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Made in us
Regular Dakkanaut




Alright I've been an eldar player since I started in last edition and have always loved summoning lists, so now that I feel my eldar army is big enough(roughly 6k) I want to start a second army around this theme. So... Daemons to summon daemons . Also Noone in my area plays any sort of chaos other than a straight nurgles player.



It doesn't have to be super broken(though I do like to win) so anyway. Any tricks or tactics, loadout and such that would be awesome. Everything is helpful. Thanks much

This message was edited 1 time. Last update was at 2016/08/09 00:38:51


 
   
Made in us
Lesser Daemon of Chaos




New England

A Lord of Change armed with the Paradox staff guarantees a unit of summoned daemons if you use 5 warp dice.


Automatically Appended Next Post:
Or a herald of Tzeentch for that matter..

This message was edited 1 time. Last update was at 2016/08/09 00:48:55


 
   
Made in us
Regular Dakkanaut




 KhorneontheCobb wrote:
A Lord of Change armed with the Paradox staff guarantees a unit of summoned daemons if you use 5 warp dice.


Automatically Appended Next Post:
Or a herald of Tzeentch for that matter]

Oh? How's that work?? Would be awesome.
   
Made in nz
Trustworthy Shas'vre






Ecdain wrote:
 KhorneontheCobb wrote:
A Lord of Change armed with the Paradox staff guarantees a unit of summoned daemons if you use 5 warp dice.


Automatically Appended Next Post:
Or a herald of Tzeentch for that matter


Oh? How's that work?? Would be awesome.


The Paradox lets you, once per turn, flip the warp charge dice upside down for a psychic test.
So you roll 5 dice. You'll either pass it (3+ successes) or fail it (3+ failures). But if you get 3+ failures, flip the dice upside down and you get 3+ successes instead! Its the only way in the game I believe to 100% guarantee casting a power.

If you want to go summoning, you can stack warp charges quite easily as Tzeentch, but beware of going too far in to summoning and not getting enough board presence. The stuff you summon in takes a while to get going, and the enemy can capitalize on this by targetting your squishies quickly to get your dice down.

You should budget roughly 6-7 dice to cast summoning without the Paradox. 5 dice gives 50% chance, 6 is 65%, 7 is 77%.

The best spells to keep are obviously Incursion and Sacrifice. Sacrifice is the one you really need to be casting to beef up your warp charges quickly.

Your army should consist of Fateweaver and/or some Tzeentch Daemon Princes, some heralds of Tzeentch in units of Screamers, and Pink Horrors in units of 11-12 models. Heralds are your most efficient Warp Charge generators (3 dice for 95pts), and Horrors give 2 dice at 11 models / 99pts. The screamers are important to keep around because you need mobility and they're pretty decent in combat; the Daemon Princes give some credible combat threat; and Fateweaver mitigates a lot of the pain Warpstorm brings.

YOu need to consider the maths of summoning vs just bringing stuff to the table. 2 Heralds of Tzeentch cost 200pts for 6 Warp Charges. If they only get to cast Summoning, but survive all game, they cast 6 times at 65% chance for 4 successes, or 400pts brought in. These units can be of any type (whichever is best at the time), but can't really do much the turn they arrive, so its a bit of a tradeoff. When you look at the return from Horors, they cost 300pts to bring in 400pts across the game (assuming none of the 3 units takes even a single casualty), again with the tradeoffs above. You need to consider if it would be better to just have a 300pt unit of Daemonettes on the table turn 1 rather than coming in piecemeal.


My base that I'd start with for a summoning army is:
Fateweaver
Herald of Tzeentch, Lv3, Disc, Paradox
Herald of Tzeentch, Lv3, Disc, Grimoire
Herald of Tzeentch, Lv3, Portaglyph

11 Horrors
11 Horrors

9 Screamers 275

This gives you 17 dice to start with, with an investment of 1200 pts. That gives you 2-3 summons per turn, which is probably sufficient.
You CAN go higher with dice, but you suffer from not having any combat presence; and you've nearly exhausted your cheap warp charge sources. 3 additional units per turn is pretty bonkers anyway.
From there i'd probably invest in more combat threats. You can go with Daemon Princes of Tzeentch in Heavy Support to give Warp Charges + combat power; or more screamers. A unit of Nurgle Plague Drones with Herald is also a popular addition at this point to give a big deathstar.

Summoning needs to function as a complement to your combat presence - to bring in threatening units where the enemy thought they were safe, or to get objectives that were out of reach - but if you make it the sole focus of your force you'll end up with a ton of squishy wizards and no actual board presence. So be warned.






   
Made in us
Nurgle Chosen Marine on a Palanquin






To add to this, make sure you diversify your summons. Plague drones for example, are an amazing unit to be summoned. They can jet pack away from their deep strike location, are insanely durable, and with poison, can be thrown at hordes, vehicles or MCs thanks to high volume of poison attacks with touch of rust.

Always have a little of everything on hand too. Bloodletters are the weakest troops for daemons, but sometimes they can be crazy useful to summon. Daemonettes are most peoples CC troop of choice though.

Stock up on on Tzeentch disk heralds, as they are great for summoning with sacrifice. Remember that you will almost always be 1 turn behind with this army, but with good summons you can turn into a serious snowball.

Also, a D-thirster is a good thing to have around, just in case one of those pink horror units rolls a 6 on the summon tables. Replace pinkies with a thirster! Great way to get your opponent to panic, though very good for later game when they have less shooting.

