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Made in us
Quick-fingered Warlord Moderatus






As the title says, I'm thinking about starting up a Daemon army for 6th Edition. Not really sure what I want in one, but it looks like a small elite army that has lots of potential. Now, I'm not sure how they fare in 6th Edition, and that it's a relatively old codex. Perhaps Dakka can help me in this future endeavor?

Lord Judicator Valdrakh of the Atun Dynasty (6th Ed: W:3, L:4, D:0)

 H.B.M.C. wrote:
Well GW were mostly responsible for the Berlin Wall, so it's natural for some people to harbour resentment towards them.
 
   
Made in au
Lady of the Lake






It depends on how you want to play them I suppose. Some are having fun with the new FMC rules, others such as me try to stick to one god and try to play off its strengths; though some units will have to be pulled from another god in order to cover some glaring weaknesses at times.

The most consistent thing though with this army is the learning curve. You have a bunch of stuff that wants to assault usually, which it cannot do the turn it deep strikes in. So one of the most important things you learn is where to place and how to make best use of whatever it is that decides to come in.

   
Made in gb
Agile Revenant Titan





Scotland

n0t_u wrote:It depends on how you want to play them I suppose. Some are having fun with the new FMC rules, others such as me try to stick to one god and try to play off its strengths; though some units will have to be pulled from another god in order to cover some glaring weaknesses at times.

The most consistent thing though with this army is the learning curve. You have a bunch of stuff that wants to assault usually, which it cannot do the turn it deep strikes in. So one of the most important things you learn is where to place and how to make best use of whatever it is that decides to come in.


+1

I play mono-Slaanesh and I was quite surprised as to how much faster the army got despite the loss of fleet. Namely Seekers and Fiends who can now get Hit&Run through a Musk Herald on Mount and them now moving 12". I think this definately makes up for the Fleet nerf.

Iranna.

 
   
Made in us
Pulsating Possessed Chaos Marine





Chattanooga TN

Iranna wrote:
n0t_u wrote:It depends on how you want to play them I suppose. Some are having fun with the new FMC rules, others such as me try to stick to one god and try to play off its strengths; though some units will have to be pulled from another god in order to cover some glaring weaknesses at times.

The most consistent thing though with this army is the learning curve. You have a bunch of stuff that wants to assault usually, which it cannot do the turn it deep strikes in. So one of the most important things you learn is where to place and how to make best use of whatever it is that decides to come in.


+1

I play mono-Slaanesh and I was quite surprised as to how much faster the army got despite the loss of fleet. Namely Seekers and Fiends who can now get Hit&Run through a Musk Herald on Mount and them now moving 12". I think this definately makes up for the Fleet nerf.

Iranna.

How do you normally land your fiends and seekers? The nerf to fleet if they're not within 15" or however far say and you don't have terrain or anything else to hide behind.



15 successful trades !! 
   
Made in au
Lady of the Lake






They move 12" now and ignore cover upon moving. They'd have a free turn to run and get ready to charge out later. Not to mention fleet allows the reroll of one or more charge dice now. Get a six and a 1, reroll the one. Snake eyes, reroll the lot.

   
Made in us
Pulsating Possessed Chaos Marine





Chattanooga TN

n0t_u wrote:They move 12" now and ignore cover upon moving. They'd have a free turn to run and get ready to charge out later. Not to mention fleet allows the reroll of one or more charge dice now. Get a six and a 1, reroll the one. Snake eyes, reroll the lot.

Where do you move on the inbetween turn?



15 successful trades !! 
   
Made in au
Lady of the Lake






Well I'd try to deep strike them probably behind cover, or hopefully somewhere they'd be more out of the way of shooting. I tend to use the run to try to counteract any scatter. Lack of cover pretty much screws over all melee armies anyway. Generally out of six I can expect about four to make it.

I'm unfamiliar with seekers however as I'm only starting to look into them now. Been using a Daemonette horde with some fiends for support. Generally when given the choice they seem to shoot at the mass of Daemonettes instead. The turn any of them comes in seems to be the turn that unit will either be ignored or help the rest of the army by acting as a lure.

   
Made in us
Pulsating Possessed Chaos Marine





Chattanooga TN

n0t_u wrote:Well I'd try to deep strike them probably behind cover, or hopefully somewhere they'd be more out of the way of shooting. I tend to use the run to try to counteract any scatter. Lack of cover pretty much screws over all melee armies anyway. Generally out of six I can expect about four to make it.

I'm unfamiliar with seekers however as I'm only starting to look into them now. Been using a Daemonette horde with some fiends for support. Generally when given the choice they seem to shoot at the mass of Daemonettes instead. The turn any of them comes in seems to be the turn that unit will either be ignored or help the rest of the army by acting as a lure.


I put up a mono tzeentch list because I'm scared of charging in 6th lol I don't really know where letters and other things stand especially with overwatch and not being able to charge when you deepstrike....



15 successful trades !! 
   
Made in au
Lady of the Lake






Yeah, it's why I've started to add a little Tzeentch to my list. Need something that can poke them a little.

   
 
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