Sheesh Mode Posted May 29, 2014 Share Posted May 29, 2014 I would say an armored spear head directed at a specific side of the enemy army that makes it difficult for them to engage you but gives you lots of firing options would work. Demons are going to clutter up their lines and if you force them to reorganize their army to engage you it will be that much more difficult for them to maintain an advantage at the end of the game. My army revolves around distracting my opponent and forcing them to split up or clump together and die. I feel it would work well for my vanilla brothers even if they are maintaining a short distance to fire heavy weapons or heavy weapons. Link to comment https://bolterandchainsword.com/topic/291547-exorcising-the-daemons/page/2/#findComment-3700077 Share on other sites More sharing options...
secretforge Posted May 29, 2014 Share Posted May 29, 2014 Whoops ignore my previous posts. Just found the part of the rules that makes the rune priest bonus impossible to apply globally even if the enemy doesn't specify its own unit. Never mind. Link to comment https://bolterandchainsword.com/topic/291547-exorcising-the-daemons/page/2/#findComment-3700268 Share on other sites More sharing options...
Stickeh Posted May 29, 2014 Share Posted May 29, 2014 I think that AV13 heavy armies are a good bet against daemon armies, Ironclads, Predators and Contemptors are all good shouts. 2 x heavy flamer ironclads arriving by pod, with a third allocated else where to allow t1 arrival would force your opponent to react to them, while a couple of preds target the princes with las/autocannons. A Mortis Contemptor is a big investment, but has the weight of fire to hurt infantry with 12 assault cannon shots and 2 frag templates, with skyfire to boot if he doesn't move. His shots are also strong enough to hurt princes and greater daemons, again forcing them to respond. I'm strongly considering exchanging my guard allies for GK, as a Vindicare assassin has a good chance at popping 1 herald a turn, using his double wound round. A GK libby/GM/INQ/Coteaz is also a good candidate for sanctic demonology, which should be pretty effective against daemons. Link to comment https://bolterandchainsword.com/topic/291547-exorcising-the-daemons/page/2/#findComment-3700400 Share on other sites More sharing options...
GreyCrow Posted May 29, 2014 Share Posted May 29, 2014 Not a bad idea, but Storms still suffer from being AV10 2HP (though the improved save from Jink helps a little), and you'd need two or three to provide decent coverage. The thing to remember here is that since the Jammers increase the scatter distance, and scatter is rolled only after the first model is placed, that that first model has to be inside the Jammer's range or else you've achieved nothing. That's true. 3 should be the safest bet ! With the regular scout squad inside, it's going to cost roughly 300 points for the build. Quite expensive for what it does, that's true. Considering each has a 12" radius (24" wide) jamming beacon, you can interdict a large zone on the battlefield. Granted, that won't do much versus direct hit (33% of the time) but for 66% of the time, you'll double the scatter distance. They should be equipped with a heavy flamer to provide incentive to drive them up the face of the Daemons, flame once, then Jink the rest of the game. Link to comment https://bolterandchainsword.com/topic/291547-exorcising-the-daemons/page/2/#findComment-3700436 Share on other sites More sharing options...
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