
Originally Posted by
Phazael
The other part of this, as it pertains to Daemons, is that there are a lot of wierd matchup issues with the core troops and there is a massive performance difference in how three of the units perform when a herald is present. Here is the breakdown, as I see it:
Bloodletters- These guys are good against a lot of units when in horde formation, but actually kind of weak otherwise. Even then, they kind of struggle to beat less expensive core options from other armies and are a dead heat against a lot of the more common knight units (which in theory should be their ideal foe) you run into. Their high statline makes them pretty much impervious to most of the major kill spells, but on the flipside magic tends to have less of a direct impact on their performance than other units. The character adds very little to the unit, in terms of performance, even when running them horde, making them kind of unique among DoC core. I think when compared to similar units from rescent books (Tomb Guard, Savage Orc Bigguns) that cost less, they are probably actually fairly priced. The banners should probably change, however, as the charge banner is overpowered in general and the march one is useless. If I were to change anything about them (aside from the Locus effect), it might be to make their base S3 and have the hellblades confer +2 STR and armor pierce (dump KB on the unit) to make them more vulnerable to dwellers and similar things. I would alter the Locus to make the hero confer KB on the unit and dump hatred.
Plaguebearers- They should be priced at about 10pts per model, really. Their abilities and statline fits them extremely well, but they are priced around the regen crutch, so I say dump it and price them down. At 10 points, they have slightly worse stats and durability to a Dwarf warrior, but with fear and instability for one point more. Make the locus be counting as being behind a defended obstacle when charged and you have a nice line holding unit without the regen dependancy and there is a good merrit for taking them without a character. The unit banners are probably balanced, but I would reword the Seeping Decay so that it does not affect characters in the unit.
Horrors- Price them down to 10pts and give them the 4+ ward save full time. Make them level 0 wizards so that they can channel and are harmed by effects that target enemy wizards, but do not actually cast spells. Give them a Mortis Engine style damage aura and a shooting attack, both of which scale with size and you can only use one per turn. Now you have a more interesting unit that is not just a "I want +4 to dispell and occasionally Bolt of Change" type unit. For a locus, I would keep it simple and weak as Tzeench heralds are good enough on their own and I want to avoid herald dependancy, so maybe MR1 or a reroll on their shooting ability.
Damonettes- Currently, these gals are overpriced, especially when compared to double choppa orks or witch elves, but they synergize with the magic phase better than any other core unit. I would either return them to S4 (and dump armor pierce as a Slaanesh thing) ir drop their cost to 10pts per model. I would make them ASF without needing a herald and raise their Initiative to 6, but I would lower their WS to 4 at the same time. This would cement their role as light infantry chewers without making them too good against things like Knights and other things that Bloodletters should be better at killing. I would make the herald locus be no inspiring presence or BSB rerolls to units in base (this would include getting rid of/toning down the Icon of Dispair in its current form) and limit Siren to Slaanesh heralds on foot only and reduce its range to 12", so that a skilled player using chaffe units can counter it and a ********* Daemon player cannot use it to force mathematically possible but statistically unlikely charges to deny shooting or break up an opponent's battle line. The overall effect here would be to contain the leadership bomb to slaanesh infantry and bring it in line with the similar LD manipulation abilties in other books, while keeping the Slaanesh theme of control and manipulation. Conversely, a balanced army with characters to provide LD boost in key units can contend with the army in a more reasonable manner. Really, Daemonettes need the most reworking of anything because they are too good in some ways and too weak in others.
Furies- These are fine as they stand, but they probably belong in Special.