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Made in us
Hellacious Havoc




Bay Area

Daemon summoning> Is it worth it? We shall break down the 3 steps.
Part 1: Ways to summon:
1. Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn. Also, the mark of the HQ can only summon Daemons of the same Mark.

Instead of moving the Character can attempt to summon. However, the HQ Master of Possession (MoP), if taking Incursion, can move in the movement phase then cast Incursion in the Psychic phase to cast Daemon Summoning. This is the only way to bypass the instead of moving in their movement phase.

Yet, there is another caveat. (the character cannot do so if they arrived as reinforcement this turn, or they themselves have been summoned to the battlefield this turn.) This means, you cannot Teleport strike, Drop Pod, or Termite up and be able to cast Daemonic Ritual, even with MoP using Incursion. So, you are left with a few annoying options to summon daemons.

A: The HQ unit can play defense and summon even on turn 1 to protect a key area such as your base side Control or a mid level control that the HQ is close to.
B: The HQ can run on foot to get to a spot that will benefit you, but doing so on foot is slow and risky and also will have to wait until round 2 to not move and cast Ritual unless the HQ is MoP with Incursion.
C: The HQ can Jump Pack further to mid point or even into the enemy zone, but will also have to wait until round 2 and not move to summon. MoP cannot buy Jump Pack.
D: The HQ can start in a Rhino, have the Rhino move turn 1 deploy smoke and hope the vehicle survives to turn 2. But it gets worse. On turn 2 the HQ and units can exit the Rhino, but it counts as a move so no Ritual summoning unless once again the HQ is a MoP to cast Incursion, then the Rhino units can range attack if possible and then charge if within reach. An Icon of Wrath (Korn) on a unit can help with a failed charge roll, but this could also end up leaving your MoP behind. I will go into Daemon tactics in a bit but for after disembarking from the Rhino, have it move to screen your units the best it can.
E: The HQ can, if in Terminator Armor Teleport Strike in, hope to survive until round 3, since you cannot Teleport in on the first turn, and then in round 3 not move and cast Ritual Summoning.
F: The HQ can use the Termite transport. The Termite Transport says that it can come in as a reinforcement in on one of your movement phases. I have not read anywhere if that means if it can come in round 1 or not.
on top of it, you can disembark off the Termite as soon as it comes in. So, you can either come in turn 1 and disembark but have to wait until turn 2 to summon with or without the MoP. The benefit is that the
Termite is extremely durable, places you in any zone within 9" of enemy units. Or, you have to come in turn 2, disembark and wait until turn 3 to summon with or without the Mop. Turn 3 is bad, but being able to
disembark the turn you come in is great not to mention the Termite screens the units that were inside for a turn.
G: The HQ can use the Drop Pod. Now this one is good. It actually says that it can come in in any of your first, second or third Movement phase reinforcement section. This means, the HQ can drop in turn 1 in any zone
within 9" of an enemy, disembark all units, but will still have to wait until turn 2 to Daemon Ritual (because it is a reinforcement phase).

2. First choose one of the four Chaos Gods – KHORNE,TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon a KHORNE unit.

The issue with this portion is that you can only summon from an HQ who has the same mark of the daemon you are trying to summon. So, your best bet is to make sure that your HQ's have the same mark incase one dies. Or, make sure that the one HQ will have a strong chance of surviving to use the Ritual. Which also means its a good idea to only summon only from one mark of Daemons. You don't want to have 3 different mark daemons and 3 different marked HQ. If one dies before summoning, that daemon unit will be destroyed by not coming out which would be a waste of army points. There is one option to counter this. The Chaos Marine Stratagem Beseech the Chaos gods, where a HQ with no mark(undivided, can choose a mark) This does not say that mark is permanent, but it would be such a waste to keep using it to change marks to summon one unit unless dire.

3. Roll up to three D6 – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to thebattleeld that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12"of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned. If your summoning roll included any doubles, your character then suffers 1 mortal wound. If it contained any triples, it instead suffersD3 mortal wounds.

Making a pact with the Gods of Chaos can bring bad juju. But there are options out there to counter it. Word Bearers can use 1CP for the Dark Pact Stratagem to re roll any of the dice and will not suffer any doubles or triples. the other is the MoP Incursion which allows you to roll 4 dice and ignore any doubles or triples.

Now let us look at some tactics:

If you use the Rhino, Termite, or Drop Pod, and after disembarking, you will want to use it to screen the units that came in it, otherwise the unit could be wiped out, unless you think that your units can charge another unit after the shooting phase. (make sure not to wipe out the unit you want to charge or you might lose any chance to reach it.)
When it is time to Ritual Summon, you have a few options.
A: If your HQ is not MoP, the HQ cannot move, but it can summon Daemons up to 12" away from the HQ but no closer than 9" from an enemy unit. The units that came with the HQ can move (but leaving your HQ unprotected) shoot, and charge. The Daemons can shoot if possible and charge with a lesser chance of reaching.

