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Slippery when wet...
The Keeper of Secrets is often been the odd man out when it comes to Greater Daemons; beset by its inherent fragility, the main culprit for its current predicament.
It doesn't help when the current model is as dated as P.O.D. and has all the elegance of a turtle.
Still, there are a few redeeming qualities to this specific lord of excess, you just have to look pretty darn closely.
It all starts with the improvements the Keeper of Secrets got between 2008 and 2013; here are the rules for comparison.
(Click to Enlarge)
Compare & Contrast
- Stat Changes
- Less expensive 200 to 170
- Deamon of Slannesh
- Gained Preferred Enemy
- Deamonic Rewards
- Mastery Level One
--Cosmetic Surgery--
The Keeper of Secrets got some tweaks not really amounting to much. The Keeper of Secrets gained an extra wound and WS9, but still one change looms large; like all Greater Deamons there invulnerable save has taken a hit, but hurt goes to Keeper of Secrets most of all. The Keeper of Secrets has always lacked the defensive capabilities of the other Greater Daemons and not having a 4+ save really hurts.
--The $2 French of whore of Deamons--
Rightfully, the Keeper of Secrets cost was corrected from the overpriced levels in the previous codex. All the savings doesn't prevent cost creep when you factor in Daemonic RewardsA Character has the option to purchase a certain points' worth of Lesser, Greater, and Exalted Daemonic Rewards in any combination-- the nature of those rewards is randomly determined, but being 30 points less does have an advantage: cheap Daemon Princes.
--Speed before Beauty--
The biggest defensive ability the Keeper of Secrets has is being a Daemon of Slaanesh DoS have the Daemon. Fleet, and Rending special Rules. In addition, DoS Run an additional 3 inches and DoS Cavalry Run an additional 6 inches. The run bonus and distance re-rolls means you shouldn't have a problem getting the Keeper of Secrets to assault by turn two, now surviving to turn two is another story.
--Thirsting for Space Elves--
This little added bonus is pretty much a throw away, if it wasn't for Eldar being the current hotness, makes this little fluff induced gift can go a long way to inflicting a ton of pain on a unit like Wraithknights.
--Pain has its own Rewards--
Daemonic RewardsA Character has the option to purchase a certain points' worth of Lesser, Greater, and Exalted Daemonic Rewards in any combination-- the nature of those rewards is randomly determined have replaced the old Deamonic Gifts that provided some great utility for the Keeper of Secrets, namely Hit & Run. Daemonic RewardsA Character has the option to purchase a certain points' worth of Lesser, Greater, and Exalted Daemonic Rewards in any combination-- the nature of those rewards is randomly determined are overall an improvement, especially when you consider taking Hellforged ArtefactsThe Daemon can choose a Hellforge Artefact. Each can be chosen only once per army. If your army already includes all the Hellforged Artefacts, you cannot swap any further Exalted Rewards for this result. , but you must balance the Keeper of Secrets point savings with the possible benefits of going all in with Daemonic RewardsA Character has the option to purchase a certain points' worth of Lesser, Greater, and Exalted Daemonic Rewards in any combination-- the nature of those rewards is randomly determined.--Telepathic Sensuousness--
The gift of psychic powers for the Keeper of Secrets is a major boon. Telepathy is one of the best disciplines and has a great Primaris power if all else fails. Investing mastery levels into the Keeper of Secrets doesn't necessarily translate into survivability, but can instead translate into a bigger target.
The Keeper of Secrets is often been the odd man out when it comes to Greater Daemons; beset by its inherent fragility, the main culprit for its current predicament.
Putting it all Together...
The Keeper of Secrets on the surface has some major problems, mostly because of its terrestrial nature, but finding the right utility for this beauty is quite rewarding.
As with every unit knowing what it can't do is often the best way to focus on what it can do.
What the Keeper of Secrets can and cannot do is depended on starting placement. You should never have your Keeper of Secrets in the open, ever. What I mean by "in the open" even relates to cover. Don't bring the Keeper of Secrets to a game that doesn't have at least one LOS blocking terrain piece, with all the shooting armies the Keeper of Secrets will be an easy target. It doesn't mean hide for the entire game, just be sure for the first turn your Keeper of Secrets has a chance to live. As a Monstrous Creature the Keeper ignores terrain (for the most part) and when moving out in to LOS try to jump from ruin to ruin if at all possible.
This is now the time where being a Daemon of Slaanesh DoS have the Daemon. Fleet, and Rending special Rules. In addition, DoS Run an additional 3 inches and DoS Cavalry Run an additional 6 inches kicks in. The threat range of a Keeper of Secrets is often hard to judge, even the most experienced players, and the random element makes the Keeper only more dangerous. Once in combat only the Bloodthirster can take more skulls than the Keeper, and if you are lucky enough to get Hallucination becomes down right broken. Choosing targets that guarantee victory are also very important as one Deamonic Instability roll will down a Keeper of Secrets lickidy-split. Thus, avoiding high strength wielding targets with good invulnerable saves is the best idea.
