Post by lordbronas on Mar 2, 2017 2:07:19 GMT
As Originally Writen by The Nomad
Basics: It should be no surprise that the Daughters are really good. They are among the fastest unmounted models, at speed 7 some of the hardest to hit with defense 14, and one of the best units against single and 5 wound living models. In some cases, they can even crack medium armor and they can get deep into your opponent's back line to kill off their support. While they may not hit every target with their MAT 6, nor kill everything with their two attacks of P+S 9, they can tarpit well above their point value and handle some of the toughest problems in the game. Unfortunately, almost any hit on the girls is fatal, but they are worth their points and then some.
Abilities: Advanced Deploy is amazing on such a fast unit. It allows them to get way up the field, if they run first turn, then they can be 27" up the board, 3" past the middle of the board, or more. Stealth presents a serious problem to the gun lines that frequent the field, especially combined with their defense 14, as anything that can shoot will usually have to give up an aiming bonus and anything that can't hit them will have to wait or depend on drifting AoE's.
Acrobatics is amazing. You ignore all intervening models when charging and you can move through models if you have enough movement to pass them. Charge their caster to scare them, charge their support, charge their UA. Charge through their colossal to get to the stuff that you can handle. The girls can set their line of engagement wherever you want it to be. Acrobatics works in tandem with Parry, which allows you to avoid free strikes along the way. A girl can walk over an enemy to get the back arc bonus, but be careful, since she can not charge over a model and turn around.
The Daughters also have Combined Melee Attack, which allows you to utilize them a a team to hit higher defense targets. With 2 attacks each, the unit can make multiple CMA's per model, which is fantastic. Their final ability is Anatomical Precision, which automatically deals 1 point of damage to a living model if they do not break it's armor. This ability also denies tough rolls. While Tough was nerfed in this edition, it is still an incredible ability and denying it is a huge deal. A Daughter can finish off a Trollkin Warder with ease or take care of a Rhupert buffed enemy.
Caster Choices: With native Stealth, the girls are less reliant on defensive buffs, but they still appreciate them. They can be a stand alone strikeforce or a terrifying tarpit. Below are the casters that work best with the girls:
Thyra: It is no surprise that the Daughters work well with their leader. They gain Vengeance with her and it is pretty fair to say that a lot of them will survive to use it for the first few rounds of the game. She can increase their strength with Silence of Death, which makes them hit quite hard on a charge, or she can use Carnage to increase their MAT so they can hit even the flightiest of enemies, especially when combined with CMA. Her feat helps them get charge angles that are unexpected and their speed plays well with hers.
Kreoss1: Defender's Ward is good. It makes the girls nigh unhittable and gives them some blast protection. His feat also lets them automatically hit their targets.
Severius1: Eye of Menoth makes everything better. Defender's Ward does as it does for Kreoss. Death Sentence allows the girls to hit more often. He's our ultimate turd polisher and the Daughter's certainly are a magnitude above turd to begin with.
Vindictus: True Path allows pathfinder and +2" of movement. That is pretty huge and delivers the girls pretty nicely. His feat also protects them against the blasts that would kill them. Defender's Ward has been mentioned, it's still gold.
Reznik2: Death March is nice, giving them 8 MAT and Vengeance. Spellpiercer is amazing, because blessed, magical swords are fantastic. Hitting through defense buffs and ignoring things like incorporeal on a unit that is this fast can really help them do work. His feat is great against infantry swarms and each girl can pop at least one enemy a turn to start the explosions.
Harbinger: Crusader's Call gives them a massive threat range at 12.5". Guided Hand can be placed on them to help hit. When they're in the thick of it, Awe can make them effective Defense 16, and an enemy that hits one might not have killed it, thanks to Martyrdom. Just be careful, putting Harbinger that far up can lead to percussive instability of her person.
