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Blurpy The RABID

Know Your Horde: General Strategies For Each Demon Type

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Greetings all,

It was suggested that I put together a post of some of my best demon attack strategies for the new Doom boardgame. So here it is. Sorry if it's a bit long-winded, but I figured it'd be a fun read for anyone who's passing the time while on break at work and such.

If you guys have any favorite strategies, or if you think I'm missing the point with a certain demon type, please feel free to comment. Let's have fun discussing how to kill off them pesky marines. devil

-= Imps =-
----------

- Role: Light Harassment; Hit & Run Distractions.

- Strengths: Imps gain a speed boost after they attack. They've also got a Dodge icon for their Special Defense. This makes up the totality of their durability - Imps are best left unscathed and out of the marines' reach.

Imps also have a Charged Fireball attack which you can use to remind the marines that they shouldn't disregard the Imps entirely.

Lastly, Imps have numbers; Imps usually spawn in groups of two or three. The more Imps you got on the board, the more l'il bastards that you have to annoy the marines.

- Weaknesses: Imps are fodder, plain and simple. Any kind of damage that they take will stagger them if it doesn't outright kill the l'il *****. They're ideal sources of Glory Kill cards & free health for any marine wielding a chainsaw. It's a bad day for an Imp who can't get away from a marine.

On top of this, the Imps' attacks are pretty lousy. Most of an Imp's attacks will be negated by the marine's defensive card reveal, so some marines may just choose to ignore them. A Charged Fireball is only a slight improvement over the Imp's regular fireball attacks.

- Argent Power Priority: Low or Medium. Unless you have a metric ****-ton of Imps on the board, don't spare any more than 2 Argent Power on the Imps. If you DO have a metric ****-ton of 'em, then 4+ Argent Power should probably do you good for starters.

- Recommended Event Cards: Crippling Strike, Hellish Power, Demonic Strength, Onslaught.

- When To Activate: Early. Use the Imps early in the round to pester the marines and re-position themselves behind cover before they retaliate.

- Tactics: Imps aren't the most efficient demons to inflict damage with. Imps serve better as delivery systems for certain event cards, like Crippling Strike. Use Imp attacks to stun the marines so that their attacks are weaker, or in anticipation of a follow-up attack from a bigger demon.

If you've a large horde of Imps, alternate between having one Imp stun a marine, and then another Imp hitting the stunned marine with a Charged Fireball. Add damage-enhancing cards to make this sucker-punch attack hurt!

ALWAYS keep your Imps around 6-7 squares away from the marines. You want to move them in only close enough to attack at their maximum range, and then retreat back to safety behind cover. Hiding Imps amongst Possessed Soldiers is a solid deterrent for keeping pursuant marines at bay.


-= Possessed Soldiers =-
------------------------

- Role: Suppressive Fire; Out-Of-Turn Punishment.

- Strengths: The primary strength of Possessed Soldiers is their Overwatch ability. Attacking marines in response to their attacking any of your demons is invaluable given the shoddy nature of your horde's health plan (they don't have one).

Possessed Soldiers have the Muscle Memory ability, which lets them re-roll any single dice during their attacks. Use this to boost their damage output (hint: always re-roll the black dice).

- Weaknesses: Possessed Soldiers, like Imps, are instant health piñatas for any marine sporting a chainsaw. They're also slow, making them a little difficult to keep away safely from the marines.

- Argent Power Priority: Medium. As long as there is at least one Possessed Soldier, you should always keep it stocked with Argent Power. Use Overwatch religiously!

- Recommended Event Cards: Any.

- When To Activate: Early in the round. Keep the Possessed Soldiers out of the marines' immediate reach, and set them up to maximize their area of effect with Overwatch.

- Tactics: Always have Possessed Soldiers loaded with enough Argent Power to wear down any marine with an itchy trigger finger. Keep your Possessed Soldiers out of easy reach (just like your Imps), and make sure that each Possessed Soldier can provide cover fire for your other demons.

Place Possessed Soldiers in each corner of a room to create a "safe zone" where other demons can retreat to. Any marine that comes barreling in with guns blazing will be shot up repeatedly by your Possessed Soldiers. Make them fear shooting their weapons brashly!


-= Cacodemons =-
----------------

- Role: Floating Stun Bombs; Coup-De-Grace Delivery System.

