Grimdark Future/Tactics/Wormhole Daemons: Difference between revisions
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Latest revision as of 09:36, 21 June 2023
Why play Wormhole Daemons?[edit]
The wormhole daemons are really four smaller armies fit into one group. All of them have their own unique rules, you'll notice that all of them have a generally similar pattern of things.
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Pros[edit]
- Incredibly powerful heroes
- Your army lists are rather simplistic since you have four of them under the same banner
- Each army list comes with their own specialty
- Ambush all over the place
Cons[edit]
- Your strong heroes are costly
- Very limited casting outside of Change
- No synergy between your different daemons
- No transportation, so your forces need to use Ambush or get shot back to hell
Unit Analysis[edit]
Daemons of War[edit]
The Daemonss of War are bluntly simple with their passions: ripping things up in close quarters. Your is Furious as par for the course, and you have beasts that are even Fast on top of that. Another benefit is that you have ways of blunting psychics in the area just by existing.
Rules[edit]
- Resistance (X): Any psychics within 18" must take a -X penalty to their casting rolls.
- Symbol of War (X+): When this unit is activated, roll a d6; on a X+, an enemy unit within 18" takes 3 AP 2 hits. This gives you enough to bloody an elite unit or tank.
Unit Analysis[edit]
- Greater Daemon of War: Exalted daemons are no joke to be around, and War's is no different. Fear, Furious and Flying make for a sinister combination and it has Tough 12 to guarantee its survival. Its base exalted fire axe is a monstrosity of a weapon, able to carve holes in near anything, and you can trade it freely for an exalted fire hammer, sacrificing attacks for Rending. For a mere 5 points, you could instead replace the axe with an exalted flame spear, sacrificing even more attacks for AP 4 Deadly 3 - the thing made to puncture vehicles and titans. You can also buy it an exalted fire whip or lash - both give 6 AP 2 attacks, the difference lies only in price and range. The symbol of war triggers the easiest for the exalted demon, but you're already a flying target - consider maybe letting another take it if you want to take some heat off.
- Daemon Champion of War: The daemon champion is essentially a diet greater daemon - for war's instance this means no flying (by default; you can buy this back), fewer attacks with all weapons despite otherwise being the same and being only Tough 6. This makes for a better middle ground for a Symbol of War, though you will still stand out as a target.
- Champion of War: Essentially an elite blood warrior, but you still have the same weapons as the other heroes (though at the fewest attacks of all) and maintain the option for a Symbol of War at a 4+. That said, you are still a murder machine, though now you should consider hiding in a unit since you're at Tough 3 on a 4+ defense. The champion can also take a mount, either a very tanky and charge-friendly brass beast or a beefier throne of blood that only confers Fear - the option comes down to what you plan on accompanying.
- Cerberus Hound: Your elite blood hound has a frenzy of attacks plus Fear and a 3+ defense. This dog's not just a gimmick either - it's also got the strongest source of Resistance at 3 if you buy the anti-psych collars. If you're not facing some very powerful wizards though, it's kind of a waste and you'd be better served by the spiked collars for Impact 3.
- Blood Warriors: Your basic infantry has Furious and AP 2 on their attacks, making them very keen on ripping apart heavy infantry or battle brothers. Grab a command group and they get fear while a banner of war gives Impact 1. You can also give the unit a different set of weapons, be it a second CCW, Rending or AP 4. These guys benefit more than any other from exploiting Ambush, since they have no other means of getting close and will die if they get hit. It might help to consider merging units in those instances, especially if you use them to hide a Champion.
- Brass Beast Riders: The brass beasts give blood warriors a lot: Tough 3 on a 2+ defense, Fast, Impact 3 and another set of attacks. However, they are incredibly expensive at 100 points a model and you can only give them Fear from a command group. If you plan on bringing them, then you'd best know where to throw them and make sure that absolutely nothing stops them from their goal.
- Blood Hounds: Blood hounds are also Tough 3, but they aren't quite as outwardly threatening. They're also more numerous, but that's in exchange for each of them doing only two AP 1 attacks. You can buy the pack Resistance 1 or Impact 1 depending on what exactly you plan on doing with them.
