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Demon Prince is very mid in both his faction power and his own personal legendary lord power. He is not as strong as the other lords even if you devote him to a single deity. You will see a power spike early on and then it will gradually die off and you will learn quickly which of your armies are built well and which ones aren't. That being said lets review the build.
Current Army Plan:
Demon Prince
Plagueridden Hero (rot fly - Lore of Nurgle)
Alluress (either lore)
4 Exalted Plaguebringers
2 Exalted Daemonettes
3 Chaos Warriors of Nurgle (great weapons)
4 Fiends of Slaanesh
2 Heartseekers
2 Plague Drones (death's head)
Demon Prince - As stated he's very MEH. He isn't super strong in any one area even if you devote him to a single chaos god but he is fine.
Plagueridden is fine because you will need the AOE heals and the offensive nurgle magic isn't bad.
Alluress - She will be fine as well but I would probably opt for Lore of Slaanesh simply because of how much that magic will fill the gaps of your frontline. You're going to need to rely on magic buffs to keep up with late-game armies since you lack any proper passive buffs of other LL's. I'd also opt to get either locus of grace or beguilement instead of swiftness. You'll benefit more from being tanky IMO but if you feel like you want to be better offensively take beguilement.
So you have 2 Exalted Daemonettes... That's fine but if you're only using them for flanking I'd say you would have better use with 2 more Fiends of Slaanesh instead. They are the same just better because they're a lot faster and you can flank with them easier because they aren't a high number infantry unit.
Having exalted plagbearers as your infantry core isn't great. They aren't exactly great at holding a front line. You can tell because they don't have high melee defense or armor. You cannot rely on phys resist to carry your frontline. So I hate to say it but swap out all of these with chaos warriors of nurgle with great weapons. Those are going to hold much better and do more damage. That armor really means something because it's like a 75% damage reduction as opposed to a 25% you'd get with the plaguebearers.
Plague Drones are dogwater. They are not worth it whatsoever. Instead you will want to bring something with more oomf. Like Soul Grinders. They will benefit you more in melee and have an absolutely devastating artillery attack that wrecks infantry.
You have no artillery and not enough healing also. So any faction using excessive ranged units with artillery like the high elves or kislev are going to take a giant ♥♥♥♥ on you. You won't be able to fight them without having to go way out of your way to make every fight happen in your favor.
So here is my revision.
Demon Prince x1
Alluress (Slaanesh) x1
Plagueridden (Nurgle/Shadow) x1 each
Chaos Warrior of Nurgle x5
Fiend of Slaanesh x4
Heartseeker x3
Chaos Warshrine of Nurgle/Slaanesh x1 each
Soul Grinder of Nurgle x 2
My take on this is you have a good solid core of fighters for your frontline that can handle armored enemies with a lot of quick heavy hitting monster infantry to chase down units or flank or chase down ranged units and kill them quickly. You can't really rely on just 2 cav units. You will need more so having 3 heartseekers will give you more options and help keep your cav alive if they're forced to fight other cav. The soul grinders will give you the long range you lacked and the option to delete troublesome infantry or ranged units you're against and can help in the fight if need be later.
The reason I went with two plagueridden is because you will need the extra spot healing. They can both get the AOE fecundity healing skill and having one of each means you have really good pools of magic to use for any situation.
And the reason I went with chaos warshrines for your last two slots is simply for utility. You're going to outlast your opponent but you also kind of want to grind them down. So the fun thing is the nurgle shrine gives you constant passive healing which is always good and the slaanesh warshrine turns into a mortis engine. If you have them both comfortably sitting in your main core you will be racking up kills very quickly and keeping your own guys alive with ease and with minimal micro.
Just my opinion but there it is.
It's been a while since I played his campaign so you're probably right. If we can't then I guess just yeah make the Prince as much a mortis engine as you can and instead of warshrines literally do either two more soul grinders or throw in your exalted plaguebearers for flavor
so lets go multiple gods, limit you to two gods for have enough technology. the weakness of daemon is often the range, so lets choose in 1/tzeench for ranged and 2/ nurgle or khorn for infantry monster cav.
Note: I thought there was another +4 melee defense bonus for exalted plaguebearers over nurgle warriors of chaos from somewhere, but I can't find the source at the moment. Also, Plague Troopers was modified in patch 1.3 to give melee defense, so no fault if someone is working off an old memory of Plague Troopers.
