Tag Archives: review

Unit Review: Summoned Lesser Daemons

This is a unit in the Warhammer 40K Chaos Space Marines Codex that is often overlooked. I mean really, it’s only 2 points cheaper then a basic Chaos Marine and has the same statline, but gives up it’s armor, weapons, and wargear to get a 5+ invulnerable, Fearless, and a quasi-deep-strike off icons.

So, it’s more fragile against most stuff it’s likely to fight. And it has trouble assaulting into cover due to a lack of grenades and a weak save. What’s it good for? Tactical Reinforcements.

Essentially, these little guys are good for popping up where you need a little extra help. They can assault the turn they arrive, so they con pop down and join an on-going assault, or tie up a nearby enemy unit that stinks in melee (hi guardsmen, how are you today?), or they can also be a cheap scoring unit to leave sitting on an objective twiddling their thumbs instead of wasting one of your pricey killy units on that job.

For example, Plague Marines are often looked to for holding an objective. But even a small squad is very expensive. And if they sit on the home objective all game while the rest of the army goes after the enemy, they usually just sit there being an expensive paper weight. Lesser Daemons can fill that same job for much cheaper.

They can also throw enemy plans off. 1 scoring unit moves near 2 objectives and the enemy commits to trying to contest the 1 the unit could likely reach. Suddenly there’s a second scoring unit and not enough enemy forces to stop them both.

Now, not every army has equal use for these things. A highly mobile army with lots of bikes, transports, raptors, etc, probably has the speed to change up the battle plan as needed. Less mechanized forces can find the extra flexibility of bringing them in quite desirable.

And that’s ultimately what lesser daemons offer. Tactical flexibility. Anytime you can reliably place a unit where it needs to be after the battle has already started shaping up, that gives you an advantage. They’re a bit on the weak side, but for the price, they’re worth it.

WH40K: Possessed, a Chaos Space Marine unit review

This is one of those units that’s got a real love / hate thing going. On the one hand, the models look really great. So much so that even if you never actually play them as possessed, they’re still worth a buy just for all the neat plastic bits they’re made of. From a fluff perspective they’re pretty neat, too. Marines that have joined up with a daemon to become even more powerful. Great back-story for some evil dudes. Alas, that’s about all they have going for them, because they basically stink on the table top.

Now, allow me to elaborate on just why they stink. First, we need to look at their role in an army. They have no ranged abilities whatsoever, and they don’t count as a scoring unit. That basically just leaves assaulting stuff. Now, with their base strength and only a 1 in 6 chance of getting rending to boost that, they’re pretty well stuck hunting just infantry. That’s ok though, nothing wrong with some specialization, just so long as they excel at their specialty.

So, do they? In a word: No.

They are rife with problems that hamper their ability to do the one thing they’re capable of. For starters, they have no assault grenades, making it problematic assaulting anything in cover. They won’t have any way to bypass armor saves in 4 out of every 6 games, either, and they don’t have massive numbers of attacks to compensate.

Their random ability is a level of suck all it’s own, and for 1 very simple reason. It’s rolled for *after* deployment. You could get a fast-moving flanking unit with Scout or Fleet, a tarpit unit with Feel No Pain or Furious Charge, or a nasty elite troop-killer with Rending or Power Weapons. But you typically don’t deploy those types of units in the same place. So having to hope you placed them well for what they get is a crap-shoot at best. About all you can do about it is plop them in a rhino to reposition once you have a clue what they’re going to be doing that game.

Even so, they’re not abysmal in CC. But they don’t exactly shine either. In fact, for the same points you pay for 8 possessed, you can get a kitted-out chaos marine squad of 10. The basic marines give you far greater flexibility with their ranged options and varied role capacity based on how you gear them up, they count as scoring units, and they fight better then possessed in CC. That’s right, basic chaos marines outperform possessed at the only thing possessed are good at (yes, I ran the math to prove it, and the basic marines killed more and outlived more then possessed 5 out of 6 times). Ok, if possessed get Power Weapons they’re better. But that’s a 1 in 6 shot of not sucking in comparison, and even then they have to contend with not offering scoring status.

Result? You have an Elite troop-killing unit that can only fight in close combat, but is itself outshone by the most basic troops in it’s own codex at the only thing the unit is even capable of. That’s just… sad.

Unit Review – Deliverers [WM]

Deliverers are an indirect fire unit for the Protectorate of Menoth. These religeous nutbars go into battle with a pack full of gigantic bottle rockets and then launch these from what amount to a bit metal tube. It’s not accurate, and there’s always the chance of a misfire incinerating the user anyone unfortunate enough to be nearby, but by golly they can put some hurtin’ on whatever they actually hit.

This is a dirt cheap unit at a scant 46 points for 6. They have exceptionally long range 3″ AOE blast weapons with a special “innacurate” rule. This rule basically means that unless you shooting at a stationary target or the side of a barn, you’ve a good chance of missing. But that’s ok because you’ll likely still hit something with the blast. It’s only a POW 6 blast normally though. So don’t expect to start dropping heavy cavalry or warjacks with it. But it will bring the pain to all those high def / low armor types. Most ranged infantry, for instance. Or some solos. Or even stealthed enemies, since while you auto-miss you’re basically counting on that anyway with the poor aiming ability of deliverers.

When it comes to using them on the battlefield, they make a good harassment and denial unit. Squishy enemies will want to keep thier distance or they risk a rain of carpet-bombing. Good units to combo with them include Severius (eye of menoth, death sentence), Seneschals (chain slam for knockdown), Aiyana & Holt (chain knockdown & Harm effects), Harbinger (tremor of faith), Kreoss (knockdown feat), and basically anything else you want that can inflict knockdown, slams, or stationary. Deliverers are prime candidates for the Pop ‘N Drop combo.

Thier primary weakness is in thier typically low actual POW of attacks due to blast damage. In time we might be lucky and see some weapon or unit attachments that can do something about it, but until then thier targets are centered around the squishier infantry and maybe some bonejacks.