- Cannon Chariot: This is a piece or artillery with serious bite. Not only is this cannon able of flattening whatever it sees, but it can also fight back if it's in melee - hell, you might even want to charge just to make use of Furious.
- Crab Daemon of War: This is a crab daemon meant to take on other tanks as it has a better AP than the crabs of other gods. You can trade off the melee weapon for a flame sword, giving a flurry of attacks at AP 2, while the flame cannon can be changed out for a heavy flame cannon with AP 4.
Daemons of Change[edit]
The Daemons of Change are more defensive than most. The entire army has Stealth across the board. The daemons of change are also very focused on casting, as all the heroes have some manner of Psychic potential.
Rules[edit]
- Symbol of Change X+: When this model activates, roll a d6; on a X+, an enemy model within 18" takes a lone AP 4 Deadly 3 hit, giving a very potent ding on any heavies.
Psychic Spells[edit]
- Breath of Change (4+): Friendly unit within 12" can now charge 3", giving you the means to control the flow of battle a bit.
- Inferno (4+): Enemy unit within 12" takes 2 AP 2 hits. Somewhat equivalent to havoc blast, though it hits the entire unit.
- Cursed Mutations (5+): Enemy unit within 18" takes -1 to hit, which can help since you have more squishy models.
- Fire Storm (5+): Enemy unit within 12" must take a dangerous terrain test.
- Blessed Mutation (6+): Friendly units within 12" gain a Regeneration save that passes on a 4+, a great save.
- Bolt of Change (6+): Enemy unit within 12" take an AP 4 hit with Deadly 3. Rest assured that whoever you target, they will DIE.
Units[edit]
- Exalted Daemon of Change: The exalted daemon is the emphasis of everything change is. Max psychic casting, Stealth, flight, Tough 12 and incredible stats in combat. Its exalted power staff gives a bunch of AP 1 attacks, which you can exchange at no cost for an exalted power hammer for a few less attacks with Rending or an exalted power spear for even fewer attacks with AP 3 and Deadly 3. You can also buy an exalted magic blast or magic bolt, giving a flurry of AP 1 attacks, with the price determining the price.
- Daemon Champion of Change: A lesser hero in almost any way except for base stats, though this means that you aren't spending so much for max casting when maybe a level 1 Psychic may suffice. You can also buy back Flying if you feel it necessary.
- Champion of Change: An elite change warrior toting the weapons of the other heroes. Alongside those weapons, it also has the option to only take a Symbol of Change 4+ and Psychic 1. For mounts, the champion can ride either a disc of change for Fast, Impact 1, and Strider, or a flame chariot for a mobile bundle of attacks on a tankier frame.
- Change Warriors: Your basic infantry are the only ones out of the entire army to have a stock shooting weapon at AP 1, though it's pretty meager. Their CCWs are also rather meager at only an AP 1 attack that hits on a 5+. Also unique among them is their ability to gain Psychic 1, giving you an extra venue of casting. You can buy a command group for Fear, and then complement it with a Banner of Change to make their melee attacks AP 2. If you're planning on extra melee, you're likely to buy them extra CCWs, though you could also buy them a magical CCW for Rending or a great weapon for AP 3.
- Pink Warriors: Essentially change warriors with a ramped up price tag. Why is that, you ask? Well they have a secret rule that means that if any models die, they become...
- Blue Warriors: Two of these guys. Note that these guys carry no upgrades over and are weaker, but they're protected by the pink warriors until they're all gone. If these guys bite it, then they turn into...
- Yellow Warriors: This. There is no unit more pathetic as they, for they will immediately die if hit by anything - not even a 6+ defense. You can try to use them to hit back anything while protected by the blues, but by this point the unit's lost.
- Blue Warriors: Two of these guys. Note that these guys carry no upgrades over and are weaker, but they're protected by the pink warriors until they're all gone. If these guys bite it, then they turn into...
