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Made in ca
Phil Kelly




something has to change with the chaos daemons deep striking. i thought an all deep striking army may be cool until i played them today and realized how truely nerfed they are by deploying like that. they pop up and sit there as targets for a whole turn before they can do anything of so few ranged units and how bad the ranged units suck.

the daemons definately NEED a rule to allow them to do SOMETHING productive on the first turn. in the 4 games i have played using the daemons i have lost almost if not the entire deployment force by the time they can actually do something. some would say deep strike them back in safe areas, but, why not just deploy as normal if thats the only safe way? with this rule the daemons lose their entire first turn.

NERFED TO CRAP
   
Made in gb
Morphing Obliterator





learn to play demons. if you are having difficulty with your list then ask how you can make it better and what tactics are effective against different armies. dont come on here and spout some vague rubbish about how bad your army is because you cant win with it. the poor workman blames his tools.

This message was edited 2 times. Last update was at 2008/09/08 12:57:07


taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Wrack Sufferer





Bat Country

They actually do pretty well. And they do have an ability that lets them do something the turn they DS, run. The shooting units aren't bad either. I've heard flamers can be ridiculous. DS them flamers in next to a large squad and flame away. To be honest they are banned in some tournies because they can DS in and shoot the enemy to death first turn in tiered deployment type missions.

Once upon a time, I told myself it's better to be smart than lucky. Every day, the world proves me wrong a little more. 
   
Made in gb
1st Lieutenant







I've played only 4 games with my all khorne demons and won all 4 convincingly!
I've just ordered about £100 of other demonic forces to have fun with.
I think they're the kind of army where if DS goes well you win if it goes bad you die

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Made in ca
Phil Kelly




what rule is it that allows them to run? the six of us were tryin to find something like that but haven't been able to.

   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

5th ed rulebook. Any non-vehicle unit (and Walkers, despite being vehicles) can move 1d6" in the shooting phase in place of shooting, though they can't assault if they do so.

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Made in us
Decrepit Dakkanaut






SoCal, USA!

Yup. They can't assault because they DS, so Run simply costs them an assault they're already not able to be take.

   
Made in us
Longtime Dakkanaut







Let's hear it for the kamikaze flamer brigades for reducing enemy morale and taking out key units and immobilizing skimmers. It's amazing the havoc that that one flamer which escapes the opposing return fire can do.

Buy more fast attack and elites (except for screamers) so that you don't have to deepstrike quite so far in and don't spend as long in the double shot rapid fire range. It'll be more expensive, so it's obviously GW's intended solution.

In any event, if demons could assault on the turn that they arrived that would SO abusive that it wouldn't even be funny. Deepstriking demonic beasts and calvary could assault 18+D6 inches meaning that you could kill practically any isolated unit on the board per unit you dropped. How expensive would that end up being?

This message was edited 1 time. Last update was at 2008/09/09 01:40:32


 
   
Made in ca
Phil Kelly




I've been lookin at a bunch of different units. Horrors seem like a good bet for the shooting at least.

Now that I know the units can still run or shoot then I think I can build up something useful outta them. Problem I have is I'm the noob and only have the Chaos Daemon codex. I don't have the rulebook. The experienced guys I was playing with were telling me the units couldn't do ANYTHING on turn one. Now they've convieniently remembered that they CAN run or shoot now that I've found it out.
   
Made in us
Grisly Ghost Ark Driver





NC

Demons are definitely NOT a weak army. You just need to use them correctly and they can be downright deadly.

Falcon Punch!


 
   
Made in gb
Ridin' on a Snotling Pump Wagon






So, you are complaining because you have to spend a turn standing around like a Lemon. Whereas other armies have to do so for all game?

   
Made in ca
Phil Kelly




how do the other armies have to stand around all game? i have yet to see that happen
   
Made in us
Battlewagon Driver with Charged Engine






necrons usually don't move at all. The destroyers are the only unit that does anything turn 1

but really if you want to do something then take flamers its absolutely evil what they can do

This message was edited 1 time. Last update was at 2008/09/10 00:04:47


H.B.M.C. wrote:
"Balance, playtesting - a casual gamer craves not these things!" - Yoda, a casual gamer.
Three things matter in marksmanship -
location, location, location
MagickalMemories wrote:How about making another fist?
One can be, "Da Fist uv Mork" and the second can be, "Da Uvver Fist uv Mork."
Make a third, and it can be, "Da Uvver Uvver Fist uv Mork"
Eric
 
   
Made in us
Resourceful Gutterscum






people are all getting deamon armys just because they can deep strike whats with that


All is Dust
 
   
Made in ca
Phil Kelly




flamers are already part of the army build i am looking at but nothing is really too set in stone on it right yet. the only thing i have for the daemons is my soul grinder and daemon prince.

thankfully the guys i play with don't mind me using some fantasy orcs to proxy an army.
   
Made in us
Bloodthirsty Bloodletter



Anchorage

Uh, actually, I usually advance with my necrons quite steadily, don't use destroyers much. Actually don't think I've actually used them more than 10 times, not counting apocalypse games.

As for the daemons, I'm starting them off too. I'm wishing that they'd redone more of the models in plastic, $4 per model for troops is pretty pricey.
   
Made in gb
Ridin' on a Snotling Pump Wagon






Every other army in the game has to face the enemies Firepower from turn one. This means critical units, unless hidden, are at risk of being taken out straight away, before they get much chance to return the favour.

Daemons however, can come on where they will be useful, and provided they aren't left in front of the enemy army (please tell me you don't), they don't get shot up too much.....

   
Made in gb
Courageous Skink Brave





The Heart of the Eye of Terror (aka Blackpool)

I find that Slaaneshi stuff like Fiends & Seekers are rather handy, as they can deploy behind cover and, with a little luck with scatter, they'll get a charge on the turn they break cover. Cue bucketload of dice for your ridiculous number of attacks

If you insist on sticking your units right in front of theirs, you could always try large units of Plaguebearers and/or Nurglings, they're always useful as an anchor for your assault. Just don't expect them to last more than a turn or 2 if you ever try it...

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