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==Tactics== The tactics are current as of 2.3bata ===Overview=== By the designers own admission, each Daemon units was designed to do a specific job, though they are not completely married to their role. This army is SQUISHY. Remember how fragile Slaanesh was in 8th edition? Well, even the Dark Gods based off Nurgle aren’t too far from it. You have very little armor, relying instead on your Aegis (Ward) Saves to take the brunt of the damage for you, although Magic Attacks (fittingly called “Divine Attacks) fuck your day even harder than they did before. They lost their dakka, now only having one ranged option that’s only short range but unable to move and shoot on the same turn. While that sounds pretty bad, the reports of their death (in the tier rankings) have been greatly exaggerated. The army is killy as fuck, split between hard-hitters you want to get into melee ASAP, hard-hitters that you want to position correctly in melee ASAP, and scalpels you want to be cutting into their specialization ASAP. Dear (Dark) God are the scalpels effective, although there is an interesting problem in list building them. Given access to enemy army lists, you can build your own to be all but unstoppable barring [[Nuffle]] bringing you very unlucky dice rolls, but making one list against any foe will probably leave you with at least one scalpel trying to do the job of a steak knife. Losing the ability to strike from afar via Daemon artillery or flaming bombing runs isn’t as bad as it sounds since the magic prowess of the army got turned WAAAAAY the fuck up and there is no Dark God pouting in the corner because they hate wizards. Rather than uber spells, you should be flinging cheap spells nonstop which effectively can work almost as well as a gunline and cannon. Your magic has a reduced Miscast chance and buff to spell success, so the cheaper buffs to your troops and debuffs to enemies can be reliably pulled off. Daemons have become what a finesse army should be, made both in the list building and your adaptability on the battlefield, but not one that is broken in either. With at least journeyman understanding of both, any player can pick up the army. While some cheese strategies do exist, they do rely on investing so heavily on your strategy that they can be described as Shrödinger’s Cheese; either you will have a big loss or a big win, and you won’t know which until you actually get to the end of a very shortened game. ===Army Rules=== * '''Aegis:''' Not technically a special stat, but all statlines include a Personal Protection Aegis save and you can improve these like any other aegis. This does come at the cost of most units not having armor, and divine weapons will make you reroll your save. * '''Immortal Denizens:''' Bonus 2 Veil Tokens (Magic Dice) for all players during the Siphon The Veil phase, any spell made with one or two die have a +1 modifier but fail on a roll of a '1' or '2'. This is an army made to throw a lot of magic out there rather than pushing out one or two big spells, and as a result, is not prone to Miscast risks. That said, the extra veil tokens can also turn to be a hinderance if your enemy is good at using their wizards. * '''Greater Dominion:''' Your General that has a Dominion rule may confer it to a single friendly unit of your choice within their Commanding Presence range until the next turn. May factor heavily into your army composition. *'''Beast:''' not a rule but a good reminder that no one in this army is A Standard type, So remember everyone on foot also has Swiftstride. ===Armory=== * '''Dark Fire:''' A Daemon Shooting attack, an 18" ranged weapon at Strength 4 and 2 shots. Armor Save rolls of '1', '2', '3', and '4' are fails against Dark Fire. ===Daemonic Manifestation=== Daemons don't actually get to equip any magic items, and instead only get their own Manifestations. You'll appreciate them much, MUCH more though. Upgrades come in two kinds, Guiding and Non-Guiding versions. Guiding can only be taken by Characters, and most Guiding Manifestations can be granted to the Rank & File of the entire Unit. Did we mention that Characters can join any Unit regardless of base size? So...basically your VIPs are partially there just to buff the redshirts by hanging out with them. They don't stack unless stated, so you can't take a Non-guiding and then be buffed by a Guiding version on top of it. But on the plus side, they aren't limited to one per army unless there's a limit put on that one specifically. Note that many of these have the word "Dominant". This has nothing to do with the Dominion rule, it follows the same rule as special items in the core rules where you can never have more than one thing that says Dominant (so your buff-distributing Daemon can't give more than one of these by themselves). Basically, anything that is Guiding is also Dominant, with some exceptions. For the sake of keeping the word