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is the Demon Codex armies really viable or just a for fun army?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


IMHO, I would think the super-shooty version of the Daemon army (most Tzeentch built around Fateweaver to allow you to re-roll your Invulnerable Saves; I played against Blackmoor who was using this army and I was pretty impressed) would do pretty well in GTs.

The fact that you don't need to deploy so close to the enemy reduces the effectiveness of Mystics and if you can get Fateweaver down first and drop the army around him you should be able to easily survive any firing that does come your way (not counting Psycannons of course).

I think this army type also works well with the uneven cohort concept in that if you don't get all your good stuff on the first turn you're able to deploy the bad stuff in protected areas and then on the next turn when you get most of your good stuff in you're still able to move and shoot with the bad stuff that landed the turn before.


While it is true that this type of army is going to have a really hard time against certain opponents, that is true of most armies. The fact is, when you go to a GT you generally aren't going to face all the same types of armies and I believe that against most armies, this Daemon force can do quite well.


I would love to get an army build somehow and give it a try but I think I'd have to go with the pro-painted route to make that a reality at this point.



Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Stelek,

A couple of things:

You continue to use the absolute worst case scenario to try to prove your point. While what you say is true, the fact is, the variabilities of the terrain, deployment, etc. play a huge part as to how the whole game will play out.

The Daemon player is going to get to fire at the Orks first, which means they're going to try to target whatever units threaten them the most. Of course, Orks have huge numbers and can prevent the Daemons from landing near their Lootas if they want but the Daemon player also has the ability to potentially land Fateweaver out of LOS on most tables, provided he doesn't get a terrible scatter.

There are things in a Tzeentch shooty army that can mess Orks up pretty badly. The Blue Scribes are able to use the Pavane of Slaanesh to move a unit of Orks into a giant clump in front of a unit of flamers that has just landed. They even have a 50% chance of using the power a second time on a different unit too.


The Lootas are definitely an issue for the Daemons because of their long range it makes it damn near impossible to Deep Strike far away and play the out-shoot game, but Lootas are stationary and depending on the terrain it can be entirely possible to Deep Strike to an area that has limited LOS to the Lootas and then make your strikes from that point.

It's also possible to have a pretty good amount of 'breath of Chaos' attacks in a Tzeentch army. Flamers have it, so does the Blue Scribes (as can as Heralds on a Chariot), Fateweaver has it (a regular LoC can too), and Daemon Princes can all take it.


Overall it is a game I would like to play, and that's more than I can say for a lot of armies vs. the Ork horde with maxed Lootas.

 
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