Switch Theme:

Any daemon players mind helping a newer daemon player out  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User





Just trying to figure out things in general im having a very hard time dealing with vehicles in general and air units and have been trying to come up with a way to combat them any help is greatly appreciated on me if you want thanks a ton
   
Made in ca
Furious Fire Dragon





I'm new to daemons myself but I find that having a soul grinder (str 10, ap1) helps, Plaugebearers cause a glance on a 6, and daemonettes rend. for antiair im stuck on that issue as well, perhaps a quadgun from a ADL
   
Made in ru
!!Goffik Rocker!!






Flying slaanesh daemon prince rolling on biomancy shooting 2d6 s9 shots if he gets iron arm. Even without iron arm it's still 2d6 s6 shots. Will be a trouble to any flyer especially when shot at the rear.

This message was edited 1 time. Last update was at 2014/12/04 10:08:10


 
   
Made in nl
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

I regularly use two Vengeance Weapons Batteries with Quad Icarus Lascannons.

12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) 
   
Made in gb
Dakka Veteran




Reading - UK

For Anti Air you have limited options within the Daemons Dex.
You either need to look at either Allies or Fortifications if you are concerned with Flyers and want to deal with them in a decent manner.

Aegis/Quad Gun and an Allied Heldrake will help for smaller games.

For larger games you could consider Apoc allies such as IG or even Tyranids.
For yrnaids for example you can take a Dakka Flyrant and a Hive Crone and only spend 15 points on the troop slot by taking a Mucolid Spore.
   
Made in us
Shrieking Traitor Sentinel Pilot






Kansas City, MO

For flyers, I do as already suggested and generally include Soul Grinders and Flying Daemon Princes in most of my lists already. Remember that vector strike is much more useful against flyers/skimmers than other units. I also enjoy the Slaanesh BioLash Prince for both AA and general use.

Biomancy is a big boon against vehicles. As stated above, Nurgle weapons have rust and can glance on 6's. It doesn't seem like much, but if a vehicle gets to close to plaguebearers, you can knock off a couple of Hull Points. Remember to fish for greater rewards as well, as one of the rewards gives fleshbane and armourbane and may be a situational choice.

Follow me on Twitch,
Twitter and Instagram


 
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

FFOT is quite handy too, especially on a LoC, or even Fatey, as they're solid units aside from that.

2D6 S5 shots for 1WC hitting on 2s with Skyfire will account for many Fliers, especially as getting in their rear arc is fairly simple. Only really a Storm Raven that is an exception to that.

The alternative is simply to play around them, they have limited manoeuvrability and many have limited fire arcs too, Daemons have a lot of very fast units that can simply be where the flier can't shoot them. Also remember that a model must be within range, arc and LOS to have a wound allocated to it, so it doesn't matter if he inflicts 10 wounds in a unit, if only one model fulfils those criteria, he only kills one model. (But it will be very, very dead!)

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in us
Gargantuan Grotesque With Gnarskin




Soul Grinders are in basically every daemon list I've run. Skyfire comes stock and Phlegm Bombardment does well if you're within range. I make them Nurgle Grinders, park them in ruins, and let the 2+ cover save & AV 13 stretch the 4 HP as far as possible. I dislike Warp Gaze because it's even shorter range and is only one shot on BS 3, although if you're facing AV 14 you might need the extra oomph.

Daemonettes have worked OK for me. You can't hit AV 13 or 14 and rends are less common than you'd hope for. I thought Plaguebearers only had poisoned and not rust but I might be wrong.

Greater Daemons and DPs could help with their smash rule. There's also Lash of Khorne (stock on a bloodthirster) and the Slaanesh lash.

I've yet to try skull cannons.

This message was edited 1 time. Last update was at 2014/12/04 17:39:09


 
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Skull Cannons are OK, I've not run them since they got their CC attacks in the last FAQ, but BS5 on a pie plate means they seldom miss, I think there must be some models it is actually impossible to miss if the template is centred on them.

The high AP isn't great, but relatively high strength and large blast makes them decent horde control and light vehicle killers, and ignores cover means no Jink on skimmers, plus you have the offensive grenade effect, decent range, AV12 with 5++ all on a relatively low cost platform.

Honestly, if they had AP3 instead of 5, I think they'd be a fixture of lists far more often, as it is, I think they belong in the "not awesome, but probably better than you think" box.

