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Made in us
Frenzied Berserker Terminator






Thinking specifically a khorne list. They don't seem to have much in the way of ap2... This feel with terminators and 2+ save monsterous creatures...



" $@#& YOU! There are 3 things I want in a guy: Tall, Handsome, and plays Dark Eldar!"-every woman since
November 2010 
   
Made in be
Flashy Flashgitz




Antwerp

Uhh... I'm not a daemon player but etherblades, greater etherblades and axes of Khorne are all AP2, aren't they?

BTs and DPs are AP2 because of Smash so again, shouldn't be a problem for them either.

If you're looking for AP2 shooting, you won't find much of it with Khorne. Sort of makes sense when you consider the guy is all about decapitation and whatnot... Even then, I believe the BT of Unfettered Fury's lash is AP2.

Krush, stomp, kill! 
   
Made in us
Gargantuan Grotesque With Gnarskin




Outside of what was stated above, non-characters are SOL for AP2. Khorne has lots of AP3 but it usually dies on its way into combat
   
Made in us
Shas'la with Pulse Carbine





Florida

Monstrous creatures in CC. Preferably an invisible Be'Lakor.

Look to Slaanesh for rending attacks. Daemonettes, Seekers, and Fiends all have it. The latter two units are fast enough to get there and all of them throw a bunch of dice in assault.

Other than that, you are looking at psychic powers from Tzeentch or Psychic Shriek from Telepathy.

I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains 
   
Made in us
Fresh-Faced New User




 Mumblez wrote:
Uhh... I'm not a daemon player but etherblades, greater etherblades and axes of Khorne are all AP2, aren't they?

BTs and DPs are AP2 because of Smash so again, shouldn't be a problem for them either.

If you're looking for AP2 shooting, you won't find much of it with Khorne. Sort of makes sense when you consider the guy is all about decapitation and whatnot... Even then, I believe the BT of Unfettered Fury's lash is AP2.




Well all monstrous creatures are AP2 in CC regardless of what weapon they have. They don't need smash to be AP2.
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Daemons have no problems vs high toughness 2+ saves.

Slaanesh units with rending are an obvious answer, as are nurgle daemons princes, axes of khorne and invis/ 2++ save tarpits.
   
Made in us
Omnipotent Necron Overlord






There is also psychic screech. Plus all MC ignore 2+ save in CC. They really have no problem with it.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Frenzied Berserker Terminator






I guess I should have specified better.

I'm doing a mono khorne list.

I guess best bet would be belakor casting invis on a D weapon bloodthirster. Seems beefy.



" $@#& YOU! There are 3 things I want in a guy: Tall, Handsome, and plays Dark Eldar!"-every woman since
November 2010 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Mono khorne lists should undoubtedly have some flesh hounds.

Stick a herald of khorne with an axe in there are he should ID and MC given a couple of turns.
   
Made in us
Been Around the Block





A juggernaut heralds with a greater and lesser weapon hits terminators like a train in CC. 6, S6 ap2 attacks on the charge and half the price of MC. Roll him up in a hound ball and charge in. the real problem with mono Khorne is landriders and flyers. If you only take one thirster, he dies you can’t crack AV14.

Take daemonkin for mono Khorne you lose almost nothing but gain so much.
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

 Dalymiddleboro wrote:
I guess I should have specified better.

I'm doing a mono khorne list.

I guess best bet would be belakor casting invis on a D weapon bloodthirster. Seems beefy.


Every single character can, for a measly 10pts, take an ap2 ccw that inflicts ID on a to-wound roll of a 6 AND swings in initiative order.
All MC's as noted are also ap2 by default in assaults.

We don't get much real ap2 shooting, but then, outside of Tzeentch, we're not a shooting army anyways...

Mono Khorne can be savagely effective with a list geared around a pair of medium to large units of Flesh Hounds, (ie: 12-20 strong), each led by a Locus of Wrath Jugger Herald wielding an Axe of Khorne. (ap2/swings at initiative/auto-kills on a 6 to-wound)
Karanak is also a great way to make use of a unit of Bloodcrushers, as he gives the unit the benefits of his Scout rule. The unit champ can again take an Axe of Khorne, while another rider can get an Icon for pinpoint Deep Striking, and further upgrade it to allow the unit's first assault attempt to be 6 + D6".

Khannons can provide some long range support, as well as helping to deal with units hiding in cover due to their flaming skull ammo.

Soul Grinders are effective supporters as well, though MoK is completely useless on them... If you add in a Divination Psyker, you can actually make use of their otherwise lackluster Warpgaze shot thanks to Prescience's re-rolls.

Bloodletters work well enough when you take them as MSU and simply Deep Strike them in off of Icons behind your main advance... Adding Instruments to these units also allows you to pull of some chain deep striking shenanigans as well to help overrun your opponent's lines with target saturation.

Khorne Princes are kinda 'meh', as you lose out on the Psychic benefits they normally bring. (namely, Psy Shirek + possible Invis or Biomancy)
The Eternal Beatstick has more potential for a Khornate Prince however, as he'll swing at S8 on the charge, with max WS/I and extra attacks.


For allies, your best bet is still CSM over Daemonkin, as you can simply go for the Axe of Blind Fury Jugger Lord + Chaos Spawn escort, a Cultist blob and then something like MoK Oblits or a Forgefiend for shooty support.
Daemonkin is the poorer way to run a mainly Daemon based army, as you lose out on too many of the benefits of the Daemon codex itself...

 
   
 
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