Nym wrote:That's quite funny, 'cause I just fought a Daemon army yesterday and it looked pretty much like what you faced. I was also playing Orks, and Flamers / Pink horrors / Screamers wiped me out of the board in 4 turns... despite him losing a whole squad (6) of Pink horrors in the warp and mishaping with 8 Bloodslaughterers who showed up on the other side of the table...
I didn't think that Daemons could be such a terrible match-up for Orks, but after that game I really can't see what I could have done. 2 wounds Flamers / Screamers for such a cheap cost is crazy, especially since the formers are pretty much immune to assault (Wall of death...).
What's even funnier is that the Daemon player had just tabled a Space Wolf before me, wiping Thunderwolves and Grey Hunter as easily as he wiped my Boyz.
Daemons = new black ? :p
Flamers, especially when spamed are pretty damn rough for anyone not rocking Warp Quake. With 2 wounds AND Eternal Warriors, they take forever to shoot down, and unless you can multi-charge them, combat is pretty must a no-go option unless you have somehting like
TH/
SS Termies, Cybork body Nobs, or another unit with solid invuln saves to protect them from Breath of Chaos hits. (mind you, 'Nid players can go with their 3W beasties and just laugh their way into combat too!)
Now mind you, I'm expecting that when Daemons get their new updates, that the
40k side will likely lose it's army-wide
EW rule and just adopt the rulebook 'Daemon' rule. If
that happens, then Flamers will be costed pretty fairly since now those plentifull S8+ shots will simply laugh at them.
Screamers are fast, but they're only I4 so most things will either swing at the same time as them, or go first. Their main targets are I1 Termies/other 2+ saves and vehicles. Against anything else, the Daemon player is simply using overkill.
And again, if we do indeed lose our
EW in our new codex, then those Screamers just became alot less terrifying!
As for my worst, most terrible match-ups?
as you can probably guess for a Daemon player, it's anyone rocking
GK's! Strikes & Interceptors especially are just stupidly
OP vs my entire army, since Warp Quake can't be stopped except by winning to roll to go first, or else praying that the
GK player fails their psychic test.
Heck, even just a single 10-man squad spaced out it's full 2" coherency pretty much means "game over" on turn 1 if you set it up properly...
A full-on
GK is an absolute nightmare unless it's being run by Little Timmy. But any even almost-competitent player can easily table me with almost no effort since there's just too many hard-counters to my entire army in that book... Strike Squads, Interceptors, Dreadknights, Pallies, Libbys, Coteaz & Purifyers being among the worst things I can encounter.