- Manta Daemons: These guys are very mobile with Fast and Strider while Tough 3 lets them take a blow before they can close in to attack. Their role is to pretty much tie up units so that your others can focus their fire at others.
- Flame Daemons: Pretty much the upgrade to change warriors. Each of them has three AP 1 attacks that can hit a little further away. While they're capable of fighting up close with three attacks hitting on a 4+ and Tough 3, that shooting's what they are best at.
- Flame Chariot: Essentially what happens when you put a flame daemon onto a vehicle. This allows the daemon to cover more ground with Fast and Strider and it gets a bunch of extra melee attacks as well as Fear, letting them stand their ground against infantry.
- Crab Daemon of Change: The crab daemon gives you a much beefier monster that can stand strong. Its power claw gives you something good for ripping open tanks and elites, which you can replace for a power blade if you want more attacks better suited for infantry. The power cannon lets you blast infantry and you can make it a heavy power cannon so you can blow up tanks.
Daemons of Plague[edit]
The Daemons of Plague are a thematic opposite to the Disciples of Change. Where Change focuses on avoiding getting hit at all with Stealth spam, Plague focuses on taking all blows with Regeneration being freely available while being able to give it back with Poison. This does come at a cost however, as Regeneration makes all units that take it very expensive.
Special Rules[edit]
- Symbol of Plague X+: When this model is activated, roll a d6; on a X+, an enemy unit within 18" must test for dangerous terrain. This isn't quite as dangerous, so you're less inclined to hesitate on slapping it on your exalted daemon.
Psychic Spells[edit]
- Blessed Plague (4+): Friendly unit within 12" gets stealth the next time they get shot at. Now you have protection before AND after you get shot.
- Muscular Atrophy (4+): Enemy unit within 6" must take dangerous terrain test.
- Toxic Blades (5+): Friendly unit within 12" gets +2 to the AP of all melee weapons for the next fight phase, making them super dangerous on heavy armor.
- Deadly Poison (5+): Enemy unit within 12" takes an AP 4 hit with Deadly 3, making it a big sniping power.
- Poison Wind (6+): Friendly unit within 12" immediately moves 6". Pretty much Havoc Warp.
- Rot Wave (6+): Enemy unit within 12" takes 4 AP 2 hits, making this better for most small units.
Units[edit]
- Exalted Daemon of Plague: Your behemoth of an exalted daemon has Regeneration, which makes them nigh-invulnerable when combined with its 2+ save. For offense, it carries not only Psychic 2 but also an exalted plague sword, whose every swing carries the risk of Poison. If you want to guarantee those blows, you can instead swap in the exalted plague hammer that adds Rending on top of Poison, though you could instead buy an exalted plague spear - not exactly ideal because it's only AP 2 and Deadly 3 on top of poison. You can then buy exalted toxic bile or spit, giving you more poisoned shots.
- Daemon Champion of Plague: Though diminished in power, it remains just as dangerous with poisoned weaponry. You can get all the same weapons as well as Flying and access to Psychic 1 or 2.
- Champion of Plague: Weaker than the other heroes, but still retains the loadout and capacity to be Psychic. For mounts, the champion has the throne of plague for a frenzy of poisoned attacks and the giant snail, a beefier option that makes the champion Slow but also spread it to any units that fight it in melee.
- Plague Warriors: These daemons have Regeneration, so they're more than capable of taking the same abuse any of their colleagues can and then some. The banner of plague grants Rending, which goes well with the Fear given by a command group (though it invalidates the need for magical CCWs). Its base weapons are decent enough with Poison, though like other warriors you can upgrade them for a second, a version with Rending or a version with AP 2.
- Plague Swarms: The swarms are slightly less accurate, but give you more attacks and Tough 3. This makes them a little better suited for tying up distraction units.
- Plague Fly Riders: Your Plague Warriors now have Strider to become more mobile and an extra three attacks with AP 1 from the fly's stinger. Your options are cut pretty short in return, only getting the command group's Fear, the ability to add Poison to those new stinger attacks and a ranged Poison attack.
