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		<title><![CDATA[Latest posts for the thread "The Art of Playing Daemons"]]></title>
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				<title>The Art of Playing Daemons</title>
				<description><![CDATA[ So I've been recently interested in playing Chaos Daemons and thus far like what they can do. Their models are fairly nice and I've done my fair share of reading about their units. The vast amount of <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices is astounding for a bit of customization to one's play style. Aside from that, I'm more interested in how do you play Daemons? Where do you deep strike? How do you deepstrike? How do you take into consideration scatter? The army itself seems more like based than anything, but if someone can persuade me otherwise with solid tactics to get consistent deep strike results, please be my guest. ]]></description>
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				<pubDate><![CDATA[Sun, 30 Aug 2009 04:06:47]]> GMT</pubDate>
				<author><![CDATA[ Eureka]]></author>
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				<title>The Art of Playing Daemons</title>
				<description><![CDATA[ It really depends what units you take, and what you're playing against.<br /> <br /> Learning how to manage your deep strikes is part of learning to play the army well.<br /> <br /> Some stuff that has worked for me;<br /> <br /> <br /> Bloodcrushers:  if you can, take 8 in a unit.  This gives you an extra 60mm of control when you deep strike.   Meaning, that the eighth model will actually form into a third ring.  If you scattered more towards your opponent than you wanted, that third ring can be behind you, if you scattered further from them than you wanted, he can get closer.<br /> <br /> Flamers:  You only want three, because it's cheap, and that allows you to be really aggressive with them.  Flamers are pretty much a do or die unit, so you need to put them where they'll do the most damage if they land, and risk the mishap.   Don't forget that 5th ed allows you to place models next to the first-to-land, so you can make a line to get all three templates on your target.<br /> <br /> On difficult terrain:  It's often a good idea to try and land in difficult terrain with your 5+ save models, as the cover save you gain will make up for any losses due to dangerous terrain tests.    Also, don't forget that you can take your invul saves against dangerous terrain tests.<br /> <br /> What else...  If you want two units near each other, it is statistically safer to place the second right next to the first, rather than 6 inches away, as the most common scatter distance (6-8 inches) will just put you on the other side of the first model if you scatter that way, instead of putting you on top of it otherwise.<br /> <br /> Soul Grinders have the only 36" range shots in the army, this can be useful in allowing you to land them further back than your other units and prevents your front from being too crowded.<br /> <br /> When dividing your force in the beginning, resist the temptation to evenly divide your force.  Try to get a heavy wave and a light wave (by points).  The heavy wave is preferred, and should do most of the heavy lifting, while the light wave should be smaller units of objective takers or suicide units (like flamers).<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 30 Aug 2009 04:28:52]]> GMT</pubDate>
				<author><![CDATA[ Redbeard]]></author>
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				<title>The Art of Playing Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>Eureka wrote:</cite>Where do you deep strike? How do you deepstrike? How do you take into consideration scatter?</div></blockquote><br /> <br /> The average scatter distance is 7".  My rule of thumb is to place my models about 8" away from anything that will generate a roll on the mishap table.  This assumes that the unit's footprint is about the size of an orange--10 models on infantry bases, for example, or a single <span class="glossaryitem" onmouseover='gp(93);'>MC</span>.  For a grinder, I'll bump that up to about 10".  For a 3-model flamer suicide squad, I'll drop that down to about 5".<br /> <br /> This has worked spectacularly well for me, as I've had less than 10 rolls on the mishap table <i>ever</i>.<br /> <br /> The other three rules I live by:<br /> <br /> 1)  Place the crucial unit before the support unit.  5 <span class="glossaryitem" onmouseover='gp(718);'>pb</span>'s scatter on to Ku'gath?  You're out 75 points.  Ku'gath scatters onto 5 <span class="glossaryitem" onmouseover='gp(718);'>pb</span>'s?  You're out 300 points.<br /> <br /> 2)  Place the grinders first.  I run three at 'Ard Boyz strength.  If I get my preferred wave, they're the first three things I drop.<br /> <br /> 3)  For the love of all that is unholy, <b>do not split your army into two equa</b>l halves.  Put all the shock troops into the first wave, and all the troop choices (with one icon for insurance) in the second.]]></description>
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				<pubDate><![CDATA[Mon, 31 Aug 2009 07:03:48]]> GMT</pubDate>