Other casters appreciate the girls as more of a tarpit and don't do much for them. Reznik1, Amon, Durst, and Kreoss3 may be able to buff the girls, but they also prefer to place their buffs on bigger units, harder hitting units, or jacks. Everyone else is less ideal, but you can still utilize the Daughters with anyone and they'll do well. Special mention goes to Feora 1, who has the Veteran Leader ability for the girls, but they have to be within 9" of her to take advantage and most times they won't be.
Warjacks/Solos: Many of these are caster dependant so it is hard to really point out any warjacks that work well with the girls. Vigilants give Girded so they avoid blasts but the Vigilant is slow compared to them. Solos like the Order of the Fist and Nicia help create an army of high Defense models which can give your opponent fits.
Units: While your stable of Warjacks is going to depend on a lot of factors, there are units that work very well with the Daughters.
Flamebringers: Lightning fast cavalry with a fast infantry. They work well together due to their speed and their high defense.
Exemplar Vengers: The Daughters can run up to engage an enemy while the Vengers run in place to prepare to charge it the following turn. The Daughters can also run to engage boostable guns that would otherwise tear up your horses.
Idrian Skirmishers: Speedy guns that can clear out chaff and open spaces for the girls to land. You can also shoot through a Daughter if she is more than 5" away from you because Stealth is pretty fun like that.
Knights Exemplar: This army would move in waves. The girls go in and then the Knights are the second wave. It works because knights can get shot up pretty bad with their small unit size, but thanks to the girls, these guys get to get into the mix.
What to attack: Targets of opportunity should be the back line support or the front line tarpit. Decide which is best for your plans. Daughters behind the enemy means they have to devote resources to turning their backs to the rest of your army to remove them. Any heavy warbeast with anything between 1 and 5 damage left is great to finish off. Any solos or casters can also be hit hard by these girls.
What to Avoid: Anything that can put out a lot of blasts or boosted sprays is going to be rough for the girls. Cryx and non living builds are going to be an uphill battle. Charging Cavalry can hit them fairly reliably. Electro leaps and other auto hitting things will make short work of the unit.
Theme Forces: Currently, Guardians of the Temple is the only theme force that allows the Daughters. One unit of them gains Ambush. This can totally change how they play and allows them to start far upfield in a position to kill support and harass the back line of your enemy. At least one unit should be dedicated to ambushing in this force every time you play. All warjacks also gain Girded, which can help with survivability in the early game, but Daughters like to set your line of engagement and this can slow your army down considerably.
Abilities: Advanced Deploy is amazing on such a fast unit. It allows them to get way up the field, if they run first turn, then they can be 27" up the board, 3" past the middle of the board, or more. Stealth presents a serious problem to the gun lines that frequent the field, especially combined with their defense 14, as anything that can shoot will usually have to give up an aiming bonus and anything that can't hit them will have to wait or depend on drifting AoE's.
Acrobatics is amazing. You ignore all intervening models when charging and you can move through models if you have enough movement to pass them. Charge their caster to scare them, charge their support, charge their UA. Charge through their colossal to get to the stuff that you can handle. The girls can set their line of engagement wherever you want it to be. Acrobatics works in tandem with Parry, which allows you to avoid free strikes along the way. A girl can walk over an enemy to get the back arc bonus, but be careful, since she can not charge over a model and turn around.
The Daughters also have Combined Melee Attack, which allows you to utilize them a a team to hit higher defense targets. With 2 attacks each, the unit can make multiple CMA's per model, which is fantastic. Their final ability is Anatomical Precision, which automatically deals 1 point of damage to a living model if they do not break it's armor. This ability also denies tough rolls. While Tough was nerfed in this edition, it is still an incredible ability and denying it is a huge deal. A Daughter can finish off a Trollkin Warder with ease or take care of a Rhupert buffed enemy.
Caster Choices: With native Stealth, the girls are less reliant on defensive buffs, but they still appreciate them. They can be a stand alone strikeforce or a terrifying tarpit. Below are the casters that work best with the girls:
Thyra: It is no surprise that the Daughters work well with their leader. They gain Vengeance with her and it is pretty fair to say that a lot of them will survive to use it for the first few rounds of the game. She can increase their strength with Silence of Death, which makes them hit quite hard on a charge, or she can use Carnage to increase their MAT so they can hit even the flightiest of enemies, especially when combined with CMA. Her feat helps them get charge angles that are unexpected and their speed plays well with hers.
