Wormhole Daemons Firefight Tactics

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Wormhole Daemons
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Daemons
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

Why Play Wormhole Daemons

The wormhole daemons are really four smaller armies fit into one group. All of them have their own unique rules, you'll notice that all of them have a generally similar pattern of things.

Pros:

  • Incredibly powerful heroes
  • Your army lists are rather simplistic since you have four of them under the same banner
  • Each army list comes with their own specialty
  • Ambush all over the place

Cons:

  • No synergy between your different daemons
  • Shooting is incredibly limited, with nothing long-range

Universal Special Rules

  • Daemon: This model may be deployed as if it had either Ambush or Scout.

Daemons of War

The Daemons of War are bluntly simple with their passions: ripping things up in close quarters. Your is Furious as par for the course, and you have beasts that are even Fast on top of that. Every unit comes with Furious and lots of AP, so fighting is in their very nature. Another benefit is that you have ways of blunting psychics in the area just by existing - while not the same as outright shutting them down, you can definitely make sure that your forces won't need to contend with them.

Special Rules

  • Banner of War: Friendly units within 12” count as having Impact(1).
  • Gift of War: Friendly units within 12” get +1 to hit rolls when fighting in melee.
  • Resistance: This model gets +2 to its rolls when blocking enemy spells.
  • Symbol of War(X): Once per activation, roll X dice. For each 4+ one enemy unit within 18” takes three AP(2) hits.

Units

Heroes

  • Champion of War: Essentially an elite blood warrior, but that is nothing to make light of with the option for Gift of War for melee support or Symbol of War(1) for some off-turn shooting.
    • Melee: Its base Flame Axe is a fearsome weapon, with AP(2) and Rending to chop through most anything. You can trade it for a cheap Flame Gauntlet if you need that max AP all the time, a Flame Hammer if you're intending to fight more mobs, and the Flame Spear to kill heroes.
    • Shooting: Aside from the Symbol of War, you have only one other option for shooting. Thankfully, the Flame Whip is also AP(2) so you can take down enemies from a decent range.

Infantry

  • Blood Warrior: Your basic infantry has Furious and AP(2) on their attacks, making them very keen on ripping apart most infantry. Grab a command group and they get Fear while a Banner of War gives neighboring units a welcome Impact(1). You can also give one a different set of weapons, be it a second CCW, Rending or AP(4). These guys benefit more than any other from exploiting Ambush, since they have no other means of getting close and will die if they get hit.
  • War Fury: Flying chaff weaker than the Blood Warrior. Fortunately, they're still Furious and their claws are quite dangerous with AP(2) and Rending. If you're really keen on taking on things heavier than infantry, you might want to consider the Armblades for a guaranteed AP(3).
  • Blood Hound: Notably more dangerous with a 3+ quality, while Fast lets them run ahead of the army and harass any enemies. This helps you with softening the enemy before your Blood Warriors can begin with cutting them up. You can buy Resistance or Impact(1) depending on what exactly you plan on doing with them.
  • Beast Rider: Your lone cavalry choice is quite a devastating package. Tough(3) and a 3+ defense make them quite tanky and the combination of AP on all their attacks and Impact(3) means that whoever they charge will not survive. As with the Blood Warrior, you can replace the CCW, but you can only take the Magical CCW for Rending or a Heavy CCW for AP(4).

Daemons of Change

The Daemons of Change are more defensive than most. The entire army has Stealth across the board. The daemons of change are also very focused on casting, as even your troops have some manner of Psychic potential. Also vital is that your troops present the only venue of infantry-based shooting available to the entire army.

Special Rules

  • Banner of Change: Friendly units within 12” get AP(+1) when fighting in melee.
  • Daemon: This model may be deployed as if it had either Ambush or Scout.
  • Gift of Change: Enemy units over 18” away get -1 to hit rolls when shooting against this model and all friendly units within 12”.
  • Split: Whenever a Change Horror dies, it's replaced with two Lesser Horrors. Note that you may only start assigning wounds to Lesser Horrors once all Change Horrors in the unit have been killed.
    • Split Again: Whenever a Lesser Horror dies, it's turned into a Changeling. Note that you may only start assigning wounds to Changelings once all Lesser Horrors in the unit have been killed.
  • Symbol of Change(X): Once per activation, before attacking, roll X dice. For each 4+ one enemy model within 18” takes a single AP(3) Deadly(3) hit.
  • Warp: Whenever an enemy rolls to block a weapon with this rule, any unmodified rolls of 1 deal an extra hit.

