Daemons in the old world

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Admiral-Badruck
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Daemons in the old world

Post by Admiral-Badruck » Mon Jul 12, 2010 5:24 am

Daemon's are said to be the top of the top in FB but what is it that makes them so good...
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Re: Daemons in the old world

Post by Primarch » Mon Jul 12, 2010 6:04 am

Admiral-Badruck wrote:Daemon's are said to be the top of the top in FB but what is it that makes them so good...
I believe one of the reasons is that core troops can be wizards, which meant in 7th ed you could be rolling 20+ magic dice a turn compared to most armies having 7 or 8. Another reason is that every unit has a ward save, meaning that they can take direct hits from cannons and still be fine.
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Admiral-Badruck
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Re: Daemons in the old world

Post by Admiral-Badruck » Mon Jul 12, 2010 6:23 am

That's it. Seems like it would be more broken than ward saves.
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Re: Daemons in the old world

Post by Admiral-Badruck » Mon Jul 12, 2010 6:25 am

Magic is for card gamers.
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Re: Daemons in the old world

Post by Mike the Pike » Mon Jul 12, 2010 6:58 am

One of the most broken builds was the Bloodthirster/Fleshhound/Karanak/nasty magic item build. Nothing in the way of magic but a massive number of attacks that will reach you on turn two. By turn three you would be dead.
The Slaanesh build which was slightly more sublte and involved scaring you off the board before you even get into combat was also pretty much detested.
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Admiral-Badruck
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Re: Daemons in the old world

Post by Admiral-Badruck » Mon Jul 12, 2010 9:55 am

I do not have any fleshhounds yet. Are they good in fb?
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Re: Daemons in the old world

Post by Colonel Voss » Mon Jul 12, 2010 10:43 am

strong magic resistence and good stats, yeah they're a solid unit
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Re: Daemons in the old world

Post by Admiral-Badruck » Mon Jul 12, 2010 1:50 pm

Well I shall have to dig some up... before Christmas...
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