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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ I got my ass handed to me twice today, what are some good options against them, and what are some tactics to use? The fact that they can pretty much deep strike on top of me sucks, and bloodletters are nasty...<br /> <br /> do they really all have an invul save? and how does the deep striking thing work? I wasn't so sure he was doing it right.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 01:47:10]]> GMT</pubDate>
				<author><![CDATA[ Wally5788]]></author>
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				<title>Re:Beating Daemons with Space Marines</title>
				<description><![CDATA[ Sit in a corner with your Transports and tanks in a V with <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads in the space between them so they can't be assaulted, put ALL of your army in ONE AREA! Preferably a CONER! Don't allow them to get behind you by using the table edge and a Demonhunters inquisitor with Mystics. ]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 01:58:19]]> GMT</pubDate>
				<author><![CDATA[ EzeKK]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ I would also add a Librarian with Null Zone.  This plus the <span class="glossaryitem" onmouseover='gp(30);'>DH</span> Inquisitor and Mystics will ruin the Daemons day.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 04:49:33]]> GMT</pubDate>
				<author><![CDATA[ airmang]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ they all have <span class="glossaryitem" onmouseover='gp(162);'>inv</span>. svs. and they deep strike by splitting the army in 2 role on the chart 1,2 gods dissagree 3-6 what they pick comes in, first wave all comes in, the rest they have to role for reserves and deepstrike in most players have beacons on troops which allows deamons to drop within 6" with no scatter.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 04:55:57]]> GMT</pubDate>
				<author><![CDATA[ englhockey]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ Go mechanized]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 05:08:46]]> GMT</pubDate>
				<author><![CDATA[ Danny Internets]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Danny Internets wrote:</cite>Go mechanized</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(267);'>QFT</span><br /> <br /> <br /> If you just want to get a quick win in....<br /> <br /> pred destructor with <span class="glossaryitem" onmouseover='gp(51);'>HB</span> sponsons<br /> <br /> pred destructor with <span class="glossaryitem" onmouseover='gp(51);'>HB</span> sponsons<br /> <br /> pred destructor with <span class="glossaryitem" onmouseover='gp(51);'>HB</span> sponsons<br /> <br /> 2x speeders with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/Hflamer<br /> <br /> 2x speeders with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/Hflamer<br /> <br /> 2x speeders with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/Hflamer<br /> <br /> 10x <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines melta/missile/combi-melta in rhino<br /> <br /> 10x <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines melta/missile/combi-melta in rhino<br /> <br /> ironclad<br /> <br /> ironclad<br /> <br /> master of the forge<br /> <br /> <br /> Hide master of forge behind wall of predators.  Never get out of your rhinos, ever.  Profit.<br /> <br /> <br /> <br /> But after you've tasted the tears.  Just make a good list that is entirely mechanized, and you should have a great matchup with them.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 18:21:03]]> GMT</pubDate>
				<author><![CDATA[ Shep]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ Shep, your list doesn't include the Null Zone Librarian.  That would make mechspam taste even sweeter.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 18:44:01]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ I quit playing against demon armies, the codex is a complete abberation, I pray it is discontinued in 6th edition...<br /> <br /> All fearless<br /> All invulnerable<br /> Ignores every mission set up<br /> Always deep strikes 100%<br /> Melee heavy<br /> The few shooting units are awesome<br /> <br /> What fun is there in that? I say the tactics to use are quit playing games against them...]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 19:26:08]]> GMT</pubDate>