- Strengths: Cacodemons have the Flying ability, making movement a breeze. They also pack a NASTY Chomp attack (as powerful as a Cyberdemon's primary attack!). Be CAREFUL - using the Chomp attack requires your Caco to get real close to a marine. Take a bite out of a marine's ass ONLY IF you think you can kill him off!

Their Plasma Tether ability allows them to stun marines whenever they attack. Use this to set up the marines for your heavy attackers!

- Weaknesses: Cacodemons are still on the weaker end of the spectrum; chainsaw-wielding marines froth at the mouth when they spot injured Cacos floating about. On top of that, their ranged attack damage is kinda meh (equivelant to an Imp's Charged Fireball). Rolling 2+ blanks is never a fun time.

- Argent Power Priority: Low to medium. Spamming Cacos' Plasma Tether will prepare the marines' anuses for a proper fisting that only your stronger demons can provide. But don't put all of your Argent Power on just the Cacos; remember, they're still quite squishy.

- Recommended Event Cards: Hellish Power, Demonic Strength, Onslaught, Ferocity.

- When To Activate: Right before you activate your heavy-duty demons. Stun 'em good!

- Tactics: Keep your distance, and pelt the marines from your maximum range. Use Plasma Tether when you're planning to hit a marine with another bigger demon; make sure that the marine has already had his turn so that he can't shake the stun effect!

If you've multiple Cacos, stun a marine with one Caco, then move the other Caco in for a Chomp attack! Use the Ferocity event card to Chomp him twice if he's really close to kicking the bucket!

When the marines come a-chargin', then retreat into solid red obstacle territory to avoid Glory Kills. Lead the marines into a Possessed Soldier ambush, if you can manage it.


-= Pinky Demons =-
------------------

- Role: Pain Train; Bullet Sponge.

- Strengths: Pinky demons are TOUGH. Their Special Defense is +3 Shields, and their Armored Hide adds another +2 Shields. Play the Unstoppable & Demonic Resilience (+1 Shield) event cards along with the expenditure of an Argent Power, and your Pinky just shrugged off 6 damage! Pinkies can literally shake off the damage suffered from a Rocket Salvo attack! That's frakkin' NUTZ!!!

On top of this, Pinkies hurt! Their Bull Rush ability increases their damage when they go running in for an attack. Pinkies are bad news for the unwary marine.

- Weaknesses: They've got **** for range (1 square). This means that you have to put your Pinky in the line of fire in order to dish out damage. This can be bad for your Pinky's well being, especially if it's wounded or staggered.

Pinkies are also a drain on your hand of event cards. Keeping them alive is expensive at times, so you'll need to be very mindful of your resources when deciding whether or not a Pinky should charge in and risk taking a pounding.

- Argent Power Priority: Medium. Make sure your Pinkies always have a reserve of at least 2+ Argent Power. It'll help them survive the pummeling that they'll likely bring upon themselves.

- Recommended Event Cards: Demonic Resilience, Unstoppable, Hellish Power, Demonic Strength, Ferocity, Demonic Speed.

- When To Activate: Before your heavy hitters activate. Draw away the marines' heavy attacks so that your bigger demons can get closer to work their magic.

- Tactics: Put your Pinky behind cover to avoid any early attacks. Use hit & run tactics to perform a drive-by attack; duck back behind cover after Bull Rushing a marine, if you can help it. Use Demonic Speed event cards to help your Pinky haul ass back to safety.

Use your Pinkies to draw marine attacks away from your heavy hitter demons by harassing the **** out of the marines. Be sure to increase your attack damage with damage-enhancing event cards. Always have defensive event cards in hand to assist in protecting your Pinkies from harm.


-= Revenants =-
---------------

- Role: Raging Lunatic Neighbors In The Apartment Next Door Who Have Nightly Moshpit Parties At 3 AM!!!

- Strengths: Revenants are your trump card. They're like wasps - they **** **** up wherever they go 'cuz it's their job. And they LOVE the work that they do!

Revenants fly, just like the Cacos. They also have the Assault ability, which lets them attack twice per activation. Revenants are great for focus-fire attacks on a wounded marine, or for spreading the love and hitting two separate targets in one go!

Their most devastating ability is their Homing Rockets attack! It sets up a marine for failure so that your next attack will hit right where it hurts. Wheeeee!!!

- Weaknesses: Revenants only have 8 HP, so they're glass cannons. And given the amount of damage they can do in one go, they're usually high priority targets. Keep them hidden behind cover if you want to keep them alive!

