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===Enemies of Concern=== Try thinking of Daemons as an evil old-edition Eldar with tons of glass cannon shit. Because of that, they have a few weaknesses especially against certain armies that are very capable at dealing with glass cannons. *'''Grey Knights''' - What can we say about the Ghey Knights that hasn't already been said? They are an army ''specifically designed'' to defeat Chaos Daemons. In a perfect world this would be fine as Daemons would be both great and terrible (read - "cheesy," [[Matt Ward|like 7th Ed Fantasy Daemons]]); trouble is that Daemons, now just like all the other 40K "bad guy" armies are less terrifying credible threat than they are Space Marine fodder, more or less. Being that Grey Knights are super-duper Space Marines with a 5th Ed Codex written by Matt Ward, they come with a host of cheesy shenanigans: all sorts of anti-psyker, anti-daemon, anti-you rules specially designed to make you hate your life. Grey Knights have taken a substantial down-grade in 7th Ed, forcing most of their units to roll for their psychic powers and removing some of their cheesiest powers (Dark Excommunication is '''GONE''' - hurray)! Unfortunately, even the weakest PAGK unit can fuck up your toughest guys because of their Daemonbane Force Weapons and all your units no longer get Eternal Warrior on everything. On top of that, rad grenades will drop most of your troops' toughness to "Instant Death via boltgun" levels, Psycannons and Psyflemen Dreads will tear through your army like butter (except Soul Grinders), the [[Stormraven|one flyer they get]] is damn near impervious to everything you have, there are [[Nemesis Dreadknight|baby carriers]] that can one-hit your monstrous creatures AND everything has access to Sanctic powers, with most units getting Banishment and Hammerhand for free. **'''How To''' - There is no easy to take on Grey Knights with Daemons and win without resorting to absolute cheese (like an all-Soul Grinder army) and even then, a GK player can '''ALWAYS''' out-cheese you. Assuming both you and your opponent are chronologically and mentally out of your teen years, there are ways of dealing with GK's without Mutually Assured Cheese. For one, Daemonettes led by Heralds with either a greater or exalted locus are terrifying to both PAGKs and TAGKs. If your opponent likes to field Dreadknights, a DP of Nurgle with the Balesword will very quickly make short work of them. Units like Psyflemen and Stormravens do present a problem; the former for their long-range, high-strength guns that will straight up ''murder'' screamers (ie, what would've been the weapon of choice against them) and the latter because they are flyers. There are tactics to deal with flyers, but Psyflemen either require using a lot deep-striking Daemonettes or a close-combat Soul Grinder, preferably a Slaaneshi one to get it into close combat faster. *'''Tau''' - Markerlighted missiles will table you in 2 turns because their drawback is in their AP, which is irrelevant against Daemons. Also they're S7, which means nothing in your codex is resilient against them except maybe a Soul Grinder or Great Unclean One with Iron Arm (if you last long enough to cast it). Just say goodbye to your Nurgle Daemon's awesome cover saves. Also, your vehicles and monstrous creatures (even your flying monstrous creatures) will not hold up against Tau firepower - just don't! **'''How To''' - Try and find ways to make target priority difficult for them by throwing a lot of fast and scary units at them. Tau are always a tough fight, but make it into combat and they fall like wet noodles. Lots and lots of Daemonettes, Seekers, Flesh Hounds, screamers, and (most hilariously of all) ''motherfucking furies'' are positively terrifying to Tau players. You read that right - furies scare Tau, especially furies of Slaanesh with their fast movement and S4 rending attacks. If you need more oomph, consider Beasts of Nurgle or Fiends of Slaanesh; don't take Bloodcrushers as they will die too easy against Tau guns. For anti-air, consider a fortification as anti-air broadsides will likely be sniping you out of the sky. *'''Eldar''' - With loads of Wraithcannon/Heavy Wraithcannon S10, even some of your Greater Daemons will suffer instant death from their shooting (the Distort rule is LETHAL). Additionally, shuriken catapults are nasty and easily available on their shittiest units. Just thank the Gods that they don't block psychic powers anymore now that all the Daemon "abilities" are Psychic powers. **'''How To''' - generally, you'll be fielding a horde of units to deal with their new-fangled Guardian spam. Wraith-weapons will take some finesse, but generally speaking just don't field MC's against Eldar, except for FMCs as Eldar anti-air is decent at best. In many ways, fighting Eldar is a lot like fighting Tau, although more difficult due to the fact that Eldar won't go down so easily in close combat. If you find yourself dealing with a multitude of Eldar MC's, use plaguebearers and use a lot of them. Daemonettes and other Slaaneshi Daemons are also very useful at dealing with Eldar. Be wary about taking vehicles as you can expect them to either be torn apart by their really good small arms fire or bright-lanced; exceptions to this include the Bloodthrone because of its dreadnought armour and Blight Drones because they are flyers. *'''Tyranids''' - Shadow of the Warp subtracts Psykers Ld by -3 ''period'' (which is a big deal when it comes to Daemonic Instability, as you'll see below), and they can bring a lot of anti-infantry guns. Also they can spawn more troops to gun you down. Thank our Dark God who wrote their book again they can't take Rulebook powers anymore. **'''How To''' - dealing Tyranids is arguably the easiest of the troublesome armies for Daemons. Yes, Shadow of the Warp is a pain in the arse, but this isn't a problem if you come rolling with the Blood God's finest; Heralds and Bloodthirsters will normally wreck elite Tyrranid units and Winged DP's come in handy against bugs because they only have access to FMCs just like you. You should however watch out for Genestealers and their high-volume of rending attacks although most of your MCs can actually strike before them and your lack of armour isn't as big a deal for getting hit by rending attacks as it is for other armies. If you're really concerned about blobs of Genestealers or just blob-nids in general in CC, consider Flamers - Warp Flame is less of a stupid rule against things that can't armour save against it! Seeker Chariots and Hellflayers are also excellent choices for mowing down hordes of units and eventually smashing into Tyranid MCs.
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