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Daemon Horde List

 Post subject: Daemon Horde List
PostPosted: Sat Nov 15, 2008 5:57 pm 
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I think this is too fiddly. Epic isn't supposed to track these things like this.


Agreed. Having two identical units - one that disappears at the end of the turn, or if a unit breaks and one that doesn't - in the same formation seems awkward.

The idea of instability being "break and the formation is gone" may be a bit extreme but it's certainly different - and nonetheless fitting their behaviour in the 'official' Lost and the Damned and Black Legion lists.

Some degree of 'summoning' seems right (or at least 'ongoing daemonic incursion'), and appropriate for a purely daemonic army. If I was trying to make something up, I'd suggest small formations to start the game, but drawing through additional daemons from the pool. If a formation breaks, then all surviving daemons are banished back to the pool - so they'll have to come back to be summoned on as part of a surviving formation.

Daemon engines are much more 'stable' and just work as normal units (and I think are mostly fearless, too)

Equally, following the logic of the daemons codex with the "all-deep-strikey" army, having the formations centre on a 'herald' character or greater daemon might work nicely, as might multiple chaos gates. The image of starting with almost nothing on the board seems right.

One concern is that, as is, daemonette and bloodletter formations are kind of awkward - most pure close combat formations either have a 20cm+ move, or infiltrate, or apcs, or at least some sort of firefight potential....when the daemons are part of a chaos marine formation with rhinos et al, it works fine, but running them solo, they tend to get firefighted, broken (since they can't fight back) and butchered....

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 Post subject: Daemon Horde List
PostPosted: Fri Nov 21, 2008 3:51 pm 
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Teleporting in all the formations sounds fine initially, but it runs into the problem of the difference between Teleport in Epic and Deep Strike in 40k - namely that a unit which suddenly materialises in 40k lets the enemy have a free turn of shooting at it before it gets to start chopping the enemy to ribbons.

In epic, aside from some blast markers, a daemon pack could pounce immediately if the player wins the initiative. Not inherantly wrong, but something to bear in mind with an 'all-teleporty' army.

How would a formation that doesn't exist at the start of the game buy a daemonic pact?
Besides which, this army is supposed to be 'major daemonic incursion' - daemonic pacts shouldn't be needed to maintain stability. Personally I'd avoid the whole summoning roll thing entirely.


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 Post subject: Daemon Horde List
PostPosted: Fri Jan 02, 2009 12:04 am 
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Sorry to join topic late, but these are a few ideas i've had, also link to list seems to have died?
anyhow...

*Create a low level hero/command deamon aka the heralds, summon pt cost 2-3. (these guys could have leader/commander, demonic focus etc..)
*Assign summoning pt cost to everything deamonic in the army.
*At start of the game demon player may either deploy half his total summoning pts as per normal or 1/3 of total but then all deamonic formations gain teleport.
*formations will be adhoc but will require leader style unit to maintain unit of the table post end phase.

no idea how balanced this would be just some ideas.


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 Post subject: Daemon Horde List
PostPosted: Fri Jan 02, 2009 12:35 am 
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Hey!  Thanks for the interest!

I'm still working on this list, but it's been a low priority lately.  With the "death" of the SG site, I don't think there's an active link to the army at the moment.  I'll try to post an update in the near future.

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 Post subject: Daemon Horde List
PostPosted: Fri Jan 02, 2009 9:52 am 
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Cybershadow to the rescue chroma!

He has added the fanatic that had all your competition list to this site
Cybershadows SG site revival!

Now, how up to date all those lists are I'm not sure.


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 Post subject: Daemon Horde List
PostPosted: Fri Jan 02, 2009 10:03 am 
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Demon Horde. *yummie*

On the problem with summoning versus starting.
How about the generals, ie Greater Deamons, has Pact and always stay?
All others are bought to either start on field or start in pool. But all of them subject to "pooling".

And to avoid "slow CC army", how about summoning of demon engines?

