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![[Post New]](/s/i/i.gif) 2014/05/23 12:06:28
Subject: Daemon summoning tactics.
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Nasty Nob
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The new Malefic Daemonology psychic powers allow almost any psyker to try conjuring Chaos Daemons. This is controversial, to say the least. Many people have been making wild claims about the effectiveness of conjuring additional units onto the battlefield, especially with regard to conjuring daemons with powers who then conjure additional daemons. This thread is intended to look at the actual effectiveness of such tactics and possibly come up with tactics to counter them.
Here are a few basic facts (as given by those who have a copy of the new rulebook):
Four of the powers are Warp Charge 3, one (Sacrifice) is Warp Charge 1.
To have a good chance (77%) of activating a Warp Charge 3 power you need to roll seven dice.
Rolling seven dice means that you are guaranteed to get at least one double. Everyone except Daemons take a Perils of the Warp roll when they roll a double to use Malefic Daemonology.
Even Daemons have a 33% chance of getting Perils of the Warp when rolling seven dice.
Perils of the Warp is resolved before the power. If it kills your psyker, the power doesn't work. (EDIT: apparently this is wrong. The power can work even if the psyker dies to perils.)
Conjured units enter play as if by Deep Strike. Conjured characters do not seem to get any chance to hide in a unit on the turn they enter play.
Conjured units do not add additional Warp Charge dice to your pool in the turn they are summoned and can not use Conjuration powers the turn they arrive.
Conjured units seem to be scoring but do not qualify for the 'objective secured' rule. (EDIT: actually it isn't terribly clear if they do or not.)
So, it's going to be rather difficult for anyone except daemons to conjure lots of daemons. Trying to use any of the powers except sacrifice will result in dead psykers after a few attempts, unless they have some method of resisting Perils of the Warp. That pretty much restricts armies who can use these powers effectively to Eldar and Chaos Daemons (including Daemon Princes in Chaos Marine armies) as far as I can tell.
The easiest and safest of the conjuring powers is Sacrifice. It causes a wound on one of your models, then conjures a daemonic herald. In theory, this is pretty good. Heralds are the best way to get extra mastery levels and you can spawn them without wasting too many warp charge dice. The huge flaw in this is that a Daemonic Herald arriving by itself is a very easy target. Either you drop it behind some good cover or you lose it as soon as your opponent's shooting phase comes around. Although a herald might theoretically be worth 70 points or so, in practice it's rarely going to achieve it's potential.
The Primaris power is Summoning. This is the only power you are guaranteed to get access to, so any build relying on conjuration needs to have a solid plan for what to do with it. It's not too shabby - you can get up to 125 points worth of daemons with a successful casting. On average, that works out to around one unit per turn for every nine dice in your warp charge pool. With most psykers paying 25 points per mastery level, you 'earn your points back' in a couple of turns unless the unit isn't really worth the points it costs on paper. In practice, I don't think that a squad of ten bloodletters with a standard, instrument and character is worth anything like 125 points, but some of the options are probably worth more than 80 points, so they will be worth it if your psyker survives more than three turns.
Incursion is essentially just Summoning with different options, some of them rather better value.
Finally, we have Possession. This gets you a greater daemon, but kills your psyker. It's just as hard to cast as Summoning, so you are effectively sacrificing the chance to summon a different unit and your psyker. That's going to be nearly 200 points 'worth' of stuff, but a greater daemon is probably worth it. Waiting until you are on your last wound with your psyker seems like an efficient tactic, but you risk losing him to Perils of the Warp before activating the power, so it's probably best to use it sooner rather than later.
Once you manage to conjure some daemons, you have to ask yourself what you are going to do with them. Lots of people seem to think that you could use conjured daemons to conjure other daemons and make a daemon factory with exponential gains. Well, you could, but it's not really that great a tactic. The only way to get a good return on your investment of warp charges is to call Heralds of Tzeentch and it's going to be incredibly difficult to keep them alive. Even with Cursed Earth active nearby, they will still die to ten lasgun hits on average.
Heralds of Nurgle are more survivable (so long as they can claim cover saves), but get you only half the Warp Charges that HoTs would. Still, it's not a bad return; for a couple of warp charge dice and a small sacrifice, you can get another mastery level attached to a moderately tough character. Worth doing in the early stages of the game.