				<author><![CDATA[ Augustus]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Augustus wrote:</cite>I quit playing against demon armies, the codex is a complete abberation, I pray it is discontinued in 6th edition...<br /> <br /> All fearless<br /> All invulnerable<br /> Ignores every mission set up<br /> Always deep strikes 100%<br /> Melee heavy<br /> The few shooting units are awesome<br /> </div></blockquote><br /> <br /> Few saves better than 5+.  Even if they're invulnerable, mass fire still chews them up.<br /> You get a random half of your army against your opponent's full army. <br /> Every Imperial army has multiple ways to screw you, whether it's including cheap mystics and getting free shots, using psychic powers like null zone, or delaying your reserves, forcing the game to be played 50% to 100% for 2 turns, and then trickling in to be defeated in detail.<br /> You risk losing models, and entire units, with every deep strike roll.<br /> <br /> Yeah, daemons have some nice units.  They also have some serious drawbacks that can be the difference between winning and losing every game.   I can understand that you feel that daemons are overpowered if you happen to play a game where all the daemon's deep strikes have been on-target and all their reserves have shown up in the first few turns.   But, playing with the army, rather than against it, there are as many games where you're handed defeat due to your drawbacks as there are games that you win due to their strengths.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 19:35:52]]> GMT</pubDate>
				<author><![CDATA[ Redbeard]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>whitedragon wrote:</cite>Shep, your list doesn't include the Null Zone Librarian.  That would make mechspam taste even sweeter.</div></blockquote><br /> <br /> Evilness.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 19:47:43]]> GMT</pubDate>
				<author><![CDATA[ Shep]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Redbeard wrote:</cite><blockquote><div><cite>Augustus wrote:</cite>I quit playing against demon armies, the codex is a complete abberation, I pray it is discontinued in 6th edition...<br /> <br /> (univeral demon army stuff that is good)<br /> </div></blockquote>...playing with the army, rather than against it, there are as many games where you're handed defeat due to your drawbacks as there are games that you win due to their strengths.</div></blockquote><br /> <br /> To be sure, of course that can happen.  It ads to my case, defeating a demon army because they don't get their reserve rolls isn't very fun either!<br /> <br /> Also how fun would it be to play a demon army against an Imperial Inquisitor castle<br /> or against the 2 fleet officers<br /> etc.<br /> <br /> But those armies would have to be tailor made to beat demons... I say, wether the demons win or loose those slanted games just aren't very fun either. Also they have 1 pattern, every time, it's a silly army, and is usually overpowered.<br /> <br /> Take the Warhammer Fantasy Battle Army back to the Melee Fantasy game, put the Demons back in the Chaos codex and please leave <span class="glossaryitem" onmouseover='gp(3);'>40k</span> to armies with guns and tanks...]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 20:14:52]]> GMT</pubDate>
				<author><![CDATA[ Augustus]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Redbeard wrote:</cite>But, playing with the army, rather than against it, there are as many games where you're handed defeat due to your drawbacks as there are games that you win due to their strengths.</div></blockquote><br /> I've seen several batreps, where the first line was basically, 'The wrong half of my force came on Turn 1, so I knew that I was going to lose.'  ]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 20:22:04]]> GMT</pubDate>
				<author><![CDATA[ dietrich]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ Is it bad army building if you do not get the wave you want and think it equal auto lose? Or are Daemons just that precise you need the right wave all the time? If that is so then <span class="glossaryitem" onmouseover='gp(50);'>GW</span> really blew it for them.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 20:27:24]]> GMT</pubDate>
				<author><![CDATA[ tastytaste]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Augustus wrote:</cite><br /> To be sure, of course that can happen.  It ads to my case, defeating a demon army because they don't get their reserve rolls isn't very fun either!<br /> </div></blockquote><br /> <br /> But this is part of the nature of the army.  It's like saying that defeating a Tau army because you got into hand-to-hand isn't very fun, or defeating a monolith army because you phased them out isn't fun.   <br /> <br /> <blockquote class="uncited"><div><br /> I say, wether the demons win or loose those slanted games just aren't very fun either. Also they have 1 pattern, every time, it's a silly army, and is usually overpowered.<br /> </div></blockquote><br /> <br /> One pattern?  Not sure I agree there.  But then I've played three different style daemon armies, (mono-khorne, mono-slaanesh, and mixed) and have another two (tzeentch and nurgle) to experiment with still.   Saying that they're all the same is like saying that all ork armies are the same, or all marine armies are the same.  <br /> <br /> I like having a separate daemon codex.  I'd like it more if you could ally them with chaos marines, much like the inquisition armies can team up with the imperials, but even still, I see nothing wrong with having a melee army in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.  I actually think tyranids would be better, thematically, without guns too.  Bugs carrying little bugs that spit even smaller bugs at you is just a stupid concept.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 20:27:34]]> GMT</pubDate>