count low on this page, just assume that anything Guiding grants the ability to the R&F of its entire unit and is Dominant unless otherwise noted. Non-character units may only gain one Manifestation from a preset list but can be different prices and affect all the R&F models in the unit. ====Father Chaos==== * '''Iron Husk''': 95p. sets a hero's Resilience to 6. **Sentinel with Strixian Spirit upgrade notably adds +1 Resilience AFTER the set value from Iron Husk, for Res7. * '''Kaleidoscopic Flesh:''' 65p. Guiding, 45p. non-Guiding. The bearer (and their unit for the guiding version) gain Hard Target(1). **Remember that multiple instances of Hard Target stack. So a Courtesan of Cibaresh with Kaleidoscopic Flesh has Hard Target (2). * '''Mark Of The Eternal Champion:''' 45p. The bearer learns the ''Spear of Infinity'' Hereditary Spell in addition to other known spells. If model isn't already a wizard, they become one, knowing only that spell. *'''Mirrored Scales:''' 70 points for Guiding, 45 for Non-guiding. Reflect attacks that rolled '1' to hit back at the user's Heath Pool. * '''Withering Vapour:''' 45p. Max 2 per army. Bearer gains Breath Attack (Str 3, AP 2). * '''Hammer Hands''': 40p. Models gain +1 attack, which is confirmed to affect all model parts. * '''Sorcerous Antennae:''' 40p. Max 2 per Army. During the Siphon the Veil phase, each unit with this gains Channel(1). * '''Cloven Hooves:''' 35p. Gain Impact Hits(D3+1) S5 AP2. * '''Living Shield:''' 50p. Guiding, 30p. non-Guiding. Grants Parry, which can be pretty economical if you need to protect a unit in melee. * '''Brimstone Secretions''': 35 points for Guiding, 25 for Non-guiding. Negates Divine Attacks attack attribute. It doesn't remove the attack, it just let you roll your Aegis saves as normal. This removes the most direct rock to your <strike>Slaaneshi</strike> Cibareshi scissors. Almost mandatory for a deathstar of anything. * '''Centipede Legs:''' 25p. Guiding , 25p. non-Guiding. Provides a model/unit +1″ Advance Rate. * '''Chitinous Scales:''' 25p. gains +2 Armour, to a maximum of 3. The only way to give some of your Demons an Armor save. **Due to the max of 3 armor, this upgrade has no effect on Miser of Sugulag, which already has 3 armor due to Abyssal Armor following the rules for Plate Armor (which is 3 armor.) * '''Darkhide:''' 25p. Gains the rules of Scout but must be deployed fully inside your Deployment Zone and another unit has to be deployed normally. **The uses for this is to allow your opponent to finish setting up their army, so your match dependent units have an easy time getting to their query. * '''Unnatural Roots:''' 25p. The side with a model with Unnatural roots gets +1 to Combat score. * '''Charged Tendrils''': 15p. allows for the storage of an additional 3 Veil Token at the end of the Siphon the Veil phase. only Characters and imps can take them. **Useful if you want to save up for while your wizards are getting into a better position, improves Miser of Sugulag's armor, or maximize the Hope Harvester's volleys. **Good Idea to have backups if plans revolve on storing Veil Tokens. * '''Dexterous Tentacles''': 35p Guiding, 15p Non-Guiding. +1 Agility. ====Envy==== * '''Greenfire Eyes:''' 40p. Reroll the first failed charge once per game for the entire unit. All models in the unit with Greenfire Eyes must expand their use of this ability to gain the reroll (The second use of Greenfire Eyes can be achieved by having the unit joined by a new Character). * '''Piercing Strike''': 60 point Guiding, 25 points Non-guiding. now just gives a flat +1 Ap to melee attacks that can be used against anything. * '''Venom Sacs''': 80 point Guiding, 25 points Non-guiding. Grants melee Poison Attacks, but if they already had it then it stacks to give automatic Wounds on 5+ instead of 6+. **In other words, if you have Poison Attacks you absolutely must take this unless you REALLY need those points somewhere else. ====Gluttony==== * '''Broodmother''': 80p for Guiding, 60p for Non-guiding. This one always acts like its Dominant whether you buy the Guiding version or not. At the end of each Round where the model's unit was Engaged in Combat, if 3 unsaved Wounds were inflicted on the enemy by the Broodmother (or their unit if guiding) you Raise D3 HP. **The core rules point out that you cannot Raise beyond your starting Wounds, so you'll want to take this in a big Unit so you can soak up casualties and send it against things that are about its own strength (enemies that are too weak won't hurt you much anyway, enemies that are too strong or durable will kill more than you can damage to get Wounds back). **Damn good, but you need to be aware of the way to use it and not assume it'll get you out of any situation. * '''Digestive Vomit''': 60p Guiding, 45p Non-guiding. gains +1 Strength and +1 Armour Penetration until the end of the game when they perform a Post-Combat Pivot or a Post-Combat Reform for the first