- Plague Beast: Essentially a slab of well-guarded meat. Not only is this thing Tough 3 with Regeneration, but it also has a powerful 2+ defense. That aside, it's not much more than a giant DISTRACTION CARNIFEX made to hassle whatever it faces.
- Crab Daemon of Plague: What you should really be bringing if you want a monster that can hurt things. As per course, both its basic weapons have Poison and the daemon has Regeneration. This leaves its plague claw being capable of handling most infantry, while you could freely replace it with a plague blade for more chances to trigger Poison. The plague cannon can meanwhile be upgraded to have AP 2.
Daemons of Lust[edit]
Lust is all about speed. Your units have some form of Fast to allow them to cover ground quickly and a lot of attacks. They'll need those attacks because they lack any special defenses or much AP. Their melee game contrasts with War because Lust focuses more on throwing tons of die whereas War is about making hits that cut down enemies while laughing at their armor.
Special Rules[edit]
- Symbol of Lust X+: When this unit is activated, roll a d6; on a X+, two enemy units take 3 hits each. This isn't quite as powerful as the other symbols, but it gives you more firepower since it hits more units.
- Very Fast: Fast +1. The unit can move 12" and charge/rush 24".
Psychic Spells[edit]
- Twisted Ecstasy (4+): Enemy unit within 12" suffers -1 to shoot on their next turn. Important since you're only protected by a mere 2+ save for the most part.
- Seizure (4+): Enemy unit (range indeterminate) takes an AP 2 Deadly 3 hit. Another psychic sniping spell.
- Pleasure (5+): Friendly unit within 12" gets Regeneration whenever they suffer wounds next. Awesome.
- Pain (5+): Enemy unit within 12" takes 3 AP 2 hits. Not much, but it can soften up a bigger unit.
- Frenzy (6+): Friendly unit within 12" immediately charges 6" and gets +1 to hit them that turn. Most spells just settle for moving you into combat, but this makes sure the charge actually takes.
- Overload (6+): Enemy unit within 6" take a single wound for each model, making it way deadlier for hordes.
Units[edit]
- Exalted Daemon of Lust: If ever you needed to find out what a rocket-powered blender would look like, then the exalted daemon of lust would be the first thing on the list. On top of being fast and Psychic 2, this thing has a staggering EIGHTEEN attacks using its default exalted ritual blade. You can swap it for an exalted ritual hammer to make a few less attacks in exchange for Rending (which is still good odds for you) or buy an exalted ritual spear for a few tank-crushing blows. Its optional ranged attacks also follow the trend of giving tons of attacks.
- Daemon Champion of Lust: Slightly less overload on attacks, but you're still getting something that will drown the enemy in dice. Alongside the Symbol of Lust and Psychic, the daemon champion can also gain Flying despite the exalted daemon being unable to do so - it's pretty neat to make them even more mobile.
- Champion of Lust: The lust warrior that thinks it's a daemon champion. That's not a knock, as it's still got plenty of blows. The champion also has three different mounts: a lust beast for Very Fast and Impact, a Daemon Champion that gives some extra-deadly attacks and some tankiness, and the Lust Chariot, which gives Very Fast and Impact 9 as well as tankiness and another flood of attacks.
- Lust Harpist: This champion only carries a harp, giving plenty of attacks at a decent range but harried by Indirect and a lack of Fast. Though it lacks any other powers or weapons, it does have two special rules: Song of Summoning (Lets you summon a band of lust warriors upon activation) or Song of Banishment (Upon Activation, you force an enemy unit within 18" to roll for difficult terrain). Whichever rule you pick depends on where you plan to keep them.
- Sacred Mirror: What you have here is essentially a psychic turret. This is the only way lust daemons can get a level 3 Psychic and it comes with some short-range shooting as well. It's better to just keep this thing protected, as it's only got a 4+ defense and Tough 3.
- Lust Warriors: Your infantry comes with two attacks, an appreciable benefit alongside Fast. The banner of lust grants Strider, giving the warriors even more mobility. As with other warriors, you can still grab a command group for Fear (in case you wanted to weight combat resolution harder in your favor) and replace the CCWs with either dual CCWs, magical weapons with Rending or heavy weapons with AP 2.
