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Made in cz
Longtime Dakkanaut





Gothenburg


Except if he's bringing a halfway decent list, he'll be including several MCs with wings

Crowe counters one.
40 psycannon shots handle the rest and the remains that survive are taken care by three dark excommunicating dreadknights.
How would you solv it? Rush one MC with the 600p stormchiclen combo and hope it is still flying the turn after?
Besides there will be no deepstrike and assault on the same turn for him.

he'll bring some Fiends of Slaanesh, which have volume of attacks and enough mobility to ensure one turn of shooting, max.

ame as above, what will his fragle fiends do? Really, what?
One turn of shooting or not, take your pick, 3 heavy incinerator templates or 84 S5 stormbolter shots or both and that from an army that can use all its guns from the very start of the game contrary to having one third of it hiding in one transport..
The best thing possible is if he brings a lot of fiends or other more expensive weak save infantry into the game.

But you ask how much Daemon infantry can possibly get through into CC? The answer is none, and they aren't the problem. I'm worried about MCs and possibly Crushers/Fiends, against whom your massive firepower will be blunted by higher T and 3+ saves.

Hence massed saves, sure luck can make him pass every save, every psycannon rending and every sanctuary diff test I agree but then so can luck make him pass everything any army can throw out against him.
The backup is dark excommunication, 3 dreadknights and a libby that makes all those mediocre strike knights do a lot better in melee.

What will say a 600p stormraven package do agaist multiple crusher squads with fateweaver then, asault and wipe one and be multicharged by the rest the turn after?

All I say is try it out yourself, you´ll be positively surprised, MCs and crushers or not.

like a lot, but I'm not convinced that you'll be able to maneuver to bring all that firepower to bear effectively (not to mention that you lose half the psycannon shots on the move).

Depends on what he has, if he goes with long range anti MEW soulgrinders you play another ball game agains thim.
Lets say he goes with sandwitched units of crushers and fiends and deamonettes then plus some MCs.
Dont split your forces, get in the middle on an objective and let him DS where he wants, the farther away from you (should be a safe 18+-6 inches due to warp quake) he DS the longer you can shoot.
ont want to waste your psycannons by moving? Simple, combat squad them.

Deamonettes and fiends will be slaughtered by heavy incinerators, what rest of the crushers survive are met by dreadknights fighting together, sanctuary and massed knights that yes, suck in cc but will strike first and at S6. You really afraid of that one super MC, well place Crowe so tht he can react well then if now all those psycannonsdo miss by some odd chance.

That is if he even gets to assault you right away since with a DS distance of around 18 and your ability to walk 6 and still shoot not many things will get through.
Try it.
I know its dead boring and all those purifyer, stormchiclen, psyfledreads, grenade tecchies and grandmaster builds are a helluva more fun to play but the Ot asked for pure efficiency and this is it.

You are right, mobility suffers but everything CAN walk 6 and pour out fire and be just as good at receiving CC as if they were stationary and with a 6 per turn move most objectives will be reached by the end of the game.
Still bad then use deepstrike if the opponnts army allows for it.

A personal favorite of mine is to use summoning, risky I know but wery wery powerful. You can split your squads of, deepstrike them elsewhere, lure his squads away for easy kills and summon away flanking squads the last second.
People simply dont realize how powerful summoning is, IMO the risks/drawback should be far more severe then the off chance you scatter into your self.

I prefer to maintain some mobility, because firepower doesn't mean much if the enemy outmaneuvers you.

You are right. As I tend to rely on the solidity of the list you have a good point. Imo ditching one dreadknight for rhinos-für-alles can be a very good thing if your game isnt about taking the odd risk with deepstriking and summoning.

Personally I hate the stormraven, it is absolute crap and by that I mean it is extremelly situational. Against a lot of armies it is an outright instant loss.

another very good list vs deamons is the landraider build, believe it or not.
Landraiders and strike knights and a libby, all you need really. LRs take care of MCs and other super tough things while the knights handle and protect the raiders from deamon anti tank infantry.
A tankshock with double incinerators murders pretty much anything infantry outside 3+ saving.

I'm not willing to count on winning the roll-off to find out if I get my 12" Warp Quake bubble or if the Daemons are showing up right in my grill, when and where they want to.

True, you can very well miss that one Ld9 warp quake roll...but can you miss up to 10 of those rolls?

You dont get first turn, bummer, then you will most probably get the charge, AFTER shooting tons and tons of firepower into whatever arrives.

I would second the suggestion to proxy some nasty daemon lists. Real experience is always better than theoryhammer.

So true.
This entire discussion would be so much more fun and interessting if we actually knew what deamon list the Ot will be facing.
Then a truly solig GK counter could be suggested.

Anyway, hope it will be a fun game for the Ot and I look forward to hearing about it after the game.

Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
 
   
Made in us
Spawn of Chaos




Southern California

Hey friends,

I am very much enjoying the discussion and learning quite a bit. I will log back on later tonight.

In the meantime.... I just got an update on our impending game.

