

There are 3 reasons to take a CAD over the Incursion.

1. Mixed armies. You want to run a mix of armies.

2. ObSec.

3. Fortifications like the Void Shield Generator.

There is also a 4th reason for me, and that is to take a Lord of War Chaos Knight.

Other than that, the Daemonic Incursion is worth its weight in gold. Personally, I am enjoying it a lot. You are going to see Daemons go the way of Necrons. When the new Necrons came out, there was a debate as to whether the Decurion or CAD would be better. Nowadays, most Necron players run the Decurion.

Then again, personally, I run both the Daemonic Incursion and a CAD. No reason why you can't enjoy both.



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Made in us
Regular Dakkanaut




I believe certain Chaos Gods can field an Incursion far easier than others. Incursion was ready made for Khorne. Those who play Khorne-centric lists wind up fielding their CAD lists in an Incursion format with little to no difficulty whatsoever. That Karanak alone satisfies the Auxiliary requirement speaks to how simple it is for Khorne players to fit in all the Bloodletters, Bloodcrushers, Flesh Hounds and Bloodthirsters they desire and benefit from the Incursion's perks. Tzeentch, too, benefits from the Incursion, though not as seamlessly as Khorne can. The three unit types in the Core formation are units Tzeentch only players would field anyway, with the lone exception perhaps being the Exalted Flamer of Tzeentch, though there's no requirement to field it.

Nurgle and Slaanesh, on the other hand, have to compose their Core from two unit types instead of three. That third commonly used unit type - Seekers for Slaanesh and Plague Drones for Nurgle - are in an Auxiliary formation that requires a high number of units to even field. This is where the Incursion tax truly lies. I can't speak too much whether the benefit the Rotswarm provides compensates for this tax requirement, but I can say that Slaanesh's Grand Cavalcade offers a tremendous reason to field more Seeker Cavalcades and Hellflayers than players ever had before. It led me to purchase a whole mess of chariot kits to field it as the two benefits are too good to ignore and most certainly make up for the tax you have to pay. That Slaanesh's number is 6 also keeps the tax cheaper than it does for Nurgle.

I agree with the assessment that losing the ability to field four Heralds in one HQ slot hurts. The bonuses of extending Loci to units within 12" mitigates this a little bit, but having those bodies on the field contributing Warp Charges during the Psychic Phase is worth more to me. I also wish the Masque of Slaanesh wasn't an option in the Flayertroupe but rather a Command option, especially since the Masque cannot purchase Loci at all. For these reasons the CAD is still of interest. But having tried the Incursion once already I have to say the benefits of the detachment are too good to ignore.
   
Made in au
Missionary On A Mission




Australia

Nurgle is by far the cheapest though. A Tallyband with 7 units of Nurglings and a Herald is only 360pts bare minimum, which is significantly cheaper than the other 3 core formations. If you want something a little more practical then 625pts gets you 6 units of Nurglings, a unit of 20 Plaguebearers with Champion, and a Herald with the FNP Locus, ML2, a Greater Reward and The Doomsday Bell. Infiltrate (or Outflank/Deep Strike) your Nurglings everywhere to tag objectives with Demonic Corruption and act as distractions, while you advance your FNP Plagubearers up the board. And with the rest of your points you can fit in a Forgehost of 3 Nurgle Grinders with Phlegm and a couple of Demon Princes in the Demon Lord Command Choice. That seems pretty good to me.

For comparison, the cheapest you can make a Murderhorde is 695pts (8x Hounds and Herald), a Flayertroupe is 585pts (6x Demonettes, Herald) and the Warpflame host is 495pts (9x Exalted Flamers and Herald). And they are bare minimum with no upgrades.

This message was edited 1 time. Last update was at 2016/04/03 22:56:45



 
   
Made in us
Hierarch





One idea: using the slaanesh power that gives Furious Charge, Rage and Zealot on a Rotswarm Deathstar. Im thinking a speedy Inurion with Flayertroupe+Rotswarm+Fatey could work well.

 Tamereth wrote:

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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 Swampmist wrote:
One idea: using the slaanesh power that gives Furious Charge, Rage and Zealot on a Rotswarm Deathstar. Im thinking a speedy Inurion with Flayertroupe+Rotswarm+Fatey could work well.
My thoughts are this.

Anything that synargizes really well as a fast assault force can work. The Flayertroupe or the Murderhost can both move extremely quickly. The murderhost will be full of khorne dogs or bloodcrushers.

A tallyband is good but slow. It's most of a 'I dare you to shift me' kind of force, and it needs something with teeth to put it to the level level.

