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Made in gb
Dakka Veteran





Hi All.

Got a game 1850pts v demons next week and I need some help building an army. I use Codex Inquisition and I have assassins that I can ally in.
I have basically every thing in codex inquisition apart from Arco Flagellents.

What should I bring? How should I kit my inquisitors? close combat with demon blades or demon hammers or arm them for shooting with hell rifles or conversion beamers? should I take Coteaz or just a generic inquisitor.
Should I take the culexus assassin as he would do great against the demons psychic powers.

My initial thoughts was to have 3 land raiders with death cult assassins in one, crusaders in another and servitors with servo arms in another and rush forwards for close combat and have a few chimeras with squads of 3 acoloytes with flamers and a joakero in each to flame them.

So any tips or suggestions please
   
Made in ca
Grumpy Longbeard





Canada

Not sure what all that stuff is, being a daemon player.
I depends on which god and how many FMC's he brings, so this post will be quite generalized.

Callexus is'nt fast enough to do much to Tzeentch FMC's, but send him to the back to pick on the daemon factory (pink horrors and heralds).

What daemons have trouble with are high strength shots (to get through T5 and T6+) and instant death, daemon princes are T5 so S10 kills them (unless buffed with psychic powers).
AP does not really help because daemons ALL have a 5+ invul which can be improved (again mostly powers or relics), that said greater daemons (including princes) can get 3+ armour.
Vehicles with armour of less than 12 are oh so tasty for greater daemons (but better than footslogging), daemons have to pool some resources to deal with armour 12 and struggle with armour higher than 12.
Daemons don't have much that can take down fliers in general.
Lots of S4 or 5 shots can take lesser daemons easily, but less than S5 will not concern greater daemons.

Skyfire is debatable, helps deal with FMC's (esp. Fateweaver), but most FMC's do much more damage in assault, so having them in the sky is probably better for you. Nice to have if you can spare some points though.

This is assuming that you are facing Codex Chaos Daemons and NOT Khorne Daemonkin.
Daemonkin have some CSM to help with the above.
   
Made in gb
Dakka Veteran





 DarkBlack wrote:
Not sure what all that stuff is, being a daemon player.
I depends on which god and how many FMC's he brings, so this post will be quite generalized.

Callexus is'nt fast enough to do much to Tzeentch FMC's, but send him to the back to pick on the daemon factory (pink horrors and heralds).

What daemons have trouble with are high strength shots (to get through T5 and T6+) and instant death, daemon princes are T5 so S10 kills them (unless buffed with psychic powers).
AP does not really help because daemons ALL have a 5+ invul which can be improved (again mostly powers or relics), that said greater daemons (including princes) can get 3+ armour.
Vehicles with armour of less than 12 are oh so tasty for greater daemons (but better than footslogging), daemons have to pool some resources to deal with armour 12 and struggle with armour higher than 12.
Daemons don't have much that can take down fliers in general.
Lots of S4 or 5 shots can take lesser daemons easily, but less than S5 will not concern greater daemons.

Skyfire is debatable, helps deal with FMC's (esp. Fateweaver), but most FMC's do much more damage in assault, so having them in the sky is probably better for you. Nice to have if you can spare some points though.

This is assuming that you are facing Codex Chaos Daemons and NOT Khorne Daemonkin.
Daemonkin have some CSM to help with the above.


I basically got smashed lol it was the psychic phase that destroyed me. I hd 2 units of death cult assassins with some priests and crusaders thrown in there. I charged a unit of screamers who due to the psychic phase managed to get a 2++ invun save which was rerollable as I think tzeentch re roll 1s so it was basically a 2++ rerollable invun. Baically the combat went on for about 3 turns as I had a 3++ rerollable invun due to crusaders and priests. he had a daemon prince, fateweaver, some flying drone things that were T5 3 wounds that were tough and some pink horrors.
   
 
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