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View Full Version : How to upgrade your Daemon Heralds.



chicop76
11-18-2013, 07:04 PM
I open a topic with Marines and now taking a look at Daemons. Besides CSM Daemons can have a lot of variety in a build. The variety is due to the random rolling for the most part. Anyway I could had cover princes and greater daemons, upgrade daemons, grinders, etc. Due to marks anything can be aligned to any god you choose. For now I figure I'll cover herald builds and work from their. I choose heralds since they are often neglected in a typical daemon list.

For starters you can have as many as 5 heralds in on list. What you have to keep in mind is that if you take one fateweaver and 4 Heralds it will cost you a lot more than fateweaver and say a bloodthirster. Another problem is they can limit your princes as heavy support options.

That being said 5 Heralds with no Mcs is a viable build and allows you to let your troops shine. Interesting enough I think a mono tzeentch army can do rather well without MCs and a mono khorne army as well. Nurgle can use some winged help and slaanech really don't need MCs due to rending and high int.

Ironically by taking away the old daemon deepstrike options it does force you to want to monster up. However Daemons is still pretty strong without monstering up.


Slaanesh:

I have several builds here and will cover a few of them. Slaanesh is my favorite with Tzeentch.

I call this build no you can't hide build.

120 Herald of Slaanesh: lesser reward, greater reward, beguilement, steed

This build here works great with any Slaanesh unit. This unit is meant to kill characters that like to hide in squads, that apothecary is in a squad and getting your nerves you can easily challenge the character and kill it. That commissar is keeping that guard squad in place with stubborn, not any more. Beguilement gives the Herald the ability to pick out units and they can't decline the challenge on top of that you give the whole unit re rolls to hit. Basically you have prescience that is always on and you can snipe out characters in a challenge.

The reason for the two rewards is for variety. With a bs of 6 either strength 8 random roll would really help. The almost heavy flamer power is good. Normally I wouldnt get a flame power since it can stop me from assaulting. However with fleet it doesn't stop to many assaults.

The plus one wound is really helpful since you only have two and the micro regeneration is also help. However with this build it isn't really needed since you kill most models before they touch you. So far those three plus invulnerable saving models would warrant such a power. The feel no pain is help ful, but is good against hard to kill armies. Re roll invulnerable is ok unless you have true names.

Anyway the ideal combo would be fleshbane/ armour bane with a lesser ether blade.

For the most part it is situational. If you are fighting guard you really don't need a greater etherblade, if you are facing marines you woukd want one. For the most part I go for the two specalist weapons for the extra attack.

On a mount the herald have an extra attack.

So if you are assaulting you have 7 strength 5 attacks with ap 2 that re roll to hit with ws and I of 7. I can't think of any model able to deal with this one for the same cost. Even with a storm shield the herald can get about 2 wounds on the model. If you get armourbane and lesser etherblade you have a good chance of doing 3 wounds to a storm shield wielding character.

The real strength of the herald is to attack with a squad of slaanesh models. If a model like draigo is in a squad you can challenge the apothecary paladin while the rest of the squad fight draigo and the other paladins. I always take the banner which can possibly lower marines to ws 2 and the unit and herald can't get hit unless they roll a 5, its a one time use, but it has made a huge difference every time.

In a pinch you can take psyker powers. I prefer telepathy which if you pull out invisibility or hallucination you can do even more damage than what you was doing before.

Build 2:

165 Herald of Slaanesh: Master 2, Seeker Chariot, greater, lesser, grace

This build is a two in one. The move through cover is important which stops being immobilized. Also you can attach to a daemonette squad which will help them move through terrain.

What is cool with the chariot is you can take it as a dedicated transport and it can ride off with out the herald in it. The beautiful part is you can take 5 chariots as hqs and they won't take up a slot, you can run 9 more as heavy for 14 chariots, or forgot the three in fast for 17 chariots, bet you didn't know daemons can spam chariots.

The bonus of the chariot, besides being dirt cheap and better armored than dark eldar boats. It can do some serious damage on its own. For the price of a basic sentinel it can dish out 2d6 strength 4 rending attacks, has better armor and a five invulnerable. What is important to note marine fire bounces off the chariot and only heavy bolters can glance it. You can field an exhaulted which does 4d6 strength 4 rending hits, but seeing the other chariot is cheaper and two can do the same for cheaper I would say go with what is cheap. Oh and if you concider 3 daemonettes put out 9 strength 3 attacks which 6 would hit compared to a vehicle that can on average produce 1 more hit at higher strength it's almost a no brainer. Seeing that a chariot can possibly take out 13 armor and do some damage to troops which most can't even hurt it is a rather good investment.

Next yoi take psychic shriek if you don't get telepathy or hallucination. Now you have a moveable gun platform. You can also take lash of dispair and dish out 2d6 strengtb 4 rending shots.

What is also cool you can possibly get the strength 8 shots at bs 6 which you can lance or shoot at vehicles. In a pinch you can fir the strength 8 shot or fall back to psychic shriek.