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 Post subject: Daemon Horde List
PostPosted: Fri Jan 02, 2009 10:09 am 
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And having read the Demon World list from SG... YUMMIE!
Demon World, here I come!  :vD

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 Post subject: Daemon Horde List
PostPosted: Fri Jan 02, 2009 3:04 pm 
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Quote: (Erik M @ 02 Jan. 2009, 09:09 )

And having read the Demon World list from SG... YUMMIE!
Demon World, here I come!  :vD

Yep, that's my "Daemon World" list... it needs some heavy playtesting and such as that was just an early draft for the army competition...  I'll be doing more work on it in the future.

I just downloaded the file, and while all the other armies seem okay, the Daemon World and Imperial Crusade lists seem to have so odd font/letter transpositions.  I'll have to go look at my files to see if that's a mistake *I* made or if something has corrupted them.

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 Post subject: Daemon Horde List
PostPosted: Fri Jan 02, 2009 3:27 pm 
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Indeed it need some work.
Among them my favourite. Lesser demons should be in correct numbers. The Horde thus 5 units and then upgradeable with 1 to 5 units (10 units equal double undivided).

Well, now it seem as if I can start painting various chaos at least.

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 Post subject: Daemon Horde List
PostPosted: Sat Jan 03, 2009 11:19 am 
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Just noticed this list, it looks pretty neat. However, I see two issues with it.

1) The lesser daemon formations. Plaguebearers might work. However, none of them shoot, they're fairly fragile (apart from p-bearers) and two daemon types don't firefight at all. Flamers are monsters, but they die real quick. Eight stands, fairly expensive.

2) The low initiative. You really need to get those assaults with a lot of stuff, since they don't have anything to shoot with. Put on a blast marker and those expensive lesser daemons stand around doing nothing one out of three tries. And on top of that, if they fail their activation, some of them go pop.  :sad:

So for those of you who have actually tried the list, are those an issue?


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 Post subject: Daemon Horde List
PostPosted: Wed Jan 28, 2009 10:45 am 
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I'll be playing a 6k game this evening using a Daemon World army vs Marines.

I'll let y'all know how it turns out!


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 Post subject: Daemon Horde List
PostPosted: Wed Jan 28, 2009 1:26 pm 
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Quote: (Couchmonster @ 28 Jan. 2009, 09:45 )

I'll be playing a 6k game this evening using a Daemon World army vs Marines.

I'll let y'all know how it turns out!

A battle report and photos would be great!

To make it easy, use these: Battle Report Game Log!

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 Post subject: Daemon Horde List
PostPosted: Thu Jan 29, 2009 3:06 pm 
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Okay so I had started out with the best of intentions of keeping an acurate record of last nights titanic confrontation between the forces of good evil. Unfortunatly things got to put the wayside as my opponent & I got drawn into a deep & gruling conflict.

As expected in the opening turn there were heavy losses for the Daemons but as both armies moved in for engagements they really performed well, the ability to have formations in reserve via the warprift turned a few key conflicts.

There is however a major problem, the low intiative of the army made it exceptionally hard to get off the necessary activations that could have turned the battle for the daemons, I had a couple of formations that did nothing for a couple turns which was frustrating to say the least.

All in all the list is a good one & I loved the way the army worked, when it passed activation rolls.

With regards to the army itself I didn't use any summoned units, but if you have some distinction between summoned units & those already on the field (say a different paint job) there isn't an issue. I instead went with several deamonic hordes, each god represented, with one of each greater daemon & some mutant hordes as the core. I backed these up with some daemon engines & a couple of renegade marine units. I also took the opportunity to try out a couple of daemon primarchs, I had Magnus & Mortarion on different flanks & they added that something extra to the force.

I would say if you've got the minis to give this list a go, do. It's great fun and certainly a challenging game for commander & opponent alike.

If anyone would like a more detailed list of what was used just ask & ye shall receive.

Couchmonster.





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