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This message was edited 2 times. Last update was at 2014/05/23 13:19:20
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![[Post New]](/s/i/i.gif) 2014/05/23 12:21:03
Subject: Daemon sumoning tactics.
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Missionary On A Mission
Australia
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Perils of the Warp is resolved before the power. If it kills your psyker, the power doesn't work.
Not quite right. Whether a power is successful or not is solely dependent on whether your successes equal the warp charge cost (and Deny the Witch of course). If you equal or succeed the warp charge cost the power goes off, regardless of Perils. That part is the same as 6th (snake eyes on the psychic test caused perils, but you still got your power off).
Conjured units seem to be scoring but do not qualify for the 'objective secured' rule.
I'm not sure on that. There's nothing that says they don't get objective secured. And the Malefic powers says all the rules for Bloodletters, Demonettes etc are in Codex: Chaos Demons. Codex: Chaos Demons says they are Troops. Troops get Objective Secured.
Otherwise you're pretty spot on. Non-demons using malefic is going to be iffy with the huge increase in chance to perils.
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This message was edited 1 time. Last update was at 2014/05/23 12:23:37
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![[Post New]](/s/i/i.gif) 2014/05/23 12:26:20
Subject: Daemon sumoning tactics.
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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While tz heralds are probably the quickest way to increase your mastery levels, I think pink horrors are probably the most sturdy way to do so. The game is still only 5-7 turns, so if I was playing as the daemon summoner-player, I wouldn't worry about increasing my mastery level much past the first turn. You can easily build a 2k point army that has enough dice out of the gate to reliably cast the basic summon 4 times, with fateweaver included to reroll a terrible perils result. For first turn in most games, I'd probably march the psychic horde forward a bit, and drop 40 more horrors so heralds can jump ship from their units if they get weak. After that, I'd just summon whichever daemon type benefited me the most once we got closer. Turn 3, maybe more daemons, or start looking at sacrificing for big guys to show up. From that point stop playing Sim city and just win the game with the titanic points difference between your two armies, and the fact that his army is waist-deep in daemon troops. And I've been hearing that perils doesn't stop the power from working, whether the psyker drops or not. You're the first person I've heard say otherwise.
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This message was edited 1 time. Last update was at 2014/05/23 12:27:36
20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2014/05/23 12:28:55
Subject: Daemon sumoning tactics.
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Nasty Nob
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GoonBandito wrote:Conjured units seem to be scoring but do not qualify for the 'objective secured' rule.
I'm not sure on that. There's nothing that says they don't get objective secured. And the Malefic powers says all the rules for Bloodletters, Demonettes etc are in Codex: Chaos Demons. Codex: Chaos Demons says they are Troops. Troops get Objective Secured.
Only if they are part of detachment which has the rule. Are conjured units part of the detachment which summoned them?
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![[Post New]](/s/i/i.gif) 2014/05/23 12:43:38
Subject: Daemon sumoning tactics.
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Missionary On A Mission
Australia
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Perfect Organism wrote:
Only if they are part of detachment which has the rule. Are conjured units part of the detachment which summoned them?
It doesn't say anything about that. The closest I can find is in the Choosing Your Army section that talks about Army List entries that don't use up force organisation slots; they can be part of any detachment even if that detachment's relevant Battlefield Roles slots are full. That's just my interpretation though.
For the record, the only things the BRB specifically says is "Conjured Units are scoring units, unless otherwise noted' and "Rules for these units can be found in Codex: Chaos Demons".
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![[Post New]](/s/i/i.gif) 2014/05/23 13:28:08
Subject: Daemon sumoning tactics.
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Nasty Nob
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niv-mizzet wrote:For first turn in most games, I'd probably march the psychic horde forward a bit, and drop 40 more horrors so heralds can jump ship from their units if they get weak. After that, I'd just summon whichever daemon type benefited me the most once we got closer. Turn 3, maybe more daemons, or start looking at sacrificing for big guys to show up. From that point stop playing Sim city and just win the game with the titanic points difference between your two armies, and the fact that his army is waist-deep in daemon troops.
I think your tactics are sound, but you may be a bit optimistic with the bit about a 'titanic points difference'. Unprotected units of lesser daemons are pretty easy to kill and by investing resources in conjuration, you miss the chance to kill the enemy early on. So, the enemy are going to be shooting the hell out of your units while you can't do much except continue to replace them.
