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Made in ua
Fresh-Faced New User





Many people play as chaos in my town and I found really hard to beat them.
Main problems are helldrakes, daemons and some others like obliterators and HQ.
How to win them?
helldrakes are easy to destroy with lootas and traktor kanons.
HQ, elites, HS are easy to beat with MANz.
But what to do when they summon daemons? I haven`t found any tactics yet, what do you use?
Thanks in advanse

This message was edited 1 time. Last update was at 2014/09/17 11:48:37


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon




USA, Maine

Which demons are they summoning? Generally, shoot them to bitz with shoota boyz, drop kill kannon on them, or charge them with Manz, kans, or deff dredds.

Painted armies:

Orks: 11000 points
Marines: 9500 points
Khorne Marines: 2500 points
Khorne Demons: 1500 points 
   
Made in ru
!!Goffik Rocker!!






Lobbas work great vs lesser daemons. Be careful with khornedogs though, they're fast and shred boyz to pieces - shoot them to bits asap. The good thing is that regular shootaboyz/sluggaboyz and artillery work fine vs most things that daemons usually bring.
   
Made in us
Flashy Flashgitz






Summoned demons arrive via deepstrike, so the will be close to each other. Any blast weapon will kill them if it doesn't scatter - take lobbas, they are good for this.
   
Made in us
Auspicious Daemonic Herald





 hordrak wrote:
Summoned demons arrive via deepstrike, so the will be close to each other. Any blast weapon will kill them if it doesn't scatter - take lobbas, they are good for this.

Deep striking units can still run d6" and since daemons don't have any shooting they're going to run
   
Made in us
Flashy Flashgitz





I just played a small game against Demons last night. They used the glyph to summon and some summoning. Glyph guys exit as if from a vehicle (so 6") then can run, and deep strikers can run, but deep strikers are likely still going to be pretty clumped.

Point is you need to kill the summoners. Heralds can be pinpointed by Lobbas using the barrage rules. Make sure you take ammo runts and fire the first shot from a lobba with an ammo runt still available. If you hit dead on (which you will 50% of the time with the ammo runt reroll) then you should snipe him out. Trukk boys with a nob bp pk will kill a pink horror mob.

just always remember shoot the choppy and chop the shooty, and you'll do great.

Warboss Troil
"Less chat, more splat!" 
   
Made in us
Cultist of Nurgle with Open Sores




Naples, FL

You could just get a bunch of weirdboyz and summon your own daemons! You just have a high risk of perils.
   
Made in us
Dakka Veteran





One tactic that I've found with Daemons recently (especially summoning lists) is to try and have 1-2 squads of boyz free at the end of each of your turns so that you can charge whatever new lesser unit was summoned in. While you'll take casualties, you'll also get the charge while will be significantly better than the other way around as always.

For larger daemons and larger CSM units/vehicles, Mek Gunz (specifically Smash Gunz) are going to be my recommendation. Orks do wonders against vehicles, large models, and infantry due to our numbers and powerklaws. What hurts though is getting charged or destroying a rhino only to have the troops inside shoot you off the table the following turn. Smash gunz work great at address high tough creatures and vehicles. S8+ doubles out Bloodcrushers, Fleshhounds, and Screamers. S10 takes out Drones. Both of which handle Greater Daemons as well. Add in 1-2 Traktor Kannons as a precaution from FMCs and you account for Heldrakes and FMC as well.

All that said - It is a challenging match up so keep at it and take your time in reviewing tactics after each game.
   
Made in ca
Monstrously Massive Big Mutant





Canada

The only problem I ever had with Daemons is how susceptible they are to small arms fire and how quickly they simply disappear when shot at with pretty much anything.

Relying on a 5++ base, doesn't really save your skin on those singular wound models. Models like hounds, you can get away with making a few saves and still having a good pack running around.

Long story and rant short, shoot at the lesser Daemons. Pretty much anything kills them en mass.

Life: An incomprehensible, endless circle of involuntary self-destruction.

12,000
14,000
11,000

 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






One things that hasn't been said yet is to make sure you are using cover to your advantage; Daemons don't have grenades. That charging squad of daemonettes is going to do far less damage, if any, after your boys have hit it first.

Lots of trukks might also work, depending on how many points are invested into CSM heavy weapons. Daemons are very lacking in ranged weapons, so presenting only trukks for them to charge will drastically slow their damage.

Heldrake shouldn't concern you tbh, its fire arc is very limited now, and you don't have any expensive units in power armour.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 AutarchRion wrote:
You could just get a bunch of weirdboyz and summon your own daemons! You just have a high risk of perils.


Really, really bad idea. You wont even be able to do this as a joke as any daemon player playing the summoning role will have 4x the warps you do, and if you throw more than 3 dice trying to summon a daemonology spell you are probably going to auto peril. Either you kill yourself trying, or he denies it every time with 8-10 dice per spell you actually got off.
Which is why i really hate the deny the witch mechanics. The casting part is fine now, i just hate the deny part.

Back on topic:
Lobbas are simply amazing. Yes, they have an invul save but unless they get REALLY lucky and get army wide +1 invul save, or youre firing at the 2++ invul star, its only a 5+ and odds are you will cause a ton of wounds per lobba battery. I field a unit of 5 every game even if im going with nauts/BW because lobbas are that important. They reliably dominate marines....with a 3+ armor...i think they can deal with a 5++ lol.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
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