				<author><![CDATA[ Redbeard]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ Flip a coin and see if your plan works, dumb.<br /> <br /> Most of the armies I see are mirrored, so it doesn't even matter, which is an obvious solution.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 20:28:17]]> GMT</pubDate>
				<author><![CDATA[ Augustus]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ I love Daemons.  They play differently from any other army, but they definitely have weaknesses.  Overcoming those weaknesses is what's known as "skill."  <br /> <br /> You can break the mystic castle, but you have to do it very carefully.  Same as any other good opponent.  <br /> <br /> Going against Guard with potentially -2 to reserves is trickier, but still doable.  That games revolves a lot more around which force comes in.  <br /> <br /> Basically, defending against Daemons largely revolves around one of two tactics, basically the ones used to defend against airborne troops in RL.  <br /> <br /> #1, you have to eliminate daemons as soon as they appear.  They do their heaviest hitting in <span class="glossaryitem" onmouseover='gp(58);'>HTH</span>, so killing them on the turn they arrive means they're not doing much.  Can be tough against a well-built Daemon army, as Daemon units tend to be either tough/resilient (a la plaguebearers/bloodcrushers/greater daemons) or numerous (big troop blocks or <span class="glossaryitem" onmouseover='gp(308);'>MSU</span>).  <br /> <br /> #2, if you can't do #1, you have to take advantage of the fact that Daemons are relatively short ranged and don't move all that fast once they hit the ground.  You want to force them to spread out and/or be to far away from most of your army.  <br /> <br /> The big problem that most players face is that 1 and 2 are largely contradictory.  If you bring your forces together to smash the daemons as they arrive, the corrolary is that if you don't do that, the Daemons are in amongst your lines and causing Epic Failure on your part.  If you go with two, you can quickly find yourself running out of space.<br /> <br /> Personally, I fear #2 more than I fear #1.  #1 is much easier to plan for and deal with.  #1 is essentially a static defense, and if the castle fails at any point, it tends to fall apart nicely.  <br /> <br /> #2 is harder to execute, but makes for a much tougher game.  It requires a good build and good player to pull it off. ]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 20:32:22]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Augustus wrote:</cite>Flip a coin and see if your plan works, dumb.<br /> <br /> Most of the armies I see are mirrored, so it doesn't even matter, which is an obvious solution.</div></blockquote><br /> <br /> I've come to the conclusion that mirror Daemon armies are the incorrect way of doing it.  That leads to you facing off with 50% against an opponent's 100%, which is a bad idea.  Might work against some armies, but against good players/lists, it's not going to work nearly as well.  ]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 20:34:11]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ Here is all you need to defeat pretty much any demon army.<br /> <br /> Librarian w/ Nullzone<br /> <br /> 10 Man Sternguard w/ Rhino<br /> <br /> or <br /> <br /> 10 Man Assault Squad w/ 2 Flamers w/ Combiflamers.<br /> <br /> <br /> Seriously, daemon armies are gak and I have never lost a single game to them. The easiest way to defeat a Daemon army is to focus fire and assault them first. I am not joking.<br /> <br /> <br /> 3 Flamer Templates w/ Nullzone on a Bloodletter Squad will brutalize them. Mop up the remainders w/ assaulting I KNOW ITS SO CRAZY!!!<br /> <br /> Sternguard w/ Hellfire <br /> <br /> Hell if you want to really annoy them take a Ironclad.<br /> <br /> <br /> Take a Whirlwind. <br /> <br /> <br /> It's honestly not that hard to defeat a daemon army with Marines especially with the options you have.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 20:45:39]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Redbeard wrote:</cite><blockquote><div><cite>Augustus wrote:</cite><br /> To be sure, of course that can happen.  