Since my last post, I've observed the Alluress being SUPER squishy (at least when acting alone), so I'm no longer as sure about that unit as I was earlier. I'm sticking with it in my plan, but it reinforces the idea of using some heartseekers alongside them. Broadly speaking, I'm imagining a heavy (but slow) nurgle frontline that's apply poison ubiquitously and at least sometimes benefiting from enthralling or musk debuffs from the slaanesh part of the army.
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I also did some work figuring out the daemon prince's skill tree and I think it can support one more god's forces with some difficulty. This is what I end up with for the nurgle/slaanesh army build without a third god:
Undivided: Glorious Warfare (1), Growing Chaos (1), Respect of the North (3), Route Marcher (1), Lightning Strike (3), Friends of Decay (3), Intimiate Allies (3) - total 15 points
Nurgle: Impure Prayer (1), Rotting Nourishment (3), Plague Troopers (3), Toxic Resolve (1) - total 8 points
Slaanesh: Unholy Worship (1), Grace & Guile (3), Temptation's Troopers (3), Battle Delight (1), Devious Plotting (3), Enticing Colossi (3) - total 14 points
That gives us passive unit buffs for nurgle infantry, slaanesh infantry & fiends of slaanesh (with some other units).
There's probably some push and shove here, but that leaves about 12 points remaining to either include a third god or delve more deeply into the two gods. If I was going to use a third god we'd need:
Undivided (3 points into the upkeep reduction skill for whichever third god we include - this could be skipped if the third god only gets a small number of units)
That leaves 9 points which is just barely enough to get 1-4-1-3 skills from whichever third god is being picked. That sort of build would foreclose the possibility of getting passive unit bonuses for top-end units from one of the two primary army gods (slaanesh or nurgle)
Points could be jittered around somewhat. If I had chosen to make use of Khorne infantry with non-infantry units for nurgle and slaanesh, for instance, I could get away without as many (maybe zero) points in Plauge Troopers and Temptation's Troopers. To an extent I've already determined my own fate somewhat with the skills I've previously invested.
With all that considered, I'll probably stick with a Daemon Prince force just using Nurgle & Slaanesh, but I think I could have included a third god if I'd planned things out from the beginning.
On paper exalted plaguebearers look like they should be tanky but they just aren't. Plus for frontline units you want something you don't have to replace after each fight or particularly bad fights. If those things get stuck or hit real hard they just stand there and die. If chaos warriors take too much they at least run away and you still have them.
And the reason I bring this up is there are things out there far more dangerous than chaos warriors with great weapons. Things that will absolutely tear their ass out sideways and if your frontline is made up of demons then you're gonna be babysitting them constantly making sure you rotate them out if they take too much damage or are about to go into crumble mode.
Fully agreed on the crumbling point. I don't think that is fully escapable in the context of a Daemons of Chaos campaign, but it is a constant concern though I tend to have that problem most often with my mobility units. That's part of the reason I included some mortal warriors in my initial build.
To confirm, did your Chaos Warriors of Nurgle vs Exalted Plaguebringers test take into account the campaign buffs? Both sides would be getting +6 melee attack (which probably washes out mostly) but the exalted plaguebringers would be getting +12 melee defense that the chaos warriors wouldn't have any answer for. If that wasn't edited in, it would certainly impact the results. (I do not argue that the plaguebearers would win - too many unknowns)
Sure. Your campaign buffed Tier 3 unit just finally managed to MAYBE beat a Tier 2 unit with that +12 melee defense.
That's not what I want to hear about my front line.
If you use demons for a front line soldier you need to make sure they have plenty of leadership boosts and as much armor as you can get for them and as much ward save because that phys resist, thrown weapon and melee defense aren't going to carry them into the mid/late game very well.
All the things you propped up on podiums as major boons to the plaguebearer are some of the most common things to overcome. Melee defense is still just a chance to avoid a hit and +12 is not going to help you when things commonly have attacks in the upper 70's. Phys resist will not work against magical attacks which a lot of armies will have to some degree. The boons and skills and talents don't boost your units enough either with demon prince.
Demonic units are just not good tanks. They are built for damage or utility.