Overview
The Daemon Prince of the new
CSM book is much different than the previous incarnation. The new
DP is more of a beatstick yet comes with a higher price tag. This article will cover the new
DP roles, and compare it to similar units from other codex's.
Role
There are two roles of the
DP. The first is to destroy
MSU squads. This is the cheapest way to outfit the
DP, and it excels at this role. One
DP can expect to kill 5 marines in assault very quickly with little or no wounds. The
DP can also destroy most vehicles in the game with little effort through 3 smash attacks on the charge.
The second method of running a
DP is to utilize its abilities for shooting. The
DP can vector strike at
STR 6 and use either the Burning Brand or psychic powers for its shooting. This
DP can also be used to destroy key targets through assault -- such as smashing a vindicator.
DPs come with a variety of ways to build the model. Each build should logically fill its role in your army, and should be designed accordingly.
Build strategy - Beatstick
The first build is that of a melee beatstick. Since the goal of this unit is to destroy units in assault, it will likely spend only one turn in 'swoop' mode before moving to glide mode to assault units.
The
DP is not a champion of chaos, so they are not required to challange every round possible.
The first two boons you should look at are power armor, wings and the Chaos Artefact 'black mace'. I would suggest the mark of Tzeentch or Nurgle. This build gives the following advantages
- Daemon weapon for 5-11 attacks per round.
- Hatred of marines, giving weapon attacks a 8/9 chance of hitting round one vs marines
- Fleshbane, so always wounding on 2+ with AP2.
- Cursed weapon, vastly increasing killing potentional vs hordes.
- Mark to provide extra protection - Nurge for bonus vs shooting, Tzeentch for bonus vs assault.
When charging, this build will have between 6-12 attacks hitting 2/3 of the time and wounding on 2+. When attacking marines, they hit 8/9 of the time. Any wounds will cause toughness tests on all enemy models within 3" or they die with no saves!
Don't forget the extra
STR 6 hammer of wrath hit too.
That means when charging you will kill ~3
TH/
SS termies on the round you assault, and will get 1 wound in return. When assaulting normal
MEQ you can expect entire squads to evaporate. Even blob squads of
IG will have a hard time as you will either be killing 10-20 a turn with cursed effects or eating one character a turn, and then killing 5-10 through cursed effects.
Don't forget the mace effect can also work during a vector strike at the end of your movement phase.
This build works well for Epidemius's tally. Given the ability to kill 9+ models a turn the round it assaults, you can expect the Epidemius tally to increase quickly. Epidemius's tally rule specifically says "Daemon of Nurgle" which is the same wording in the
CSM dex.
This is also an excellent model to give 'Dimensional Key' to. This allows you to deep strike any units without fear of scatter -- something you can build your army around.
As this model needs to be in assault as quickly as possible, its best to hide it behind a bastion or some other terrain allowing you to start on the board. You want to be in assault on turn 2. Given the 24" inital flight, with a ~17" assault on turn 2 its reasable to expect to be in assault on turn 2.
If you worry about not making your charge distance, you can go with a
DP of Slaanesh to give fleet, increasing the average charge distance by 2".
Another good thing to consider is 'Gift of Mutation'. Being able to roll on the chaos gift chart can give a decent upgrade.
Build strategy - Shooting platform
The first build is that of a weapons platform. This
DP will be more expensive that equally equipped vehicles, but the
DP is much more resilient. One decent
LC shot can destroy a 170 pt helldrake, but will only inflict a wound on the
DP. The
DP also does not fear assault, like a forgefiend does.
The two best marks are tzeench or nurgle. Nurgle provides extra shooting protection with shroud, and Tzeentch provides extra resistance through armor saves. Both are valid options, though I give Tzeentch a small advantage.
Generally your default attack will be a swooping vector strike. D3+1
STR 6,
AP 3 hits is nothing to laugh at. Since you have already 'bought' this power with wings, its effective to keep it.
For the 'second' shooting power, there are a few options.
A cheap power is to take a burning brand of skalathrax. This brings your
DP to 250 points, and gives him a similar role to a CD
DP with breath. Since the brand is torrent, you have a lot more flexability where you place the template (since you can put the short end anywhere within 12" of your
DP) yet its less effective vs high Toughness or vehicles.
Another good thing to consider is 'Gift of Mutation'. Being able to roll on the chaos gift chart can give a decent upgrade.
The final option is to take one level of psychic power and use one of the
CSM powers in conjunction with vector strike. This is a way to get a cheap bolt or other power.
Comparison to similar units
When you compare the beatstick
DP to the bloodthrirster you see that both units function in similar roles. The
BT has a higher toughness and armor save, and can be used to tank force weapons. The
DP has a much greater potential to kill through the black mace, and gains in power via the Chaos Boon table.
I think the
DP edges out over bloodthirster for the role of beatstick due to the damage output of the
DP.
For 250 points, you can buy a Lord of Change over a
DP. The
DP is
much better in assault than a
LoC, yet the
LoC has a few advantages
- Better Save
- Better Tougness
- 2 shooting attacks base (gaze + bolt)
- No psychic tests required.
As such, I would rate the
LoC as a better option than the base psychic
DP, but on par with the burning brand
DP. I say that simply because of the flexability of the burning brand
DP.
Weaknesses
One good round of shooting can destroy a
DP, even one swooping. This means before you
DP can get into assault it can be rendered ineffective.
Lack of
EW is also a hinderance. It means
STR 10 attacks or force weapons are a good counter.
If you see a lot of broadsides on the other side of the board, you might want to consider leaving your
DP in reserves until you can use your havocs to thin them out. Don't challange ghazz with your
DP during a Waaaagh. Use common sense with your
DP, and don't think hes more than he is.
Beatstick
DPs can also rely upon some support to maximize their effectivness. Two havoc squads bristling with autocannons in a bastion are an example of this support. These havocs can open transports on turn one, allowing the
DP to get to the candy inside the rhino-wrapped
MEQ.
Summary
DPs are decent units, but with rules manipulations they quickly become good units. This is best seen through the Chaos Wargear list rules combining with the
MC rules. Examples of this are the Black Mace, or burning brand. Those artifacts are good in the hands of lords, and are great in the hands of a
DP.
A beatstick prince with a black mace is one of the secrets of the new codex I think people will soon realize is extremely good. Once you see one cut through a 50 guard blob squad, or obliterate 5
TH/
SS marines with barely a scratch people will start taking them very seriously. Until then, internet pundits will say 'railguns lolz' and proclaim
DPs useless.
A shooting
DP has much less 'killy' power. Its advantage is flexability in being able to target weaker units and assault them. In comparison a
LoC is better off just flying around and pew-pew'ing. In both cases neither model brings much 'killy' power with it. Their strong value is in contesting, etc..