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Made in us
Regular Dakkanaut




I played a couple of games and it seems to me dsing anything near the enemy will most likely die or be in near death next turn. I had 4 flamers fire a round before they got annihlated - they did manage to take out a Russ before they died so point wise i think they broke even. I have had more success putting all my CC units behind cover so they dont get shot up but the enemy still manages to shoot them before they get their charge. Any suggestions for DSing from people who played out more games?
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

I think i kinda know what your asking...

It is a tough question because there are a ton of factors. What type of army are you playing against? Have they had a movement phase yet? what type of army do you have?

I have units that are shooty and units that are assaulty. I tend to originate my assaulty units just over 10" away from the enemy, the big assault units tend to be as far to one side as possible. If i can be more than 12" from the table edge, but about 10" from a unit that I want to charge, that usually feels pretty good (as a rule of thumb, like i said before different situations make different spots). My shooty units usually originate about 15-16" away from my opponent, they may be slightly closer to the center of the table than my assaulty units, but its vital to me that in almost all circumstances, they get to shoot, and I really don't want them to be within 14" of the enemy either (assault/good rapid fire is in that range)

be aggressive enough to get a charge with all of your assaulty units on turn 2. be aggressive enough with your shooty units to virtually guarantee a round of shooting when you land. But keep as much distance and cover between you and them while meeting these criteria. A very fine line to tread.

I hope that was helpful. i'd be happy to elaborate more specifically if you let me know what units you've been using. However I haven't quite tested all of them yet.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Regular Dakkanaut




Shep wrote:I think i kinda know what your asking...

It is a tough question because there are a ton of factors. What type of army are you playing against? Have they had a movement phase yet? what type of army do you have?

I have units that are shooty and units that are assaulty. I tend to originate my assaulty units just over 10" away from the enemy, the big assault units tend to be as far to one side as possible. If i can be more than 12" from the table edge, but about 10" from a unit that I want to charge, that usually feels pretty good (as a rule of thumb, like i said before different situations make different spots). My shooty units usually originate about 15-16" away from my opponent, they may be slightly closer to the center of the table than my assaulty units, but its vital to me that in almost all circumstances, they get to shoot, and I really don't want them to be within 14" of the enemy either (assault/good rapid fire is in that range)

be aggressive enough to get a charge with all of your assaulty units on turn 2. be aggressive enough with your shooty units to virtually guarantee a round of shooting when you land. But keep as much distance and cover between you and them while meeting these criteria. A very fine line to tread.

I hope that was helpful. i'd be happy to elaborate more specifically if you let me know what units you've been using. However I haven't quite tested all of them yet.


Here is my preliminary units being used:
Skulltaker w/chariot,Heral tzeentch w/chariot,bloodthirster, fiends flamers X 2, seekers X 2,blood letters w/ icon X 2,horrors x 2
deamon prince tzeentch

If I were to play it now here is what I plan to do:
Squad A:
Bloodthirster, skulltaker, flamers, seekers, blood letters, horrors,fiends

Squad B: herald tzeentch, flamers, blood letters, seekers,horrors,daemon prince

Squad A is more aggressive with the fiends and bloodthrister while squad B is little more shooty.

If I drop i will drop bloodthirster, skulltaker,fiends,blood letters,horrors ~ 16 away (since they got 12 and 12 for move and assault), flamers will be near the most expensive "killable" unit. If the enemy is less shooty i will place them closer but this range wont hurt me much since most my units dont shoot anyway except horrors' with 18 inches.

Squad B comes in i will be more aggressive with the units since ideally they will be shot at less since hopefully my squad A will be engaging with them(and not annihilated!).

So should I close in if enemy is mostly shooty or be far away? and if they are mostly hth i think it is probably no brainer to be closer(not within charge range) since i wont be afraid of them shooting me up... suggestions?
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Ask for the assaulty wave against shooty armies, ask for the shooty wave against orks, or any other army that can beat you in assault if you don't soften them up.

If you get the assaulty wave against a shooty army, pick a "half" of his army that you want to tackle. Look at the table, envision hwere all of your units will ultimately be after expected results' scatters for either side. Choose the side that will give him the least good shooting options.

Now, start with the unit that is most important to you. That's the thirster. Put him somewhere where you are almost postive he'll get a charge, and where it will be very hard for your opponent to shoot at him. (this is where I like pavane, if you get a bad scatter it can help correct the bloodthirster placement) Next place skulltaker. He'll probably be pretty close to the bloodthirster if you place him right. give him a good 8" buffer between himself and thirster, and around 9 or 10" away from your charge target (now that im thinking about it. he'lll REALLY want a pavane as well, prolly need to get one in this list) Now the bloodletters same method as skulltaker. Next you can place the seekers and fiends a bit further back behind these guys, since they'll be able to get in to action faster. You can drop the horros right in the middle of the table and dare your opponent to shoot at them. he's not going to, he has bigger fish to fry. Flamers pick a unit that can put wounds on the chariot and thirster, drop in their patio and melt their faces off.

Against orks with squad B. its much easier. (deployment choices... not winning the game hehe orks are tough cookies) Choose a 30 man unit, line up about17" away from it. If you get a hit, they'll have a hard time getting their furthest back shootas on you on their next turn. Concentrate all of your shooting on one unit. Getting a shoota unit down to about 15 makes it assaultable by most if not all of your assault units. try to bite off one mob of boys at a time. As your reserves come in, use icons to control where they and and don't give orks any tasty charges until they've been properly culled.

this advice against orks goes the same for you if you ask for A but get B. Drop in a mutually supportive manner, and play conservatively. Shoot, move and charge only when you've got the close combat to an easy win.

You might be having a bit of trouble with your A wave because you have too many 6" move 6" charge units in it. This really makes it hard for you to deny your opponent shots and still threaten turn 2 charges. If you had a better spread of flyers and beasts in there, with some shooting as well, then you can still cut their army in half and drop your units in tiers. But thats a topic for army lists and not for DS tactics.

hope i was helpful.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
 
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