Me ha parecido curioso, así que lo posteo:
The Rules of Exorcism
The Two Rules Primus
#1 You have to kill EVERY SINGLE demon in a unit to defeat it.
The vast majority of the time in Warhammer you defeat your enemy by causing his units to break and flee (or in the case of undead “melt”). These tactics simply don’t work versus demons (who can’t flee, and are VERY tough and so generally don’t “melt” like undead). When you are deciding how to attack a demon army you need to go into every fight realizing that you won’t win until every single demon in the unit is dead.
The normal way to kill demons is with TONS of attacks (see Rule #2). This can be aided by a ton of static combat resolution (i.e. full ranks, War Banner, etc.)—but combat resolution alone is virtually never sufficient.
#2 “The Rule of 6/5/4”
To do ONE wound on a “basic” demon you need:
Six S3 attacks or five S4 attacks or four S5 attacks (hence the name “Rule of 6/5/4”)
Some demons are obviously tougher and require more power to wound. I will describe them in terms of “multipliers” (i.e. a Lord of Change is a x3 demon; it requires 18/15/12 of each type of attack in order to cause it a single wound, and since it has 5 wounds you’ll need 90/75/60 to kill it). Remember you need this many attacks to cause a single wound, to kill a demon you will often need more since many are multiwound models (I’ve identified them as such below).
“basic” Chariots of Tzeentch & Slaanesh [4W], Heralds of Tzeentch & Slaanesh [2W], Bloodletters [1W], Pink Horrors [1W], Daemonettes [1W], Furies [1W], Screamers [1W], Nurglings [3W], Seekers [1W], Flamers [2W], Fiends [3W], [flaming attacks vs. Plaguebearers [1W]]
X1.5 Fleshhound [2W], Herald of Khorne on foot [2W], [flaming attacks vs. Beast of Nurgle [4W]]
X3 Lord of Change [5W], Regenerating Plaguebearers [1W], Herald of Khorne on Juggernaut [2W], Demon Prince [4W], Great Unclean One [10W], Bloodcrusher [2W], [flaming attacks vs. Herald of Nurgle [2W]]
X4.5 Juggernaut Chariot [4W], Keeper of Secrets [5W], Demon Prince w/Armor of Khorne [4W], Bloodthirster [5W], Beast of Nurgle [4W], [flaming attacks vs. Great Unclean One w/Trappings of Nurgle [10W]]
X6 Herald of Khorne on Juggernaut w/Armor of Khorne [2W], Herald of Nurgle [2W]
X7.5 Great Unclean One w/Trappings of Nurgle [10W], Bloodthirster w/Armor of Khorne [5W]
[Make sure you do the math to understand just how difficult it is to hurt demons. For example, it requires 48 S5 attacks to kill a 2W, 115 pt., Herald of Nurgle.]
In short, realize just how much offense you will need to kill a demon unit before you engage it. And don’t fight it if you don’t have the offensive power to handle it.
The Thirteen Rules Tertius
#1 “The Rule of Regeneration”
You really need Flaming Attacks and/or Killing Blow to kill nurgle demons (except Nurglings and Plaguebearers lacking a Herald). Here is a breakdown of what is available (I bolded my personal preferences)…
General Lores: Lore of Fire (all spells), Metal (Rune of Burning Iron, Distillation of Molten Silver, Spirit of the Forge), Lore of Light (Burning Gaze)
Beastmen – Chaos Spawn w/Mark of Tzeentch, Axe of Khorne, Hellfire Sword
Brettonia – Virtue of Heroism, Lance of Artois, The Wyrmlance
Demons – Bloodletters, Bloodcrushers, Pink Horrors, Screamers, Flamers, Firestorm Blade, Chariot of Khorne, Herald of Khorne, Herald of Tzeentch, Demon Prince w/Fire or Metal Lore spells, Tzeentchi character w/Master of Sorcery & Fire, Metal or Light spells
Dark Elves – Manticore, Executioners, War Hydra, Touch of Death, Deathpiercer, Sorcereress w/Fire or Metal Lore spells
Dwarves – Blasting Charges, Flame Cannon, Rune of Fire, Rune of Burning
Empire – Wizards w/Fire, Metal or Light Lore spells
High Elves – Dragon breath, The White Sword, Flames of the Pheonix High Magic spell, Mage w/Metal or Light Lore spells, Dragon Mage w/Fire Lore spells
Lizardmen – Salamanders, Dagger of Sotek, Burning Blade of Chotec, Blade of Realities (*ignores wards & does double wounds vs. demons!), Slaan w/Fire, Metal, and Light Lore spells
Ogre Kingdoms – Skullplucker, Gorgers
Orcs & Goblins – Warboss Imbad’s Iron Gnashas, Tricksy Trinket
Skaven – Warpfire Thrower, Things-Catcher
Tomb Kings – Tomb Guard, Tomb Scorpion, Casket of Souls (guards), Destroyer of Eternities
Vampire Counts – Wight King, Sword of Kings, The Balefire Spike, Banner of Hellfire (*affects entire unit including characters!), Grave Guard, Black Knights, Vampire w/Forbidden Lore & Fire, Metal, or Light Lore spells
Wood Elves – Whirling Death (Wardancers & Wardancer Kindred Noble/Highborn), Lethal Shot (Waywatchers & Waywatcher Kindred Noble/Highborn), Spear of Twilight, Rageth’s Wildfire Blades
#2 “The Rule of Killing Blow”
Khornate demons (except Lords & Fleshhounds) have killing blow. The purpose of killing blow is to overcome three things—armor save, regeneration, & multiple wounds. It only works against US1 models (regardless of the US of their mount). This means that stuff in your army that has these three features—good armor save, regeneration, & US1 characters—needs to avoid fighting most Khornate demons. There are also a few of ways to make US1 characters immune to killing blow (Brettonia – Mantle of Damsel Elena, Dwarves – Rune of Preservation, Shield Bearers, Vampire Counts – The Cadaverous Curiass).
