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Daemons in the old world
Posted: Mon Jul 12, 2010 5:24 am
by Admiral-Badruck
Daemon's are said to be the top of the top in FB but what is it that makes them so good...
Re: Daemons in the old world
Posted: Mon Jul 12, 2010 6:04 am
by Primarch
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.
Re: Daemons in the old world
Posted: Mon Jul 12, 2010 6:23 am
by Admiral-Badruck
That's it. Seems like it would be more broken than ward saves.
Re: Daemons in the old world
Posted: Mon Jul 12, 2010 6:25 am
by Admiral-Badruck
Magic is for card gamers.
Re: Daemons in the old world
Posted: Mon Jul 12, 2010 6:58 am
by Mike the Pike
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.
I could go on but all that cheese is making me hungry.
Re: Daemons in the old world
Posted: Mon Jul 12, 2010 9:55 am
by Admiral-Badruck
I do not have any fleshhounds yet. Are they good in fb?
Re: Daemons in the old world
Posted: Mon Jul 12, 2010 10:43 am
by Colonel Voss
strong magic resistence and good stats, yeah they're a solid unit
Re: Daemons in the old world
Posted: Mon Jul 12, 2010 1:50 pm
by Admiral-Badruck
Well I shall have to dig some up... before Christmas...