B: If your HQ is a MoP, move your vehicle to where you need it. Move your HQ and troops closer to the unit you want to charge, summon the daemons to buffer the unit your HQ and troops shot into to, and then let your HQ and troops charge into one unit and hope your daemon unit can charge into the other.

C: This is why I don't really like the melee daemons right now. So, let me show you what I like: No matter if it is a HQ non Mop (can't move but can move the unit or not, or even better with a HQ MoP, you move your HQ and the unit, and then summon with Incursion a unit of Pink Horrors (which would be my choice to summon) You can summon the pink horrors 12" +- from you based on situation and 9" from enemy units. (You may even want to use the horrors to screen your HQ. You then have your Pink Horrors if below 20 figures, shoot 18" at assault 2 S4 AP 0 at the enemy which still equates to 2 shots per figure at a unit. It's not over yet. If you have 20+ Pink Horrors (160cost for 20) they are now assault 3 which gives them 60 shots, and one of them which you have to designate can cast Smite at 18" before the shoot phase(measured from that figures distance). Now that means at 20 Pink Horror you are casting 1 smite at 18" and then shooting 3x20=60 shots at a unit with same S4 AP0. Also, don't forget at 20+ they become 4++ invulnerable save. After this attack, I do believe that your opponent will have to make some serious choices about either targeting your HQ that summoned and the unit that came with the HQ and or the Pink Horrors unit. I would not consider spending any more points for blues or etc. if the pinks die.

If I missed anything or there are better options comment below to help.




   
Made in us
Veteran Wolf Guard Squad Leader






I use demonic ritual with my Chaos Knights. Often my character isn't moving, and I always have like 100 spare points i cant fill. Nice way to get a little character or unit on the board to cast powers or hold an objective.

Wolfspear's 2k
Harlequins 2k
Chaos Knights 2k
Spiderfangs 2k
Ossiarch Bonereapers 1k 
   
Made in us
Longtime Dakkanaut







 IwinUlose wrote:

The issue with this portion is that you can only summon from an HQ who has the same mark of the daemon you are trying to summon. So, your best bet is to make sure that your HQ's have the same mark incase one dies. Or, make sure that the one HQ will have a strong chance of surviving to use the Ritual. Which also means its a good idea to only summon only from one mark of Daemons. You don't want to have 3 different mark daemons and 3 different marked HQ. If one dies before summoning, that daemon unit will be destroyed by not coming out which would be a waste of army points. There is one option to counter this. The Chaos Marine Stratagem Beseech the Chaos gods, where a HQ with no mark(undivided, can choose a mark) This does not say that mark is permanent, but it would be such a waste to keep using it to change marks to summon one unit unless dire.


Demons you haven't summoned aren't destroyed. The summoned unit doesn't exist until its summoned--if you bring models to summon during the game they're just spare models. The army points don't get spent, and aren't allocated to summoning (they could be spent splitting horrors, too).

If you take three different marks on different HQs, with the plan of summoning three different marks of demons, you risk being unable to summon those units. That much is true. But if you're going to be using summoning, you really should be bringing enough extra models so that you can change your mind, or deal with an unusually high or low roll.

In other words, the sequence isn't:
- During army creation, write up the summoned units.
- During the game, attempt to summon the unit by rolling its PL or greater.
it's:
- During the game, name a unit ("Daemonettes of Slaanesh", "Bloodthirster", etc.)
- Make a summoning roll.
- If you still want to after the roll, design a unit of the nominated type with power level equal to or lower than what you rolled, and that you have the available points for. Put the new unit on the table.

A Chaos force with 350 unspent points that the player was planning to use for summoning is just a force with 350 unspent points if no summoning happens.
   
Made in gb
Crazed Spirit of the Defiler




You don't name a unit, you name a god. You roll, then you pick a unit of that god with power level equal to or less than the roll.

Therefore you can always summon a 2 PL unit of 5 Furies of whichver god you picked no matter what you rolled.
   
Made in de
Nihilistic Necron Lord






Germany

F: Nothing can arrive in turn 1 in a matched play game, except drop pods.

Beseech the chaos gods says you pick a unit which has no mark of chaos, and pick one. Once you did that the unit has a mark, and cant be chosen again for that stratagem. Pink horrors only have S3. They are only S4 when a herald of tzeentch is present, like a changecaster, or fluxmaster. And they always have a 4++, no matter how many there are.
   
 
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