#3 “The Rule of Poison”
All Nurgle demons have poisoned attacks (as do Steeds of Slaanesh). Poison is used to kill high Toughness, low armor things (giants, greater demons, etc.) Fight Nurgle demons with heavily armored, low toughness troops (i.e. knights).
#4 “The 3 Rules of Stopping Pink Horror Magic—Blast 26+, Ignore 16-25, Melee 15 or less”
Units of 26+ Pink Horrors cast one of the nastiest spells in the game—Bolt of Change. It is an 18” magic missile that deals an average of 7.5 S7 auto-hits. Ouch. I strongly recommend using ALL of your magic & shooting to blast the unit until it drops to 25 models or less. Once this happens it is impossible for it to use Bolt of Change again.
Units of 15 or less Pink Horrors cannot cast spells in melee. So engage them in melee.
Units of 16-25 Pink Horrors can cast in melee so generally just ignore them (unless you use the 6/5/4 rule and think you can kill them…)
#5 “Fear Outnumbering”
The primary problem with having your enemy’s entire army cause fear is that occasionally you will end up being outnumbered by fear-causing enemies (just by happenstance) and will autobreak. To avoid this: try to have your own troops cause fear when possible; have your characters cause fear/terror (perhaps just by riding a fear causing non-flying mount)—when they join a unit their immunity to fear/terror is shared by the troops.
#6 “One way to overcome Ward Saves”
Lizardmen players should strongly consider taking the Blade of Realities—it not only overcomes ward saves, it also deals double wounds to demons.
#7 “Greater Demons & Demon Princes = Unridden Monsters”
See the note at the bottom of page 30 in the Demon book. This means that they can be neutered for 1 turn by the Lore of Beasts spell “The Beasts Cowers” and are effected by the Collar of Zorga (O/G) and the Rune of the True Beast (Beasts of Chaos).
#8 “Daemonettes, Furies, and Seekers of Slaanesh hit like a nerf bat.”
Do not be afraid of them, unless your troops are super wussy they won’t do much damage to you. They are essentially light-cav troops (i.e. they will try to kill your warmachine crews, stand behind you so that if you flee thru them you auto-die, etc.)
#9 “Fleshhounds are nasty in every way possible.”
They hit as hard as Chaos Knights, require 18/15/12 attacks each to kill, have Magic Resist III, and movement 8. There is no easy way to kill them and they will rip you up.
#10 “Screamers flying back and forth over multiple units gets old… fast. So engage them in melee.”
The primary use of screamers is to fly back and forth, back and forth, over multiple units in your army for the whole battle. To stop them simply charge them with something (you’ll need something fast to get them) as they are “basic demons” in melee (use the 6/5/4 rule).
#11 “Don’t underestimate Nurglings: 1 base of Nurglings = scouting, skirmishing, poisoned 3W demon”
Since each Nurgling base has three wounds the 6/5/4 rule becomes the 18/15/12 rule—i.e. it takes 12 S5 attacks to kill ONE base of nurglings. Ouch.
#12 “Immunity to fire makes you totally safe from Flamers, Screamers, and Khorne character with Firestorm Blade.”
The following stuff is immune to fire: Brettonia – The Dragon’s Claw, Dwarves – Rune of the Furnace, Empire – White Cloak (*2+ ward vs. flaming attacks), High Elves – Dragon Armor, Dragon Princes, Armor of Caledor, Amulet of Fire.
#13 “The nastiest Chaos spells are…” (Tzeentch) Bolt of Change, (Nurgle) Miasma of Pestilence, Rancid Visitation, Plague Wind, (Bound Items) Banner of Hellfire, Staff of Nurgle. (i.e. note whether you opponent can cast these and make sure you dispel them).