It ads to my case, defeating a demon army because they don't get their reserve rolls isn't very fun either!<br /> </div></blockquote><br /> But this is part of the nature of the army.  It's like saying that defeating a Tau army because you got into hand-to-hand isn't very fun, or defeating a monolith army because you phased them out isn't fun.   <br /> </div></blockquote><br /> <br /> Not really, because with demons, the only armies at any advantage are those designed for it exclusively, and they are rare (2 Floeet Officers, Mystiquis and Null Field), not so with Tau or Necrons etc.<br /> <br /> <blockquote><div><cite>Redbeard wrote:</cite><blockquote><div><cite>Augustus wrote:</cite>I say, wether the demons win or loose those slanted games just aren't very fun either. Also they have 1 pattern, every time, it's a silly army, and is usually overpowered.<br /> </div></blockquote><br /> <br /> One pattern?  Not sure I agree there.  </div></blockquote><br /> One pattern, <span class="glossaryitem" onmouseover='gp(471);'>DS</span> 50%, roll reserves, same settup every single mission.  Play pattern not army pattern.<br /> <br /> <blockquote><div><cite>Redbeard wrote:</cite>But then I've played three different style daemon armies, (mono-khorne, mono-slaanesh, and mixed) and have another two (tzeentch and nurgle) to experiment with still.   Saying that they're all the same is like saying that all ork armies are the same, or all marine armies are the same.  </div></blockquote><br /> <br /> But they are the same because the demon codex is really flat: regardless of what is taken in a demon army, they always break the set up rules.  What kind and what color of horrible close combat gribleez are coming isn't honestly much of a difference its cosmetic... The variety basicly comes down to: did they play demon engines or not, and is there any wind of chaos/famers or not. They don't have any tanks (a demon engine is just another demon prince who can shoot some) the whole army is fearless demon infantry and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, it's boring.<br /> <br /> <blockquote><div><cite>Redbeard wrote:</cite>I like having a separate daemon codex.  I'd like it more if you could ally them with chaos marines,</div></blockquote><br /> I completely agree with you here, all the demon foot troop entries in the demon dex should by grafted into the Chaos Marine codex and the cult troops should all become elites! Solved in one swoop.<br /> <br /> <blockquote><div><cite>Redbeard wrote:</cite>I see nothing wrong with having a melee army in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.</div></blockquote> <br /> I do, its like playing 1/2 the game (assuming you never shoot with a whole army).<br /> <br /> To expand, the demon army can be like playing 1/3rd of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>: No Shooting, No Morale, just assault.  It's an oversimplified gimmick army.  <br /> <br /> <blockquote><div><cite>Redbeard wrote:</cite>I actually think tyranids would be better, thematically, without guns too.  Bugs carrying little bugs that spit even smaller bugs at you is just a stupid concept.</div></blockquote><br /> <br /> Well to go a little more <span class="glossaryitem" onmouseover='gp(415);'>OT</span>, yea it is kind of a stupid concept.  Why the tyranid army is not filled with template type weapons has always escaped me? Acid sprays anyone? Or web? How about some Poison close combat attacks? that codex really needs a rewrite.  I see your concept, but tyranids need at least some guns for the reason above, shooting is 1/3rd of the game.<br /> <br /> Back <span class="glossaryitem" onmouseover='gp(415);'>OT</span>, tactics for demons, well I hope a lot of people will start playing the 2 fleet officers, for -2 to reserve roles and the demon army will gradually disapear from the tournament scene.  Then no one will have to play against it!]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 20:49:26]]> GMT</pubDate>
				<author><![CDATA[ Augustus]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ Heh, sure, except then there will be no need to drop 60 points on 2 fleet officers, so that's a chicken-egg thing.<br /> <br /> <blockquote class="uncited"><div>One pattern, <span class="glossaryitem" onmouseover='gp(471);'>DS</span> 50%, roll reserves, same settup every single mission. Play pattern not army pattern.</div></blockquote><br /> <br /> Well, this is another weakness that you can exploit when playing against daemons...  <br /> <br /> Beating daemons with marines, assuming you're going to run marines and not marines with allies...<br /> <br /> I think the biggest problem that marines have is that they're a jack-of-all-trades army that pays a lot of points to be ok at everything, but not really excel, and they pay a lot of points for power armour.   