Formosa wrote:NidMaster40000 wrote:Hi everyone.
I haven't played 40k since 4th edition first came out, but I'm looking to get back into it. I wanted to know how the Demons codex holds up against some of the newer codex.
Thanks.
It has a few good tricks to be fair, however it fairs pretty badly vs most 5th books apart from Nids, which is usually a good fight
It gets its face beaten by
GK but thats to be expected
Daemons can squash every 5th edition book bar
GK's.
The only vehicles that are a real pain are av13/14 spam. Transports can either be bolted by Tzeentch Heralds/Horrors/Princes and/or torn to little ribbons by Fiends/Hounds/Seekers/Screamers.
Flamers are a god-send as they're highly multi-purpose being 'jump infantry' type who come with both a template attacks that wounds anything on a 4+ and ignores armour saves, as well as the basic warpfire attack which is basically a 3-shot/ap4 storm bolter! (makes noise marines rather jealous!)
Nothing bar gimmiky &
OTT GK shinanigans will relish fighting assaults with most daemonic units.
MEQ's get curbstomped by 'Thirsters/Khorne Heralds/'Crushers/Bloodletters/Princes/etc...
GEQ's simply disappear under the ridiculous amount of rending attacks that Fiends/Daemonettes/Seekers can put out.
Nurgle Plaguebearers are one of the best objective campers in the entire game. A scoring unit with base T5/5++ AND
FnP. Go to ground with them and now you've likely got yourself a 3++ cover save. Have fun shooting those bastards out of something!
Plus, we have two of the game's most
OTT special characters with Skulltaker, ('uber
IC killer), and Kairos Fateweaver. (who gives a 're-roll your saves' bubble to nearby units!)
As for movement? Sure we've got no transports to make use of, but our entire army deep strikes into play! Plus, we have even faster horde units than Tyranids which is kinda wrong! ('Thirsters, Keepers, Sleralds on chariots, Fiends, Flamers, Daemonettes, Seekers, Hounds, Screamers & Winged Princes all have threat ranges of at least 13"-18", or more...)
The drawbacks are that the learning curve with Daemons is more hienous than Eldar/Dark Eldar. Not planning your deployment waves properly can be a game ender right off the bat. Horrific dice can really mess up your deployment with terribad scatters. Poor dice rolls can mean that even your S8 +
2D6 pen 'Thirsters just can't crack even av12, while your rending can suddenly decide to take a holiday and even av10 is a problem... Your average
BS means that your small to moderate amount of ranged anti-tank can sometimes fail and just never hit.
The army is also somewhat fragile as it relies on mainly 5++ invulns & cover to wether the initial storm of enemy firepower. (Fateweaver on the otherhand adds a new level of obnoxiousness to our army!)
And as mentioned, all your units are fairly specialised, so you really need to learn how to use them in tandom like you would Eldar aspect warriors.
Still, the fact that not many people play Daemons means that most opponents will have no clue how to approch the game, and that gives you a decided advantage!
The only army that really makes the game no fun are
GK's, simply because they've been made to roflstomp our book without even trying.
Overall though, Daemons are a helluva lot of fun with tonnes of modeling options, especially when it comes to the likes of Heralds!
If you like 'em, then the best thing to do is to pick-up a couple units of the models you really like! There's honestly almost no outright 'bad' choice in a Daemon army... The only units that are agreed upon to be terribad are Beasts of Nurgle (too slow and outdone by half the book!), Heralds of Nurgle (again, they're just outshone by every other
HQ option!),
LoC (too costly and Fateweaver is only a handfull more pts), and Furies (who just plain suck even more than spawn!)