Brood Brother |
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Joined: Mon Feb 11, 2008 5:16 pm Posts: 81 Location: Belgium
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Well, in fact I already began to test a variant of the daemonic summoning for a few weeks. I used for that "generic" daemons rather than marked ones, because it's easier to use.
In few words, it works as a special rule with the following points ;
- All daemons follow the rules Invulnerable Save and Disposable. - Daemons are always kept in reserve, even greater ones. - They enter in game like the teleport rule, except from the following : * They must be put in a 15 cm radius of a chaos icon (icon bearer mainly, but since I play the lost and damned, some units like the chaos altar are quite designed to be used that way) or a warp rift (an objective the chaos player can upgrade to this thing, only to summon daemons). * They automatically pass the test for the blast markers due to the Teleport. - When their formation is broken, all daemons in it are removed from the game (they are banished back to the warp). They count as being destroyed for the matter of the game.
I use two "standards" formations for my tests ;
- Daemonic Legion/Horde with 8 units of lesser daemons for 175 points. Options : one Greater Daemon for 100 points, up to four additionnal lesser daemons at 25 points/ unit. - One Greater Daemon for 100 points. I tend to limit that one to 0-1 to keep the player to have too many activations for cheap.
The Chaos player can also buy one Warp Rift for 25 points (only if your army includes a Daemonic Legion/Horde).
I used the following profiles for my "fan made" formations ;
* Lesser Daemon Infantry, Speed 15 cm, Armor 5+, CC 3+, FF - Weapons : claws (close combat weapon) Notes : Infiltrators, Daemons (the special rule in question higher)
* Greater Daemon War Engine, Speed 30 cm, Armor 3+, CC 3+, FF 4+ Weapons : - daemonic weapon (close combat weapon, Extra Attack +1, Macro-Weapon) - psychic powers (30 cm, MW5+ AND small arms (15 cm), Extra Attack +1, Macro-Weapon) Notes : Damage Capacity 3, Daemon, Jump Packs (wings), Charismatic, Walker. Critical hit : Greater Daemon dies and all units within 5 cm suffer a MW6+ hit.
At this point, the rules makes the formations resilient to the ennemy shooting phase, but when they lose an assault, they are automatically removed from the game. It sounds harsh, but I feel it represents instability far better. Banished daemons tend not to come back before a few centuries in the fluff, so I don't see the reason why they should be able to return later in game when they are broken (succumbed to instability).
About the profiles, I think that the current lesser daemons have too much armor than they should. To my eyes, the Invulnerable Save already takes into account their daemonic nature, so the armor should "just" represent their physical resilience. I don't think the "generic" lesser daemon should have the armor of a Space Marine - it just doesn't have the equipment. To put them more in line with an imperial stormtrooper would be more reasonnable to me.
About the greater deamon, it's much simpler in fact. I just looked at the Avatar and thought "hey, an Avatar is quite the same as a greater daemon for the most part, so why not using his profile as a basic ?". I don't see why a greater daemon should have Reinforced Armor ; the fact that it can Teleport is counter balanced by their frail armor against Macro-Weapons.
Hope it can help. 
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