Daemons largely ignore power armour, and are a specialist army focusing mostly on <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.   That means that you're going to have a hard time beating them in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> You could always try to trump their setup oddities.  Put everything in reserve, let them deep strike onto an empty table, then show up and pick your fights.   With the majority of daemons sitting on only a 5+ save, rapid firing bolters can take a bite out what you come on near, or you can come on as far away as possible and shoot them for a few turns.<br /> <br /> Mechanizing helps, as daemons can struggle against armour.   Also, pay close attention to your special rules.  Everything should be in combat squads, and spaced out enough that any given daemon charge can only wipe out 5 marines, and leave the daemons open for more fire.   <br /> <br /> What else?  Make it hard for them to get good deepstrike locations.  If you take units with scouts, or that can turboboost, spread out early.  Make them take the risks on landing.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 21:05:01]]> GMT</pubDate>
				<author><![CDATA[ Redbeard]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Centurian99 wrote:</cite>I've come to the conclusion that mirror Daemon armies are the incorrect way of doing it.  That leads to you facing off with 50% against an opponent's 100%, which is a bad idea.</div></blockquote><br /> How is a not mirrored demon army in a any different situation?]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 21:09:09]]> GMT</pubDate>
				<author><![CDATA[ Augustus]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Augustus wrote:</cite><blockquote><div><cite>Centurian99 wrote:</cite>I've come to the conclusion that mirror Daemon armies are the incorrect way of doing it.  That leads to you facing off with 50% against an opponent's 100%, which is a bad idea.</div></blockquote><br /> How is a not mirrored demon army in a any different situation?</div></blockquote><br /> <br /> Because you topload one wave.<br /> <br /> Example:<br /> 'Heavy' Wave:  2 soul grinders, 12 bloodcrushers, 2 greater daemons<br /> 'Light' Wave: 3 flamers, 4x 5-man horror squads. <br /> <br /> If I get the heavy wave, I have roughly 80% of my points on the table, rather than 50% if I mirror.  If I get the light wave, I run and hide like a bitch while hoping that my heavy wave comes in sooner than later.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 21:20:09]]> GMT</pubDate>
				<author><![CDATA[ Redbeard]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ Interesting actually, I also think your points above on spreading out were good anti demon advice.<br /> <br /> I'll say no more on not liking demons here.  Good luck beating them Wally5788.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 21:23:10]]> GMT</pubDate>
				<author><![CDATA[ Augustus]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ Take my current 1850 competitive army:<br /> <br /> Bloodthirster, 8 Bloodcrushers, Bluescribes+9 Horrors, 2x3 flamers, 16 bloodletters, 9 Horrors, 2 Soul Grinders.  9 total units.  Splits depend on opponents, but my "all-purpose" division is Bloodthirster, Bloodcrushers, Bluescribes+9 Horrors, and 2 Soul Grinders in one, and everything else in the other.  <br /> <br /> If the primary comes in, that lets me put around 1200 points on the table, in some very resilient and tough units.  The softest unit is the bluescribes+horrors, with 11 T3 wounds, but those models also have a 4+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span>.  Everything else takes ridiculous attention to bring down, barring bad luck.  <br /> <br /> I figure I'll lose 2 of those 5 units on the drop, but whichever three remain will be enough to get the job done once the reserves start arriving.  If I lose 3, its tough, and if I lose 4, I'm probably screwed.  The primary drops as close as possible, to put pressure on the enemy immediately.  <br /> <br /> If the secondary comes in, I'm dropping 16 bloodletters, 9 horrors, and 2 flamers.  The flamers will usually suicide-drop at that point...the risk of losing a 105 point unit is far outeweighed by the possibility of wiping entire enemy units with their breath templates.  <br /> <br /> Horrors and bloodletters drop far more conservatively, with the bloodletters in particular aiming for a location close (but not too close) to the enemy, and most importantly, in cover.  I may lose a few on the drop, but as long as I can get half or more of the models into cover, that means that if I go to ground, those troops will probably live.  