Wednesday, June 20, 2012

Daemon Elites- which is the best?

There's been a lot of debate on the blog as of late of which is the best choice for the heavily contested Daemon Elite slot. With a bunch of mathhammer, I am going to solve the problem.
Consider this an addition to the Elites review.
Beasts of Nurgle are out.
"doesn't anyone love me?"
We'll use closely points-equivalent squads of each-
210pts, 7 Fiends. 
205pts, 5 Flamers with Bolt. 210 pts,
200pts, 5Bloodcrushers.
In each chart, the green cel is the one that did the best.

First we'll look at their anti-infantry: how many GEQ, MEQ, TEQ and carniFEX they kill on the charge (or flame, assuming flaming hits 4 models each)
I checked warpfire for the flamers, it's worse than Breath.



GEQMEQTEQFEX
Flamers10106.662.5
Fiends17.1174.084.66
Bloodcrushers11.1111.117.4076.66


It's slightly surprising that Bloodcrushers are better at killing MEQ and TEQ than flamers- only by one model, mind you, but it is surprising. Fiends are far and away the best at killing GEQ, but the lack of power weapons seriously hampers their ability to kill tougher opponents.

Now let's look at Anti-tank. One flamer will use Bolt, the rest will use Breath. There will be 3 separate charts, for stationary, combat speed and cruising speed, and each chart will have the full range of AV's. P for penetrating, G for Glancing.



StationaryAV10AV11AV12AV13AV14
FlamersP0.55, G3.11P0.44,G3.11P0.33, G3.11P0.11, G3.11G3.11
FiendsP7, G7P7P4.7, G2.3P2.3, G4.7G7
BloodcrushersP6.66, G3.33P3.33, G3.33G3.33--


CombatAV10AV11AV12AV13AV14
FlamersP0.55, G3.11P0.44,G3.11P0.33, G3.11P0.11, G3.11G3.11
FiendsP3.5, G3.5P3.5P2.35, G1.15P1.15, G2.35G3.5
BloodcrushersP3.33, G1.66P1.66, G1.66G1.66--



CruisingAV10AV11AV12AV13AV14
FlamersP0.55, G3.11P0.44,G3.11P0.33, G3.11P0.11, G3.11G3.11
FiendsP1.16, G1.16P1.16P0.78, G0.38P0.38, G0.78G1.16
BloodcrushersP1.11, G0.55P0.55, G0.55G0.55--


The Fiends are the best at killing stationary and combat speed vehicles, hands-down, but the Flamer's consistent 3 glancing hits gives them an edge over the Fiends at cruising speed. So, I suppose if you really want to immobilize a rapidly approaching land raider, use flamers, but for everything else? Fiends.


Next is durability, namely, how many boltgun rounds, S4 power weapons and S6 power weapons, and meltaguns it takes to kill the entire squad.



BoltS4 powerS6 powerMeltagun
5 Flamers20201212
7 Fiends424225.225.2
5 Crushers904522.518



The Bloodcrusher's high toughness is their primary defense, more so than their armor save. This shows when they perform better in the face of S4 power weapons, but when their high toughness is bypassed, the Fiend's weight of numbers shows through.


Well, this whole thing shows pretty well what we already know. Flamers are meh at everything. Fiends' low cost lets them be durable tank hunters and guardsmen killers, and Bloodcrushers can tear through almost any non-vehicle, and absorb silly amounts of anti-infantry firepower.

Comments (9)

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mercutioh's avatar

mercutioh · 667 weeks ago

I'm wondering what the hull points/cumulative vehicle damage chart will do to Mathhammer as we know it. if Glance to death becomes a viable option then Flamers antivehicle goes up substantially.
1 reply · active 667 weeks ago
Not as much as you'd think because 5 flamers shooting breath only cause 2.5 glancing hits to a transport on average, which isn't quite enough to kill it, and not even close to enough for a land raider. Next turn you get shot to death. Even if you do wreck the transport, the folks inside jump out and you get shot to death. Terrible use of them for their points considering the cheapness of transports. If you took 8, it might be a way to take out a land raider, except it costs 30 points more than a land raider.

Save your flamers for TEQ and MEQ on foot.
This tracks with what you will find when you test them out. Crushers can plow their way through anything that is not a walker or a land raider, and 8 of them are a hell of a thing to shoot off the board. 16 is even nastier. If Fateweaver is there, you can survive any army's shooting. They can't catch fast skimmers unless you have 24 clogging the board, so you take one unit of fiends, and some screamers, Tzeentch heralds or MCs to handle those few pesky things that crushers cannot.
5 replies · active 667 weeks ago
Crushers are also faster than their 6" move 6" charge would indicate because 8 crushers spread out after a deep strike and a run move can threaten a virtual 36" diameter of board space, moreover, you can move the back end of the squad in the opposite direction from the lead crusher to form an absurdly elongated "crusher conga line". This has two benefits: first, it negates the pile in move so that if combat is won, they aren't all stuck in one part of the board for consolidation. Second, it limits the number of crushers you can bring to the initial assault so that you don't break the foe on your turn so you can finish them off during your opponent's turn. Assuming assault range goes to 2d6, crushers get even nastier since the power weapon to AP3 rumor turned out false.
Fiends are death incarnate to walkers, which is great if crushers are the core of your army because that is the crushers' biggest weakness. Adding Khorne Heralds with rending and unholy might also helps against walkers somewhat.

A core of 16 crushers is probably the most solid way to build a competitive daemon army, with the rest of the army built to support those two units as they smash their way across the board. How you support them is up to you.
hm, a core of 4 chariots is a pretty good starting point too.

I must say, the mathhammer analysis proved to be enlightening, and reflected exactly what I see on the tabletop.
Well 4 We are Legion chariots plus 16 crushers with all upgrades plus 10 plaguebearers plus 10 horrors with two bolts is 1500 points and can kill anything that is not a land raider. You could do worse. Especially since at 1500 points most armies don't put out enough firepower to bother 16 crushers.
ah, but that little asterisk "that is not a land raider" requires a Screamer Squad or two, as a land raider isn't all too uncommon at 1500pts.
Other than that, yep, that looks like something I would run. maybe drop a crusher from each squad to free up points for a 5 screamer squad.
I'm not defending beasts in a general army, but as a way to maximize the effects of the Tally, they are more useful than first blush, D6 attacks that ignore armor save and wound on a 2+ is nothing to ignore, assuming your daemon princes and great unclean ones can get the body count up.

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