				<author><![CDATA[ CatPeeler]]></author>
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				<title>Re:The Art of Playing Daemons</title>
				<description><![CDATA[ Put your suicide unit's like flamers about 4 or 5 inches as it's unlikely that you will scater towards them (unless if your in the middle of their army). get them to go for edge unit's or fire support and if they are out of range don't forget they still have warpfire. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> I have only  ever had one mishap which was skulltaker so he got stuck in the corner but other than that I play it safe enough. Besides daemons are ment to be a risky army, so take risks. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 31 Aug 2009 12:01:25]]> GMT</pubDate>
				<author><![CDATA[ O'shovah]]></author>
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				<title>The Art of Playing Daemons</title>
				<description><![CDATA[ Daemons don't play like any other army.  That's what leads to the cries of brokenness or cheese from opponents who've just gotten schooled.  They definitely have their weaknesses, but if you play them right, you can usually turn those weaknesses into strengths.  <br /> <br /> I agree that designing your army to split in half is the wrong way to go.  What you end up with is half of your army facing the entirety of your opponent's army.  Not good.  <br /> <br /> What I do isn't exactly the "front-loading" that Redbeard advocates, but close.  My primary usually includes my heavy hitters.  They're usually significantly resilient either through high toughness or saves, or both, but more importantly they tend to attract the same kinds of fire.  They're also (generally) my heavy hitter assault units, with some shooting as backup.  If my primary drops, its jobs is to get stuck in as soon as possible and cripple or destroy as many units as possible, so that my secondary can mop up.  <br /> <br /> My secondary is by no means "weak."  Instead, its designed around survival.  If they drop, they're much less worried about actually causing damage.  Their job is to disrupt enemy movements and plans, and survive until my reinforcements arrive.  The model count in my secondary is usually signficantly higher than that in my primary.  ]]></description>
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				<pubDate><![CDATA[Tue, 1 Sep 2009 17:11:28]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>The Art of Playing Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>Centurian99 wrote:</cite>Daemons don't play like any other army.  That's what leads to the cries of brokenness or cheese...</div></blockquote><br /> <br /> Yup!<br /> <br /> Friends don't let friends play demons!<br /> <br /> The next army for <span class="glossaryitem" onmouseover='gp(3);'>40k</span>: High Elves!<br /> <br /> (Really, put the <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> armies back in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>)<br /> <br /> If you like the Chaos Themes, Iconography, <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> and art style, play the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Chaos Army, Chaos Space Marines! There's plenty of space for creativity and great armies there.]]></description>
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				<pubDate><![CDATA[Tue, 1 Sep 2009 17:45:52]]> GMT</pubDate>
				<author><![CDATA[ Augustus]]></author>
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				<title>The Art of Playing Daemons</title>
				<description><![CDATA[ Right.  It's not as if there's any precedent for daemons in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> universe.  ]]></description>
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				<pubDate><![CDATA[Tue, 1 Sep 2009 22:07:34]]> GMT</pubDate>
				<author><![CDATA[ CatPeeler]]></author>
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				<title>The Art of Playing Daemons</title>
				<description><![CDATA[ When I play daemons I go aggressive. I also go refused flank. You load one end of the enemy's army, means they can't bring much to bear on us, also it's harder to run stuff away from slower units like letters.<br /> <br /> I'd also suggest keeping all the 'big stuff' e.g <span class="glossaryitem" onmouseover='gp(215);'>SG</span>'s/<span class="glossaryitem" onmouseover='gp(42);'>GD</span>'s/<span class="glossaryitem" onmouseover='gp(262);'>DP</span>'s  in one wave, just makes opponent weapons redundent.  Also <span class="glossaryitem" onmouseover='gp(718);'>PB</span>'s on objectives in cover = win]]></description>
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				<pubDate><![CDATA[Tue, 1 Sep 2009 22:25:22]]> GMT</pubDate>
				<author><![CDATA[ Reaver83]]></author>
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				<title>The Art of Playing Daemons</title>
				<description><![CDATA[ Agreed.  Plaguebearers gone to ground are ferociously durable.]]></description>
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				<pubDate><![CDATA[Tue, 1 Sep 2009 22:26:52]]> GMT</pubDate>
				<author><![CDATA[ CatPeeler]]></author>
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