Not many things can actually wipe 16 T4 models that have a 3+ cover save with shooting (new guard may be able to), and nobody in their right mind charges 16 bloodletters with anything that isn't a dreadnought or half their army.  <br /> <br /> With icons, subsequent waves can easily reinforce strong points of attack, or open up new fronts.  <br /> <br /> Daemons are the ultimate <span class="glossaryitem" onmouseover='gp(3);'>40K</span> version of Airborne Infantry, and share many of the same strengths and weaknesses.  ]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 21:27:00]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Centurian99 wrote:</cite>Daemons are the ultimate <span class="glossaryitem" onmouseover='gp(3);'>40K</span> version of Airborne Infantry, and share many of the same strengths and weaknesses.  </div></blockquote><br /> <br /> ..except guns, and morale,... and eagle patches.  (Sorry had to)]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 21:38:33]]> GMT</pubDate>
				<author><![CDATA[ Augustus]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Centurian99 wrote:</cite>and nobody in their right mind charges 16 bloodletters with anything that isn't a dreadnought or half their army.  <br /> <br />  </div></blockquote><br /> <br /> Ill charge 16 blood letters with any single unit in my army<br /> <br /> <br /> <br /> 15 Blood Claws. 15 pistol shots, then 60 attacks 1 Wolf Guard Pack Leader 1 more pistol, 4 more attacks<br /> <br /> out of 16 shots, average 8 pistol hits, 4 wounds, 2-3 unsaved.  out of 64 attacks, 32 hits, 16 wounds, 12 unsaved, <br /> oh noes your Boodletters just ate 14-15 wounds from my Blood Claws.<br /> <br /> <br /> 10 Grey Hunters, 15 pistol shots, then 40 attacks, (Ragnar blackmane) 1 pistol shot, then 6 attacks<br /> <br /> out of 11 shots, 8 hit, 4 wound, 2-3 unsaved, 7 attacks, (one reroll) 5-6 hits, 4-5 wounds, 3-4 unsaved, 40 attacks, 20 hits, 10 wounds, 7-8 unsaved<br /> oh noes your bloodletters just ate 12-15 wounds from my Grey Hunters]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 22:20:15]]> GMT</pubDate>
				<author><![CDATA[ Demogerg]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ okay back on topic I find the best way to beat daemons with Marines is to go mech as noted above and start with everything on the table. Try to go second if possible. I split up my army into two separate clusters. The first group is my transports. The second group is my tanks/predators. The two groups are deployed at least 12" apart. This forces my opponent to bring in their reserves split from each other if they want to attack both of my groups. The turn after the first wave arrives my tranports move the as far way as possible and not towards my tanks. Only their fast units can assault my transports and they will only hit them in close combat on a 6+. If my opponent chases my transports with his fast units (for example a greater daemon or daemon prince with wings) then are spreading out their units... This is what you want as you can then concentrate a large portion of your army versus a smaller portion of theirs. You now have numerical superiority. My tanks are mostly a diversion intended to lure the opponent into spreading out their army moreso. The tanks roll back 6" each turn and focus all their fire on daemonic troops. My tanks are also selected to lay down as much withering dakka as possible as opposed to tank busting. If your opponent decides to chase your tanks you will eventually lose them but the tradeoff is that you are drawing the heat off your troops while whittling down theirs at the same time. I have beaten daemons everytime I used these tactics regardless of whether the mission is objective based or kill points.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 22:29:35]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Demogerg wrote:</cite><br /> 15 Blood Claws. 15 pistol shots, then 60 attacks 1 Wolf Guard Pack Leader 1 more pistol, 4 more attacks</div></blockquote><br /> <br /> Pistols - 8.33 hits, 4.16 wounds, ~1.4 past the cover save.  So you kill 1, maybe 2.  But probably only 1.  <br /> <br /> Charging in...if you didn't buy grenades, you're totally screwed.  30 attacks, 20 hits, 10 kills.  5 blood claws + pack leader left to strike.  24 attacks, 12 hits, 6 wounds, 4 kills.  Congrats, you just lost 10 models in return for 4 kills.  If you have frag grenades, then you kill on average 12 models.  Daemons take 2 saves, still lock you in combat.  <br /> <br /> Bring on the blood claws.  I'll take those numbers.  <br /> <br /> <blockquote><div><cite>Demogerg wrote:</cite><br /> 10 Grey Hunters, 15 pistol shots, then 40 attacks, (Ragnar blackmane) 1 pistol shot, then 6 attacks<br /> <br /> out of 11 shots, 8 hit, 4 wound, 2-3 unsaved, 7 attacks, (one reroll) 5-6 hits, 4-5 wounds, 3-4 unsaved, 40 attacks, 20 hits, 10 wounds, 7-8 unsaved<br /> oh noes your bloodletters just ate 12-15 wounds from my Grey Hunters</div></blockquote><br /> <br /> Again, if you don't have frag grenades, there's no point in even bothering to run the numbers, because your squad got gutted before they get a chance to swing.  