time. * '''Unhinging Jaw''': 55p. Guiding, 40p. Non-guiding. Reroll failed To-wound Close Combat against Large or Gigantic models. **This is a scalpel against monster mash lists, or certain entire armies (Ogres). ====Greed==== * '''Divining Snout:''' 40p Guiding, 20p Non-guiding. When charging a unit with special Item(s), add 2" to the charge roll. * '''Grasping Proboscis''': 25p Guiding, 20p Non-guiding. (This may literally be a [[/pol/|Happy Merchant]]). At the end of each round of combat, if the model/unit caused an enemy to lose 3 HP from CC attacks, gain d3 Veil Tokens. * '''Smothering Coils''': 50 points for Guiding, 20 for Non-guiding. +1 To-wound against models with the Scoring rule. **Generally, Scoring models are cheap or flimsy ones designed to take and hold objectives, but some are fairly tough or can evenly match your own models in the same role, so this can give you a boost to take them out quicker. ====Lust==== * '''Mesmerizing Plumage''': 40p. This only has a basic Dominant version. enemies in B2B contact with a Holder(s) suffer -1 Offensive and Defensive Skill. * '''Roaming Hands''': 40p Guiding, 35 Non-guiding. When attacking an enemy Unit from any angle but the Front (meaning Flank or Rear rushes) your Unit gets +1 Strength and +1 Armor Penetration. You can pretty much [https://www.youtube.com/watch?v=qMUnimcaSsY surprise buttsecks] your opponents. * '''Hot Blood''': 25 point Guiding, 10 point Non-guiding. Get Devastating Charge (+2 Agility), providing a total of +3 Agility on the Charge. **Pulling off a successful Charge against even Elves will allow you to go faster in almost all cases, letting you get your damage in and even wipe out small units like cavalry. ====Pride==== * '''Stiff Upper Lip:''' 35p. Minimize the Discipline Test roll if the unit has at least one model with this rule. **If you're concerned that your unit can't get a good enough CC score despite Holding or killing, this will reduce how much they crumble. * '''Bronze Backbone:''' Guiding: 70p., non-Guiding: 30p. Gives Hatred. * '''Horns Of Hubris:''' Guiding: 35p., non-Guiding: 25p. Gives Vanguard (6″). ====Sloth==== * '''Chilling Yawn''': 75pt. Dominant. Enemy Units in base contact have -2 Agility. **This is fairly expensive for requiring the model to be in melee, and this specific model has to be in base contact so unless you wipe the enemy unit or aren't afraid of getting hit back by them, then its too expensive just for the lulz that comes from turning Elves into sloths (as in the animal). * '''Aura Of Despair''': 50p. Dominant. -2" Advance Rate to units charging its unit, increasing the chance of Charge failure. **Put this on units that prefer not being the ones getting Charged. * '''Segmented Shell''': 30p Guiding, 30p Non-guiding. When the model suffers a Wound from an Attack with Multiple Wounds, you reduce that Multiple Wounds value by 1 to a minimum of 1. **Holy shit, this can be absolutely amazing against certain armies and shuts down many preferred spells in the game. ====Wrath==== * '''Whipcrack Tail''': [https://www.youtube.com/watch?v=_lK4cX5xGiQ <strike>Play the best song in the world, or she'll eat your soul.</strike>] 75p Guiding, 50p Non-guiding. Grants Lightning Reflexes, translating to +1 To-hit. * '''Red Haze''': 75p Guiding, 40p Non-guiding. Close Combat Attacks have +1 Strength and Armor Penetration, but Attacks with an unmodified To-hit roll of '1' are dealt against the Unit itself. **Do NOT take this on anything where models have more than 1 Attack or Wound. Make your Daemons into good old squabbling Orcs that hurt themselves when there's no Black Orc around to keep the gits moving. * '''Incendiary Ichor''': 30p Guiding, 10p Non-guiding. The model has Aegis 2+ against Flaming Attacks, and all their Attacks (melee, special, shooting) become Flaming Attacks, but auto fails any Fortitude saves if you find a way to get one? Good to build lists to take out specific things, and in particular is good for a duelist so you can negate Regeneration. **Bloat Flies are the only daemon unit has an innate Fortitude save and can be joined by a character. Probably not worth it, but if you wanted to auto-trigger Acid Blood...? ===Hereditary Spell=== * '''Spear Of Infinity''', a 4+ cast 24 inch range Missile. Only deals one hit at Strength 2, Armor Penetration 2, and Area Attack of 1x5 (with one model of your choice in the Area Attack getting hit at Strength 5 with Multiple Wounds 2), but every spell other than Attribute spells you cast in the same Magic Phase boost the Strength by 1 point. **So while this spell won't mulch entire units, it gives you a concentrated nuke for single models or small units that you can cast with only one die (remember that Immortal Denizens lets you cast at +1, and from a Master Wizard you're already at +1, meaning unless you use three die on this spell then you would be casting it 66% of the time no matter what).
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