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Anti Demon Tactics


Greyhunter77

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Do you know what God they follow? Will they use a Greater Demon?

 

 

I can give some "character" ideas ...

 

1. Wolf lord with 2 wolf claws, belt of russ, and a wolftooth necklace.

 

2. Rune priest, with a wolftooth necklace, and the Saga of the Beastslayer ( outstanding in fighting demons in CC ).

 

3. If you don't mind "special" characters, Ulrik the Slayer. His personal "preferred enemy" rule, becomes a great boon against forces of one type, or one with lots of MCs.

 

 

If it's a "pure" demon force, use lots of anti-troop tactics :

 

Grey hunters with 2 plasma guns (10 models), wolf standard, and a power weapon. If you have the points, squeeze in a plasma pistol and/or the MotW.

 

Land Speeders with 2 HBs.

 

Long fangs with HB/PCs.

 

Though not a popular choice nowadays, a predator with AC turrent and HB sponsons.

 

If you can squeeze in a LR, either a crusader or redeemer. Do remember to run over them :(

 

 

This is just a simple list of ideas, and be welcomed to use high S weapons.

Umm... well, it helps to know what KIND of daemons your facing.

 

Nurgle... Khorne... all of them together?

 

But that being said your going to want alot of Bolters- I mean alot of them. Grey Hunters are a priority here. Powerfists in every squad- Therell be alot of monstrous creatures about.

 

Rune Priests are a absolute Must-have here. Specificly one with Tempests Wrath- making all his units roll for Dangerous Terrain as they come in is just brutal.

 

Ignore APs for the most part- Str is key. Only one armor save in the army, and when its there its a 3+, other wise its nothing. That being said, 4 Long Fangs with MLs is a good way to go- frag the troops, and krak anything with ironhide.

 

Consider two squads of bikes- or a squad of bikes and a landspeeder with Heavy Flamer to cut off his deployment options.

One huge thing to bear in mind when playing against Deamons:

They don't get Frag grenades or the equivalent (well very few do, only daemonettes and they are squishy)

so, get yourself into cover and shoot them to pieces as the come down, then, when they charge you, you will strike first.

 

Rune priest is a must have for this one.

Murderous hurricane will help to slow them up and will cause them to strike last in combat as if they were charging through cover.

 

Land speeder Typhoons are great for taking out Daemon princes and are fast enough and with enough range to not get caught, take two of them and you will have that covered nicely.

 

Flamers are your freind against deamons. they mostly have 5++ saves so a flamer and a combiflamer will do in pretty much any of their squads before they get to hurt you.

 

This kind of tactics will help with Slaanesh and Khorne for the most part. Nurgle is completely different and will need to be approached another way.

One huge thing to bear in mind when playing against Deamons:

They don't get Frag grenades or the equivalent (well very few do, only daemonettes and they are squishy)

so, get yourself into cover and shoot them to pieces as the come down, then, when they charge you, you will strike first.

 

Rune priest is a must have for this one.

Murderous hurricane will help to slow them up and will cause them to strike last in combat as if they were charging through cover.

 

Land speeder Typhoons are great for taking out Daemon princes and are fast enough and with enough range to not get caught, take two of them and you will have that covered nicely.

 

Flamers are your freind against deamons. they mostly have 5++ saves so a flamer and a combiflamer will do in pretty much any of their squads before they get to hurt you.

 

This kind of tactics will help with Slaanesh and Khorne for the most part. Nurgle is completely different and will need to be approached another way.

 

I think you mean Tempest's Wrath. *looks at codex*

Huh. Wow. You're right. Actually, they both cause difficult and dangerous terrain. Tempest's Wrath just only works on Deep Strike and anything with wings. And...it isn't a psychic shooting attack.

 

So you could feasibly have a Master of the Runes casting both a turn, since there's no point in using his Force Weapon ability on Daemons, if I remember correctly.

Oh. And Runic Weapons wound daemons on a 2+, always. So take Rune Priests. Definitely Rune Priests.

 

Rune Priests are more or less DESIGNED to stomp anything nurgle-y. They turn their weakness into a greater weakness (low initiative + JotWW) and nullify their strength (wounding a T7+ model...on a roll of 2+).

rune priest for sure!!

wounds on a 2+ against daemons

beastslayer? re roll to hit in cc

master of runes so you can use more than one power

tempests wrath = ausome against deep strike

jaws of the wonderwolf!! plus monstrous creatures get a -1 modifier

force weapon against greater daemons?

The Demonhunters Inquisitor together with a couple of Mystics as henchmen will allow one unit within 12 inches of the Inquisitor a free round of shooting whenever a unit of demons or a greater demon enters play within 4d6 inches. Since this averages at 14 inches and your opponant will probably wish to get into assault range this means you will get to rapid fire them after they arrive but before they can move. If you give the Inquisitor a Psycannon his shooting will ignores invulnerable saves.

 

You can take either the HQ or Elite choice Inquisitor depending which slot you have spare although you may consider taking both to allow 2 units to open up on them before they reach your lines. As the 4d6 roll is made for each unit of demons you could get to gun down a few units as they enter play.

 

This tactic worked for me with a Guard gunline against Blood Angels where 2000 points of deep striking Blood Angels died on turn one to 2 units of 50 guardsmen at rapid fire range.

Look out for Flamers.

 

They are a jump infantry Elites choice. Breath of Chaos uses the flame template and ignores both armour saves and cover saves on a 4+ so they can eat just about anything for breakfast, lunch and dinner. It also glances vehicles on a 4+ as well. Your benefit is they suck at assault.

Dont take JotWW here- it isnt worth it. The only things truely worth hitting in the army are monstrous creatures- and the I on say a bloodthirster happens to be 5.... and on Daemon princes, Keep or secrets, etc etc etc.

 

Your going to cast it, and then hope he rolls a 6- or he assaults one of your units the next turn.

a really good tactic to try is to let them have 1st turn and keep all your men in reserve. Luck of the dice gods means that they will be landing 1st so u know where to drop your men.

Advantages of this is you get to fight them on your terms and makeing him expose his units 1st.

Disadvantages you could end up with very little on the table out numbered with no support.

Ive heard that before- and I think its nuts. No offense, but one of the advantages we have over Daemons is starting with our stuff on the board- why would you want to put yourself on an even footing with people who do the DS and kill game better than us?
jaws of the wonderwolf!! plus monstrous creatures get a -1 modifier

 

I am not sure if you are writing that the -1 is a penalty or a bonus for the MC?

 

It is a bonus for the MC.

 

C:SW pg 37: "MCs may subtract 1 from their roll, due to their tremendous size and strength, though remember that the roll of a 6 is always a failure"

 

So if a Great Unclean One (i2) rolls a three, he scores a 2 and is safe.

A Bloodthirster (i5) rolls a six; even with the minus one to give him a score of 5 - which is safe, dies because 6 is always a failure.

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