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To Fight Daemons


Frostglaive

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Greetings, denizens of the Warp. I am but a simple Tech-Priest looking for the knowledge of the Dark Gods (totally not a heretek in any way, shape or form.....).

 

Anyway... I'm an AdMech player who has not fought Chaos Daemons yet in 8th edition. They're a bit of a rare sight in my local meta, and the one consistent Chaos player I know tends to get roped into games with other people. Fortunately (or unfortunately depending how you want to look at it), I am going to be in an Apocalypse game against him this Saturday. 6,000pts of my AdMech (and then some) vs. 3,000pts of Space Wolves (from another player) and 3,000pts of Nurgle and possibly some Tzeentch. Maybe Death Guard as well, I don't know.

 

The Wolves I'm not worried about. The Death Guard, same thing. I've fought both before, I more or less know what to expect. Not so much with Nurgle and Tzeentch Daemons.

 

So, as an Admech player, what should I expect from those two Dark Gods? What am I up against? How do I fight and beat them?

 

Any and all info helps. Thanks guys!

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Lots and lots of shots :) given the fact that most demons are relying on invuns (and disgustingly resilient for nurgle) you want to be making the daemon player roll as many saves as possible. Make him come to you and ensure that you don`t leave any space in your deployment for him to summon stuff in using stratagems :happy.: 

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I play mostly mono nurgle, and dabble with tzeentch occasionally, daemons are a horde army with some nasty tricks.

 

Tzeentch is pretty shooty, you can DS a 30man blob of pink horrors and they will have 90 shots within 18 inches. Tzeentch is also very psyker heavy so expect lots of smite among other powers. And everything baring a few units for tzeentch has a 4++ invuln save. In fact daemons only have invulns for AP modifiers are not as important against them.

 

Nurgle is a slower force, but as mentioned, has a 5+++ disgustingly resilient save for each wound taken. Nurglings have a special rule where they can set up anywhere on the table during deployment, which nullifies any scout moves, such as eldar rangers and SM scouts. I’ve found it’s really easy to pen my opponents into their deployment zone playing nurgle.

 

As mentioned, volume of shots is good, and for big monsters high dmg weapons are your friend!

 

Hopefully this helps you out a little bit!

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Nurgle doesn't have to be slow. With the tree and character buffs they can cross the board extremely fast.

And Nurglings and Scouts cancel eachother out. It depends on who goes first to deploy their infiltrator into key positions.

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Nurgle doesn't have to be slow. With the tree and character buffs they can cross the board extremely fast.

And Nurglings and Scouts cancel eachother out. It depends on who goes first to deploy their infiltrator into key positions.

 

This. The Scrivener gives Plaguebearers a base movement of 7", they get across the board quite quickly and with things like Plague Drones and Flying Daemon Princes, chances are you'll be more focused on those than the horde of PBs running at your line. 

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Nurgle doesn't have to be slow. With the tree and character buffs they can cross the board extremely fast.

And Nurglings and Scouts cancel eachother out. It depends on who goes first to deploy their infiltrator into key positions.

Not 100% sure about SM scouts but I regularly play eldar and the rangers set up AFTER deployment is done and have to be more then 9” away from enemy models

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Nurgle doesn't have to be slow. With the tree and character buffs they can cross the board extremely fast.

And Nurglings and Scouts cancel eachother out. It depends on who goes first to deploy their infiltrator into key positions.

Not 100% sure about SM scouts but I regularly play eldar and the rangers set up AFTER deployment is done and have to be more then 9” away from enemy models

 

Not every infiltration rule is the same. Marine Scouts and T'au Stealth Suits infiltration works the same as Nurglings. The Eldar and AdMech ones work like any other reserve rules.

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For Daemons i would add a detachment with 2 culexus, 1 callidus and Greyfax

 

2 culexus well deployed can shut down most of the smites in an army

 

1 callidus can be very annoying, and in this points level there Will be lots os command points spent in the first turn

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  • 3 weeks later...

Beware a Deathguard character standing near a Feculant Gnarlmaw with space to summon. It is likely they will be able to summon large blocks of Plague Bearers and Plague Drones. Furthermore, the Gnarlmaw can be placed mid-game by the daemon player which will help him control your movement. Beware.

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