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Skulltaker Lord Of Cange


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8 replies to this topic

#1
@BLISSI15K5

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me mate has just got a skulltaker and it looks very strong is there eny help
for wat is good against it and wat can be used against it yuo guys can give me.
its 4 a 1500 point batle so i would also like tatics on his lord of change the closest got to beating that thing
is me rune priest takin it down to 1 wound. :D

but now i want to kill it completly :P

#2
Dark Bjoern

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What advise should i give you? What do you use? What do your opponent use? If it´s only for a Lord of Change and Skulltake my advise give them long range death, Lascannons, Rocket Launcher, Assault Cannons, Plasma Guns/Cannons but i´m sure that he willl have some other stuff in his list then those two bad boys. In general i can say don´t try to take Skulltake out in CC, that´s what he´s made for. The Lord of Change is an allrounder but you can get him with your BC and an IC in CC.

2016-06-19_08.56.28_zps3jxgevkj.jpg2016-06-19_08.55.04_zpsl7ia3v3f.jpg


#3
MrSocks

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Skulltaker is a nasty piece of work, but I've killed him a few times before (my friend just bought a daemon army).

I settled for the, take as many wounds as you can off and charge him with a dreadnought and captain. if he concentrates on your captain, then your dreadnought will kill him. If hes stupid enough to attack the dread, well even with rending he is unlikely to kill it, then he will be dead before the next turn, then feel free to move on to other squads.

And (though I haven't read the codex I'm only going off what I've been told) daemons can deepstrike into your squads. So long range firepower might be a problem when this starts happening.

Can daemons deepstrike into combat?

If so, the skulltaker cannot (as he will be placed on the centre of the blast marker) and the blast marker is 5" in diametre, his bace is 1", making him atleast 2" from the nearest enemy model, and therefore certainly not in combat.

Well Met Brother,
Regards MrSocks


#4
Wolf89

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Can daemons deepstrike into combat?


No they cannot, that'd be SO overpowered. :)

Daemons have to do 3 things before they kill you, ask the gods to be forgiving and allowing his first choice to enter the battlefield, survive a deep strike, and survive your rapid fire range from hell.

When daemons are held in reserve, half their army comes in first turn, the player splits his army accordingly, selects which one comes in first (A) and which he wants to come in second (B ), he rolls a die, on anything but a 1 or 2, (A) comes in, on a roll of 1 or 2 (B ) comes in. If dice rolls aren't great on his side, he could be getting out his weaker troopers first to be slaughtered right away by your firepower, instead of getting out IC's and Greater Daemons that can soak up firepower.

When daemons deep strike, it's just like any other deep strike. If they fall onto terrain, off the table, within and inch of enemy models, on top of friendly models, you name it they have to roll for it. This is where a daemon army can go bad. Place your troops accordingly to help "force" your opponent to deep strike in either a highly dangerous situation, or further away from you where you'll have another turn of shooting at them. (don't forget, they can't assault right when they deep strike, but they can shoot if in range)

Now the daemons face the turn where they know if they'll either win, or loose... your shooting phase. daemons are weak, most of them have T3-4 and 5+ (invuln) save. This makes them vulnerable to things like pie plates (a whirlwind would be cheap and effective), rapid fire lines (boltguns go!), and flamers (can anyone say redeemer?). Especially if you kill icon bearers, your opponent's daemon army will start to fall apart quickly, I suggest shooting over HtH because even Space Wolves, knows when it's better to shoot, than assault. ;)

Let's look at a normal game against a Daemon list, on average, almost half of your games will take into account objectives, and daemon armies don't really have a good time at taking objectives. The best unit they have is plaguebearers, these T5 feel no pain, bodies of puss and decay can be a real pain to take an objective from. Remember though, they're slow, they aren't great in number, and they still have to deep strike in like the rest of the army. Shoot these guys up before they get into tactical positions or even assault them (you'll need quite a bit of attacks, but hey, that's what SW's are good for.