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![[Post New]](/s/i/i.gif) 2014/05/23 13:34:02
Subject: Re:Daemon summoning tactics.
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Stubborn Dark Angels Veteran Sergeant
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I have a question for you guys. The entry for spawning a herald states that it may take 30 points of options. Would these options include a portalglyh? Could you in theory spawn many heralds each with their own portal glyph and gain a huge psychic advantage through the horde of 1-6 model horrors squads that you bring through.
Normally a portal glyph is limited at one per detachment, however the daemons being spawned are not from your army selection at all.
What is the consensus on this?
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![[Post New]](/s/i/i.gif) 2014/05/23 14:08:19
Subject: Daemon summoning tactics.
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Nasty Nob
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In my opinion, unique items are unique per army, not per detachment. That's what the rules as written say, that's the most balanced way to do it and that's really the way which makes sense.
So, no. You may not take two identical Hellforged Artefacts in the same army regardless of how you go about getting them.
You may however take one which hasn't already been chosen.
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![[Post New]](/s/i/i.gif) 2014/05/23 15:45:20
Subject: Daemon summoning tactics.
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Raging Ravener
Norway
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You want psykers? I'll give you psykers! 21 Heralds of Tzeentch at 2k points, all level 3, all rolling on Malefic. 10 Should get the greater demon summoning power, about 8 or 9 should go through, and then on turn 2 they all fly out to wreak havoc while the remaining Heralds all summon troops!
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Evolve, overcome, consume. |
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![[Post New]](/s/i/i.gif) 2014/05/23 17:23:15
Subject: Daemon summoning tactics.
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Nasty Nob
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Windir83 wrote:You want psykers? I'll give you psykers! 21 Heralds of Tzeentch at 2k points, all level 3, all rolling on Malefic. 10 Should get the greater demon summoning power, about 8 or 9 should go through, and then on turn 2 they all fly out to wreak havoc while the remaining Heralds all summon troops! 
An army literally consisting of nothing but 21 T3 models? Better hope you get the first turn, because you are going to get tabled by one good round of shooting at 2k.
Odds of getting one particular power with a ML 3 psyker are better than 50% though, because you re-roll powers you already have. It's actually about a 70% chance. Warp Charge dice still limit you to about eight a turn, but some of the survivors may be able to use possession in the second turn.
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![[Post New]](/s/i/i.gif) 2014/05/24 07:50:18
Subject: Daemon sumoning tactics.
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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Perfect Organism wrote:niv-mizzet wrote:For first turn in most games, I'd probably march the psychic horde forward a bit, and drop 40 more horrors so heralds can jump ship from their units if they get weak. After that, I'd just summon whichever daemon type benefited me the most once we got closer. Turn 3, maybe more daemons, or start looking at sacrificing for big guys to show up. From that point stop playing Sim city and just win the game with the titanic points difference between your two armies, and the fact that his army is waist-deep in daemon troops.
I think your tactics are sound, but you may be a bit optimistic with the bit about a 'titanic points difference'. Unprotected units of lesser daemons are pretty easy to kill and by investing resources in conjuration, you miss the chance to kill the enemy early on. So, the enemy are going to be shooting the hell out of your units while you can't do much except continue to replace them.
I don't really view 40 5+ invulns as "easy to kill." Especially not from turn 1 before moving things into good positions etc. Obviously, if the opponent DOES have something like...say...3 thunderfire cannons, then the daemon player can just summon some of the smaller unit size tougher selections instead. That's the power of the malefic table. The powers are all non-committal, and allow for maximum flexibility, whereas they would have still been "pretty excellent" if they made you select the daemon type when you took the power during pre-game. Or even if you had to pick during list building.
I would venture to say that a good player behind a daemon summon army would be all but unbeatable, assuming no mirror matches, and this is before any 7th codexes or errata come out. The dice winds would have to blow with tornado-force speeds against him to lose by luck.
I'm not sure what I would do to fix daemon summoning. Perhaps being limited to only having x number of summoned units on the field at any time, or making them take some kind of phase out test every round.
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20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2014/05/24 08:23:26
Subject: Daemon summoning tactics.
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Nasty Nob
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I agree that the flexibility of the conjurations is a really powerful advantage, especially in the hands of a skilled player with a good selection of models available.
At the moment daemons are looking like the top-tier tournament list. It's not all down to conjuring; they already had strong options in 6th edition, their deathstar got nerfed less than most others and they got the amazingly good Cursed Earth power.
