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Are daemonettes as strong as bloodletter's in CC?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut





Crushers synergize well with the Fate Weaver, who lets them reroll armour saves making them very durable. Crushers are deadly, but slow. I would not say that they are a must have, but they are a good choice.
   
Made in ca
Malicious Mutant Scum




Prince Edward Island

Tavitin wrote:
Arctik_Firangi wrote:

Fleet for a Deepstriking army is not overrated - you can drop outside of the average enemy's 12" move/assault range and still threaten them. Fleet is useless when you're outside of assault range, and every inch counts for Daemons.




Sincerely, i'll be delighted if a Chaos Daemon oponent deepstriked CC oriented units 12+ away from me.



I'm assuming you are talking about delight when you are thinking of a single cc oriented unit in charge distance of your own cc unit.

Generally the daemon unit won't be dropping in unsupported if landing that close to the spiky bits. I'd be careful to temper the excitement. Counter charges are the name of the game.

This message was edited 1 time. Last update was at 2011/04/18 18:58:24


 
   
Made in br
Deadly Dark Eldar Warrior



Curitiba, Brazil

Well, you know what i would do to a CC specialized Daemon deepstriked 12+ away from me?

i'll just move back (away from even fleet distance) and shoot it.

Its gonna take at least 2 turns for they to reach me, until then there ain't nothing left to threaten me anymore.

5++ and T3 (even with T4) won't last long against anything shooting it two turns in a roll.

CC Daemons should last one turn of shooting and the next turn charge, not trying to reach the enemy.
   
Made in us
Arch Magos w/ 4 Meg of RAM






Hard to do more damage if you get blown away before reaching combat because you aren't fleet.

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Made in ca
Malicious Mutant Scum




Prince Edward Island

Tavitin wrote:Well, you know what i would do to a CC specialized Daemon deepstriked 12+ away from me?

i'll just move back (away from even fleet distance) and shoot it.

Its gonna take at least 2 turns for they to reach me, until then there ain't nothing left to threaten me anymore.

5++ and T3 (even with T4) won't last long against anything shooting it two turns in a roll.

CC Daemons should last one turn of shooting and the next turn charge, not trying to reach the enemy.


If that was the only unit on the table sure, but the expecation is that there will be loses, it's what's left on the table that matters. While fleet seekers would be back into close combat quicker, the bloodletters would survive the weapon fire better.

I'm taking the gist of your comment to mean:

you suggest fleet would be a better alternative to a 3+/5+ bloodcrusher. I'm not so sure, if well supported I am leaning towards bloodcrushers. With seekers really showing their ability on high population GEQ's armies.

This message was edited 1 time. Last update was at 2011/04/18 20:26:51


 
   
Made in us
Regular Dakkanaut




Bloodcrushers are cool. I take them quite often... but I never take more than 1 unit of 4.

Fiends with 19-24" threat range is quite nice (if only they had assault grenades ) and with 6 S5 rending attacks on the charge, they are pretty scary.

Now, back to the letters/daemonettes...

Bloodletters may survive the shots, but being in combat is better... you know... not being able to be shot at... daemonettes still win this one. And, daemonettes are less points (not enough to be impressive... but still)

Really... 2+ armor is the only thing I can think of that makes me consider bloodletters over daemonettes... and even then...

None of the games I have played with the CC daemons they have done will. 4+ cover and T3/4 doesn't tend to survive (1 turn for daemonettes, 2 turns for bloodletters) of fire. Which is why I like plaguebearers. Pink horrors don't last long either in many cases, but they tend to get damage done before they go down.
   
Made in us
Longtime Dakkanaut






5ED, to a certain extent is all about mobility. As posted before I play a mono god Slaanesh Army.

What really Kills Khorne is its lack of mobility. In the past, I've play against pure Khorne armies and won approximately 78% of my games against them fielding my Slaanesh Army.

Now with my experience with Dual hybrid Daemon armies, I've seen the S&M (Khorne + Slaanesh) work very well as they compliment each other. The pleasure and pain army (Nurgle + Slaanesh) works pretty well also.

Now the Flying Circus (Zeech +Slaanesh) has some very interesting combination to play with.

Your mileage may vary but if I went the Dual Hybrid Route, I go with the S&M approach.

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Also, how does one apply to be a member of the Ultramodrines? Are harsh trials involved, ones that would test my faith as a wargamer and resolve as a geek?

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Made in ca
Malicious Mutant Scum




Prince Edward Island

Lol, I cringe to ask since you didn't comment on it, but I am building a Khorne/Nurgle army atm. In your opinion how does that compare to the other inter-god pairings?

This message was edited 1 time. Last update was at 2011/04/19 10:45:52


 
   
Made in au
Stormin' Stompa






YO DAKKA DAKKA!

Tavitin wrote:Well, you know what i would do to a CC specialized Daemon deepstriked 12+ away from me?

i'll just move back (away from even fleet distance) and shoot it.

Its gonna take at least 2 turns for they to reach me, until then there ain't nothing left to threaten me anymore.

5++ and T3 (even with T4) won't last long against anything shooting it two turns in a roll.

CC Daemons should last one turn of shooting and the next turn charge, not trying to reach the enemy.


You're still thinking one-dimensionally. There will be more than one unit of daemons. You have failed to consider cover, which Daemon players rely upon heavily.
   
Made in gb
Powerful Irongut



Bedford UK

I have used both, and the only thing that makes me favour 'nettes slightly more is that Bloodletters can get chewed up by gunfire just sitting there waiting to assault if cover isn't near. Deamonettes are much more delicate, but they can DS further away and still be a threat. If Bloodletters had (or could be given ) Iron Hide or Fleet, or the ability to assault the turn they DS, then they would be the best choice, hands down. As it is, I just prefer they slight edge in flexibility Deamonettes give me.
   
Made in ca
Malicious Mutant Scum




Prince Edward Island


I went with 'letters and bought a couple boxes, but I may have to pick up a box of two of daemonettes since they seem to be a little more versatile with 'nades and fleet.

I will always have a group of 'letters since I face so much MEQ, but rending would be nice.
   
Made in au
Devestating Grey Knight Dreadknight





No.
   
 
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