Just as I MUST bring Crowe (and no other unique named character) to the contest, because he chose to play the entire league schedule without a named character he cannot bring anything in the Daemon codex that is a unique named entity -- such as Fateweaver.

How does this change, if at all, our thoughts?

Lord Thanatos

LONGWAR DOUBLES '18 in Temecula: Overall Champions
ADEPTICON '16 Team Tourney: Best Xenos
ADEPTICON '14 Team Tourney 4th/120
ADEPTICON '13: Best Team Tacticians
ADEPTICON '12: Team Tourney 6th/116
 
   
Made in us
Bounding Ultramarine Assault Trooper





Macragge

Pyriel- wrote:What will say a 600p stormraven package do agaist multiple crusher squads with fateweaver then, asault and wipe one and be multicharged by the rest the turn after?

All I say is try it out yourself, you´ll be positively surprised, MCs and crushers or not.


To be fair, the whole point of the 600p stormraven package is that it can feasibly assault two squads or MCs and kill them both before they strike, particularly if they've been weakened a bit by shooting. The deathstar is also pretty dang resistant to a countercharge, with Sanctuary, halberds, blind grenades, rad grenades, psychotroke grenades and 3 hammerhands, ensuring the Purifiers go first and wreck face. Sure they'll die if they get charged by enough units, but the Stormraven is there to get them in a position where they can charge and not get swamped the turn after. I wouldn't advise this big of an investment against another army, but against your standard Fatecrusher list I hope you can recognize this as a devastating unit.

Pyriel- wrote:I know its dead boring and all those purifyer, stormchiclen, psyfledreads, grenade tecchies and grandmaster builds are a helluva more fun to play but the Ot asked for pure efficiency and this is it.

You are right, mobility suffers but everything CAN walk 6 and pour out fire and be just as good at receiving CC as if they were stationary and with a 6 per turn move most objectives will be reached by the end of the game.
Still bad then use deepstrike if the opponnts army allows for it.

A personal favorite of mine is to use summoning, risky I know but wery wery powerful. You can split your squads of, deepstrike them elsewhere, lure his squads away for easy kills and summon away flanking squads the last second.
People simply dont realize how powerful summoning is, IMO the risks/drawback should be far more severe then the off chance you scatter into your self.


See, that's where I'm coming from. If you're GK fighting Daemons, you're going to win anyways with a halfway decent build, so why not make it a build that's both fun and nasty? Also, as an aside, psyfledreads are dead boring as well and I refuse to use them on principle.

I've never tried summoning or seen it used, I'll have to check it out.

Pyriel- wrote:Personally I hate the stormraven, it is absolute crap and by that I mean it is extremelly situational. Against a lot of armies it is an outright instant loss.


It is situational, but it works in this particular situation. Taking just one is almost never a good idea in a TAC list. Have you seen Artemo's Draigowing list? It uses two Stormravens to transport the entire army. The list I'm building right now is heavily based off of this list, which I feel really maximizes the Stormraven's potential as a fast delivery system for a ton of nasty units first, and an actual combat unit second.

another very good list vs deamons is the landraider build, believe it or not.
Landraiders and strike knights and a libby, all you need really. LRs take care of MCs and other super tough things while the knights handle and protect the raiders from deamon anti tank infantry.
A tankshock with double incinerators murders pretty much anything infantry outside 3+ saving.

Pyriel- wrote:This entire discussion would be so much more fun and interessting if we actually knew what deamon list the Ot will be facing.
Then a truly solig GK counter could be suggested.


Now we do know, to an extent ... It's gonna be rough for the Daemon player no matter what.

Lord_Thanatos wrote:Hey friends,

I am very much enjoying the discussion and learning quite a bit. I will log back on later tonight.

In the meantime.... I just got an update on our impending game.

Just as I MUST bring Crowe (and no other unique named character) to the contest, because he chose to play the entire league schedule without a named character he cannot bring anything in the Daemon codex that is a unique named entity -- such as Fateweaver.

How does this change, if at all, our thoughts?

Lord Thanatos


Wait ... so he can't bring any named characters? No Fateweaver, no Skarbrand?

Lol, it changes things in the sense that you'll steamroll him without breaking a sweat. This game ain't so big a deal anymore. Choose a list style you like, tweak it, then get ready to roflstomp. Knowing there's no Fateweaver makes Pyriel's list much more attractive to me, as we know he won't be re-rolling his 3+ saves. He's also right about LRs being quite effective. You just need to decide which of the pretty toys you like best.

1st and 2nd Company - 5000pts
86th Ultramar Regiment - 4000pts
Hive Fleet Kraken - 3000pts 
   
Made in cz
Longtime Dakkanaut





Gothenburg

To be fair, the whole point of the 600p stormraven package is that it can feasibly assault two squads or MCs and kill them both before they strike, particularly if they've been weakened a bit by shooting. The deathstar is also pretty dang resistant to a countercharge, with Sanctuary, halberds, blind grenades, rad grenades, psychotroke grenades and 3 hammerhands, ensuring the Purifiers go first and wreck face. Sure they'll die if they get charged by enough units, but the Stormraven is there to get them in a position where they can charge and not get swamped the turn after. I wouldn't advise this big of an investment against another army, but against your standard Fatecrusher list I hope you can recognize this as a devastating unit.

