Monday, September 30, 2019

Daemonology in 30k: Incursion

Analysis. 
The penultimate power on the new daemonology list in 30k is Incursion. This is also a summoning spell that creates a unit of either three beasts, or three brutes.

To be quite candid, I cannot envision a situation in which the player would choose beasts over brutes, given the option. Not only are brutes more expensive in terms of point, thus giving the controlling player more points, it is reflected in their stat line which is simply superior in every way to the beasts. Choose brutes. Every time. Only if you desperately want troops is there any reason to choose beasts. But I'm sure a daemons player won't be short of troops to be honest. And there's always the primaris power for that too(!).

As for the emanation to give to the unit, wings remains a solid choice along with the others that I noted in the original Primaris summoning power.

Overall, this is a powerful summoning spell, which is justified by the warp charge cost of the power. I'm not sure it is quite as warp charge points effective as Sacrifice, but its still well worth-while. 

Tuesday, September 24, 2019

Daemonology in 30k: Sacrifice

Analysis. 
We now turn to a conjuration power which is similar to the Primaris power of summoning

As the name implies, there is a sacrificial offering to the chaos gods in exchange for a one of the most trusted servants making an appearance on the battlefield.

What I found odd about this power when I first read it was the fact that the only thing to be sacrificed is a single wound. In other words, one does not (technically) have to remove a model from the tabletop, which is what I thought it would have been. Instead, you can just choose a multi-wound model to drop a single wound and gain a new miniature out of it. This is perfect for many armies since a wounded praetor will hit just as hard as one on full wounds. 

The summoned daemon, in turn, is a single Chosen miniature. In effect, this is (over) fifty free points of miniature appearing on the table for the controlling player at the cost of a single wound. This is therefore a solid power.

Unlike the Primaris power though, it only requires a single warp charge and is therefore much easier to manifest. The points cost of the summoned unit is therefore almost in line with the one-third reduction in warp charge required. I will refer readers to the Primaris power for suggestions on the single emanation permitted, with one important difference. As they are a chaos chosen daemon, they can be given the Lord of Sorcery upgrade for free (taking the effective unit worth to 75 points). This thus reinforces armies like Tzeentch in a very effective manner, and probably means it is one to watch out for on the battlefield. 

Sunday, September 22, 2019

Daemonology in 30k: Infernal Gaze

Analysis. 
If Dark Flame was a bit "shrug", then Infernal Gaze is its cousin, "meh". As a beam power, it is okay more or less for 1 warp charge. However, with a range of 18 inches and a very low strength that is not tied to the strength of the model using it (unlike emanations), the power just doesn't have much of a place in a Ruinstorm army to my mind.

Sure, the armourbane effect is nice when required (as is fleshbane), but if the daemons army is not pulling off anti-armour in another way, then this power will not make much difference what so ever.

In my (biased) opinion, this power is simply in the okay category rather than being amazing, or totally worth it. Even Word Bearers sorcerers have access to better (literal) fire power than this in principle. 

Saturday, September 21, 2019

Daemonology in 30k: Dark Flame

Analysis. 
As a witch fire power, this particular daemonic dakka is okay, but not spectacular. The torrent template is very nice, but nothing to write home about. The strength is fixed (and not based on the strength of the user as the emanations are in the daemons of the Ruinstorm list is).

The AP is poor, and soul blaze is (and mostly has been) in the okay category without being outstanding.

This, then, is a moderate power and one to think of leaving at home if you have a heavy flamer to hand instead, or for daemons, if you otherwise have corrosive vomit at a native higher strength.

Shrug overall. 

Wednesday, September 18, 2019

Daemonology in 30k: Cursed Earth

Analysis. 
As a bessing, the cursed earth power is a really powerful addition to the toolset for daemons, especially the Tzeentch variety.

The ability to provide an extra pip of invulnerability save is not to be overlooked lightly, but the real clincher is the ability to not scatter on deep striking.

Sure, these abilities are limited to a 12 inch bubble around the caster, but played right, can turn the tide of a battle. For melee daemons, the bonus save is great (and really nice as well with any other bonuses to save that the daemons can create or manufacture). However, having the deep striking forces come down where you want them can not only out-manoeuvre an opponent, but can also provide a body of daemons to screen the summoner and any unit the summoner is attached to.

Overall, I'd give this power a good rating overall and it is one worth attempting if you're not actively summoning every turn. 

Saturday, September 14, 2019

Daemonology in 30k: Summoning

Summoning. 
Malevolence introduces a replacement Daemonology psychic discipline that supersedes the one presented in the Horus Heresy Age of Darkness core red rulebook. 

The designer explicitly notes that this is to bring the discipline in to line with the new Daemons of the Ruinstorm rules presented in book eight. 

The interesting side effect of the new summoning rules is that any summoned lesser daemons gain the same allegiance as that of the summoner. This means that as well as having "traitor" daemons, the summoner can create "loyalist" daemons too. The book gives the example of the tools of the enemy being used against them (perhaps some strain of loyal Dark Angels?), or when wanton destruction is needed by loyal members of traitor units (I could readily imagine that the Alpha Legion loyalists would not think too much about using such tools at their disposal!). 

Summoned Daemons.
Turning now to the Primaris Power: Summoning. This spell creates a unit of 10 ruinstorm lesser daemons for the summoner. These new daemons do not gain any of the usual Ruinstorm rules. Instead, they have the much more classical daemon and fearless special rules. In addition, they can also have a single emanation of horror.

The question is which emanation might be best to select? Without any dominion rules, the choice is more limited than normal emanations. I would suggest one of the following:
Daemonic Wings (for quickly moving around);
Crushing Claws (for better close combat);
Bone Shard Harpoons (for general dakka);
Warp Scaled Hide (for survival).

Plausibly flensing talons is a reasonable choice too, but I'd favour one of the above depending on the situation. Horned Crown might also be viable if there's something close too. 

Overall, this is a balanced approach to summoning that does not have much of a "run away" feature; more of a reinforcement flavour, which is very reasonable. The summoned unit has a base value of 120 points, plus the cost of whichever emanation is selected. This could take the points value up to 170 points plausibly. Of course, the inclusion of such a unit might tilt the balance of a game, but in a large points value game that 30k encourages, it is not so great as to be imbalanced. However, multiple successful summonings can sway the entire game, and an opponent would be well advised to guard against it. 

We will have a look at some of the other daemonology powers in future posts. 


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