I like the idea behind the Demons of Changes (2.5), but I have a hard time making anything work with them. Usually getting bullied around the table and playing a losing game from the beginning. Overall, outside of the Daemon Champions, they just feel really weak. The innate abilities and upgrades they get feel lackluster and don't seem to have a lot of synergy compared to the other daemon armies. They don't even seem to play to their theme all that much. There must be something I'm not getting.
I'll spare you the thesis I started writing outlining what I think (probably incorrectly) doesn't work so we can focus on what people have found the strong strong points of the army to be. So, for the people who play them, how do these guys work? What strategies have you found effective?
Post by uncloudedidentity on Aug 23, 2022 21:24:11 GMT
I was trying to come up with a change army, and looking for what other people had come up with, I found this. I haven't played with them yet, so I don't know what works, but looking at them has given me some ideas.
First the Demon Heroes do look powerful, and somewhat customizable. I'm most taken with the Harbinger right now. I think it can really take advantage of having a specialized weapon since it can ambush in or be placed with scout right next to the unit it is best against.
The harbinger can also be turned into a real ranged powerhouse with both a magic bolt attack and the symbol of change (and maybe psychic too). However, that leaves it with no melee attacks to defend itself with. This could be covered by sticking it in the middle of a very sticky and tough to kill unit. Luckily the Change Daemons have just that in their Change Horrors.
Something else that might be interesting against melee forces is a Change Champion with a Symbol of Change. It has an 18 inch range, and the champion can move at full speed on the turn it attacks with it. That should let it if well positioned constantly attack melee infantry while keeping out of their charge range. When upgraded with a disc of change they can even do that to melee cavalry.
Their Screechers I am not sure about. At only 3 attacks each they are not that impressive in the damage department, but they are also probably fairly cheep for how tough they are (for daemons at least) which might make them a good front unit to soak up some of the opponents damage.
I think the Change Daemons are probably better in fantasy. In that their warriors have access to phalanx which causes opponents to roll a dangerous terrain test when they charge the warriors. Between that and stealth it seems like it can be hard to hit them either with melee or ranged attacks, while the 12 inch range of the fire balls is better in age of fantasies more melee environment.
If any of these sound good, or bad, or if I missed something, let me know.