Wormhole Daemons Firefight Tactics: Difference between revisions

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|Links =  [[Wormhole Daemons|Overview]] - [[Wormhole Daemons Tactics|Tactics]] - [[Wormhole Daemons Firefight Tactics|Firefight Tactics]] - [[Wormhole Daemons Miniatures|Miniatures]] - [[Wormhole Daemons Quickplay Armies|Quickplay Armies]] - [[Wormhole Daemons Firefight Quickplay Armies|Firefight Quickplay Armies]]
|Links =  [[Wormhole Daemons|Overview]] - [[Wormhole Daemons Tactics|Tactics]] - [[Wormhole Daemons Firefight Tactics|Firefight Tactics]] - [[Wormhole Daemons Miniatures|Miniatures]] - [[Wormhole Daemons Quickplay Armies|Quickplay Armies]] - [[Wormhole Daemons Firefight Quickplay Armies|Firefight Quickplay Armies]]
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[[Category:Grimdark Future Firefight]]
[[Category:Grimdark Future Firefight]]
[[Category:Grimdark Future Firefight Tactics]]
[[Category:Grimdark Future Firefight Tactics]]
[[Category:Wormhole Daemons]]
[[Category:Wormhole Daemons]]

Revision as of 02:24, 28 October 2022

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

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 AP 1, 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

  • Resistance (X): Any psychics within 12" must take a -X penalty to their casting rolls.
  • Symbol of War (X+): When this unit is activated, roll a d6; on a X+, an enemy unit within 18" takes 3 AP 2 hits. This gives you enough to potentially nail an elite unit before you even make it into combat..

Units

Heroes

  • Champion of War: Essentially an elite blood warrior, but that is nothing to make light of and you with 3+ to quality and the option for a Symbol of War at a 4+.
    • Melee: Its base fire axe is a fearsome weapon, with AP 2 being able to chop through most anything, and you can trade it freely for a fire hammer, sacrificing an attack for Rending. For a mere 5 points, you could instead replace the axe with a flame spear, sacrificing even all your attacks for one hit with AP 4 Deadly 3 - the thing made to puncture heroes.
    • Shooting: You can also buy it an exalted fire whip or lash - both give two AP 2 attacks, the difference lies only in price and range. The symbol of war also provides some off-turn shooting, potentially providing a way to soften a unit before closing the gap.

Infantry

  • Blood Warrior: Your basic infantry has Furious and AP 1 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.
  • Blood Hounds: Blood hounds are also Tough 3, but they aren't quite as outwardly threatening. They're also more numerous, but that's in exchange for each of them doing only two AP 1 attacks. You can buy Resistance 1 or Impact 1 depending on what exactly you plan on doing with them.

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

  • Symbol of Change X+: When this model activates, roll a d6; on a X+, an enemy model within 18" takes a lone AP 4 Deadly 3 hit, giving a very potent ding on any heavies.

Psychic Spells

  • Breath of Change (4+): Friendly unit within 12" can now charge 3", giving you the means to control the flow of battle a bit.
  • Inferno (4+): Enemy unit within 12" takes 2 AP 2 hits. Somewhat equivalent to havoc blast, though it hits the entire unit.
  • Cursed Mutations (5+): Enemy unit within 18" takes -1 to hit, which can help since you have more squishy models.
  • Fire Storm (5+): Enemy unit within 12" must take a dangerous terrain test.
  • Blessed Mutation (6+): Friendly units within 12" gain a Regeneration save that passes on a 4+, a great save.
  • Bolt of Change (6+): Enemy unit within 12" take an AP 4 hit with Deadly 3. Rest assured that whoever you target, they will DIE.

Units

Heroes

  • Champion of Change: An elite change warrior toting a decent melee weapon and the potential for spell casting. Alongside the weapons, it also has the option to take a Symbol of Change 4+.
    • Melee: The stock exalted power staff gives a some AP 1 attacks, which you can exchange at no cost for a power hammer for a few less attacks with Rending or buy an exalted power spear for even a single attack with AP 3 and Deadly 3.
    • Shooting: You can also buy an exalted magic blast or magic bolt, giving a some AP 1 attacks, with the price determining the price. This is on top of the Symbol of Change, which is your go-to option for nailing heroes and bruisers.
    • Mounts: The champion can ride a disc of change for Fast, Impact 1, and Strider, incredibly helpful for support casting. This alongside all the shooting makes it also a good harasser unit.

Infantry

  • 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 an AP 1 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 extra CCWs, though you could also buy them a magical CCW for Rending or a great weapon for AP 3.
  • Change Horror: Essentially change warriors with a ramped up price tag. Why is that, you ask? Well they have a secret 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, but you now have some extra shooting, though it's much poorer. 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 - not even a 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.
  • Screecher: This guy is very mobile with Fast and Strider while Tough 3 lets them take a blow before they can close in to attack. Their role is to pretty much tie up units so that your others can focus their fire at others.
  • Flame Daemon: Pretty much the upgrade to change warrior. Each of them has three shooting AP 1 attacks that can hit a little further away. 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.

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

  • Symbol of Plague X+: When this model is activated, roll a d6; on a X+, an enemy unit within 18" must test for dangerous terrain. This isn't quite as dangerous, so you're less inclined to hesitate on slapping it on your greater daemon.

Psychic Spells

  • Blessed Plague (4+): Friendly unit within 12" 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 take dangerous terrain test.
  • Toxic Blades (5+): Friendly unit within 12" gets +2 to the AP of all melee weapons for the next fight phase, making them super dangerous on heavy armor.
  • Deadly Poison (5+): Enemy unit within 12" takes an AP 4 hit with Deadly 3, making it a big sniping power.
  • Poison Wind (6+): Friendly unit within 12" immediately moves 6". Pretty much Havoc Warp.
  • Rot Wave (6+): Enemy unit within 12" takes 4 AP 2 hits, making this better for most small units.

Units

Heroes

  • Champion of Plague: Fortunately, the plague champion is a unit meant for fighting with a 3+ quality to make melee worth it as well as Regeneration to compensate for its otherwise average defense.
    • Melee: The champion of plague carries a plague sword, whose every swing carries the risk of Poison. If you want to guarantee those blows, you can instead swap in the plague hammer that adds Rending on top of Poison, though you could instead buy an exalted plague spear - not exactly ideal because it's only AP 2 and Deadly 3 on top of poison.
    • Shooting: You can then buy exalted toxic bile or spit, giving you poisoned shots. This comes on top of the option for both the Symbol of Plague (not exactly the safest option considering it's a forced dangerous terrain check) and the potential for casting.

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 weapons are decent enough with Poison, though like other warriors you can upgrade them for a second, a version with Rending or a version with AP 2.
  • Plague Swarm: The swarms are slightly less accurate, but give you more attacks and Tough 3. This makes them a little better suited for tying up distraction units.
  • 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 command group's Fear, the ability to add Poison to those new stinger attacks and a 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

  • Symbol of Lust X+: When this unit is activated, roll a d6; on a X+, two enemy units take 3 hits each. This isn't quite as powerful as the other symbols, but it gives you more firepower since it hits more units.
  • Very Fast: Fast +1. The unit can move 12" and charge/rush 24".

Psychic Spells

  • Twisted Ecstasy (4+): Enemy unit within 12" suffers -1 to shoot on their next turn. Important since you're only protected by a mere 2+ save for the most part.
  • Seizure (4+): Enemy unit (range indeterminate) takes an AP 2 Deadly 3 hit. Another psychic sniping spell.
  • Pleasure (5+): Friendly unit within 12" gets Regeneration whenever they suffer wounds next. Awesome.
  • Pain (5+): Enemy unit within 12" takes 3 AP 2 hits. Not much, but it can soften up a bigger unit.
  • Frenzy (6+): Friendly unit within 12" immediately charges 6" and gets +1 to hit them that turn. Most spells just settle for moving you into combat, but this makes sure the charge actually takes.
  • Overload (6+): Enemy unit within 6" take a single wound for each model, making 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 still got plenty of blows and all the upgrades available to the other heroes.
    • Melee: Its default weapon, the ritual blade, gives you the most number of attacks, though it lacks any AP to speak of. The free ritual hammer can potentially mitigate this with Rending, or you could buy a ritual spear for AP 2 and Deadly 3, only really worth it for eternal wardens.
    • Shooting: Its optional ranged attacks also follow the trend of giving tons of attacks with no AP, with price determining the quantity and range. On top of this is the potential for casting and the Symbol of Lust, which can help manage with chaff mobs like the goblins and potentially duff up an ogre.
    • Mounts: The champion can buy a lust beast for Very Fast and Impact, granting an absolutely wicked, if fragile, charge unit.

Infantry

  • Lust Warrior: Your infantry comes with two attacks, an appreciable benefit alongside Fast. The banner of lust grants Strider, giving nearby allies even more mobility. 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 weapons with Rending or heavy weapons with AP 2.
  • 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.

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