stephane4985 Posted June 4, 2011 Share Posted June 4, 2011 So Nemesis force weapons are force weapon, so they ignore armour save and you make a ld test when you first wound to see if they inflict instant death. Daemons all have Inv. saves, so they get their save, and are immune to instant death. So the weapons then just hit daemons like a normal weapon. Then there is daemonBane, which means a daemon that has suffer one or more wounds that round must make a ld test and suffer instant death if not pass. But they all have ld 10. So my question, Am I missing another thing that would make the Nemesis force weapon great against daemons or that just it? Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/ Share on other sites More sharing options...
Tessius Posted June 4, 2011 Share Posted June 4, 2011 I came up against this in my last game. Kind of frustrating, especially against a Bloodthirster that gets a 2+ invul vs force weapons, which is my whole army. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781436 Share on other sites More sharing options...
Justcar Posted June 4, 2011 Share Posted June 4, 2011 That's why you have dark excommunication! :huh: Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781438 Share on other sites More sharing options...
Freman Bloodglaive Posted June 4, 2011 Share Posted June 4, 2011 That's it. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781440 Share on other sites More sharing options...
Drudge Dreadnought Posted June 4, 2011 Share Posted June 4, 2011 Ironically, the daemonhunters are actually a marine killer army, and rely on psychic powers to deal with daemons. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781486 Share on other sites More sharing options...
Souba Posted June 4, 2011 Share Posted June 4, 2011 or you just shoot them to bits with psycannons and the like. we got pretty versatile in fighting the daemon. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781534 Share on other sites More sharing options...
DantonTH Posted June 4, 2011 Share Posted June 4, 2011 Yep, that's it, but we have still Psyk-out grenades and Preferred enemy:daemons to boost our shining knights in CC :) Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781635 Share on other sites More sharing options...
skarn Posted June 4, 2011 Share Posted June 4, 2011 You can keep your Draigo fluff, warp travelling planets, space apes, all of it. The fact I have to take a libby with DE simply because of the number of khorne daemon players around here is my biggest hate of this codex. I would happily swap warp quake for getting rid of the 2++ invulnerable. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781639 Share on other sites More sharing options...
Token Posted June 4, 2011 Share Posted June 4, 2011 Hm, can you choose to let your marines strike a bloodthirster with their fists? edit: Can you call Grey Knights marines? Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781657 Share on other sites More sharing options...
gil galed Posted June 4, 2011 Share Posted June 4, 2011 Hm, can you choose to let your marines strike a bloodthirster with their fists? edit: Can you call Grey Knights marines? Yes they're marines. No i'm pretty sure you have to use your special weapons if you have them. Which is a shame but there we go. ~Gil :lol: Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781664 Share on other sites More sharing options...
Gentlemanloser Posted June 4, 2011 Share Posted June 4, 2011 You can keep your Draigo fluff, warp travelling planets, space apes, all of it. The fact I have to take a libby with DE simply because of the number of khorne daemon players around here is my biggest hate of this codex. I would happily swap warp quake for getting rid of the 2++ invulnerable. DreadKnights also have Dark Excommunication. That, coupled with Warp Quake, Psyk-out 'nades and PE: Daemons mean any Daemon army has a very hard time facing us. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781676 Share on other sites More sharing options...
Token Posted June 4, 2011 Share Posted June 4, 2011 A thing against only having the option to strike with the weapons that are listed under wargear: Ork meganobz have megaarmor(including power klaw) and stikkbombz. If they only have the option of striking with power klaw, the stikkbombz would have no effect, or am i missing something? Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781689 Share on other sites More sharing options...
ilnar Posted June 4, 2011 Share Posted June 4, 2011 Left over from the last edition, when you could choose your weapon, Pg 42 BRB All attacks use the special weapons bonuses and penalties Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781692 Share on other sites More sharing options...
Token Posted June 4, 2011 Share Posted June 4, 2011 ah, to bad. Striking down a bloodthirster with your fists would be better. And cooler. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781706 Share on other sites More sharing options...
Flinch Posted June 4, 2011 Share Posted June 4, 2011 Funnily enough, I came across this the other weekend. 3 or 4 Daemons in a Daemon Army with blessing of the blood god. What killed them all? Crowe. Yup. The guy everyone loves to bash as a waste of points. Single handedly killed 3 MC Daemons with his daemon blade that he uses as a normal sword. OK... stormbolters and psycannons reducing them to 1 or 2 wounds before he charged helped a bit, but a Greater Daemon or Daemon Prince with 1 wound left deals as much damage as one with full wounds. Still, its a little funny that Grey knights who are supposed to be the ultimate Daemon killing machines are more effective at killing other stuff, and just as effective vs Daemons as other marines... Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781866 Share on other sites More sharing options...
Daedalus Templarius Posted June 4, 2011 Share Posted June 4, 2011 Seems like blessing of the blood god is really rough to get through unless you have some way of taking it off your enemies. 2++ against force weapons is nuts. You'd be better just trying to keep the ones with that at range and shooting them to death. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781880 Share on other sites More sharing options...
