Greater Daemons... aren't unique

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Greater Daemons... aren't unique

Post  Lore Weaver on Wed Mar 20, 2013 11:23 am

Just noticed this.

Blood Thirster, Lord of Change, Great Unclean One, and the Keeper of Secrets aren't "unique" on their profile, meaning you can take more than one in a daemon list.

So, Robyn, take two Blood Thirsters? Who needs heralds then?

Two Thirsters, 3 Soulgrinders, 4 units of 10 blood letters (for scoring), flesh hounds and maybe furies.
mmmm fast and killy.

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Re: Greater Daemons... aren't unique

Post  Guest on Wed Mar 20, 2013 12:14 pm

1 Big Bad, and 4 Heralds is more versatile I'd say.

Deamon Prince as 2nd big bad for versatility, and other heavies for shooting.

If you actually play the 2 thirty 3 DP list, you will annihilate opponents who can't deal with flyers/melee, and insta-lose to 1 squad of grey knight allies.

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Re: Greater Daemons... aren't unique

Post  System Commander on Wed Mar 20, 2013 5:00 pm

I played a game last night with a bloodthirster, flying dp and a dp on foot.

I think having two flyers .. Maybe three if you bring a heldrake .. But id be reluctant to bring more.

I think it would get boring really fast to play.. And i would really not want to play against it.

4 heralds is a lot of fun.. And presents some pretty scary mini characters..i had mine on juggs last night.. But for whatever reason i kept rolling hellfire gaze.. in an assault list where my opponent had a bunch of nurgle oblits, nurgle spawn and daemon prines.. It was pretty useless.. Hehe. My first two games i had fnp and extra wpunds out the ying yang.

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Re: Greater Daemons... aren't unique

Post  Roland on Wed Mar 20, 2013 5:25 pm

I think heralds are meant to be treated sorta like Necron Lord/Teks, they are your "Sergeant" upgrade for your troops.

In allied armies, they are so you have the option of a cheap HQ.


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Re: Greater Daemons... aren't unique

Post  Guest on Thu Mar 21, 2013 11:47 am

Interesting view Bo. I just thought they were created for -->Trollololol, I have 8 HQ's FEAR ME!!!

Imagine a bloodcrusher unit to the MAX!

9 guys (405 pt)
+hunter upgrade w/20 points of rewards (25 pt)
+intsrument & banner of blood (30 pt)

Skulltaker on Jugg (145 pt)
Herald of Khorne on Jugg x7 (700 pt)
== 1305

++ upgrades for heralds if wanted?
+all 3 loci (55 pt)
+30pt rewards for every1 (210 pt)

1570


So that is like 8 T5 and 9T4 models, so probably kick out one of the normal riders for T5 starting, can break apart and assault up to 9 units in one turn! 3 Wounds each, so 51 or 48 if we are dropping one guy. All power weapons, move as cavalry!

So my 5 cents, heralds seem pretty ok!

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Re: Greater Daemons... aren't unique

Post  Lore Weaver on Thu Mar 21, 2013 11:51 am

T4 is quite susceptible to instant death though. Ask many a player about their T4 3 Wound warriors and how quick they die :-)

You need threat overload for Bloodcrushers to work. Even then, you can overload with better threats, like Furies (soooo cheap), flesh hounds, or Soul grinders.

Maybe one unit as a Skullbrand delivery mechanism?

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Re: Greater Daemons... aren't unique

Post  Paz on Thu Mar 21, 2013 11:54 am

you can only choose 1 hq selection of 4 heralds for your primary detachement, unless you are playing over 2000 pts.

Even more sick at 2000pts

x8 heralds of tzeentch, psyker level 1 (for costs sakes)
all flickering warp flames.
greater tzeentch locus of conjuration

thats 16 d6 s6 ap4 shots.

for 385 pts.

ORRRRRR

for really stupid idiotic explosions

785pts
x8 heralds, all mastery level 3, 31 d6 s6 ap 4 shots, one herald casts divination for dat reroll.
fun for apocalypse!

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Re: Greater Daemons... aren't unique

Post  Guest on Thu Mar 21, 2013 11:56 am

Paz wrote:
ORRRRRR

for really stupid idiotic explosions

785pts
x8 heralds, all mastery level 3, 31 d6 s6 ap 4 shots, one herald casts divination for dat reroll.
fun for apocalypse!

WHAAAA!?!?!?!?!?!?!??!!!!!!! ~100 S6 shots? And I thought the Eldar could spam S6 shooting hard

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Re: Greater Daemons... aren't unique

Post  Lore Weaver on Thu Mar 21, 2013 12:00 pm

One can probably snag Perfect Timing (ignores cover), another can probably get the 4++ save power.

Join 'em to a unit of 10-20 horrors for ablative wounds (and more S6 shots). Only one herald would need the locus. (points saved!)
Some of the heralds can roll twice on change, just in case you want that AP1 blast power instead.

Neat idea, I don't think I'd do it though :-)

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Re: Greater Daemons... aren't unique

Post  Paz on Thu Mar 21, 2013 12:32 pm

Haha, well no. Maybe apocalypse. But it would get inta-deathed so fast, and never make its points back.

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Re: Greater Daemons... aren't unique

Post  Rhaevyn on Thu Mar 21, 2013 12:34 pm

Mark, that unit sounds like the pot of gold for a jugger lord or a blood thirster to munch on Smile nom nom points, nom nom.

I'de imagine that having them separate would be more game efficient. making large piles of str 6 shots one unit per turn may not be the most effective use. would have to split them up just so you could kill multiple things. funny thing is, is that this list would be the perfect counter to a Daemons flying circus list. how many str 6 ap 4 shots to down a thirster?

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Re: Greater Daemons... aren't unique

Post  System Commander on Thu Mar 21, 2013 1:21 pm

My khorne dp with fnp got insta gibbed by a tzeentch dp that had cast iron arm for +3 str, then warpspeed for +2 init.. He was str 10 with the tzeentch staff.. Sad i had only had.two wounds remaining but.got.denied.the fnp..


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Re: Greater Daemons... aren't unique

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