- Argent Power Priority: Medium. Homing Rockets are soooooo good! Use 'em with abandon!

- Recommended Event Cards: Any (especially Onslaught).

- When To Activate: When it's time to ruin a marine's day. Revenants are great for opportunistic strikes, as they excel at making their attacks count.

- Tactics: Peek out of cover, crack open a can o' whoop-ass, duck behind cover, repeat. Let your imagination run wild with how you want to inflict a Revenant's onslaught! Stun attacks, enhanced damage, all of the above! Be a real prick with your Revenants. Just take care to keep them alive so you can do it all again next round! >=D


-= Large Figures =-
-------------------

This section is universally applicable to any demon type that's considered to be a Large Figure. This applies to any demon type whose base is larger than one single square on the map (i.e. the Mancubus, Baron of Hell, and the Cyberdemon).

- Strengths: Large Figures can throw their weight around to displace smaller figures, as well as ignore most terrain-based obstacles. They're also tough, getting an automatic +1 Shield every time they defend against an attack.

- Weaknesses: Large Figures never gain the benefit of cover when being attacked; the attacker need only to confirm line of sight when targeting the Large Figure for an attack. This reduces your chances of lessening a vicious attack in the case where you flip an event card with little to no defensive value.

Large Figures can only move orthogonally (not diagonally), which can be quite a nuisance when you're trying to get your Large Figure within attacking range of a marine.

A downside to being able to displace smaller figures is that all of your demons will be adjacent to one another. Beware when a marine sporting a Super Shotgun, grenade, Rocket Launcher, or BFG 9000 approaches, as his one attack will almost certainly hurt/kill many of your demons!

- Tactics: Use Large Figures to block off doorways and hallways, making it difficult for marines to pass through and escape. Have Large Figures end their movement on top of smaller figures so that you can push your lesser demons into an advantageous area; use the same tactic to try and displace marines into a corner.

If you're not ready to face the music in the arena, keep your Large Figure out of the marines' line of sight! No cover = no extra chances to defend a Large Figure's giant ass.

If your Large Figure is severely wounded and/or staggered, it may be hard to get away. If such is the case, prepare to lose your Large Figure in a last-ditch attack where you go all out. It's better to die swinging than it is to die running like a big baby. =P


-= Mancubus =-
=-------------

- Role: Area Denial; Slow-Moving Wall Of PAIN!!!

- Strengths: In addition to being a Large Figure, the Mancubus has formidable firepower. Their regular attack is pretty decent, and the ability to re-roll any number of dice really helps to increase their damage output. Just be sure that your target isn't adjacent to you when you attack!

The Mancubus also has its Flamethrowere ability, which covers a 6-square x 6-square area and inflicts 1-3 damage to every marine that couldn't get away fast enough to avoid this attack! It's bad news when a Mancubus enters the room.

- Weaknesses: In addition to being a Large Figure, a Mancubus is sloooooooow. If they start off too far away from where the fight is, it'll take the Mancubus at least 2 rounds to join the party.

- Argent Power Priority: Low to Medium. It depends on how close to the marines that you can summon your Mancubus. If your Mancubus can start off close, then give him 2+ Argent Power. If it starts off too far away, give it only 1 Argent Power.

- Recommended Event Cards: Iron Skin, Onslaught, Explosive Blast, Hellish Power, Demonic Strength, Demonic Speed.

- When To Activate: Middle to late in the round. The Mancubus tends to block off pathways for smaller demons, so let the little guys get into positions first before letting big fatty do his tap dance on the marines' asses.

- Tactics: Get your Mancubus' fat ass in the middle of as many marines as possible, and BURN THEM ALL!!!!!!! Remember, the Mancubus is too slow to do any elaborate footwork. Just choose the most direct route towards the nearest marine(s), and get waddlin'!

If possible, let your lesser demons set the marines up with stun attacks, and have your Mancubus pound 'em into the pavement. It'll make the Mancubus' job MUCH easier.

Use event cards like Explosive Blast to help spread your Mancubus' chubby looooove all over the marines' asses. ( ͡° ͜ʖ ͡°) Damage-enhancing cards will make the marines appreciate the Mancubus' warm embrace, as it's quite easy to do as much damage as a Gauss Cannon here.

