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Made in se
Longtime Dakkanaut





So, I was sitting here, Reading my other topic and thinking for a bit. Would you pick Daemons or Grey Knights for melee? Grey Knights seem to b more survivable, and everyone has force weapons so they should be good at it right? And I heard they arent over powerd like they used to be anylonger. What one of the two armies do people find the most fun to play? Are Daemons fun at all? I was originally thinking of going Grey Knights for my first army cus of the models, But heard they where over powerd so I went Tau instead (And love them) but now I want someone who can melee..
   
Made in gb
Roarin' Runtherd




-worried grey knights are too overpowered
-plays tau insted

Lol.

On topic, gk are generaly considered shooting army that can assault but dedicated assault units will have more strenth per point in cc. Not sure about daemons but they are ver cc focusedwith hounds.

3000 points. 
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

Daemons are far more melee specialised than GK's.

2 of the 4 Gods (Khorne & Slaanesh) are outright beatsticks in combat, with Khorne being the MEQ-killer & Slaany being more anti-horde/high toughness due to buckets of attacks + rending. The 3rd God (Nurgle) is geared heavily towards wearing opponents down in drawn-out grind-fests and comes replete with enough poisoned attacks to impress the Dark Eldar. The 4th, (Tzeentch), is mainly shooty psychic tricks but does have some decent heavy hitters between S8/ap2 Lords of Change, Daemon Princes & Screamers.

Plus 3 of the 4 Gods can put more psychic powers on the table than even Eldar could ever hope to. Heck, even the Bugs don't get quite the sheer volume of psychic abilities that Daemons can throw down due to getting 0-4 Heralds for 1 HQ slot, combined with Greaters making like-marked Princes into Heavy Support choices.
Maximising your Psychic potential can net you a rather staggering 24 Mastery Levels with powers scattered across Tzeentch/Nurgle/Slaanesh/Divination/Biomancy/Telepathy and/or Telekenesis!

Add to that the ability to fill your slots with loads of multi-wound Beast or Cavalry type models, plus single wounds like Seekers and you can have an army that an opponent will get all of 1 shooting phase to deal with before you're slicing and dicing them to little rags.

 
   
Made in se
Longtime Dakkanaut





Back when I started Tau was in 5'th edition, Before they got their new codex, You know, Back when they where universally considerd the weakest army in 40k? And since then I simply stuck to them. They where nowhere near being over powerd back then so dont even try to claim they where.

Daemons seem a bit intresting, But how do you get them to the combat without being shot to bits? And are they fun to play? Does the randomness of all the tables you have to roll constantly for everything get annoying..?
   
Made in us
Horrific Howling Banshee





Merelin-I feel the exact same way. I have been playing tau since 5th, and so when I am accused of playing an OP army, get understandibly pissed.

   
Made in us
Crazed Spirit of the Defiler






I love my Daemons. Absolutely love them. For me they at more fun to play then even Orks(!).

As to those of you who have played tau since before the new codex, I have nothing but respect for you since you stuck with such a woefully underpowered codex. You deserve your moment in the sun (or should I say edition instead? )

This message was edited 1 time. Last update was at 2013/09/06 21:14:33


Daemons--5000
Death Guard --2000
Daemons--15000
Word Bearers--10000

Total investment in the Forces of Chaos: 38,000

 
   
Made in gb
Brigadier General





The new Sick Man of Europe

Merellin wrote:
and everyone has force weapons so they should be good at it right?


Only if you face a lot of foes with more than 1 wound.

DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
 
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

Merellin wrote:
Back when I started Tau was in 5'th edition, Before they got their new codex, You know, Back when they where universally considerd the weakest army in 40k? And since then I simply stuck to them. They where nowhere near being over powerd back then so dont even try to claim they where.


I'm feelin' ya there - Daemons weren't much better since we had huge troubles popping all those transports, and then we got completely crap'ed on by Grey Knights to the point they could outright prevent you from even deploying a single model on the table!

Good things come to though who wait, as they say

Merellin wrote:
Daemons seem a bit intresting, But how do you get them to the combat without being shot to bits? And are they fun to play? Does the randomness of all the tables you have to roll constantly for everything get annoying..?


The random tables really aren't as bad as most of the nay-sayers make them out to be;
1. Warpstorm Table can be semi-controlled with the use of Instruments, meaning you can pretty much prevent your own army from getting zapped by the "Gods throwing crap at you" results.
Plus, there's a Warlord Trait that gives you a re-roll, or else you can opt to bring Kairos who always that trait if you're hyper-paranoid about your army exploding 1st turn.

2. The Rewards Tables are pretty well organised and overall there's maybe 2 rather 'terd' results between all three tables. Lesser Rewards offer a super cheap way to put ap2 combat weapons onto characters, plus have some interesting options & a pair of shooty abilities.
Greater Gifts are what you buy to give your guys some defensive gear. 4/6 results make you harder to kill and some of them are just brutal when they turn up on Greaters. (T6 critter w/4+ FnP - yes please!)
Exalted Gifts can be really, really mean on the big guys, while defaulting to a Hellforged Artifact is where awesome things like the Grimorie are found.

3. Psychic Powers. Between Heralds, Greaters & Princes, it's not too hard to build up some basic strategies based on certain psychic disciplines like Divination augments since you can have multiple powers on each character.


As for getting into combat? Daemons can basically run lists that are all but guaranteed to be charging before their opponent gets a second shooting phase... Plus we have a good balance of super cheap Troops & screening units like Hounds, Seekers & Furies to ensure our big guys & heavy hitters like 'Crushers & Plageudrones don't get overly molested before they get a change to strut their stuff.

 
   
 
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