- Lust Beast Riders: Lust warriors are already wicked fast, so the fact that they can ride beasts with Very Fast and Impact 1 just makes them even more blinding. These will absolutely be the first to the fray and the first to demolish.
- Lust Fiends: Essentially beefier beasts. While they're just Fast instead of Very Fast, they have Tough 3, Impact 3 and 6 attacks so they're better suited for combat. That said, they're more prone to getting shot up at the outset.
- Razor-Flail Chariot: An engine of mass ruination if there ever was any. This armored behemoth has a staggering Impact 9 and 8 normal attacks (plus two poisoned ones). Since it has Tough 6 and 2+ defense, it's rather well protected but it is a very visible target.
- Crab Daemon of Lust: You've got a mobile weapons platform that can also fight back. Both weapons give you a bunch of attacks, with the lust claw giving AP 2. That claw can be exchanged for a lust blade so you can get a stupid number of attacks, while upgrading the lust cannon to a heavy lust cannon makes the gun AP 2.
Army Building[edit]
Starter Armies[edit]
General Advice[edit]
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Pros[edit]
- Your army lists are rather simplistic since you have four of them under the same banner
- Each army list comes with their own specialty
- Ambush all over the place
Cons[edit]
- Very limited casting outside of Change
- No synergy between your different daemons
- Very limited shooting
Unit Analysis[edit]
Daemons of War[edit]
The Daemons of War are bluntly simple with their passions: ripping things up in close quarters. Your is Furious as par for the course, and you have beasts that are even Fast on top of that. Another benefit is that you have ways of blunting psychics in the area just by existing.
The issue in Firefight is that War was seriously gimped by the loss their other units. This distils you to the essence of War, but it comes at the cost of flexibility and mobility.
Rules[edit]
- Resistance (X): Any psychics within 18" must take a -X penalty to their casting rolls.
- Symbol of War (X+): When this unit is activated, roll a d6; on a X+, an enemy unit within 18" takes 3 AP 2 hits. This gives you enough to bloody an elite unit or tank.
Unit Analysis[edit]
- Champion of War: Essentially an elite blood warrior with the option for a Symbol of War at a 4+. Your weapons all tote AP 2 at the least, (With the flame hammer giving Rending and the flame spear giving Deadly 3 but only one attack). Whatever you pick, you are still a murder machine, though now you should consider hiding in a unit since you're at Tough 3 on a 4+ defense.
- Blood Warrior: Your basic infantry has Furious and AP 2 on their attacks, making them very keen on ripping apart heavy infantry or battle brothers. Grab a command group and they get fear while a banner of war gives allies Impact 1. You can also give the unit a different set of weapons, be it a second CCW, Rending or AP 4. These guys benefit more than any other from exploiting Ambush, since they have no other means of getting close and will die if they get hit.
- Blood Hound: Blood hounds are Tough 3, but they aren't quite as outwardly threatening. They're no less threatening however, having Fast and Furious as well as a 4+ defense to protect them. You can buy the pack Resistance 1 or Impact 1 depending on what exactly you plan on doing with them.
Daemons of Change[edit]
The Daemons of Change are more defensive than most. The entire army has Stealth across the board. The daemons of change are also very focused on casting, as all the heroes have some manner of Psychic potential.
Rules[edit]
- Symbol of Change X+: When this model activates, roll a d6; on a X+, an enemy model within 18" takes a lone AP 4 Deadly 3 hit, giving a very potent ding on any heavies.
Psychic Spells[edit]
- Breath of Change (4+): Friendly unit within 12" can now charge 3", giving you the means to control the flow of battle a bit.
- Inferno (4+): Enemy unit within 12" takes 2 AP 2 hits. Somewhat equivalent to havoc blast, though it hits the entire unit.
- Cursed Mutations (5+): Enemy unit within 18" takes -1 to hit, which can help since you have more squishy models.
- Fire Storm (5+): Enemy unit within 12" must take a dangerous terrain test.
