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![[Post New]](/s/i/i.gif) 2015/04/13 16:37:16
Subject: Khorne daemokin weaknesses
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Troubled By Non-Compliant Worlds
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I've played 2 games with daemokin and it's been so much fun. Sweeping advance large mobs of ork boys and take down carnifexes with a DP was tons of fun and I really like the blood tithes. But there are some holes in the codex that im wondering what they could be filled with. I've only played a 500 and 1000 point game so I don't have a ton of capital, point wise, but it seems to me that high av, flyers/FMC and even normal MC's can really become a road bump for my army. Im not asking to build a list but what would be some options when it comes to that? I've done that one formation (name escapes me) where you take 2 minimum bike squads and hounds so I've put stuck some meltas on them and they seem to do some work but can be wiped out too easy sometimes before they get there. Another option is a mauler fiend despite av12 or a soul grinder but he's a bit slow. As for flyers I like to bring a heldrake so it's not that bad. Any other suggestions?
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![[Post New]](/s/i/i.gif) 2015/04/13 19:01:26
Subject: Khorne daemokin weaknesses
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Longtime Dakkanaut
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The biggest weaknesses I can see are:
Flyers
FMCS (the dread flyrant spam)
Knights
Proper 'Ard death stars.
Fast Mech
Flyers are almsot impossibl3e to take down, FMCS even worse.
best I can think of is daemon allies, Fatey and a tzeentch prince can provide some cover with flickering fire.
The D-thirster can kill knights, but it isn't too reliable. but backed up by some lash maulers its OK.
Fast mech.. you kinda have to box them in and hit them hard.. good luck,
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![[Post New]](/s/i/i.gif) 2015/04/14 19:13:01
Subject: Khorne daemokin weaknesses
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Troubled By Non-Compliant Worlds
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That makes sense. But I mean I can't see a lord of change or fate weaver really helping with FMC. Giving a FMC FNP is crazy enough. I thought about bringing a heldrake or something to at least but somewhat of a fight up. What are some good unit combinations to run? It's very broad but thins that seem to be able to plow through high av vehicles and MC's and still mulch troops? I may be asking for too much but idk it's not fun having a flyrant wreck half your army just like that.
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![[Post New]](/s/i/i.gif) 2015/04/15 07:09:26
Subject: Re:Khorne daemokin weaknesses
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!!Goffik Rocker!!
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IK problem can be a problem. Yes, tendril maulerfiends and S: D thirsters can help. But it's quite random. If the knight gets a 6 on even a single stomp, it's automatically a trade-off.
Also, not everyone's running maulerfiends and hurling a single thirster - even with ws10 at a 3 attack IK is quite risky considering his ini 4 S: D sword. I think that summoning will help you out. Summon letters whenever possible and feed them to a knight - stand in the way and block his movement as muchas possible.
AdLance is a problem here - that's for sure.
You could probably go for, surprise, powerfist biker champs. It's avery situational unit, for sure, but it has nice chances of doing some real damage with melta shooting first and than 4-5 s8-9 ap2 attacks on the charge. Could more or less reliably inflict 2-3 HP of damage. The cheaper and more TAC option would be to just buy melta bombs on everything possible.
What other options do daemonkin have? Lord with a stacked up axe for s9-10 ap2 madness? But stacking the axe might prove to be problematic and lords are more often equipped with an axe of ruin cause a free thirster is nice.
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This message was edited 1 time. Last update was at 2015/04/15 07:10:37
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![[Post New]](/s/i/i.gif) 2015/04/15 10:56:41
Subject: Khorne daemokin weaknesses
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Longtime Dakkanaut
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For knights, D-thirster is the only in codex way of killing it, but there's no in-codex way of keeping it alive to connect, (other than spamming them)
so you can ally in belakor or a grimoire. invisibility solves a lot of problems with deathstars.
Allied Fireraptor is probably still the best AA. I can't think of anything that can really shut down flyrants in the chaos arsenal... spamming renegade missile launchers with the covenant of tzeentch i guess.. you can mix in divination but thats expensive and unreliable...
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![[Post New]](/s/i/i.gif) 2015/04/15 11:03:44
Subject: Re:Khorne daemokin weaknesses
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!!Goffik Rocker!!
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Drake can be quite good with s8 ap2 vector strikes against flyers.
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![[Post New]](/s/i/i.gif) 2015/04/15 11:07:17
Subject: Khorne daemokin weaknesses
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Longtime Dakkanaut
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Yeah, but you only get one S8 drake per 3 units of jump infantry.
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![[Post New]](/s/i/i.gif) 2015/04/18 04:21:10
Subject: Khorne daemokin weaknesses
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Monstrously Massive Big Mutant
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Ive always found that my Fire Raptor can usually kill what ever it needs to in 1 turn of firing, dont fear the Flyrants in all honesty. They aren't firing at you while you are in combat, which is what you are always trying to do with Daemonkin anyways.
As for Knights, try throwing hounds at them, then Charging with your D-Thirster afterwards. Due to the way Combat is resolved, attacks will be made against the B2B Hounds and you will pile in and strike at I1, usually meaning you are safe to attack unchallenged. You might lose said hounds, but hey, 80 points for 5 bodies who have 2 Wounds a piece is a good trade off if your D-Thirster can get in and destroy 300+ points of Knight nonsense
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![[Post New]](/s/i/i.gif) 2015/04/18 20:19:08
Subject: Khorne daemokin weaknesses
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!!Goffik Rocker!!
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GoliothOnline wrote:
As for Knights, try throwing hounds at them, then Charging with your D-Thirster afterwards. Due to the way Combat is resolved, attacks will be made against the B2B Hounds and you will pile in and strike at I1
It's not how it works. Thirster is not in a unit with hounds, so he needs to make it to B2B with a knight to make a succsessful charge in the first place. And when he's in b2b the knight can choose to strike him instead f hounds as he's a separate unit.
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