Of course you are right and I understand where you come from.
This deathstar however is really not a KISS thing and relies to much on luck and combos like shrouding, no good AT weapons opposing it, also first turn and as you say shooting weakening and grenades.

Bear in mind that you listed a lot of things you previosly complained about when it comes to my simple list, shooting crushers you say but when you berated me the same crushers were impossible to shoot dead lol.

Grenades dont all work when receiving a charge and you cant multi assault several crusher squads if they are not deployed close to each other like any decent player would do. The stormchicken will thus get shooting against a crusher squad, assaulting said squad and then what? The other crusher(s) and flamers nearby will counter the next turn.

See, that's where I'm coming from. If you're GK fighting Daemons, you're going to win anyways with a halfway decent build, so why not make it a build that's both fun and nasty? Also, as an aside, psyfledreads are dead boring as well and I refuse to use them on principle.

Ot wanted absolute murder efficiency...


Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
 
   
Made in us
Spawn of Chaos




Southern California

Pyriel- wrote:
To be fair, the whole point of the 600p stormraven package is that it can feasibly assault two squads or MCs and kill them both before they strike, particularly if they've been weakened a bit by shooting. The deathstar is also pretty dang resistant to a countercharge, with Sanctuary, halberds, blind grenades, rad grenades, psychotroke grenades and 3 hammerhands, ensuring the Purifiers go first and wreck face. Sure they'll die if they get charged by enough units, but the Stormraven is there to get them in a position where they can charge and not get swamped the turn after. I wouldn't advise this big of an investment against another army, but against your standard Fatecrusher list I hope you can recognize this as a devastating unit.

Of course you are right and I understand where you come from.
This deathstar however is really not a KISS thing and relies to much on luck and combos like shrouding, no good AT weapons opposing it, also first turn and as you say shooting weakening and grenades.

Bear in mind that you listed a lot of things you previosly complained about when it comes to my simple list, shooting crushers you say but when you berated me the same crushers were impossible to shoot dead lol.

Grenades dont all work when receiving a charge and you cant multi assault several crusher squads if they are not deployed close to each other like any decent player would do. The stormchicken will thus get shooting against a crusher squad, assaulting said squad and then what? The other crusher(s) and flamers nearby will counter the next turn.

See, that's where I'm coming from. If you're GK fighting Daemons, you're going to win anyways with a halfway decent build, so why not make it a build that's both fun and nasty? Also, as an aside, psyfledreads are dead boring as well and I refuse to use them on principle.

OP wanted absolute murder efficiency...



Played this game yesterday.

Chaos Daemon list:

Herald of TZ on chariot
Bloodthirster

DP w/ MoK, BotBG and wings
Soulgrinder

x8 bloodletters
x6 pink horrors
x12 daemonettes
x12 daemonettes
x12 daemonettes
x12 daemonettes

x3 flamers of TZ
x3 flamers of TZ
x17 flesh hounds


I played:

Castellan Crowe

Dreadknight w/ heavy incinerator
Dreadknight w/ heavy incinerator
Dreadknight w/ heavy incinerator

x10 Interceptors w/ 2 psycannons and psybolt ammo

x10 Strike Squad w/ 2 psycannons and psybolt ammo
x10 Purifiers w/ 4 psycannons and psybolt ammo
x10 Purifiers w/ 4 psycannons and psybolt ammo
x10 Purifiers w/ 4 psycannons and psybolt ammo

Mission: Take the Hill
Deployment: Pitched Battle

Result: GK annihilated the Chaos Daemons

He lost three units outright to warp quake: DP, and 2 squads of daemonettes.

Two dreadknights assaulted the Bloodthirster and Souldgrinder on turn 2. Both dreadknights lost these combats but survived two player turns so that on turn 3 I shot the Bloodthirster and Souldgrinder to death.

The flesh hounds arrived turn one and I killed 11 of the 17 turn 2. The six remaining charged a combat squad of Interceptors and both squads were tied up until end of contest. All 6 flesh hounds survived, while I had only a lone psycannon equipped interceptor alive.

Castellan Crowe killed a whole squad of deamonettes by himself over three player turns and my remaining Dreadknight killed 5 bloodletters with his incinerator, then killed the last three (along with the last three daemonettes) in melee.

The flamers of TZ did some good damage due to perfect DS rolls, but were each killed my following turn with shooting.

There was one pink horror, the Herald of TZ, and six flesh hounds left at the end of the contest.

I had four combat squads wholly atop the hill to win when the game ended after turn five.

All in all, quite a bit easier than I expected. The strength five and strength seven shooting was "absolute murder efficiency!"

Thanks for the great advice, my friends!

Lord Thanatos

LONGWAR DOUBLES '18 in Temecula: Overall Champions
ADEPTICON '16 Team Tourney: Best Xenos
ADEPTICON '14 Team Tourney 4th/120
ADEPTICON '13: Best Team Tacticians
ADEPTICON '12: Team Tourney 6th/116
 
   
 
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