If they do have frag grenades, then your numbers still aren't taking the cover save and <span class="glossaryitem" onmouseover='gp(315);'>GTG</span> into account, so you kill 1, maybe 2 models if you're lucky with shooting.  Ragnar kills a few, but not enough to essentially prevent the bloodletters from wiping out the grey hunters.  <br /> <br /> Under no circumstance do you strike first with enough attacks to matter, and you're virtually guaranteeing that you're going to lose whatever squad you charge in with.  About the only real way to deal with them in <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> is to swamp them with bodies.  Marines can't do it, because a 1/1 casualty ratio plays into the Daemon players hands.  ]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 22:31:11]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ Everybody always forgets "Go To Ground".<br /> <br /> Cent, in the above example, don't forget that in both cases the Blood Claw squad is now only 5 models and a pack leader, so even if they do wipe out the 'letters in the subsequent turn, they aren't much of a threat.  Same for the Grey Hunters.  You'd have to charge both squads in to have a prayer of wiping out the bloodletters in one round, and since you are only I4, you are going to take ~10 wounds to do so from their retaliatory attacks.  <br /> <br /> Of course, you are better off charging them then letting them charge you, but 16 Bloodletters is nothing to sneeze at.]]></description>
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				<pubDate><![CDATA[Wed, 29 Apr 2009 23:29:51]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>whitedragon wrote:</cite>Everybody always forgets "Go To Ground".<br /> <br /> Cent, in the above example, don't forget that in both cases the Blood Claw squad is now only 5 models and a pack leader, so even if they do wipe out the 'letters in the subsequent turn, they aren't much of a threat.  Same for the Grey Hunters.  You'd have to charge both squads in to have a prayer of wiping out the bloodletters in one round, and since you are only I4, you are going to take ~10 wounds to do so from their retaliatory attacks.  <br /> <br /> Of course, you are better off charging them then letting them charge you, but 16 Bloodletters is nothing to sneeze at.</div></blockquote><br /> <br /> Yep.  As I said earlier, drop them into cover, weather 1 round of shooting (going to ground if necessary), then use the icon to bring in reserves is my usual tactic.  <br /> <br /> Doing anything except either charging in en masse (and taking the casualties), or staying more than 12" away is simply bad play.  <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 30 Apr 2009 00:19:19]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Centurian99 wrote:</cite><blockquote><div><cite>Augustus wrote:</cite>Flip a coin and see if your plan works, dumb.<br /> <br /> Most of the armies I see are mirrored, so it doesn't even matter, which is an obvious solution.</div></blockquote><br /> <br /> I've come to the conclusion that mirror Daemon armies are the incorrect way of doing it.  That leads to you facing off with 50% against an opponent's 100%, which is a bad idea.  Might work against some armies, but against good players/lists, it's not going to work nearly as well.  </div></blockquote><br /> <br /> I play as daemons, and mirror armies are actually one of the best strategies I can use. Both halves of the army have to have an equal number of units, so you will ALWAYS be fighting at 50% strength. Another thing- daemon armies don't come in like a one-two punch, you get a one punch, and the rest of your army slowly dribbles in from reserves the rest of the game. I usually have 60% of my army playing at any given time. Also, deepstriking is a blessing and a curse in equal measure. When you and your friend are designing the board, you have to be very careful to leave 12" diameter areas of clear terrain to let your daemons <span class="glossaryitem" onmouseover='gp(471);'>DS</span> in. Because of this, Daemons are a great deal more predictable than some people think- they will deepstrike in either <br /> a) within 6" of a chaos icon so they don't have to scatter<br /> b) in a large, open area<br /> so to cripple daemons, deny them either of those.  