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Warhammer 40,000/Tactics/Daemons of the Ruinstorm (30k)
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===Troops=== '''Ruinstorm Lesser Daemons:''' Your basic foot infantry, starting at 60 points for five daemons with two wounds and two attacks with fours in the rest for 12 points each, while this seems cheap for a pretty good stat line buying emanations can rack up the points really quickly. A squad of 10 is 5 points cheaper than a 10 man tactical squad, and at 20 daemons, they only cost 15 points more than the equivalent in tacticals. The differences are that these have +1 attack, +1 wound, a 5+ invulnerable save and a 4+ save... Adding the usual brass collars/warp scaled hide and flensing talons, a squad of 20 costs 400 points, but is comparable to a squad of 20 terminators, as their 2 wounds roughly makes up for the terminator's improved armour save, however these get S5 and T5 for the first two turns, making them one of the most effective deathstars in the game and an unbelievable troops choice! '''Ruinstorm Daemon Beasts:''' Despite having better statlines compared to Lesser Daemons, they only come in squads of 3-10 and have the same number of wounds and attacks with fewer available models, it's only a +1 Strength/Toughness difference so don't really expect them to mulch their way through big units or create tarpits as the game progresses. The fact they are Beast-type units means you now have a fast moving choice which can be useful even if you're not using one of your weird objectives since they can happily deny an objective. It also allows you to set them up as troubleshooters that are able to react quickly and get where they need to be for a counter charge. Because of the inherent rules of Beasts, the Quicksilver Speed emanation is completely redundant on this unit. *Giving your beasts Rending and 3+ saves is a good shout if you don't have anything more specific planned for them, as heavy bolter fire will delete these guys without a decent save. *Sundering Fangs might be a more focused choice, as you are only losing one attack each to effectively gain a S10 attack that rerolls armour penetration until turn 5, turning them into fast moving tank hunters. Against anything else, their higher toughness should also help them weather the first strike to ensure they actually get a chance to attack. '''Ruinstorm Daemon Swarms:''' Adorable little balls of demonic goodness, with four wounds a base, these guys are great for tarpits and holding backfield objectives if you are crazy enough to play the objectives like a real astartes! Beware when it gets to the later turns of the game as these guys getting ID'd by bolter fire is funny for approximately 0.12seconds then it becomes soul draining. *Don't try to get these guys into combat, you don't really have the stats to seriously take on anything, spending more points on it would probably not help you as much as you think; you only get one choice of emanation so you should make it count. That time you got six Rending attacks for each model might be funny, but realistically your squad is going to get squished in short order and other units can throw out more/better attacks with more bodies. With fewer models at least their emanations don't cost so much. Take 3+ armour to keep them standing where possible, or daemonic wings to help them move around. *With only Strength 2 these units will dissolve automatically at turn 7 due to the Tides of Madness rule. This is worth bearing in mind for objectives and victory points purposes. *They probably work best in Maddening Swarm Dominions, as the extra emanation and the ability to become psykers turns what is essentially a throwaway unit into something with a lot more bite. '''Ruinstorm Possessed:''' Your choice of auxilia or legionaries hosting neverborn with no mixing between the choices. Throw them in as disposable chaff: they are only Support Units, they don't benefit from any Aetheric Dominion, they will never score ''(irrelevant if you are using special objectives)'' and they are barred from joining Independent Characters. Despite all of that, they are your only unit in the whole army that has ranged weapons by default and they have a rather nice variety of options, including being your only venue for melta, plasma, and Fists/Thunder Hammers (for legionaries), so they are going to be your only troops choice that can realistically deal with vehicles. Your enemy scores nothing from killing them, and having them allows you to have a presence on the board until your daemonic legions enter the field. They can also deny objectives too, so bear that in mind. *Deploying normally also makes them useful for defending Warp rifts if you decided to set them up in your own deployment zone. *While they appear equivalent to Auxilia/Legionaries, try not to think of them that way. They all lost a point of Initiative in the act of possession, so most instances they will be striking last in close combat. They don't have any other supporting benefits such as ''Provenances'' or ''Legiones Astartes'', no access to transports or any cool wargear to enhance them in any particular way means they will perform below your expectations. They do have all Ld9 at least, so are competent enough to be trusted to hold a position, but they are probably going to swept up in the first combat they lose. It is best to think of them as classic skirmisher units: get them into a position your enemy wants and harass them with a few shots, forcing the other player to deal with them. A couple of turns shooting/assaulting a unit that gives him no victory points is another couple of turns your own Daemons have to get into a better position for a charge. *Ask yourself if you even really need to spend the points on Space Marines when you could just have more disposable men, or another squad, for the same cost as the upgrade. Get them into a position with cover and lascannons or plasma will treat them all the same way in the end.
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