Age of Sigmar/Tactics/Chaos/Legion Of The First Prince

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Grand Alliance Chaos

Legion of the First Prince

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Lore
Tactics
General Tactics

Be'lakor is back! With a gigantic plastic model and a pure daemon army behind him, he is here to shake up the realms.

Why play Legion of the First Prince?

Pros

  • Can mix daemons of different gods very seamlessly. Have a 40k Chaos Daemons army? You can play this
  • Constant summoning means you never run out of daemonic friends
  • Be'lakor can pass off wounds to any daemon on a 4+, so it adds to his already incredible staying power
  • Base 6+++ FNP means your squishy deamonettes and horrors stay a bit longer

Cons

  • You have to have more than 2000 points of models packed, or you are gonna be missing a lot of abilities
  • Few options for artefacts and command traits. Can limit what you take (This can be somewhat remedied by cherry-picking the best named characters, but it will still be felt).
  • A lot of Greater Daemons have command abilities that only affect daemons of their own god's lesser daemons, so you can't use a Keeper of Secrets to make bloodletters fight twice
  • At the end of the day, you have lots of daemons running around, which means little to no shooting.

Rulebooks

Faction rules and abilities: Battletome Broken Realms: Be'lakor

Forgeworld warscrolls: Monstrous Arcanum

Latest Matched play points: Battletome Broken Realms: Be'lakor

Core rules: here

Matched play rules, battleplans and expansions: General's Handbook 2022-23 Season 2, plus the battleplans from the Core Book.

Supplement all the above with any Errata and Designers' Commentary from the FAQs.

Allegiance Abilities

Battle Traits

  • First-Damned Prince: You can re-roll hits of 1 for Be'lakor while he is within 18" of one of each lesser demon. A solid ability, but requires a bit of a list-building investment. In addition, the wording is within, as opposed to wholly within, which alleviates some of the necessary pillar-humping (though it is still rather inconvenient). However, the main benefit of this trait is in the second half. Whenever Be'lakor is inflicted a wound (mortal or otherwise), you can roll a dice. On a 4+, it gets shrugged onto a pack of lesser demons within 9". This is what we're after. Be'lakor is already a massive pain in the ass to kill - 14 wounds with an unrendable 4+ is no joke, and this makes him that much bulkier.
  • The Cursed Skies: At the end of each battleshock phase, if Be'lakor is your general and on the battlefield, roll a dice for each lesser demon (or furies). On a 3+, you can return D3 slain models to that unit (unless they're Horrors, in which case your return 1). The 3+ is statistically favored, but you shouldn't plan around this seeing as your lesser demons are essentially made of tissue and shattered dreams. Overall pretty decent, but the next ability is what makes it really shine.
  • Infernal Realmwalkers: 6+ army-wide FNP. Insane. Helps your MSUs and greater demons alike.
  • Unyielding Legions: At the end of your movement phase, you can pick one LotFP hero, and roll 3d6. On a 10+, add one unit of the lesser demons that correspond to their allegiance (Be'lakor can pick any of the 4, or furies), and set them up wholly within 12", but more than 9" away from enemies. On doubles you take 1 MW, on triples you take D3 MW (40k Chaos players are in shambles over the lack of reinforcement points needed). Nothing to write home about, but it plays well with pretty much every other allegiance ability, and serves as a nice way to set up screens where needed.

Command Traits

Widely irrelevant because you should always run Be'lakor as general here. You're essentially missing out on half of your battle traits by passing him up. You've been warned.

  1. Primordial Commander: General gets +1 to Unyielding Legions summoning. Given that you already have a 62% chance of success, pretty lackluster. Skip.
  1. Ruinous Aura: Infernal Realmwalkers triggers on a 5+ instead of a 6+ for units wholly within 8". The 'wholly' within makes this difficult to pull off. Again, not worth passing up on Be'lakor for.
  1. Infernal Charge: Re-roll charges for units wholly within 12". The best of 3 very mediocre traits, you can build around this a little more than the rest - but still not worth ignoring Be'lakor for.

Artefacts of Power

  1. Fourfold Blade: Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 5+, that attack inflicts D3 mortal wounds on the target and the attack sequence ends. Particularly nasty on the Slaaneshi chariots, or anything else with a high volume of low damage attacks.
  1. Armour of the Pact: You can re-roll save rolls for attacks made with melee weapons that target the bearer. A Keeper of Secrets armed with this and a sinistrous hand is going to be deceptively bulky.
  1. Saintskin banner: ubtract 1 from the Bravery characteristic of enemy units while they are within 9" of the bearer. Good for bravery shenanigans, but not much else. Stick with the Armour of the Pactr.


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