- Blessed Mutation (6+): Friendly units within 12" gain a Regeneration save that passes on a 4+, a great save.
- Bolt of Change (6+): Enemy unit within 12" take an AP 4 hit with Deadly 3. Rest assured that whoever you target, they will DIE.
Units[edit]
- Champion of Change: An elite change warrior toting really fancy weapons with AP 1. Alongside those weapons, it also has the option to only take a Symbol of Change 4+ and Psychic 1. For mounts, the champion can ride either a disc of change for Fast, Impact 1, and Strider.
- Change Warrior: Your basic infantry are the only ones out of the entire army to have a stock shooting weapon at AP 1, though it's pretty meager. Their CCWs are also rather meager at only an AP 1 attack that hits on a 5+. Also unique among them is their ability to gain Psychic 1, giving you an extra venue of casting. You can buy a command group for Fear, and then complement it with a Banner of Change to make their melee attacks AP 2. If you're planning on extra melee, you're likely to buy them extra CCWs, though you could also buy them a magical CCW for Rending or a great weapon for AP 3.
- Pink Warrior: Essentially change warriors with a ramped up price tag. Why is that, you ask? Well they have a secret rule that means that if any models die, they become...
- Blue Warrior: Two of these guys. Note that these guys carry no upgrades over and are weaker, but they're protected by the pink warriors until they're all gone. If these guys bite it, then they turn into...
- Yellow Warriors: This. There is no unit more pathetic as they, for they will immediately die if hit by anything - not even a 6+ defense. You can try to use them to hit back anything while protected by the blues, but by this point the unit's lost. If you buy these guys as-is, then you're getting at least a couple more hits so you can distract snipers or more Deadly weapons since they're in a group of 3.
- Blue Warrior: Two of these guys. Note that these guys carry no upgrades over and are weaker, but they're protected by the pink warriors until they're all gone. If these guys bite it, then they turn into...
- Manta Daemon: These guys are very mobile with Fast and Strider while Tough 3 lets them take a blow before they can close in to attack. Their role is to pretty much tie up units so that your others can focus their fire at others.
- Flame Daemon: Pretty much the upgrade to change warriors. Each of them has three AP 1 attacks that can hit a little further away. While they're capable of fighting up close with three attacks hitting on a 4+ and Tough 3, that shooting's what they are best at.
Daemons of Plague[edit]
The Daemons of Plague are a thematic opposite to the Disciples of Change. Where Change focuses on avoiding getting hit at all with Stealth spam, Plague focuses on taking all blows with Regeneration being freely available while being able to give it back with Poison. This does come at a cost however, as Regeneration makes all units that take it very expensive.
Special Rules[edit]
- Symbol of Plague X+: When this model is activated, roll a d6; on a X+, an enemy unit within 18" must test for dangerous terrain. This isn't quite as dangerous, so you're less inclined to hesitate on slapping it on your exalted daemon.
Psychic Spells[edit]
- Blessed Plague (4+): Friendly unit within 12" gets stealth the next time they get shot at. Now you have protection before AND after you get shot.
- Muscular Atrophy (4+): Enemy unit within 6" must take dangerous terrain test.
- Toxic Blades (5+): Friendly unit within 12" gets +2 to the AP of all melee weapons for the next fight phase, making them super dangerous on heavy armor.
- Deadly Poison (5+): Enemy unit within 12" takes an AP 4 hit with Deadly 3, making it a big sniping power.
- Poison Wind (6+): Friendly unit within 12" immediately moves 6". Pretty much Havoc Warp.
- Rot Wave (6+): Enemy unit within 12" takes 4 AP 2 hits, making this better for most small units.
Units[edit]
- Champion of Plague: Weaker than the other heroes, but still retains the resilience of Regeneration and capacity to be Psychic. Your weapons all have Poison, meaning that it won't interfere with any of the weapon choices, whether you just take a plague hammer for Rending on top of Poison or the plague spear for AP 2 Deadly 3.
