Sunday, 19 May 2013

Second thoughts on deamons - or how I was wrong

I'm running a 750pts 40k league at our club at the moment, just started last week. It's based on the old 40k in 40 minutes rules with the aim of getting newer players playing lots of games and learning the rules and it seems to be achieving that so far which can only be a good thing. I'm afraid i'm not that great at teaching others the game and playing with lists/in a way that give a good game without throwing a game or crushing someone. Still I had a great game with my first opponent last week. I think i'll try to give an update each week with what i've learnt about the deamons.

I was wrong about the pink horrors. A couple of people made the point in the comments on the last post about the effect of synergy on this unit, getting loads of high strength shots and using heralds to buff up the unit. I ran a unit of 12 without a herald or anything else. But even that actually performed well. As much as the possibility of giving a feel no pain save is annoying, the possibility of doing an extra d3 wounds no saves allowed when they fail the toughness test is well worth it. They are a complicated unit in terms of rules and if this happens then and if that happens then, but when i get my head fully around them I think i'll enjoy using them.

As others have been saying on the internet (specific I know!) flesh hounds seem a great unit. They are fast because of their beast status and fleet. The fleet rule really makes you confident of making a charge. I ran them with a herald on juggernaught with the locus that gives the unit hatred. To cut a long story short they killed everything they came into contact with and the herald was tough enough to split off on his own and attack small units. Although they don't have low AP attacks, they get a good number and with hatred and furious charge they do well enough wounds to overcome good saving throws.

Plaguebearers were good as I expected them to be with a 3+ cover from shooting when behind cover. I've not seen others mention this but when within 8 inches of an enemy their defensive grenades mean that they get stealth as well as shrouded meaning a 4+ cover save in the open when within 8 inches!

I love the 5+ invulnerable save. I know this has been said before but it means that 33% of ALL damage will simply disappear. I used to use these deamons in fantasy and always felt bad when I rolled those 5s and 6s for the ward save. Now I think there is something more important than the merely statistical theoryhammer aspects of how many fewer wounds you will take as a result. There is I think a psychological factor which can demoralise your opponent. A 5+ feels to people like it really should fail more often than not whereas in reality it will pass 1 out of 3 times. Because there is nothing your opponent can do about your 5+ invulnerable save every time that 5 or 6 comes up it's noticed, it feels like a cheat, it's frustrating. People start feeling like they just can't kill your stuff and it puts them off their game. I think the value of the 5+ invulnerable is as much it's effect on your opponent as the amount of models you save by having it.

There's my latest thoughts on the deamons - I'm looking forwards to playing them more  specifically using some of the bigger creatures such as the bloodthirster.

What are your experiences of the deamon units?
What do you think is the value of the 5+ save?

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