At the end of the Mancubus' activation, be sure to spend an Argent Power and set the entire room on fire! Mwa ha ha ha ha haaaaa!!!!


-= Baron of Hell =-
-------------------

- Role: Bruiser; Big Bully; All Around ****-Kicker.

- Strengths: In addition to being a Large Figure, Barons of Hell pack a helluva punch! Their melee attack deals as much damage as the dreaded Magnum Shot. If the Baron starts its activation next to a marine, it can discard all of its movement points to pummel the marine twice in one activation. OUCH!

The Baron also sports a Grand Fireball, which is rather significant. It's as deadly as a Mancubus' ranged attack. And since it's an Argent Power ability, you can use it in addition to the Baron's regular melee attacks.

One of the Baron's biggest advantages, however, is its Vengeful ability. Every time a Baron gets attacked, it gains 2 movement points that it can use right then and there - even though it's not the Baron's turn to act!

- Weaknesses: In addition to being a Large Figure, the Baron lacks ranged attacks unless it has Argent Power. This runs the ever-existing risk of having to be too close to a marine to attack, which also runs the risk of becoming a Glory Kill patron.

- Argent Power Priority: Low to Medium. Depending on how many Barons you have on the board, you'll only need to assign 1-2 Argent Power per Baron at the time of summoning. Keep him equipped with at least 1 Argent Power per round if he makes it to round 3+.

- Recommended Event Cards: Iron Skin, Ferocity, Onslaught, Execution, Explosive Blast, Hellish Power, Demonic Strength, Demonic Speed.

- When To Activate: Whenever you can beat down on a marine or two.

- Tactics: It's the mudder-flubbin' Baron of Hell!!! The first boss demon of the original Doom series! These guys can take a beating, and they dish it back out in dividends!

Whenever the opportunity presents itself, move the Baron closer to the nearest marine. This applies in ALL circumstances. The Baron of Hell can do the most damage possible if it can begin its activation adjacent to a marine.

If a marine attacks your Baron and your Baron is not staggered, then use the Baron's 2 free movement points to close the gap between it and the nearest marine(s). Chuck Grand Fireballs while you're moving your Baron towards the marines during every activation. Always be doing damage when your Baron is active.

Speaking of which, ALWAYS use damage-enhancing event cards whenever possible to maximize your Baron's damage output per attack. Bring the PAIN!!!

If you can begin your Baron's activation next to a marine, follow this attack combo in this order:

1.) Open up by smacking the marine with the Baron's standard attack (2 Black dice).
2.) Use the Baron's Beatdown ability to perform a second standard attack (+2 black dice).
3.) Play the Ferocity card, and perform a third standard attack against the same marine (+2 black dice) (NOTE: your Baron will become stunned after this attack).
4,) Finish off your nasty combo by spending 1 Argent Power and throwing a Grand Fireball into the marine's face (+4 red dice, -1 red dice due to stun)!!! This will shake off the stun effect (if you didn't already have another marine to attack via Onslaught, that is).
5.) Optional: If another marine is within reach, play Onslaught and slap that marine, as well!!!

This attack combo will ruin a marine's day if he somehow survives it. Use it often to strike fear into the marine players whenever they see you summon Hell's bruiser brother, the Baron of Hell!!! >=D

If a marine attacks your Baron and your Baron IS staggered, then use the Baron's 2 free movement points to keep your distance! Remember, the Grand Fireball has a range of 6, so you can have your Baron hang towards the back of your demon horde and pelt marines with its nasty fireballs!


-= Cyberdemon =-
----------------

- Role: Big Daddy Dreadful; The Game Ender; "OHSHITLOOKOU-"

- Strengths: In addition to being a Large Figure (the biggest, actually), the Cyberdemon is the most devastating demon in the horde. It also has the most attack options, making the Cyberdemon your trump card to ruining the marines' plans on winning the game.

Its standard attack is nasty; it hurts like a Super Shotgun, and has a range of 2. It also has a Missile Barrage attack (costs 1 Argent Power) which can strike up to 3 targets.

Lastly, there's its Rail Cannon ability. For 2 Argent Power, the Cyberdemon can make an attack at the end of the round which will usually outright KILL a marine in a single shot!!! Big Daddy's not f*cking around anymore, chumps!

- Weaknesses: In addition to being a Large Figure, the Cyberdemon is guaranteed to be the marine's top priority to bring down ASAP. The Cyberdemon's sheer size makes him the easiest thing to hit next to the broad side of a barn. Expect to have the marines pummeling your Cyberdemon as soon as you place it on the map.

