That's kind of the point, to make the Daemonettes pretty fearsome.mushoomy wrote:Let's not forget dodging into a tz with AG 5 is 2+. That'd make a crazy mobile killing machine if you chose the killer development. The only other with AG5 to start I have is the ability to be AG7. Although unlikely, it'd be the first in the game. Dodging into 3 tacklezones on a 2+. But like I said, very unlikely to happen and I wouldn't choose the AG increase with no hands.
No player has started with AG5 before and it makes the daemonettes too great a support player for the cultists. In my test games with the teams, even with AG4 my opponent/test budddy easily blocked paths for my Daemonettes/marked my players so it's harder to get to my desired hypnogaze spot.
But if you're gazing with them, you're not blitzing with them. And with only two Gaze players on the team, you cannot use Hypnotic Gaze to open nearly as big a hole in a line/cage as any of the other Gaze teams can.
Any thoughts on my analysis of the chaos flavors?