The Keeper of Secrets assault prowess is self-evident, but that alone isn't a compelling enough reason to take it. The biggest for reason taking a Keeper of Secrets is the points savings you make with Daemon Princes. Between the cost efficiency of the Keeper itself and the Daemon of Slaanesh DoS have the Daemon. Fleet, and Rending special Rules. In addition, DoS Run an additional 3 inches and DoS Cavalry Run an additional 6 inches upgrade you can pack a flying circus into as few points as possible. In smaller point games this is critical as you can get more bang for your buck. Contrast with a Fateweaver based circus and you will be saving around 200 points when all said and done. Besides losing Fateweaver in lower point games is more detrimental than a Keeper of Secrets in the same game.
It also gets to the second important thing about using a Keeper of Seeker: keep it cheap. It is tempting to throw a bunch of points at the Keeper of Secrets to boost its defenses. The risks of point investment on units like a Great Unclean One or Bloodthirster can only amplifies an already decent survivability, but with a Keeper of Secrets there are no good guarantees what you will get. There is a big difference between losing a 170 unit with no upgrades and a 260 point one with stuff you couldn't really use. An exception is Hellforged ArtefactsThe Daemon can choose a Hellforge Artefact. Each can be chosen only once per army. If your army already includes all the Hellforged Artefacts, you cannot swap any further Exalted Rewards for this result. because you know exactly what you are getting, and still leaves points for Daemonic RewardsA Character has the option to purchase a certain points' worth of Lesser, Greater, and Exalted Daemonic Rewards in any combination-- the nature of those rewards is randomly determined on more important Daemon Princes. Then there are the psychic powers, where temptation to get Invisibility or Hallucination can override good judgement. Remember we are about maximizing potential; there is no shame with just staying at Mastery Level 1 and taking Psychic Shriek or take a 50/50 chance and go for the AcquiescenceMalediction. Targets 1 enemy unit in 18 inches. Target suffers -5 to Initiative and cannot use Counter-attack or Overwatch power in the Excess discipline.
Alas, the Keeper of Secrets really on excels in specific type of lists with very élite units don't need force multipliers the other HQs provide. Leaving the Keeper of Secrets out of the purview of horde based armies, as you will be better off with Heralds.
The Keeper of Secrets is made for Daemon Prince buddies or a companion for a more formidable Greater Deamon. That doesn't mean taking another Keeper of Secrets, unless the goal is a pile of as many Monstrous Creatures one list can possibly take, when you don't have anything better to do.
-- Keeper of Secrets Sample Lists--
Keeper of Secrets Sample List 1
Keeper of Secrets Sample List 2
Keeper of Secrets Sample List 3
Keeper of Secrets Sample List 4
A Word about Allies
The Keeper of Secrets isn't the best of choices for an ally unless you just want a cheap Monstrous Creature to run around. The Keeper of Secrets doesn't give an ally force much of anything it cannot get with another Deamon Prince or Battle Tank.
Remember unlike other Battle Brothers Daemons ICs cannot join with Chaos Space Marine units under any circumstance.
Final Thoughts...
Overall, the Keeper of Secrets is almost there. It would have been nice if the Keeper of Secrets was given something that would really differentiate it from the other Greater Deamons. As it is this was a lost opportunity, the Keeper of Secrets deserves more and having random Preferred Enemy is going special enough... and another thing, it deserves a new plastic model ASAP!
Warning
It's Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games.
Email Me!
For tactical articles feel free to email me to continue the discussion or if you discover an inaccurate interpretations of the rules-- edits will be made accordingly.
Also check out other articles in this series...
- Chaos Space Marine Tactica Link Page
- Chaos Daemons Impressions
- Breaking Down Chaos Daemons
- Bloodletters of Khorne Review
- Pink Horrors of Tzeentch Review
- Plaguebearers of Nurgle Review
- Deamonettes of Slaanesh Review
- Bloodcrushers of Khorne Review
- Flamers of Tzeentch Review
- Beasts of Nurgle Review
- Fiends of Slaanesh Review
- Flesh Hounds of Khorne Review
- Screamers of Tzeentch Review
- Plague Drones of Nurgle Review
- Chaos Furies Review
- Seekers of Slannesh Review
- Soul Grinder Review
- Skull Cannon of Khorne Review
- Nurglings Review
- Skarbrand Review
- Kairos Fateweaver Review
- Ku'Gath the Plaguefather Review
- Bloodthirster Review
- Lord of Change Review
- Great Unclean One Review
- Keeper of Secrets Review
- Daemon Prince Review
- Skulltaker Review
- The Changling Review
- The Blue Scribes Review
- Epidemius Review
- The Masque Review
- Herald of Khorne Review
- Herald of Tzeentch Review
- Herald of Nurgle Review
- Herald of Slaanesh Review
- Exalted, Seeker, Hellflayer Chariots of Slaanesh Review
- Burning Chariot of Tzeentch Review
- A Look Back and Final Chaos Codex Daemons Breakdown