When deploying, make sure there are no holes in your army, to avoid the problem of a bloodthirster DSing in and ruining your day. Or, instead of immediately opening fire on all the greater daemons/daemon princes/soul grinders that came in, kill off the little guys with the icons- I am considerably more pissed off at someone killing one of my icons than I am when they get a wound or two on fateweaver. Oh yeah, this might be obvious, but don't sit back and shoot at a lord of change, <span class="glossaryitem" onmouseover='gp(19);'>CC</span> it. And remember- a lot of daemons are fast. I frequently use my jump troop flamers to devastate infantry with their templates- auto wound on a 4, no armor or cover. I kill terminators with those guys. If you're using infantry, get rid of any templates they have. so to recap, in order to kill things-<br /> 1) chaos icons- they are the bread and butter of a daemon army. DO NOT FORGET THAT. every daemon that mishaps is another daemon you don't have to worry about.<br /> 2)greater daemons, fateweaver first if he has him.(If he doesn't, he's an idiot) see below on how to get rid of them.<br /> 3)<span class="glossaryitem" onmouseover='gp(19);'>CC</span> the tzeentch daemons, shoot everything else. DO NOT <span class="glossaryitem" onmouseover='gp(19);'>CC</span> nurgle- you might not die, but whoever you send in there will stay there for the rest of the game. even plaguebearers. Slaanesh likes to hit&run- shoot them. Khorne murders in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>- shoot him too.<br /> your enemy might play differently from me, but that's what makes me lose battles. I love hiding icons in groups of little guys while everyones busy shooting my 2 great unclean ones.(T6 W5 4 <span class="glossaryitem" onmouseover='gp(162);'>inv</span> <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>) That's all I got, and good luck banishing my brethren to the warp!<br /> @ below: um, blocking a assaults with a land raider might work for some troops, but not who you need it to work against, the jump troops/jetbikes. flamers, lords of change, bloodthirsters, screamers(would stop to blow up said land raider, actually) and heralds of tzeentch on anything but barefoot. Though you will block all troop choices, remember- the bloodthirsters are going right over the tank, and assaulting whatever you're protecting. ]]></description>
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				<pubDate><![CDATA[Mon, 1 Aug 2011 17:22:59]]> GMT</pubDate>
				<author><![CDATA[ SnaleKing]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ His advice is pretty solid, I run a slightly different list due to the local meta game. 2 Blood Thirsters, 3 Daemon Princes, and tons of bloodletters and blood crushers works. Focus on killing the big things first but do NOT let anything make combat with you. Adopt the run like a coward strategy if you must but avoid combat like the plague. Sometimes it is better to move an expendable vehicle like a rhino 12 inches to block movment of a big guy. Sure you will lose your Rhino (if he can role 6's) to hit, but that is one more turn you have to shoot the crap out of the big guys. ]]></description>
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				<pubDate><![CDATA[Tue, 2 Aug 2011 06:59:57]]> GMT</pubDate>
				<author><![CDATA[ UNREALPwnage]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ Daemons sadly are easier to beat than most armies, I've had a horrible time winning with them lately. ]]></description>
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				<pubDate><![CDATA[Tue, 2 Aug 2011 12:29:52]]> GMT</pubDate>
				<author><![CDATA[ deffskulla]]></author>
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				<title>Re:Beating Daemons with Space Marines</title>
				<description><![CDATA[ *sigh* agreed, deffskulla... I have yet to win a battle. Though every time... I get this feeling that I'm missing something... like, there's some strategy or trick that I'm totally glazing over. I figure the only way to figure it out is to keep playing battles and keep reviewing them until I get it. Best of luck to both of us!]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 02:43:12]]> GMT</pubDate>
				<author><![CDATA[ SnaleKing]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ try putting a land speeder storm next to your best unit that will throw any daemons off trying deep strike nest to your unit and give them some time to shoot the daemons up.  ]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 14:00:48]]> GMT</pubDate>
				<author><![CDATA[ tau collaborator guy]]></author>
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				<title>Beating Daemons with Space Marines</title>
				<description><![CDATA[ <font color="red">&lt;go to sleep, thread; your work is done. Please do not rise up and devour our living flesh, as that would suck&gt;</font>]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 19:57:40]]> GMT</pubDate>
				<author><![CDATA[ Janthkin]]></author>
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