Wednesday, March 6, 2013

Cold, Ghastly Arithmetic

I just played another game with the new Daemons, and I'm starting to come to some hypothesis about things that a smart Daemon player should keep in mind while building lists.  I used 16 flesh hounds, and they were easily the stand-out MVPs in the game, accounting for roughly half of my total kills.

With the sheer number of multi-wound models we have as Daemon players, I think it's useful to begin by looking at the points per wound in our armies.  This is important because it gives us a rough handle on our army lists's ability to absorb damage.  While other factors, such as toughness and ability to loose multiple wounds simultaneously through instant death come into play, as a rough baseline, I think that looking at the raw points cost per wound gives you a solid starting point for analyzing an army's durability.


Excluding HQs and vehicles, and ignoring (for the moment) toughness, we can easily come up with a points/wound analysis of the various units in the Chaos Daemons codex.

Elites:
  • Bloodcrushers - 15 points/wound
  • Flamers - 11.75 points/wound
  • Beasts - 13 points/wound
  • Fiends - 11.66 points/wound
Troops:
  • Bloodletters - 10 points/wound
  • Daemonettes - 9 points/wound
  • Horrors - 9 points/wound
  • Nurglings - 5 points/wound
  • Plaguebearers - 9 points/wound
Fast Attack:
  • Flesh Hounds - 8 points/wound
  • Screamers - 12.5 points/wound
  • Plague Drones - 14 points/wound
  • Furies - ~ 6 points/wound
  • Seekers - 12 points/wound
Now, if we combine all three of those lists and ordering them from lowest cost to highest cost, we can see the following:
  • Nurglings - 5 points/wound
  • Furies - ~ 6 points/wound
  • Flesh Hounds - 8 points/wound
  • Daemonettes - 9 points/wound
  • Horrors - 9 points/wound
  • Plaguebearers - 9 points/wound
  • Bloodletters - 10 points/wound
  • Flamers - 11.75 points/wound
  • Fiends - 11.66 points/wound
  • Seekers - 12 points/wound
  • Screamers - 12.5 points/wound
  • Beasts - 13 points/wound
  • Plague Drones - 14 points/wound
  • Bloodcrushers - 15 points/wound
 At the low end, Nurglings, Furies, and Flesh Hounds stand out.  Of those, the nurgling are most vulnerable to instant-death, being vulnerable to it at S6, and having each instant death attack removing three wounds.  Furies are interesting, but if upgraded with allegiance to one of the ruinous powers, their points/wound go up fairly significantly.  They are immune to losing models through instant death, but their ridiculously low leadership will, I believe, lead to them being crippled by daemonic instability.  Flesh Hounds, on the other hand, look like an interesting balance between wound cost and overall survivability.  With T4, they're reasonably resilient and only lose two wounds per instant death hit.  Add in their overall speed and hitting power, and they look like they've got amazing potential.

On the high end, bloodcrushers and plague drones look to be the least efficient.  The plague drones near-immunity to instant death, however, likely merits a second look.  However, I'm unsure if bloodcrushers are worth the cost, especially when compared with a similarly-pointed unit of bloodletters.  You do gain hitting power, speed, and the ability to charge with S6 power weapons, but overall negatives compared to utilizing bloodletters makes me hesitate to incorporate them.

This is just a start, however, because we also need to consider how the offensive capabilities of each unit figures into the mix. 

17 comments:

  1. I like this. Didya win?

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    1. Yeah, I did. Hounds basically killed every scoring unit he had, using multi-charges to stay locked in combat during his turn.

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  2. Thanks for this write-up. Sometimes I'm just too lazy to do things like this myself, so you helped a lot :)

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  3. Nurglings have actually gone up to 4 wounds in this codex, so they'd look better initially at 3.75 points a wound, but instant death is extra painfull.

    As a cheap infiltrating "in your face so you ignore my Seekers" unit I like them! Just don't expect them to hurt anything.

    Krucifus

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  4. Whilst seekers are 12 points per wound and plague drones 14, I think the drones could be a better choice for a getting an icon up field. Higher toughness and less models per wound means its easier to hide them (and of course they have shrouded). Throw in FnP and they can get right up to the enemy and survive so you can DS of their icon. May be irrelevant if the errata does not change the rules. The seekers are slightly faster, but the jumping of the drones probably matches this.

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    1. I am building a 7 strong squad of drones as we speak for my "nurgle drop" hope it is tough enough and fast enough to get the icon downfield.....my main concern atm is a unit to fullfill the role of duality and being a threat so that they need to think twice about the drones as the primary target..2 nurgle flying dps and 3 beasts is my current plan

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    2. The problem I see with all the strategies for using other units to distract from the icon unit, is that they will only work once. Once your opponent learns that the real threat comes from the icons, they'll just ignore your other units and blast the icon unit. Don't really know what the answer to this is - maybe several icon units?

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    3. Until and unless the icons are errata'd there is no need whatsoever to risk putting a valuable unit on the tabletop to set off the strike chain. Simply deep strike a small expendable squad of Plaguebearers with an icon and drop the Drones off that, then the rest of your force as desired.

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    4. Right..were thinking hypothetical if the icon rules is faqd up. Im thinking if the main force is left alone the other force should be able to do some serious damage..also..even concentrated power might not be able to eat through that many drones before the chain is set off

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    5. If you know who you're playing it will make it much easier. For low shooting armies like 'nids you might get away with seekers or daemonettes, for the more shooty armies I think drones will be best bet. How about a big unit of drones backed up by two units of seekers or daemonettes? For your nurgle force, maybe two big units of drones? - they're powerful enough to be useful beyond being simply an icon bearer. The nurglings and beast will at least work to block move and charges, even if no one shoots at them.

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    6. 2000 points in an all nurgle army and you could take 3 or 4 small units of drones with icons in all, and still have fast attack options for the reserves. With icons being only 10 points now, it's not a lot of extra points. It would also open lots of bluff and counter bluff - which icon is positioned the most effectively? which icon does your opponent think you don't care about? Could be fun.

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    7. One last thought! 3 Nurgle soulgrinders could work as cheaper versions of the daemon princes. They have the potential to cause serious damage, and, since your drones are immune to strength 9 ID, might attract all the heavy weapons their way (and will be hard very to destroy if in cover)

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    8. With slow and purposeful, they are little more than battle cannons on legs. Not easy to get them in charge range without deep striking.

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    9. I was thinking of keeping them back in cover. Against small power armoured armies, or vehicle heavy armies, their phlegm might be enough to force attention away from the drones. It only has to work for one turn for the drones to survive, and 3 grinders in backfield will be useful throughout the game.

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  5. sorry more, not less, wounds per model on the drones - so less of them and easier to hide

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  6. Has anyone noticed that Pink Horrors stuck in ruins would be next to impossible to shoot to death? Pink horrors + (3+ Cover Save) + Go-to-ground (Because you can use psychic powers when you go to ground) = a 2+ Cover Save, with re-roll 1's. And you still get to shoot stuff!

    BOOM!!! I love pinkies!!!

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    Replies
    1. Yes. They are terrific backfield scorers for that reason.

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