Ally Rules
Perhaps it's more appropriate to discuss the lack of specific rules when it comes to allying with demonic forces. It appears that we don't have access to faction and detachment rules, which unfortunately means we miss out on their unique stratagems as well. While this is disappointing, it doesn't come as a complete surprise.
However, despite the absence of these rules, there are still valid reasons to consider allying with demonic forces. We're seeking rules that "escape containment" from the limitations of ally treatment. Although they may not directly buff our Knight models, they can provide benefits in other ways. For instance, they might possess the ability to impose a -1 to hit modifier on enemy units, effectively enhancing our overall army's durability. Alternatively, they could introduce mechanics that force more Battle Shock (BS) tests, significantly increasing the effectiveness of our own forces. Additionally, demonic allies may bring unique rules or capabilities that our army lacks, such as the ability to regenerate Command Points (CP) or provide cost-effective options for backline holders or screens. Ultimately, it's about finding a favorable combination that complements our existing list without compromising its overall focus or strategy.
Debuffs
Flamers with an Exalted Flamer: Unfortunately, the offensive potential of these units has been significantly reduced. While they can still slow down the target's movement, the debuff does not apply to overwatch. Considering how our army relies on Command Points, using these flamers for overwatch may not be the most cost-effective choice anymore.
Nurglings: It's hard to deny that these units currently feel underwhelming. Their OC0 and limited 6" range on the debuff make them less effective at almost any role. They seem to be relegated to blocking enemy movement, but even in that capacity, they fall short compared to other options.
Contorted Epitome and Daemonettes: The Contorted Epitome has the potential to harm itself but also serves as a shield against mortal wounds. Its anti-shooting ability is truly amazing when it successfully activates. However, the inability to reroll the ability's activation makes it somewhat unreliable. Moreover, the unit's vulnerability to generic weapon fire often prevents it from effectively fulfilling its role. While it boasts speed, other units may offer a more cost-efficient alternative for achieving similar effects.
Changeling: This model is undeniably powerful. It excels at holding backfield objectives while remaining immune to targeting. Even if the enemy manages to get close and disrupt it, the Changeling can unleash the same debuff as the Epitome without suffering any downsides if it fails. Moreover, the enemy must pass a Ballistic Skill (BS) check to be able to target the Changeling. Engaging this unit from the rear is not a favorable position for most opponents.
Great Unclean One: The ability of the Great Unclean One to reduce the Toughness (T) of targets by one can have a significant impact, especially against T12 units. The boost in wound rolls from our dog guns against such targets, coupled with the faction ability, makes this effect particularly valuable. However, its usefulness may depend on the specific meta and certain matchups, as the effectiveness of this debuff varies.
Battle Shocking
Bloodcrushers with the Skull Master: On average, the crushers deal about one mortal wound per model when charging, although the damage can vary significantly. The Skull Master, as a character, can confer their horn attacks with devastating wounds, potentially inflicting around 2.333 mortal wounds if all models swing. However, the real strength of this squad lies in its large footprint, which forces BS tests on any enemy engaged with it after a charge move. By utilizing Rapid Ingress, the unit can swiftly deploy and then position to multi-charge. The squads that aren't shaken by this tests can be hit with around 7 mortal wounds, enabling the crushers to eliminate targets and secure objectives. It's worth noting that when you charge, the battle shock tests triggered by the crushers occur before the enemy can select units to overwatch, although they may still attempt to do so as you move.
Skull Cannons: When a unit is hit by a Skull Cannon, it must pass a BS test. This test only occurs during the shooting phase and does not apply to overwatch. If the skull cannons can consistently hit valuable targets over multiple turns, they can easily justify their points. Additionally, the unit has respectable melee capabilities. The chance of all shots missing is only 0.92% (or 4.1% with a -1 to hit modifier), meaning that in most cases, the BS test will be forced. Even if you were to fire two skull cannons every round at a tournament with a -1 to hit modifier, it is highly likely that you would only experience a single failure throughout the entire day.
Changeling: The Changeling continues to excel at punishing attempts to shoot at it, but it lacks reliability in offensive capabilities.
Piper and Poxbringer: Unfortunately, these units suffer from limited aura ranges, making their practical use questionable. It is disappointing because the concept of causing additional BS tests and imposing an extra -1 to LD is appealing, but the limited range hampers their effectiveness.
CP Regen and Unique Abilities
Skulltaker with Bloodletters: This unit has the potential to deliver a powerful punch. Start off slow and slow roll to assess whether the bonuses kick in. Skulltaker's ability to generate CP is the real goal here, though. With Characters being prevalent in this eddition, we should be seeing a target rich environment. You can use the Rapid Ingress strat to strategically position him near a valuable target, ensuring that he can engage in combat in the following turn. While Ingress may only break even in terms of CP usage, it still provides a benefit by guaranteeing a useful deep strike. Without using Ingress, there is always a risk of failing an 8" charge from regular deep strike, which might require CP rerolls and could still result in a failed charge.
Fateweaver: This unit offers a significant presence on the datasheet, but the real value lies in its ability to make stratagems expensive for opponents and refund CP when targeting Tzeentch units. Acquiring free CP is a valuable advantage, and the disruption caused by manipulating Insane Bravery or Rerolls you can really throw a wrench into the enemy’s plans.
Blue Horrors: They Infiltrate. While a few other units in the book have the ability to infiltrate, such as fortifications and Nurglings, none of them possess Objective Secured (OC).
Combos and Good Stuff:
Certain monstrous units are undeniably impressive. Shalaxi is particularly rad, and Skarbrand is utterly terrifying, especially since he doesn't degrade but instead grows more furious as he becomes damaged. Monsters also fit well within our skew list theme, rendering bolters ineffective against us.
Pairing a wingless Nurgle Prince with a Great Unclean One can create a major headache for opponents due to their shared auras. Additionally, the Prince can activate his 3++ invulnerable save for a phase, enhancing his durability. Unfortunately, he cannot benefit from the stratagem that allows rerolls of 1s for saves.
Conclusion
Including the Changeling in your army might be essential due to its ability to not only cause battle shock tests but also shut down enemy shooting without the drawbacks and additional cost associated with the Epitome. It can be either aggressive or passive and still be useful. Skull Cannons, while not extraordinary, provide decent long-range firepower and the added benefit of forcing tests on the target. They are about half the offensive capability of the War Dog Executioner, but instead of getting the hit buff, hand out BS tests. If they are anywhere near half the price of a war dog, they are more than worth it.
Bloodcrushers, especially when utilized with the Rapid Ingress strat, can make a significant impact by forcing multiple BS tests and inflicting consistent mortal wounds. Their charge and tank shock combo offers a reliable button for generating around 13 mortal wounds, which is a very solid way of handling certain units. This is before they even target said unit for an attack, so the majority of defensive stratagems or abillities can’t trigger from that. It isn’t as over the top as the immediatly ammended deathwatch combo, but it is still solid enough to be of use.
I am also really considering the DP/GUO duo. Neither are targets most squads want to engage, and they have some interesting abilities. Stacking their defensive buffs makes the point the sit on incredibly hard to deal with, and the opponent might be forced to not sink resources into their removal. I can’t wait to drop both onto the omega objective in the vanishing primary.