Psychic Spells

  • Blaze (4+): Enemy within 6" takes three AP(2) hits. Excellent for elite units and heroes.
  • Breath of Change (4+): Two friendly units within 12" add +1" to their Advance moves and +2" to their Rush and Charge moves, giving you the means to control the flow of battle a bit.
  • Cursed Mutations (5+): Enemy unit within 6" rolls a number of die equal to the number of models in the unit. Every roll of 3+ deals a single hit, making this best for mobs.
  • Steal Power (5+): Two enemy units within 18" take -1 to hit when shooting, which you'll need because of their squishiness.
  • Bolt of Change (6+): Enemy unit within 12" take an AP(4) hit with Deadly(6). Rest assured that whoever you target, they will DIE.
  • Loyalty (6+): Friendly unit within 12" gets Regeneration for their next activation, which will be very precious for them.

Units

Heroes

  • Champion of Change: An elite Change Warrior toting a decent melee weapon and the potential for spell casting. Alongside casting, Gift of Change is also recommended for that extra protection and Symbol of Change(1) provides some off-turn shooting if you need that hero dead.
    • Melee: The stock Power Staff gives some Rending Warp attacks, which you can exchange at for a cheap Power Gauntlet for anti-armor, a Power Hammer for Blast, or a Power Spear to hunt down heroes. Seeing that Warp relies upon rolling lots of save rolls, you might be dissuaded from taking the Power Spear.
    • Shooting: Even without buying the Magic Bolt, you've got plenty of shooting from the spells and Symbol of Change. What the bolt does is provide something constant that can't be denied.

Infantry

  • Change Fury: Very flimsy, but they're also very mobile with Flying. They also get a pair of Rending Warp attacks, which you can upgrade with Armblades for AP(2).
  • Change Warrior: Your basic infantry are the only ones out of the entire army to have a stock shooting weapon, though it's pretty meager. Their CCWs are also rather meager at only a Warp attack that hits on a 5+. Also unique among them is their ability to gain Psychic(1), giving you an extra venue of casting. You can buy a command group for Fear, and then complement it with a Banner of Change to improve the AP of nearby allies. If you're planning on extra melee, you're likely to buy them Dual Hand Weapons, though you could also buy them a Halberd for Rending or a Great Weapon for AP(2).
  • Change Horror: Essentially a Change Warrior with no wargear choices and a considerably higher pricetag. Why is that, you ask? Well they have a special rule that means that if any models die, they become...
    • Lesser Change Horror: Two of these guys. Note that these guys carry no upgrades over and are weaker. If these guys bite it, then they turn into...
      • Changelings: This. There is no unit more pathetic as they, for they will immediately die if hit by anything because of its measly 6+ defense. You can try to use them to hit back anything while protected by the blues, but by this point the unit's lost.
  • Scorcher: Each of them has three Rending shooting attacks but suffer when in melee. While they're capable of fighting up close with three attacks hitting on a 4+ and Tough(3), that shooting's what they are best at.
  • Screecher: This guy is very mobile with Fast and Strider while Tough(3) lets them take a blow before they can close in for the attack. Their role is to pretty much tie up units so that your others can focus their fire at priority targets.

Daemons of Plague

The Daemons of Plague are a thematic opposite to the Disciples of Change. Where Change focuses on avoiding getting hit at all with Stealth spam, Plague focuses on taking all blows with Regeneration being freely available while being able to give it back with Poison. This does come at a cost however, as Regeneration makes all units that take it very expensive.

Special Rules

  • Banner of Plague: Friendly units within 12” get Rending when fighting in melee.
  • Daemon: This model may be deployed as if it had either Ambush or Scout.
  • Symbol of Plague(X): Once per activation, before attacking, roll X dice. For each 4+ one enemy unit within 18” must immediately take a Dangerous Terrain test.

Psychic Spells

  • Blessed Virus (4+): Two friendly units within 6" gets Stealth the next time they get shot at. Now you have protection before AND after you get shot.
  • Muscular Atrophy (4+): Enemy unit within 6" must roll a number of dice equal to the number of models in the unit, with each 4+ dealing a hit. Better for mobs than anything else.
  • Plague Curse (5+): Enemy unit within 12" takes an AP(4) hit with Deadly(3), making it a big sniping power.
  • Putrefaction (5+): Two friendly units within 6" gets +2 to the AP of all melee weapons for the next fight phase, making them super dangerous on heavy armor.
  • Pestilence (6+): Two enemy units within 6" take -3" to Advance moves and -6" to Rush and Charge moves, making this great for trapping enemies.
  • Rot Wave (6+): Enemy unit within 12" takes 4 AP 2 hits, making this better for most small units.

Units

Heroes

  • Champion of Plague: An elite Plage Warrior with a fancy weapon and Regeneration to give it extra protection. While it is capable of becoming Psychic, you can also buy Symbol of Plague(1) to give it off-turn shooting.
    • Melee: The champion of plague carries a Plague Sword, whose every swing carries the risk of Poison and Rending for extreme risk. If you're more worried about mobs, you can grab the Plague Hammer. If you need guaranteed AP, then the Plague Gauntlet might be more your speed. The Plague Spear is there for anyone keen on hunting heroes.
    • Shooting: Aside from the Symbol of Plague and spells, you can buy a Plague Sling for some extra Poison shots. While it's lacking in AP, it can prove to be dangerous on anything with lower defenses.