If daemons didn't have the ability to make their core summoning block practically invulnerable with the Grimoire of True Names / Daemon of Tzeentch combo, they would be beatable with aggressive tactics targeting the psykers ASAP.
What are people's thoughts on which daemons it's best to summon?
Daemons of Khorne are generally a fairly weak option. They have little in the way of defences and only really kill marines effectively. They need to charge to be really effective, but can't do that on the turn they arrive and struggle to deal with cover. The bloodthirster is an exception thanks to being a monstrous creature and having great stats. Not convinced it's much better than other GDs though, despite the points cost.
Nurgle Daemons have the advantage that they can actually survive a fair amount of incoming fire by simply going to ground. The downside is that they can't run, so they are stuck where they arrive, making them very vulnerable to blasts which ignore cover and template weapons. Plague Drones and Great Unclean Ones avoid those issues by being really tough and coming in single-model units or getting jump pack moves to spread out. Nurgle heralds are probably the only ones which aren't just free kills if summoned within range of the enemy guns, although they are still relatively fragile. Only nurglings seem like a totally garbage choice.
Daemons of Slaanesh have the big advantage that they run further than the others. That makes them good for reaching objectives. Seekers do it best, but Daemonettes will be a bit more able to survive being shot. If conjured troops can get objective secured, then daemonettes become pretty great in maelstrom of war missions. Fiends, heralds of slaanesh and keepers of secrets seem like relatively poor choices compared to the alternatives.
Daemons of Tzeentch are a mixed bag. Pink Horrors provide extra warp charges, so are probably worth summoning early in the game. A unit of ten isn't that tough though; one herald of nurgle seems to have similar survivability against many threats. Heralds of Tzeentch are really delicate, so you want to make sure you only ever conjure them out of line of sight. However, they are also one of the few conjurable units which can still achieve quite a bit while hiding behind terrain - just use them to generate extra warp charge dice and maybe summon more daemons. Screamers seem like a relatively poor choice compared to plague drones or seekers. Flamers are one of the few daemonic units which can cause significant damage in the turn they arrive, although they aren't brilliant value overall. The Lord of Change is a solid option, but all the greater daemons are pretty good.
I'd say that the only power with a totally obvious choice is Incursion for the plague drones. If you want to go mono-god, I'd go with nurgle. If you are willing to mix-and-match it's better to have more choices to play with, but I'd be inclined to say seekers, plaguebearers, heralds of nurgle, plague drones and lords of change are going to be the go-to options. Bloodletters, fleshhounds, nurglings, fiends, heralds of khorne or slaanesh, keepers of secrets and screamers are the ones to avoid, in my opinion.
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![[Post New]](/s/i/i.gif) 2014/05/24 08:48:10
Subject: Daemon summoning tactics.
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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I agree with your assessments about what to summon in general. And as I said earlier, the scary thing is a good player that knows the units and what they're each good for. God help you then. Don't have any/much str 6 guns, just a few high anti-tank? have some nurgling swarms. Shooty so I need to get to your face quick? Have some slaanesh hordes. Marines? Have some bloodletters. Even screamers could be useful for turbo boosting over to a hidden whirlwind tank and popping it with their armorbane attacks on the next round. (Not to mention the free pass-over hits on something not 5 seconds after they've been summoned!) In the case of summoning, it really is ALL ABOUT the context of the game. Whatever you decide is most important at the moment, there's a summon for you.
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This message was edited 1 time. Last update was at 2014/05/24 08:48:33
20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2014/05/24 10:26:32
Subject: Daemon summoning tactics.
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Stubborn Dark Angels Veteran Sergeant
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I disagree with some of your daemons of choice:
For the troop choices it depends on the situation. Horrors are much more durable than you give them credit for, Gtg behind an aegis gives them a 2+ rerollable save. In the right conditions they are far superior to PBs. They also grant warp power dice. I'd say they are the top choice as far as creating a summoning list. PBs are the most tough in light terrain and out in the open. Use them to hold objectives in light cover, and also vs cover ignoring weapons (horrors are better if the cover is good, but the PB toughness makes them more durable if cover is removed). Also throw PBs down if threatened with tough AV units, due to their rust ability. Daemonettes are good for running onto objectives and chasing down MCs.