Also, to add to the Discussion in a similar vein, Burning Chariots are OK too, you need to ride your luck a bit (but then, we're daemons players, we don't do predictable) but Deepstriking one (or more) of these in a vehicles rear arc can pay dividends. Better to have multiple threats DS else they fold like damp bog roll, but again, they're not a lot of points, just a HS slot, which is the big drawback of both when there's Soulgrinders and, typically, DPs competing for the slot.

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in ca
Furious Fire Dragon





lustigjh wrote:
I thought Plaguebearers only had poisoned and not rust but I might be wrong.




You indeed are wrong hah, Plaugebearers have plague sword, which has posion 4+ and Touch of Rust, which glances on a roll of 6.
   
Made in us
Esteemed Veteran Space Marine







Screamers also work well enough as anti-vehicle. Fast enough to reach them, and S5 AP2 Armourbane can make short work of most tanks.
   
Made in ca
Furious Fire Dragon





I have NO IDEA how daemon players manage to get so many warp charge points, but if you manage that you can also crap out a bunch of very nice spells or summon some disposable nurgle to run into the vehicles for ya.
   
Made in ru
!!Goffik Rocker!!






lustigjh wrote:
Soul Grinders...4 HP


Ain't they 3 HP?
   
Made in us
Auspicious Daemonic Herald





 koooaei wrote:
lustigjh wrote:
Soul Grinders...4 HP


Ain't they 3 HP?

Lol no
   
Made in au
Crazed Spirit of the Defiler




Eye of Terror

I bring allies with mine

My large scale warhammer/kings of war Blog of the Brass and Rot legions:
http://www.dakkadakka.com/dakkaforum/posts/list/666677.page#8211472 
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

 cosmicsoybean wrote:
I have NO IDEA how daemon players manage to get so many warp charge points, but if you manage that you can also crap out a bunch of very nice spells or summon some disposable nurgle to run into the vehicles for ya.


Go Tzeentch... A pair of Tzheralds plus two squads of 11 Horrors is fairly cheap and can net you 10 WC's thanks the Tzheralds having the option to upgrade to Mastery Lv3. Likewise, each of the psychic Greaters & Princes can get up to Lv3.
Bring the Portalglyph from the Hellforged Artifacts and use it to spawn more Pinkies for an additional +1WC per turn. Combined with summoning, you can easily churn out additional WC's each turn.

I normally run nothing but Heralds in games 1500pts and under since the LoC eats up too many pts. Combined with a pair of large Horror squads, (18 strong to be super fluffy!), I'm usually starting the game with 14 or more WC's depending on what else I take.

 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Lots of scattered answers here.

OP: it really depends on what kind of list you are running. Here are a few examples:

i) Daemon cavalry. Blocks of Flesh hounds, seekers and screamers provide all the anti armour against tanks you will need. Protect them with invisibility, grimoire or shrouding, and they should get the job done.
Screamers are your go to unit against heavy walkers like imperial knights or ironclades. Make sure to grimoire them or use invisibility, and they stand a half decent chance (nothing amazing, but a chance at least).
I usually run 3 soul grinders with such a list, as they can keep fairly close to the cavalry, and can help counter some of the opponent's tougher units. I wouldn't use warpgaze though, torrent flamer or standard loadout for me.
Again, these are acceptable counters to heavy walkers, but you have to buff them with a better save or invis, or their low WS and I values will let them down.

ii) flying circus summoning list
This kind of list has a few FMCs flying around, who are decent enough vs tanks, but who struggle with walkers. Summoning is the name of the game here, so simply summon what you need, and where you need it. Plaguebearers can be a pain if your opponent is on the offensive and must charge them, if not I would rely on daemonettes or possibly Screamers if they have really heavy armour on the field. Remember, you don't have to kill everything with this list, tying up your opponent can work just as well.

iii)Be'lakor deserves a special mention. He is a viable part of any competitive list, and is one of the few daemon units who has a chance to take an imperial knight out in a 1 on 1 fight.

Regarding flyers: Just don't bother. Make a strong and fast ground list, and you can put the opponent on the back foot before his flyers even arrive. Daemons really do not have any solution to the heavier flyers out there.

Some people still say that a slaanesh DP with iron arm is a good choice, but he has a 50% chance of being a huge waste of points if he does not get iron arm.

Fateweaver is potentially capable of take out the lighter flyers, but there is no way to take out something like a fire raptor, with AV12 and 4HP. Try to hide or ignore it, and win the game as best as you can.


This message was edited 1 time. Last update was at 2014/12/08 16:15:07


 
   
 
Forum Index » 40K General Discussion
Go to: