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Bloodletters are a perfectly competent unit. They can struggle against multiple models, but that goes for almost all melee infantry. Otherwise, they're extremely tough for their cost and hit reasonably hard with almost perfect armour piercing. Their big weakness is getting in range, but only flamers are actually efficient at killing them, and those need to get close too.
Bloodcrushers are definitely not good, but at least they're fast and tough, so they can work to disrupt ranged units. They're at their best against Tyranids where the charge can actually pose a threat to swarms.
Flesh Hounds are great, but they're not tougher than Bloodletters. They have 5 more evasion and specifically resist hand flamers without needing a Bloodmaster buff, but otherwise have noticeably less total health and are more expensive. They also have much lower armour piercing, so they're somewhat specialised as anti-infantry.
The Bloodmaster is a strong contender for best unit in the whole game. He has a very good aura (yes, it does affect him too), is both cheaper and tougher than similar units in other factions, is still very competent in melee, and most importantly has access to the summon. At minimum that's an extra bloodletter, which is more than half his own cost, but it can roll up to a skull cannon (more expensive than he is) or a second Bloodmaster. In general I think you're right that the faction is balanced around the summon and that that's bad, but the Bloodmaster is *un*balanced around it. If he could 1v1 a Prime, a unit which is over 50% more expensive and only there to fight, that would just be insulting.
Daemon Prince is great. The axe is usually a downgrade, but it can very occasionally be worth taking if you have a strong idea of what you're going to be fighting. Because Daemons have such a limited roster it's not that rare to end up with 40 points left over, which at least makes it effectively free.
Skull cannons I think are fine. It feels bad when they have a single attack and miss, but you can also kinda spam the unit to compensate. 2-3 hits will kill most full infantry squads, and that's plenty enough damage considering they also have a full Carnifex charge.
Bloodthirster is also great. I don't know if I'd call 600 health far too low, lol. You have to be somewhat careful with him, but of course you do, he's a 300 point unit.
You didn't mention the Soul Grinder at all. I assume you forgot it exists, since it gives Bloodcrushers stiff competition for the worst unit in the faction. It's a fun unit but just way too expensive for what it can do. On the bright side, it has the best incoherent screaming in the game, just beating out Death Company IMO.
I think the fundamental problem is Daemons just don't fit planetary supremacy at all. It's a mode where you're strongly encouraged to keep your units alive and take every fight carefully as you're usually outnumbered, and Daemons are good at one thing: throwing everything forward at all costs. If they were to be buffed, I think the best option would be to give them the summon right off the bat, no tech tree required. That would give them a lot more power early on without touching them in skirmish or multiplayer in any way.
First of all, I did actually forget about the Soul Grinder lol. I would like for it to have a ranged option besides the harvester cannon like on Tabletop. Perhaps some sort of hard anti-armour capability because the skullcannon certainly doesn't provide for that.
I'm not sure if I would agree that +1% damage per momentum is (almost certainly) the best momentum effect in the game because it's so hard to generate, perhaps only really able to be generated on the characters, simply because they either spend all their time running to the target, or hitting a target in melee, whereas another unit might be able to shoot at a target, gain momentum and then hit it in melee without too much in the way of momentum loss between the turns. Personally I think Necron's have the best momentum buff. However, I seem to fight necrons a lot as Khorne Daemons and that factions seems to be a hard counter (can't Scent of Blood against their units for example)
I think being able to summon off the bat would be a good balance compromise, but I'm afraid that it would just lead to character stacking, early on. Having said that, at the moment I feel very little need to actually maintain 'Army Cohesion' due to how poorly the faction handles momentum gains.