Daemons of Khorne are generally a fairly weak option. They have little in the way of defences and only really kill marines effectively. They need to charge to be really effective, but can't do that on the turn they arrive and struggle to deal with cover. The bloodthirster is an exception thanks to being a monstrous creature and having great stats. Not convinced it's much better than other GDs though, despite the points cost.
In general you are right here. However, Fleshhounds are one of the best units in the Daemons codex. I wouldn't underestimate them. They are fast, durable and hit pretty hard. The bloodthirster is absolute garbage. Worst GD by a wide margin. 7th edition made him even worse then before. Never summon.
Daemons of Slaanesh have the big advantage that they run further than the others. That makes them good for reaching objectives. Seekers do it best, but Daemonettes will be a bit more able to survive being shot. If conjured troops can get objective secured, then daemonettes become pretty great in maelstrom of war missions. Fiends, heralds of slaanesh and keepers of secrets seem like relatively poor choices compared to the alternatives.
Keep your eye on fiends. Whilst at the moment they seem poor, (actually they are still pretty decent if you check their stats) they usually have inherent anti psyker capabilities. Wait for an FAQ.
The only herald I'd recommend would be the Tzeentch one. Daemon heralds by their nature are not very strong, and work best at providing buffs for other daemon units. If you are only summoning basic heralds, then Tzeentch gives you the most. They inherently have ML1, so you get more dice for casting, and they are the only herald who can cause damage at range.
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![[Post New]](/s/i/i.gif) 2014/05/24 15:29:41
Subject: Daemon summoning tactics.
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Longtime Dakkanaut
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I'm liking Nurgle sorcerer: Mastery level 3 + palaquin + mark + familiar + sigil = 190 points 4 wounds so you don't worry too much about perils. Familiar lets you reroll failed psychic tests which (assuming no faq changes) means you should be able to pull off a summon on 6 dice or maybe even 5. This removes the nessesity to have a battery of other psykers to juice him up. He is still pretty tough and can hide in a helcult or something (for cheap fearless and ablaitive wounds). Alternatively you could take him as an ally and run fateweaver which would give him plenty of extra dice to cast with and the option to reroll particularly bad perils results. But at that point you might want to just take some disposable heralds for summoning with instead.
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This message was edited 1 time. Last update was at 2014/05/24 15:30:34
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![[Post New]](/s/i/i.gif) 2014/05/26 07:56:09
Subject: Daemon summoning tactics.
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Regular Dakkanaut
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and if you dont have first turn you loost at least half of them to ennemy firepower (if not more)
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![[Post New]](/s/i/i.gif) 2014/05/26 10:50:23
Subject: Daemon summoning tactics.
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Daemonic Dreadnought
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The deamon factory with an aegis can a 2+ cover save with rerolls for tzeentch. It can't really be shot unless you're running 9 wyverns. It's very weak in cc however. If bum rushed by a fast list such as 60 flesh hounds, de beast packs, bike spam, battlewagon spam, exc exc then both sides will be 100% engaged in cc by turn 2. Pink horrors and tzeentch heralds are terrible in cc, and deamonic instability can vaporize entire units like crazy in massive multi assaults
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2014/05/26 15:39:06
Subject: Daemon summoning tactics.
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Fixture of Dakka
Chicago, Illinois
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Perfect Organism wrote:In my opinion, unique items are unique per army, not per detachment. That's what the rules as written say, that's the most balanced way to do it and that's really the way which makes sense.
So, no. You may not take two identical Hellforged Artefacts in the same army regardless of how you go about getting them.
You may however take one which hasn't already been chosen.
I'm probably going to get some gak for this but I think the Following Tactic Works.
Take a Herald with a Portaglyph then use it on the first turn
Use Sacrifice to kill that Herald select him as the model to suffer a wound. Summon another Herald, Give him a Portaglyph. 2nd Turn use Portaglyph. Repeat.
I think this works but it's one of those weird YMDC let's argue things.
Also, one of the best Daemons you can summon with the Sacrifice Spell is a Slaanesh Daemon with a Chariot.
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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) 2014/05/26 15:52:44
Subject: Daemon summoning tactics.
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Regular Dakkanaut
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I don't know why everyone is obsessed with Heralds, they only exist to buff your warp charges a bit. The best list involves Be'lakor for invisibility, which turns your units into tanks even in CC and eliminates melee rush attempts, possibly a Fateweaver just because that with Invisibility is nigh unkillable god, and hordes and hordes of Pink Horrors.