   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 gwarsh41 wrote:
To add to this, make sure you diversify your summons. Plague drones for example, are an amazing unit to be summoned. They can jet pack away from their deep strike location, are insanely durable, and with poison, can be thrown at hordes, vehicles or MCs thanks to high volume of poison attacks with touch of rust.

Always have a little of everything on hand too. Bloodletters are the weakest troops for daemons, but sometimes they can be crazy useful to summon. Daemonettes are most peoples CC troop of choice though.

Stock up on on Tzeentch disk heralds, as they are great for summoning with sacrifice. Remember that you will almost always be 1 turn behind with this army, but with good summons you can turn into a serious snowball.

Also, a D-thirster is a good thing to have around, just in case one of those pink horror units rolls a 6 on the summon tables. Replace pinkies with a thirster! Great way to get your opponent to panic, though very good for later game when they have less shooting.

^^^Listen to this sage advice ^^^. gwarsh41 and I are probably the 2 players in our area that have played Daemons the most. I would add to Flesh Hounds and occasionally Flamers to the list of units to own to summon once in a while.

I would also advise not relying on a pure Summon list unless you can muster over 30 Warp Charge per turn. This can only be achieved by spamming ML3 Tz Heralds in Pink Horror units, which can leave your list a bit weak until the you get some momentum going.

--

This message was edited 2 times. Last update was at 2016/08/09 18:29:39


   
Made in us
Regular Dakkanaut




Alright, part of the reason I'm switching to daemons is cause I wanted some big baddies and summon so something along the lines of this sound okay(lgs plays 2k tourneys most often)?


Double CAD(i may try to incursion formations at some point but at the moment keeping it "simple")

HQ:

Fateweaver - 300

Be'lakor - 350

Troops:

Pink horrors x 11 - 108

Pink horrors x 11 - 108

Elites:

Screamers x 8 - 200

CAD #2

HQ:

Bloodthirster of incessant rage(I love s D) - 325

Daemonic heralds -

Tzherald w/ disc and lvl 3 master - 150

Tzherald w/ disc, lvl 3 master, and loci of configuration - 175

Troops:

Pink horrors x 12 - 108

Pink horrors x 12 - 108

Total: 1932

Now with the rest I could either put a paradox staff and grimoire on the heralds and bring me up to 1992. Or I drop horrors to 11(they are 12 man in case I get sacrifice I won't lose a wc) and swap one for Nurglings which gives room for another lvl 3 Tzherald on disc.

Not as into summoning as I want to be but as I just started daemons I won't have the models to support a full factory yet so i went with beatsticks.

Thoughts?

This message was edited 1 time. Last update was at 2016/08/09 19:55:58


 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

This thread just triggered major Dejavu . Same Poster and Thread Title

   
Made in us
Regular Dakkanaut




 adamsouza wrote:
This thread just triggered major Dejavu . Same Poster and Thread Title


Was relevant in both areas so was unsure where to post, so I went with both for the most information

Interesting thing is I got modeling advice from general discussion and hardcore math advice from tactics.
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Ecdain wrote:
Alright, part of the reason I'm switching to daemons is cause I wanted some big baddies and summon so something along the lines of this sound okay(lgs plays 2k tourneys most often)?


Double CAD(i may try to incursion formations at some point but at the moment keeping it "simple")

HQ:

Fateweaver - 300

Be'lakor - 350

Troops:

Pink horrors x 11 - 108

Pink horrors x 11 - 108

Elites:

Screamers x 8 - 200

CAD #2

HQ:

Bloodthirster of incessant rage(I love s D) - 325

Daemonic heralds -

Tzherald w/ disc and lvl 3 master - 150

Tzherald w/ disc, lvl 3 master, and loci of configuration - 175

Troops:

Pink horrors x 12 - 108

Pink horrors x 12 - 108

Total: 1932

Now with the rest I could either put a paradox staff and grimoire on the heralds and bring me up to 1992. Or I drop horrors to 11(they are 12 man in case I get sacrifice I won't lose a wc) and swap one for Nurglings which gives room for another lvl 3 Tzherald on disc.

Not as into summoning as I want to be but as I just started daemons I won't have the models to support a full factory yet so i went with beatsticks.

Thoughts?



Looks like a pretty solid start. You definitely want 2x Greater Rewards and a Lesser on the Thirster but I looks like you already factored that in. Armor of Scorn is expensive, but it might be a good call as it functionally makes your Thirster T7.

I would always take Paradox on one of your Tzeralds. It's just too good not to. Similarly if you're taking a Screamer star, the Grimoire is a must. They're damage output isn't great so being unkillable, providing psychic buffs, summoning and board control are they're primary functions.

It looks like you've slightly over paid for your Heralds, so you should have even more wiggle room. A ML3 Herald on a Disc with an Exalted Reward clocks in at 150 pts for reference.

If you're looking for an army of big killy things, then definitely consider the Infernal Tetrad. It consists of 4 Daemon Princes (one of each flavor) and they get bonuses depending on how many you have on the board. Add on a CAD with Belakor, Fateweaver or Tzeralds to flesh out your points and youre set. It's also a very cost effective way to start Daemons as with a modicum of conversion skill and effort it's not terribly difficult to build two Princes from one kit. There's a whole thread dedicated to the Tetrad with lots of great info.
   
Made in us
Regular Dakkanaut




Oh the 4 prince thing could be cool, and as it turns out I put on an exalted reward on one of the heralds for some reason...

Oh! I think I got confused on whether I needed to take the exalted for an artifact and just threw the point on just in case. Thanks for letting me know!

Also, how much should I really invest in each prince? Any particular prince more useful due to God buffs?

This message was edited 1 time. Last update was at 2016/08/11 06:26:57


 
   
 
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