Author Topic: Daemons, 6th Edition and You  (Read 3847 times)

MM3791

  • God
  • *****
  • Posts: 1124
Re: Daemons, 6th Edition and You
« Reply #15 on: July 16, 2012, 10:00:29 PM »
I still think bloodletters and daemonettes are solid choices. I consider bloodletters the hammer and daemonettes the swiss army knife. The key is safely delivering them into combat so they can do their job. This can be done be either 1) outnumbering the enemy or 2) forcing the enemy to shoot at something else

Also I don't think going to ground is a problem because:
1) daemons are an assault army, and assault units are not designed to sit in buildings going in and out of ground all game long (that job is for shooty/snipey units)
2) daemons already have an armywide 5+ inv save

If you don't want to take Chaos Marine allies then cultist themed Guard would also make a good ally. With guard you can get access to all their heavy weapons and the holy(or unholy) hydra battery to shoot down enemy fliers.

I think if you try a few combos of tactics then I'm sure you will find a playstyle that you like. Good luck

Benjamin

  • God
  • *****
  • Posts: 2610
    • Email
Re: Daemons, 6th Edition and You
« Reply #16 on: July 16, 2012, 10:42:14 PM »
The Soul Grinder

I hate to say that one of my personally favorite units has suddenly become a liability. Because of the rise of Necrons, many lists should have plenty of shooting capacity to handle AV 13.

Armor ain't what it used to be and Walkers in general got only upgrade of note. The Soul Grinder as a Walker can fire Overwatch, which is cool if anyone forgets how to play Warhammer and charges into the Soul Grinder. (Opponents have tried this before, so I'm not just being snide.) The Grinder can fire the 6 bolter shots from the Harvester and then roll d3 hits for the Str 6 Vomit template no one ever used in 5th. It's strange to me, but there you go.

So if you've gleaned from that Soul Grinders are decent in assault, well, they are. Even against Power Fists and Thunder Hammers, it's still a 5 to glance... except those glances now take away precious Hull Points. Most regular, poorly equipped infantry cannot do a thing in combat against AV 13. Soul Grinders will just win out, given enough time.

Ignoring Shaken/Stunned results as a Daemonic vehicle is far less impressive than it once was. Most things hitting AV 13 have either AP 1 or 2, and the newly revised Vehicle Damage chart makes sure it'll be darn unlikely you'll be stunned and almost impossible to be shaken.

If you insist on a Soul Grinder, then Phlegm is still a must. Phlegm, like all Blasts, should be a better deal now that half-strength vs vehicles is a thing of the past.

And the Soul Grinder does bear a significant resemblance to the Chaos Space Marine Defiler. The difference between the two is really the range of the Battlecannon blast and the AV. The Grinder with a 36" range is intended soon to be in your opponent's face, smashing it. The Defiler, a bit more fragile at AV 12, has a range of 72". It's best shooting away all game, plus you can add more guns on top of more guns.

Ed

  • Epic Tier Level 27
  • ****
  • Posts: 905
  • "No, but have you hearda' Magic?"
Re: Daemons, 6th Edition and You
« Reply #17 on: July 21, 2012, 03:17:04 AM »
This thread is too serious, didn't read.

Benjamin

  • God
  • *****
  • Posts: 2610
    • Email
Re: Daemons, 6th Edition and You
« Reply #18 on: July 23, 2012, 08:39:29 PM »
I have many projects on my plate. So I'm glad other players are coming up with fun Daemon list ideas.

http://thebrownpaintbrush.blogspot.com/2012/07/demon-bomb-takes-rtt.html

Do you know what grots are good for? I can tally the reasons. :D

Chase

  • Global Moderator
  • God
  • *****
  • Posts: 5433
    • Email
Re: Daemons, 6th Edition and You
« Reply #19 on: July 23, 2012, 08:44:09 PM »
Looks like I might need to get a bunch of those new Plague Bearer boxes.
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Mad Dok Rob

  • Paragon Tier Level 16
  • ***
  • Posts: 564
  • Da Orks are Da Best
    • http://fingerpaintingwitharchimedes.blogspot.com/
    • Email
Re: Daemons, 6th Edition and You
« Reply #20 on: July 23, 2012, 08:59:53 PM »

Do you know what grots are good for? I can tally the reasons. :D

Grotz, dey be shoota.  And they is nice to give a good kick to when somefing needs kicked.
http://fingerpaintingwitharchimedes.blogspot.com/

Warhammer 40k
6,914 pts Waaagh Dakkagut (Goff Orks)
4,913 pts Dark Angels 

Warmachine   
     183 pts Protectorate of Menoth

MM3791

  • God
  • *****
  • Posts: 1124
Re: Daemons, 6th Edition and You
« Reply #21 on: July 24, 2012, 06:15:38 PM »
Did anyone see this? It looks like Daemons are getting a WD patch update.. looks really cool. http://daemons40k.blogspot.com/2012/07/a-look-at-changes-to-daemons-units-in.html?m=1