Kreoss1: Defender's Ward is good. It makes the girls nigh unhittable and gives them some blast protection. His feat also lets them automatically hit their targets.
Severius1: Eye of Menoth makes everything better. Defender's Ward does as it does for Kreoss. Death Sentence allows the girls to hit more often. He's our ultimate turd polisher and the Daughter's certainly are a magnitude above turd to begin with.
Vindictus: True Path allows pathfinder and +2" of movement. That is pretty huge and delivers the girls pretty nicely. His feat also protects them against the blasts that would kill them. Defender's Ward has been mentioned, it's still gold.
Reznik2: Death March is nice, giving them 8 MAT and Vengeance. Spellpiercer is amazing, because blessed, magical swords are fantastic. Hitting through defense buffs and ignoring things like incorporeal on a unit that is this fast can really help them do work. His feat is great against infantry swarms and each girl can pop at least one enemy a turn to start the explosions.
Harbinger: Crusader's Call gives them a massive threat range at 12.5". Guided Hand can be placed on them to help hit. When they're in the thick of it, Awe can make them effective Defense 16, and an enemy that hits one might not have killed it, thanks to Martyrdom. Just be careful, putting Harbinger that far up can lead to percussive instability of her person.
Other casters appreciate the girls as more of a tarpit and don't do much for them. Reznik1, Amon, Durst, and Kreoss3 may be able to buff the girls, but they also prefer to place their buffs on bigger units, harder hitting units, or jacks. Everyone else is less ideal, but you can still utilize the Daughters with anyone and they'll do well. Special mention goes to Feora 1, who has the Veteran Leader ability for the girls, but they have to be within 9" of her to take advantage and most times they won't be.
Warjacks/Solos: Many of these are caster dependant so it is hard to really point out any warjacks that work well with the girls. Vigilants give Girded so they avoid blasts but the Vigilant is slow compared to them. Solos like the Order of the Fist and Nicia help create an army of high Defense models which can give your opponent fits.
Units: While your stable of Warjacks is going to depend on a lot of factors, there are units that work very well with the Daughters.
Flamebringers: Lightning fast cavalry with a fast infantry. They work well together due to their speed and their high defense.
Exemplar Vengers: The Daughters can run up to engage an enemy while the Vengers run in place to prepare to charge it the following turn. The Daughters can also run to engage boostable guns that would otherwise tear up your horses.
Idrian Skirmishers: Speedy guns that can clear out chaff and open spaces for the girls to land. You can also shoot through a Daughter if she is more than 5" away from you because Stealth is pretty fun like that.
Knights Exemplar: This army would move in waves. The girls go in and then the Knights are the second wave. It works because knights can get shot up pretty bad with their small unit size, but thanks to the girls, these guys get to get into the mix.
What to attack: Targets of opportunity should be the back line support or the front line tarpit. Decide which is best for your plans. Daughters behind the enemy means they have to devote resources to turning their backs to the rest of your army to remove them. Any heavy warbeast with anything between 1 and 5 damage left is great to finish off. Any solos or casters can also be hit hard by these girls.
What to Avoid: Anything that can put out a lot of blasts or boosted sprays is going to be rough for the girls. Cryx and non living builds are going to be an uphill battle. Charging Cavalry can hit them fairly reliably. Electro leaps and other auto hitting things will make short work of the unit.
Theme Forces: Currently, Guardians of the Temple is the only theme force that allows the Daughters. One unit of them gains Ambush. This can totally change how they play and allows them to start far upfield in a position to kill support and harass the back line of your enemy. At least one unit should be dedicated to ambushing in this force every time you play. All warjacks also gain Girded, which can help with survivability in the early game, but Daughters like to set your line of engagement and this can slow your army down considerably.