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===Dealing with Flyers=== Daemons and Sisters of Battle are so far the last remaining armies in 40K that have difficulty dealing with flyers on their own. However, the situation is less dire for Daemons as they get access to FMCs and have a skyfiring heavy support choice - the Adepta Sorritas get none of that! In spite of this, the fact that nearly all FMCs available in Codex Daemons are capped at S6 can seriously hurt their chances at dealing with Flyers with SA12 or more. So barring your opponent [[Necrons|flyer spamming you]], here are a few ways to deal with flyers: *'''Fateweaver:''' Arguably your most reliable way to deal with fliers, as automatically has flickering fire and the Tzeentch D-power. Bonus points if you get perfect timing to ignore jink (doesn't work under GW's Rules FAQ). *'''Lash of Despair:''' A daemon prince of Slaanesh can toss out 2D6 S6 shots (up to S9 if he's a psyker with Iron Arm). That's a lot of shots but there are two problems: first, it's still base strength 6 which means you need all 7 of those expected shots to hit for a decent chance at a glance. Second, it's very unreliable especially hoping for Iron Arm on what will be an incredibly expensive DP, although Biomancy as a whole is not a bad discipline so why unreliable it's not like a Biomancy psyker can't be useful even if you don't get iron arm. *'''Horrors of Tzeentch:''' 4D6 shots, rerolling to hit from prescience and at S6 from the locus. A bit better but has many of the problems above *'''Burning Chariot:''' If you get really lucky, the S9 snapshots might just do it. Even less reliable than the above two. *'''Soul Grinder:''' BS3 and S7 means that even with prescience it will almost always take 2-3 rounds of shooting, and you may still accomplish nothing. Warp Gaze could wreck the flyer, but that's a real stretch. *'''MC Spam:''' Yes, they are only S6 but you do get D3 hits per Vector Strike. Take at least 3 MCs mixed between Greater Daemons and Daemon Princes. Be warned, this will be expensive. *'''Aegis Defense Line:''' Any models you have with at least BS3 or more can opperate it. Plus, it's cheap! One strategy is to put a unit of Plaguebearers with a herald of Nurgle behind this (or on a bastion) so they can camp with Shrouded and Feel No Pain while the herald makes use of his BS5. Be careful of Tau markerlights, Eldar's "reveal" psychic power, noise marines, and anything else that ignores cover. *'''Imperial Bastion/Fortress of Redemption:''' Similar to ADLs, but are actual buildings instead of obstacles, what with that sweet, ''sweet'' AV14 all around. You could put Plaguebearers in these, but it's a much better idea to use Bloodletters and their obscene BS5 to man quad-cannons, Icarus lascannons, heavy bolters and, in the case of the FoR, that missile silo. Putting a Herald of Khorne on the missile silo all but prevents the large blast from scattering, what with their BS7 equaling the expected value of your average scatter's 2d6. *'''Blight Drones:''' The only flyer Daemons have. Unfortunately, it's a Forgeworld model and only BS2 but its weapons are either template, blast or twin-linked - specifically that Reaper Autocannon; lemme explain, it has a similar profile to a Harvester, but re-rollable 5+ to-hit is statistically superior to a 4+. Additionally, the weapons load-out of these things effectively make it a flying Nurgle Grinder. A blight drone squadron is amazingly expensive but it is still a damn good option! *'''Hellfire Gaze:''' Both of the flying Greater Daemons or DPs can take this, although you must roll a 4 on the Greater Gift table to get it, and its a 50/50 if it will do anything. *'''Allied Flyers''': Go to Chaos Space Marines tactics to read about what havoc they wreck. Combines very nicely with MC spam. (Note: 7th ed hit these hard. Specifically, you can no longer shoot an opposing flier's rear armor after vector striking because the auto cannons are no longer turrets.) If you're not averse FW models, the Hellblade and Helltalon are also available in an allied CSM list, plus chaos'd versions of imperial flyers in a Renegades and Heretics list. *'''Renegade Knights''': With the forthcoming release of Freeblade: Renegade, filthy heretics like us get a knew set of toys for our arsenal: Knights. They're strictly better then the Imps, because they can dual-wield their main guns (at a cost), and can take all the carapace weapons the Imps can. You can ally in up to 3 (don't, unless your meta is light on Imp Knights) in exchange for slanting your strategy toward favoring hot, Knight on Knight action in the form of PE for your Knights and theirs, if they're Imps. As dedicated AA, 1-2 Galant-class Knights with Twin Icarus Autocannon would set you back about 360 points a piece, and force a few Grounding tests, but if you want a real AA threat, take a Crusader with double Avenger Gatling Cannon. 24 Strength 6 AP 3 Rending shots at turn should be more than capable of downing a few jets. Combined with Icarus Cannons, this 470 point beast will wreck planes easily, then mow down everything else.
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