- Plague Warrior: These daemons have Regeneration, so they're more than capable of taking the same abuse any of their colleagues can and then some. The banner of plague grants allies Rending, which goes well with the Fear given by a command group. Its base weapons are decent enough with Poison, though like other warriors you can upgrade them for a second, a magical version with Rending or a version with AP 2.
- Plague Swarm: The swarms are slightly less accurate, but give you more attacks and Tough 3. This makes them a little better suited for tying up distraction units.
- Plague Fly Rider: Your Plague Warrior now has Strider to become more mobile and an extra three attacks with AP 1 from the fly's stinger. Your options are cut pretty short in return, only getting the command group's Fear, the ability to add Poison to those new stinger attacks and a ranged Poison attack.
Daemons of Lust[edit]
Lust is all about speed. Your units have some form of Fast to allow them to cover ground quickly and a lot of attacks. They'll need those attacks because they lack any special defenses or much AP. Their melee game contrasts with War because Lust focuses more on throwing tons of die whereas War is about making hits that cut down enemies while laughing at their armor.
Special Rules[edit]
- Symbol of Lust X+: When this unit is activated, roll a d6; on a X+, two enemy units take 3 hits each. This isn't quite as powerful as the other symbols, but it gives you more firepower since it hits more units.
- Very Fast: Fast +1. The unit can move 12" and charge/rush 24".
Psychic Spells[edit]
- Twisted Ecstasy (4+): Enemy unit within 12" suffers -1 to shoot on their next turn. Important since you're only protected by a mere 2+ save for the most part.
- Seizure (4+): Enemy unit (range indeterminate) takes an AP 2 Deadly 3 hit. Another psychic sniping spell.
- Pleasure (5+): Friendly unit within 12" gets Regeneration whenever they suffer wounds next. Awesome.
- Pain (5+): Enemy unit within 12" takes 3 AP 2 hits. Not much, but it can soften up a bigger unit.
- Frenzy (6+): Friendly unit within 12" immediately charges 6" and gets +1 to hit them that turn. Most spells just settle for moving you into combat, but this makes sure the charge actually takes.
- Overload (6+): Enemy unit within 6" take a single wound for each model, making it way deadlier for hordes.
Units[edit]
- Champion of Lust: The lust warrior that wields a staggering number of attacks. The fact that it has so many makes any weapon appealing, even the otherwise very risky spear. The lust champion is the only other hero that can take a mount: a lust beast for Very Fast and Impact.
- Lust Warrior: Your infantry comes with two attacks, an appreciable benefit alongside Fast. The banner of lust grants Strider, giving the warriors even more mobility. As with other warriors, you can still grab a command group for Fear (in case you wanted to weight combat resolution harder in your favor) and replace the CCWs with either dual CCWs, magical weapons with Rending or heavy weapons with AP 2.
- Lust Beast Rider: Lust warriors are already wicked fast, so the fact that they can ride beasts with Very Fast and Impact 1 just makes them even more blinding. These will absolutely be the first to the fray and the first to demolish. They will also offer a lot of attention, so you'd best make sure they remain on top when it comes to charging. The moment they aren't stuck in is the moment they die.
Army Building[edit]
Starter Armies[edit]
General Advice[edit]
Tactics[edit]
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Tactics[edit]
Grimdark Future Tactics Articles | |
---|---|
General: | General Tactics |
Alien Hives: | Alien Hives - Soul-Snatcher Cults |
Aliens: | Dwarf Guilds - Eternal Dynasty - Jackals - Orc Marauders Robot Legions - Saurian Starhost - TAO Coalition |
Battle Brothers: | Battle Brothers - Custodian Brothers - Prime Brothers |
Elves: | Dark Elf Raiders - Elven Jesters - High Elf Fleets |
Havoc: | Havoc Brothers - Machine Cult Defilers - Wormhole Daemons |
Humans: | Battle Sisters - Feudal Guard - Gangs of Hive City Human Defense Force - Human Inquisition - Infected Colonies Machine Cult - Titan Lords - Rebel Guerillas |
Ratmen: | Ratmen Clans - Vile Rattus Cult |