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===Heavy Support=== '''Greater Ruinstorm Daemon Beast:''' A cheap MC that has +1 Strength over a HQ Greater Daemon, but are otherwise inferior in every other respect. Greater Daemons even use the second tier of emanation upgrades where Greater Beasts use the third, meaning that most ''(but not all)'' upgrades are more expensive for these Heavy Support choices, and they can never take wings... However, Daemon Beasts are cheaper per model and can be taken in squads, allowing you to have lots of big monsters in your army if you choose and [[Distraction Carnifex|nothing quite puts a scare on]] as as much as a squad of big beasts barreling down on something. *Great Beasts get three emanations, but any option you buy has to be applied to each member of the unit, and these guys use the most expensive tier of pricing. So even though you can have three of these for the same price as a Behemoth below, you have to then pay three times the cost for each upgrade. Remember all the rules that come stock on ''Monstrous Creatures'' and that they are affected by the Aetheric Dominion of the army, so realistically they have all the tools you will ever need right there. *Consider carefully whether your upgrades will actually give you any significant benefit before spending on them: ''Shred'' and ''Rending'' are largely lost on models that already ID marines on 2+ that ignore armour; and with Initiative 3 they aren't usually going to be striking first, even if they took Ephemeral Terror ''(Assault Grenades)'' so don't waste your points. *S8 means Rift Barbs are S10 if you feel you need some ranged anti-tank, though bearing in mind that if you take them in a squad, that costs 45 points for only one shot, since only one model is allowed to fire. As an alternative: while Spine Volleys are generally the worst ranged option in the army on other units, when taken here it becomes several shots at S7-8 depending on the turn. '''Ruinstorm Daemon Behemoth:''' A monstrosity that is between a monstrous creature and a gargantuan one; as such it already has many of the tools you already want it to have to do its job, such as AP2 attacks that cause Instant Death ''(most of the time)''. T7 and W10, [[Awesome|you are immune to bolter fire for the first two turns of the game]] ''(thanks to the T+1 coming from the Tides of Madness)'', along with a rule that normally belongs to Gargantuan creatures, the Behemoth is the only non-character MC that won't get gibbed by Instant Death so this bad boy won't be leaving the game for a while. At I2 you get to strike before those Power Fists and Thunder Hammers that might actually threaten you, so you only really need to worry about Primarchs and their equivalents, and how you fare against things like Lascannons and Melta. This all means that you can relax when it comes to choosing your Emanations rather than trying too hard thinking about how to customise them. *As a single model with a base S8, it means that the Behemoth is probably one of the better candidates for the Rift Barb emanation. Capable of firing off a S10 Armourbane shot before you follow it up with a charge ''(and you will be in charge range)''. *Consider Molten Blood as one of your emanations. For every wound this bad boy takes you will cause an automatic hit S8 hit. Yes, the enemy still gets his save, but that is instant death for Space Marines up until the 5th turn of the game. The fact you have ten wounds means there are a lot of chances for the enemy to fail their saves and fall down dead. *Spending on the 3+ save probably depends on whether you want to splurge on the points. It's practically impossible to tarpit you for the first two turns, and anything that has a good chance of actually hurting you will probably be ignoring a basic armour save anyway.
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