The Best Summmoner
Pink Horrors do not only provide warp charges. The rulebook states that psykers of unspecified mastery level are considered Mastery Level 1. This means Pink Horrors can manifest one power per turn. The rulebook also states that EVERY psyker now has access to Daemonology as one of its disciplines. Pink Horrors can now roll on Daemonology to get a Malefic power. The rulebook also states that if you roll only on a single discipline, you get the primaris for free. This means every group of Pink Horrors gets access to TWO Daemonology Malefic powers per game, one of which is the spam units version. If you field enough of them or get lucky, you may even get the Bloodthirster summoning version.
Feth Perils
Pink Horrors have the Brotherhood of Sorcerers rule. The rulebook states that this means they are virtually immune to warp perils. Even if they peril, only a single random model from the unit will die from it and still get his warp power off. This means there is essentially no risk to rolling 7 or even 8 dice to try and get just 3 successes. Even if you are up against someone with a large warp charge pool, you can afford to throw 12 to 15 dice at the attempt because you don't care about losing one of your 19 Pink Horrors to perils.
Deny the Deny
The rulebook states that in order to Deny the Witch, you must roll a number of successes equal to the number of warp charges generated by the power. The rulebook also states that conjuration powers like Summoning or Possession do not grant the opponent a bonus on their Deny check for having psykers or anything else. This means only a roll of a 6 can deny the power while a roll of 4+ can generate a warp charge for the summoning. No matter how many dice your opponent has, as long as you have a similar number, they cannot deny your summoning effectively. For every 6 dice you throw, they need to throw 18. For every 12 dice you throw, they need 36. It's a losing battle of dice attrition for anyone attempting to Deny the Witch, EVEN for Grey Knights.
Spawning the Horde
Using such an army, players are capable of bringing to bear over 4000 pts of units in the short duration of a single game even if they originally came in at 1000. It doesn't matter if they are ineffective or not, they are numerous and scoring. Combined with Invisibility and Possession, they are indomitable and unstoppable. Considering you can even summon Pink Horrors which then summon MORE Pink Horrors, they are relentless.
"Help Me, Santic Daemons. You're My Only Hope"
It's interesting to note that Sanctic Daemonology utterly decimates daemons. Creating Dangerous terrain, nova blasting them with no saves, or conjuring a Vortex of Doom are all decent ways of eradicating daemon scum. However, they all require a roll as they are not the primaris power, unless you have a Brotherhood of Psykers you'll be tasting peril's pain, and only Grey Knights don't peril on any double. Meaning only Grey Knights have any remotely obscure chance of competing with daemon summoning.
So the gist of this army is:
- Summoning and Possession are guaranteed (as long as you field enough psykers to roll for it)
- Manifesting Summoning or Possession is ALSO guaranteed (you can use any many dice as you want because perils don't matter)
- Denying Summoning or Possession is impossible (your opponent will always need three times the dice you do per turn)
- Summoning generates more units for summoning while Possession generates big, beefy, badass Monstrous Creatures (Khorne SMASH!!!)
- Invisibility makes your important guys never die (thanks Be'lakor!)
- Fateweaver + Invisibility = 1 in 1200+ chance of taking a wound (feth dying!)
Anyway, you were looking for tactics, there's the tactics.
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This message was edited 1 time. Last update was at 2014/05/26 15:59:53
The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! |
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![[Post New]](/s/i/i.gif) 2014/05/26 15:52:56
Subject: Daemon summoning tactics.
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Regular Dakkanaut
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how do you get a 2+ with aegis? and how do you get an aegis as it is no longer in the rulebook
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![[Post New]](/s/i/i.gif) 2014/05/26 16:06:40
Subject: Daemon summoning tactics.
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Fixture of Dakka
Chicago, Illinois
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Kyutaru wrote:I don't know why everyone is obsessed with Heralds, they only exist to buff your warp charges a bit. The best list involves Be'lakor for invisibility, which turns your units into tanks even in CC and eliminates melee rush attempts, possibly a Fateweaver just because that with Invisibility is nigh unkillable god, and hordes and hordes of Pink Horrors.