Infantry

  • Plague Warrior: This daemon has Regeneration, so they're more than capable of taking the same abuse any of their colleagues can and then some. The Banner of Plague grants Rending, which goes well with the Fear given by a command group (though it invalidates the need for Magical CCWs). Its base CCW is decent enough with Poison, though like other warriors you can upgrade them for a second, a magical version with Rending or a heavy version with AP(2).
  • Plague Fury: Regeneration thankfully helps offset the fragility of these flying nuisances, and Poison combines with the claw's Rending for some really devastating crits. If you're not so optimistic about your rolls, you can instead buy Armblades for a fixed AP(2).
  • Plague Swarm: Regeneration makes this particular swarm a bit more annoying, as they're now a good bit harder to remove on top of being Tough(3).
  • Plague Fly Rider: Your Plague Warrior now has Strider to become more mobile and an extra three attacks with AP(1) from the fly's stinger. Your options are cut pretty short in return, only getting the option to add Poison to the stinger or a new ranged Poison attack.

Daemons of Lust

Lust is all about speed. Your units have some form of Fast to allow them to cover ground quickly and a lot of attacks. They'll need those attacks because they lack any special defenses or much AP. Their melee game contrasts with War because Lust focuses more on throwing tons of die whereas War is about making hits that cut down enemies while laughing at their armor.

Special Rules

  • Banner of Lust: Friendly units within 12” count as having the Strider special rule.
  • Daemon: This model may be deployed as if it had either Ambush or Scout.
  • Gift of Lust: Friendly units within 12” move +2” on Advance and +4” on Rush/Charge. It's not quite Very Fast, but it's shareable.
  • Overload: A superior version of Relentless, any natural 6s to hit allows your models to roll two extra attacks. However, like Relentless, these new hits can't generate more hits themselves.
  • Symbol of Lust(X): Once per activation, before attacking, roll X dice. For each 4+ two enemy units within 12” take three hits each.
  • Very Fast: This model moves +4” when using Advance and +8” when using Rush/Charge.
    • Speed Boost: How you can boost a Fast model to Very Fast.

Psychic Spells

  • Acquiescence (4+): Two enemy units within 12" suffers -1 to shoot on their next turn. Important since you're only protected by a mere 4+ save for the most part.
  • Seizure (4+): Enemy unit (range indeterminate) takes an AP(2) Deadly(3) hit. Another psychic sniping spell.
  • Pain (5+): Two enemy units within 12" takes two AP(4) hits. Not much, but it can soften up a bigger unit.
  • Pleasure (5+): Two friendly unit within 12" gets +1 Defense whenever they next suffer wounds Awesome.
  • Frenzy (6+): Friendly unit within 12" gets Impact(1) on their next charge.
  • Overload (6+): Enemy unit within 6" rolls a number of dice equal to the number of models in it, dealing a hit on each 2+. This makes it way deadlier for hordes.

Units

Heroes

  • Champion of Lust: The lust warrior that thinks it's a daemon champion. That's not a knock, as it's plenty dangerous and can be Psychic as well as buy Gift of Lust to make its fellow daemons even faster as well as Symbol of Lust(1) for off-turn shooting. Daemon helps it close the gap very easily, and buying a Lust Beast for a mount so they can move even faster in case you're worried about it getting shot down.
    • Melee: Its default weapon, the Ritual Blade, gives you a decent number of attacks, though it lacks any AP to speak of outside of Rending. If you're going after mobs, you're better suited for the Ritual Hammer, while the Ritual Gauntlet gives a fixed AP(2) and the Ritual Spear is for felling heroes.
    • Shooting: Aside from Symbol of Lust and spells, you can also buy a mundane ranged weapon for the champion. The Crossbow might lack AP, but ranged attacks are few and far between.

Infantry

  • Lust Warrior: Your infantry comes with Overload, an appreciable benefit alongside Fast. The Banner of Lust grants Strider, giving nearby allies even more mobility - especially if you combine this with the Gift of Lust. As with other warriors, you can still grab a command group for Fear (in case you wanted to weight combat resolution harder in your favor) and replace the CCWs with either Dual CCWs, Magical CCWs with Rending or Heavy CCWs with AP(2).
  • Lust Fury: Surprisingly fragile, but Fast and Flying mean that it can easily close in for the strike before the enemy can strike back. It comes stock with AP(1) Armblades, but if you're willing to risk it for Rending, you can buy Claws - which is the opposite of how other Furies have it.
  • Lust Beast Rider: Lust warriors are already wicked fast, so the fact that they can ride beasts with Very Fast and Impact(1) just makes them even more blinding. These will absolutely be the first to the fray and the first to demolish, especially with a command group.

List Building & Tactics

General Advice

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Tactics

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See Also

Wormhole Daemons
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future: Firefight tactics
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Gangs of New Eden - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Wormhole Daemons