The warphost has good ranged damage. I like this formation but I worry that it does not synargize well with the other formations. The best way I can see to use this is either a gorethunder battery, a forgehost, and/or fatey.
   
Made in it
Contagious Dreadnought of Nurgle





what about a murderhorde with chaos kinight? i played just plain murderhorde and i felt it strong but not enough to be reliable at tournaments so maybe add a chaos knight could help

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Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

You'd have to take a CAD, but sure.

Personally, I'm thinking of running a Murderhorde with 7 dog units, a unit of 6 crushers with a champion, a juggerherald with gifts and a crown.

Throw in Belakor, D BT and Karanak, and you got yourself a fast 1850 list.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in it
Contagious Dreadnought of Nurgle





where i will go i could run a IK also if i only play a formation i dont need a mandatory CAD and i cant play be'lakor because the list will be 1650-1700pts

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Made in us
Fixture of Dakka





San Jose, CA

I currently run a Murderhorde backed by 2 D-Thirsters and Fatey and it is a very strong build. Alternatively, you can swap out 1 D-Thirster for a LoC for more psychic support, but that really is a matter of preference.



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Made in it
Contagious Dreadnought of Nurgle





this is what i would play
5 crushers with champio lesser reward
7 hounds
6x5 hounds
D thirster 2 greater rew
herald juggernaut lesser rew exalted locus
karanak
forgeghost 2xtorrent 1xbombardement
now... thinking change forgeghost with chaos knight, forgeghost anyway worked good for me


Automatically Appended Next Post:
 jy2 wrote:
I currently run a Murderhorde backed by 2 D-Thirsters and Fatey and it is a very strong build. Alternatively, you can swap out 1 D-Thirster for a LoC for more psychic support, but that really is a matter of preference.


so no knight for you, may i ask what kairos do in your list with only 4+d6 WC?

This message was edited 1 time. Last update was at 2016/04/05 16:42:55


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Made in ca
Tzeentch Veteran Marine with Psychic Potential





Warpflame host
Nurgle daemon prince with Grotti
Forgehost

Send the prince + grinders into the enemy line. Reducing Toughness by 1 will make the str 6+ of the Warpflame host way more damaging. It can now instant death models that it couldn't before, and everything that used to wound on 3 ' s will wound on 2 ' s. One of the biggest things to me is the denial feel no pain on many units due to instant death.

The powers like bolt of change and infernal gateway also become better and have more potential to instant death or at least wound almost anything.

How do you think this would work? Too few bodies/assault elements?

7500 pts Chaos Daemons 
   
Made in us
Fixture of Dakka





San Jose, CA

 blackmage wrote:
this is what i would play
5 crushers with champio lesser reward
7 hounds
6x5 hounds
D thirster 2 greater rew
herald juggernaut lesser rew exalted locus
karanak
forgeghost 2xtorrent 1xbombardement
now... thinking change forgeghost with chaos knight, forgeghost anyway worked good for me

While I love my walkers, I got away from it due to all the Grav in my meta. They would be really good if not for Grav.

 jy2 wrote:
I currently run a Murderhorde backed by 2 D-Thirsters and Fatey and it is a very strong build. Alternatively, you can swap out 1 D-Thirster for a LoC for more psychic support, but that really is a matter of preference.


so no knight for you, may i ask what kairos do in your list with only 4+d6 WC?

Some psychic shooting. Maybe 1 summoning attempt a turn. He is mainly there for 2 things - 1) his re-roll and 2) he's my Warlord. Yes, imagine this now. He gets to re-roll the Warpstorm table and on top of that, he gets to modify it with +/-1. Talk about master of the Warpstorm. In 1 game, I got Cursed Earth on Fatey and I used his re-roll (and +/-1) to get +1 Inv on the Warpstorm for the entire army not once, but twice! That's dogs with 3++. Lol.

This message was edited 2 times. Last update was at 2016/04/05 16:55:15



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Made in it
Contagious Dreadnought of Nurgle





so jy2 you just say in a low grav environment you should play knight/forgeghost? or you consider your build better?

This message was edited 1 time. Last update was at 2016/04/05 18:24:00


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Made in us
Fixture of Dakka





San Jose, CA

 blackmage wrote:
so jy2 you just say in a low grav environment you should play knight/forgeghost? or you consider your build better?

It's not a matter of which is better. To me, it is which would you like to play more? If there wasn't so much Grav in my area (and in competitive play), I would love to run the Forgehost. Then again, I love my D-thirsters even more. It's mainly personal preference.



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