Let's not forget the most important phase to a daemon army, assault. Granted the Daemon lists have some shooty, but the majority are built for HtH and will excel any space marine in combat. Here is where your board choice and moving strategies end up... terrain. Yes that's right, terrain is a killer against daemons, why?, because they don't have frag grenades, they'll be going at I 1 against you, also a Rune Priest casting storm caller on units in the open receiving a charge also helps. Here is also where their Fearless can be used against them, what do wolves have that can help here you ask?, well just take a wolf totem, simple, yet effective. If they win combat, you could draw, if you draw they loose, and if they loose, they loose more! Taking wounds and increasing your chances of victory in HtH. Don't forget however, that some daemons carry a instrument, and will therefore also increase combat resolution by 1 so against the totem, it'd be a draw.

I'll tell you a little trick you can perform as well, it's simple, cost effective, and down right dirty. Buy yourself a Daemonhunter codex, look at page 24 and begin to drool. Here you'll find an Inquisitor, purchase one at the cost of 1 elite spot on your FOC, then provide him with 2 Mystics. This gives you a cheap unit at 32 points, that you can hide behind a rock or unit (to help protect them) but still within 12 inches of a grey hunter or long fang squad. Then when your opponent deep strikes anything (you've got it right, ANYTHING!) within 4D6" of the inquisitor, you can have a squad within 12" take free shots at that arriving unit. This provides multiple tactics and should be used wisely. Overall this cheap effective unit should be used with the upmost care and best intentions.

Overall, daemon lists are more fun to play, than to win, they lack stability, and games turn around quickly for them (for good or bad) but if you stick with certain board taking strategies, fire lines, and unit targeting, they're a walk in the park. :yes:

-edited to get the B) turned into B's

Edited by Wolf89, 15 August 2008 - 01:50 PM.

-Before you post a question you have about space wolves check here first then check here second-


#5
Level

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Wow, Wolf89, that is a very well written and comprehensive tactica for taking on demon lists. Very impressive thanks.

I just recently watched parts of a tournament where there were two demon armies, (unfortunately couldn't play myself as I had other commitments)

One of which actually won the event quite definitively, didn't lose a single game and had won before the last game was even played.
The other armies were varied but no space wolves as I was absent, and it seems that everyone was really struggling to deal with them.

However from what I saw at the tourney I believe that by following the advice you have laid down here, they should be fairly easy to deal with. The inquisitor is a nice sneaky touch too, and it could work in numerous situations, not just for demons.

thanks again
"Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam"

#6
Spacefrisian

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What to put against plaguebearers. Uber plasmadeath greyhunters. With a max of 4 plasma shots you'll have a good change of reducing their numbers. EG feel no pain does not work against AP2.
There are no Deamons in 40k

#7
Bjorn the Fell-Handed

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A general tip for fighting Daemons of any divinity except Nurgle is to use lots of S4/5 guns. The small daemons (who form the mass of your opponents army) are just as susceptable to bolter fire as marines and have a worse save to boot! So take your long fang with HB's, AssC and Autocannons, and dust off the Pred Destructor. Save your heavy fire for the big things like LoC, NDP etc. Against Nurgle, Plasma cannons are useful, as your opponent will not get his FNP against them.

As for Skulltaker, I saw an Emperors Children army take him down with massed Sonic blaster/bolter fire. A 3+ save (with ironhide) can only go so far against 20 bolter shots.

Good luck

Bjorn
'You take the 4,000 on the right and I'll take the 1 on the left' - Lion El' Jonson to Leman Russ.
QUOTE (Commissar Molotov @ Feb 15 2008, 09:01 AM) <{POST_SNAPBACK}>
QUOTE (Dark Bjoern @ Feb 12 2008, 06:57 AM) <{POST_SNAPBACK}>
The Lunar Wolves where renamed two times. First in the Sons of Horus and the second time in the Black Legion.

The Mark of Chaos Undecided. :rolleyes:

Bjorn Morkaisson's Space Wolves - W/L/D 8/2/1

http://cgi.ebay.co.u...rksid=p3907.m29

#8
MrSocks

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Thank you wolf89, I'll need those tactics at the beginning of next term when we begin our campaign. I'll probably end up fighting daemons a few times

Well Met Brother,
Regards MrSocks


#9
@BLISSI15K5

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thank u alot for the tatics me mate will cry when he finds out about the fell no pain AP 2 thingy me and im did not no that .
and a big thanks to wolf89 your tatics are impressive ;) and also thanks to BJTFH mr socks ^_^ level spacefirision ^_^
and dark bjorn ^_^