Also of note, the Hologram is the Cyberdemon's worst nightmare. How, you may ask? It's simple - if a Hologram is near your Cyberdemon at the end of the round, it won't be able to target a marine with its Rail Cannon attack. You could certainly use the Rail Cannon to destroy the Hologram, but that'd be a terrible waste of such an overpowering attack.

- Argent Power Priority: High! This demon requires a lot of Argent Power to use to its fullest potential. Make sure it has a minimum of 3 Argent Power at the beginning of each round.

- Recommended Event Cards: Ferocity, Onslaught, Execution, Crippling Strike, Explosive Blast, Hellish Power, Demonic Strength,.Iron Skin, Demonic Speed.

- When To Activate: Whenever you can damage as many marines as possible; preferably later in the round when at least a couple of marines have already had their turn. This'll keep them from being able to run away from your Rail Cannon attack!

- Tactics: Whenever you're not activating your Cyberdemon, use your other demons to distract the marines from attacking your Cyberdemon as best as you can! You want your Cyberdemon to survive long enough to pull off his big attacks.

I've found that the best set of actions for the Cyberdemon is as follows:

1.) Move to within 4 spaces of as many marines as possible, then hit them all with a Missile Barrage.
2.) Move to within 2 spaces of most injured marine(s) as possible, and hit 'em with the Cyberdemon's standard attack.
3.) If you've any remaining movement points, position the Cyberdemon so that he'll likely be within line of sight of as many marines as possible when the end of the round occurs.
4.) At the end of the round, hit any marine with light to moderate damage (or the marine with the Gauss Cannon and/or the BFG 9000) with the Rail Cannon!!!

There are little tricks to each phase of the Cyberdemon's attack to maximize your Cyberdemon's efficency. Read on to see what I mean.

In regard to the Missile Barrage, use event cards to enhance this attack! By itself, the Missile Barrage actually sucks; it usually does little to no damage on its own. It's the strategic use of event cards that make the Missile Barrage a terrifying tactical strike.

Play damage-enhancing event cards to make it do some actual damage. Play Crippling Strike to stun the least-injured marine. Play Explosive Blast if two marines are adjacent to one another. F*ck 'em up!!!

When you move your Cyberdemon in for his standard attack, hit the marine that you stunned with the Missile Barrage & Crippling Strike combo for maximum damage! If you have Onslaught & Ferocity, play those event cards so that you can hit more marines with your devastating standard attack! Show no mercy!!!

Lastly, be mindful of where you place your Cyberdemon at the end of its activation; you want to maximize your visibility so that you can hit someone with your Rail Cannon!

Just be wary of the marine with the Hologram; make sure you activate your Cyberdemon AFTER that marine has had his turn! If he had his turn before your Cyberdemon activated, use one or two of your Missile Barrage attacks to destroy it before you use your stronger attacks on the marines.


Well, there you have it. I've been working on this post for a little over a week now. I hope that it didn't drag on for too long. Let me know what you think, and I'll make changes where appropriate. Also, share your own favorite tactics! =D

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I just created an account just to thank you for all Thet tactical guide. 

As an experienced invader un the original DooM boardgame V1, I was amazed how différent both games are, and how hard it is nos for the invader to crush those little crusty meatballs welding their little gunz at my creatures' faces.

But I now Really V2, balanced and now challenging for the Invader as well.

Anyway,

Nice Job Mate, keep up the good work !!

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Thanks, yo!  I appreciate the compliment, and I'm glad that my guide was helpful to you!  There's still so much more involved in putting together a solid strategy in this game as the invader, but one needs to have a foundation to start from if you wanna succeed at all.  I feel that this guide is a great building block for invader players who want to give the Marine players a run for their money.

I've been considering maybe putting together a general invader strategy guide for each mission, but there are some missions that are just designed to let the Marines win.  The Marines have to actively throw the match in order to let the invader win on some missions, so I dunno if it'd be worth writing such a guide.  I'd want my guide to help out for every mission, but I just can't figure out what to suggest in those Marine-friendly missions.  Bleh...  XP

If you ever have any questions, or if ya wanna share strategies or experiences playing Doom, feel free to message me!  I love this game a lot, so it's a great pass time to me to just talk about it.  =D

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