The Best Summmoner
Pink Horrors do not only provide warp charges. The rulebook states that psykers of unspecified mastery level are considered Mastery Level 1. This means Pink Horrors can manifest one power per turn. The rulebook also states that EVERY psyker now has access to Daemonology as one of its disciplines. Pink Horrors can now roll on Daemonology to get a Malefic power. The rulebook also states that if you roll only on a single discipline, you get the primaris for free. This means every group of Pink Horrors gets access to TWO Daemonology Malefic powers per game, one of which is the spam units version. If you field enough of them or get lucky, you may even get the Bloodthirster summoning version.
Feth Perils
Pink Horrors have the Brotherhood of Sorcerers rule. The rulebook states that this means they are virtually immune to warp perils. Even if they peril, only a single random model from the unit will die from it and still get his warp power off. This means there is essentially no risk to rolling 7 or even 8 dice to try and get just 3 successes. Even if you are up against someone with a large warp charge pool, you can afford to throw 12 to 15 dice at the attempt because you don't care about losing one of your 19 Pink Horrors to perils.
Deny the Deny
The rulebook states that in order to Deny the Witch, you must roll a number of successes equal to the number of warp charges generated by the power. The rulebook also states that conjuration powers like Summoning or Possession do not grant the opponent a bonus on their Deny check for having psykers or anything else. This means only a roll of a 6 can deny the power while a roll of 4+ can generate a warp charge for the summoning. No matter how many dice your opponent has, as long as you have a similar number, they cannot deny your summoning effectively. For every 6 dice you throw, they need to throw 18. For every 12 dice you throw, they need 36. It's a losing battle of dice attrition for anyone attempting to Deny the Witch, EVEN for Grey Knights.
Spawning the Horde
Using such an army, players are capable of bringing to bear over 4000 pts of units in the short duration of a single game even if they originally came in at 1000. It doesn't matter if they are ineffective or not, they are numerous and scoring. Combined with Invisibility and Possession, they are indomitable and unstoppable. Considering you can even summon Pink Horrors which then summon MORE Pink Horrors, they are relentless.
"Help Me, Santic Daemons. You're My Only Hope"
It's interesting to note that Sanctic Daemonology utterly decimates daemons. Creating Dangerous terrain, nova blasting them with no saves, or conjuring a Vortex of Doom are all decent ways of eradicating daemon scum. However, they all require a roll as they are not the primaris power, unless you have a Brotherhood of Psykers you'll be tasting peril's pain, and only Grey Knights don't peril on any double. Meaning only Grey Knights have any remotely obscure chance of competing with daemon summoning.
So the gist of this army is:
- Summoning and Possession are guaranteed (as long as you field enough psykers to roll for it)
- Manifesting Summoning or Possession is ALSO guaranteed (you can use any many dice as you want because perils don't matter)
- Denying Summoning or Possession is impossible (your opponent will always need three times the dice you do per turn)
- Summoning generates more units for summoning while Possession generates big, beefy, badass Monstrous Creatures (Khorne SMASH!!!)
- Invisibility makes your important guys never die (thanks Be'lakor!)
- Fateweaver + Invisibility = 1 in 1200+ chance of taking a wound (feth dying!)
Anyway, you were looking for tactics, there's the tactics.
Most of this is Correct except the Pink Horrors getting Focus, they have to take Flickering Fire then they get to roll on Daemonlogy.
The best summoner is Actually Blue Scribes, they automatically cast it. They're 81 points, on a 4+ you get Daemons.
After the Blue Scribes the next best Summoning Unit is in Fact Pink Horrors of Tzeentch summoned from a Portaglyph. They're effectively 30 points get two powers add 1 to your warp charge and can become possessed possibly by a greater daemon.
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This message was edited 1 time. Last update was at 2014/05/26 16:08:07
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) 2014/05/26 16:39:06
Subject: Daemon summoning tactics.
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Regular Dakkanaut
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Hollismason wrote:Most of this is Correct except the Pink Horrors getting Focus, they have to take Flickering Fire then they get to roll on Daemonlogy.
Actually you're thinking of Chaos of Space Marines, who are forced to take a power belonging to their god. Chaos Daemons are a different army and have no such restriction. The Chaos Daemons codex even reads, and I quote:
"If the psyker is a Daemon of a particular Chaos God, they may roll up to half of their powers on the chart that corresponds to their patron."
Notice the word may. This is not required, you can ignore Flickering Fire entirely as there is no special rule on Pink Horrors that requires taking it.
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The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! |
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