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Fighting Deamon Armies


Patghiggins

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Some of us at are local gaming group are having to deal with a Deamon Army that that has combined types from all 4 Chaos branchs. He deploys a Nurgle DP/ Korne DP / Some big 2 bird headed thing / a SoalGrinder / some wizard guy on a chariot pulled by manta's {sorry I don't have any back ground with the Chaos demons so I don't know the proper names} he also drops in "Flamers" and some female looking demonettes. Any advise will help - as he kick our butts / which army would be good to spank this ????
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Hmmm...... Well ther is a guy at my local group that plays tzeeentch (vulture lookin deamon)i think. the guys with egyptian kind of helmets.... they are slow and purposeful so he mounts them in rhinos to bring them up close, or start normal, either way for tzeentch get as many long range or multiple shot weapons as possible(asslt. cannons thunderfire cannons) For a khorne army a thunderfire cannon is great with the tremor rule on one of the ammo types ;)
.... they are slow and purposeful so he mounts them in rhinos to bring them up close, or start normal, either u][/u]

 

Oh what the heck? Demons can't be mounted on Rhinos. Their army list doesn't even have Rhinos!

I think you are misunderstanding for Chaos Marines with mark of Nurgle (?).

Anyway, one of the best things against Demons is, well Thunderfire Cannon, but also Grey Knights!

Haven't tried it before, but I think I will love Psycannon!

He's thinking of 1K sons.

The Nurgle DP is nasty, but will go down under concentrated Las/Plas/Melta/Krak Missile fire. If he's worth his salt as a player, it will have a 3+ save to go with T6, so bolters won't do much of anything (18 hits=1 wound). It should also have wings, wound anything on a 2+ (re-rollable against T6 or less).

The Khorne one is, I'm guessing, Wings and 3+ save, maybe S7. It's only T5, so it's a better bolter target. Shoot it up, same as the nurgle one.

The 2 headed bird thing is Fateweaver. It can shoot three weapons per turn at different targets, and if it wants to, charge any of them. The three powers are likely to be an Ap3 HB, a S8 AP1 shot, and a template that wounds on 4+ w/ no armor saves if it gets close. It also lets him re-roll all saves for units within 6". If it takes a wound, it has to take a morale chaeck or die, but with a re-rollable 3++ and Ld 9, that's about a 3% chance per wound.

A single Grinder isn't great. The problem is if he overloads your AT with 2 Princes, Fateweaver and the grinder at once. Possible (probable) S8 Ap3 Large Blast.

Wizard on Chariot=Tzeentch Herald. Mobile gun platform.

Flamers all have the the 4+ no armor template. They're also jump infantry, and can take their 4+ invul against dangerous terrain per RAW.

Daemonettes will slaughter Marines in assault. Double tap bolters into them. Don't charge as you don't get your bonus attacks, double tap.

 

Tips: Stay in cover! His princes may not have grenades, and cover can deny a good amount of his shooting. Let him go first! Nothing makes a daemon player happier than watching his opponent waste their first turn not killing anything and spreading out.

If you can take drop pods as I am the pod crazy gamer. also I play Daemons almost every week and have found that he brings a different DP to keep me on my heels so i alsways show up with a different army too. The squads that mess him up are GH's with a WGL, I take a flamer, Combi-Flamer and two PP's and if I can maneuver right that ruins his day along with deathwinds on my pods...and make him deploy first and make sure he is dividing his forces and choosing which one he wants to come in and rolling for it... if he is not doing this then he is cheating...the guy I game with makes sure we are watching him so there is no disputes later... he also hates vidicators and keep your armor away from Pappy DP Nurgle, he is a can opener. See my Batrep on my last game. Find a codex and read it like on 4shared dot com, they are tricky bastards.

 

Pat

Go mechanised, and try and take his monsters and the soulgrinder out at range. Mechanised armies give us daemon players a real headache, there's just so little in our army that can reliably take out tanks. If you have it, take a land raider crusader, if it hadn't been made first I'd have sworn it was designed to kill daemons, easily the thing I fear most when playing against marines.

 

One thing you have going for you, is that he hasn't made too powerful of a list, it's most likely just that it's so different to most armies that you haven't all figured out how to beat it yet. The Khorne prince probably has S6 (can't have S7), with a 3+ save and maybe wings (knowing if they have wings is important, it seriously changes how you deal with them), to take it out I recommend a few AP2/3 shots, it's only got 4 wounds and T5, so it won't last long under heavy fire. If you go mechanised, you can ignore his little guys for a while and take out the big things first.

 

Flamers are a marines worst nightmare, ignoring armour and wounding on a 4+ is really bad for marines. I'm going to assume he's using the standard 3 man suicide unit, if he is, there's realy not a huge amount you can do about it, other than pray, and stay inside your transports.

 

Nurgle princes are nasty, but as said, plasma and other high strength, low AP guns are the best way to deal with them. Daemonettes make great bolter bait, it sounds like he's only taking them to fill out this compulsory troops choices though, if he is, and you play an objective game, kill them off and he can't win.

 

The herald on a chariot is some decent anti-tank, and has a ton of wounds, but a few psycannon shots from allied grey knights will sort him out soon enough. The soulgrinder is a big bugger, so you should be able to get clear long range shots with lascannons and such like to take it out.

Thank you makes good sense, when you Vehicles, does that include Dreads?

Thanks agian Pat

 

 

I usually take a Dred and dump him somewhere in the first turn...if I had known that DP Nurgle was a can opener I would have moved away form him and just kept shooting at him... I rolled so many saves on my GH's that it won me the day but Pappy Nurgle as the Daemon player called wiped out my Ven Dred and 8 BC's in record time before the end of turn 2...thought I was done for but my HQ ( I eliminated the fluff and took a WGBL with a AC and a WGBG of 5 with 2 AC's and messed up his day...the HQ even tried to sacrifice themselves by taking out those jumping flamers which is what really helped to turn the tide...the flamers were heading towards my GH's when the HQ opened up and took out 4 of 6 and the GH's did the rest in and the last objective, the game winning objective was mine and after the HQ took its licks from Pappy, 2 were left standing, they finished him off...that was a fun win)

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