Cmdr Shepard Posted June 4, 2011 Share Posted June 4, 2011 Warp Quake is extremely useful against daemons. I don't face many daemons players at my local store but I read about games when warp quake made nearly impossible to most daemon units to deploy properly on the battlefield, causing their defeat. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2781928 Share on other sites More sharing options...
Reclusiarch Darius Posted June 6, 2011 Share Posted June 6, 2011 'Blessing' only applies to a handful of models, and they're all hacky not shooty. Ergo, seeing as Daemons give you at least a turn of shooting before they can charge you, prepare to have enough firepower to gun the problem units down before that happens. Massed psycannon/autocannon/storm bolter will kill off a Bloodthirster, Khorne Dogs, Khorne Herald etc. Also, Dreadknight with greatsword, psycannon or incinerator, and teleporter is pure win. Drive-by his clustered up packs with a heavy psycannon or incinerator, intercept his stupid Bloodthirster. For extra lulz, get a Librarian close with 'Quicksilver' so you go first with re-rolls to hit (and due to greatsword) to wound. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2783684 Share on other sites More sharing options...
Warsmith IV Posted June 6, 2011 Share Posted June 6, 2011 Don't knock Daemonbane, it may only have a 2/11 chance (I think) of killing a Daemon outright, but that's still valuable when normally this is impossible. In fact, on Thursday I fought some Daemons with my Grey Knights and guess what? Having lost only 1 wound, a Bloodthirster failed his Leadership. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2783706 Share on other sites More sharing options...
embalancer Posted June 7, 2011 Share Posted June 7, 2011 Anyone else feel that it was slightly odd that the Libbys didn't get Null zone as a power? Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2784449 Share on other sites More sharing options...
jeffersonian000 Posted June 7, 2011 Share Posted June 7, 2011 No, not at all. A GK Librarian with Null Zone would be just as abusive as The Summoning paired with Homing Beacons. SJ Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2784470 Share on other sites More sharing options...
Reclusiarch Darius Posted June 7, 2011 Share Posted June 7, 2011 No, not at all. A GK Librarian with Null Zone would be just as abusive as The Summoning paired with Homing Beacons. You mean, keeping in the army style (because lets face it, the only armies that care about re-rolling invul saves they made are Daemons). Also, on your analogy, I would prefer 'The Summoning' could be combined with a teleport homer etc, or (gasp) it didn't scatter. I'd still put up with 'lol your vehicle can't do anything' restrictions, just make the power work :D as it stands now, I just take 'Warp Rift' instead for hilarity. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2784802 Share on other sites More sharing options...
templargdt Posted June 7, 2011 Share Posted June 7, 2011 Anyone else feel that it was slightly odd that the Libbys didn't get Null zone as a power? Yeah, I did. We got a couple of powers from C:SM but not the one that demons hate. Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2785499 Share on other sites More sharing options...
jeffersonian000 Posted June 8, 2011 Share Posted June 8, 2011 It’s called balancing. GK are an anti-daemon force with weapons that are negated by a common ability all daemons have. They have some excellent tactical powers that do not work with their wargear. And they in general have equipment best suited for countering the current meta-game rather than the one actual enemy they are supposed to be the best at killing. Yes, I can see why they do not have Null Zone as a power available to their Librarians. SJ Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2785566 Share on other sites More sharing options...
Reclusiarch Darius Posted June 9, 2011 Share Posted June 9, 2011 It’s called balancing. GK are an anti-daemon force with weapons that are negated by a common ability all daemons have. They have some excellent tactical powers that do not work with their wargear. And they in general have equipment best suited for countering the current meta-game rather than the one actual enemy they are supposed to be the best at killing. Yes, I can see why they do not have Null Zone as a power available to their Librarians. I dunno, at least this time round, our nemesis force weapons do something to Daemons (they essentially re-created 'Instability' but without making it messy and complicated like last time). I'd say the new codex represents our anti-daemon focus better than before ('Dark Excommunication' is pointless against everyone else, but it comes free on the Dreadknight, so it's not a challenge to fit in). Our equipment is actually pretty anti-daemonic when you think about it. Massed dakka is the surest way to break invul saves, rather than pricey one-shot weapons. You'll kill more Greater Daemons with massed storm bolter and psycannon (or even psilencer lol) than lascannons or meltaguns (or even plasma). Also, we still don't have plentiful access to melta or long-ranged firepower, which is sorta required to counter mech. Psycannons help, but we often need the same guns to target multiple things. Other armies have several units which each tackle different targets; we are very flexible but the price you pay is having to do everything. Another potential 'take all comers' problem is that we suck in close-combat. We are heavily reliant on mauling enemy units with our firepower, to swing close-combat in our favour. Aside from weak cannon fodder, lone monsters or characters, our limited number of S4 force weapon attacks don't scare people that much. Even expensive MeQ armies will often outnumber us by a 1/3rd, more if you try and build a TDA/Purifier core army. Maybe 'Null Zone' did prove too OP in playtesting, but I don't know how things like 'Warp Rift' or 'Sanctuary' got through then. 'Shrouding' is also pretty OP in certain scenarios (mechanised Knights for example). Link to comment https://bolterandchainsword.com/topic/231261-nemesis-force-weapons-against-daemons/#findComment-2786642 Share on other sites More sharing options...
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