Jump to content

Khorne Daemons Overwatch


dbecer01

Recommended Posts

So, what do you guys do when you are playing Khorne Daemons against the following scenarios:

 

1. Overwatch from heavy flamers, especially hellhounds (16" range).

2. Overwatch from Tau with the Greater good

3. IG Artillery strikes using Vengeance for Cadia and/or The Relic of lost cadia (reroll failed hits/wounds)

4. Grey Knights

5. Flyers

6. Troops completely taking up a second floor (can't charge up there, no space).

Link to comment
Share on other sites

So, what do you guys do when you are playing Khorne Daemons against the following scenarios:

 

1. Overwatch from heavy flamers, especially hellhounds (16" range).

2. Overwatch from Tau with the Greater good

3. IG Artillery strikes using Vengeance for Cadia and/or The Relic of lost cadia (reroll failed hits/wounds)

4. Grey Knights

5. Flyers

6. Troops completely taking up a second floor (can't charge up there, no space).

Hard to say since we do not know what you are running.  

Atm only bloodletter spam is halfway viable for a pure khorne daemons army.  With that in mind...

 

1. Choose a different target.  If you are charging from deepstrike with bloodletters, try to avoid hellhounds or just try to wrap them up if they are near a less nasty charge target.

2. Depends on the targets... there is no generalist advice for this. 

3. Basically you never ever want to allow the majority of their army to shoot because if it does you insta-lose.  Deploy conservatively.  If you have insufficient terrain this matchup is basically a write off.  Avoid having anything value on the table on turn 1.  Just sit back as far away as possible with the least valuable units you can.  Hopefully when turn 2 rolls around you can accomplish something with your bloodletters. 

4.  Just kill them because they are terrible? 

5.  For the most part, a skullreaver daemon prince will solve this issue.      

6. Skullcannons, are good.  They ignore cover and are cheap.  Use them.

 

The best solution to lots of these problems is allies.  If you have a typical bloodletter spam list with some support elements try to figure out which allies best suits your gaming environment.  

 

What I love is a Tson Supreme command with Ahriman and 2 princes.  That pretty much fixes all Khorne issues you listed.  It gives you reliable ranged damage output from smite spam, utility spells that buff your casters, a counter to flyers spam jerks, a solution to 2nd level camping smart asses,characters that boring gunline drones cannot shoot and massive psychic defense with 5 denials!   

 

Nothing is more awesome than using Treason of Tzeentch on a knight and charging it into a gunline or blasting another knight.  

Link to comment
Share on other sites

1. Throw a big enough unit at it. It's still only 1d6 hits. Some will die but not the whole unit and once they are in melee they can't overwatch anymore.

2. Declare a charge on multiple units in range with a sacrifice. Once a T'au player used "For the Greater Good" (the supporting Overwatch) those units can't overwatch that turn anymore.

3. Run faster.

4. Laugh because Grey Knights are bad and if they kill a big unit of yours you can just bring it back via Stratagem lol. Then feel bad for the Grey Knights player.

5. Kill everything else and then laugh because the enemy has no boots on the ground anymore and loses automatically. Also Bloodthirsters and Daemon Princes can charge flyers.

6. Kill everything else and play the objectives. Important to note here is that if you guys play this closely to the rules make sure that your opponents models bases fit 100% on the floor. RAW he can't have any part of any base overhang. Only the models that fit fit.

Also if your opponents tend to put all their mission objectives on upper floors of ruins you might want to talk about a houserule. Placing them all on the ground makes it more fair for armies like Daemons. Then again some armies pay points for having Fly on most units so there's that.

Also also take a look at Skullcannons I guess. They are pretty decent and could help here.

Also also also take a look at the CA18. The rules for Ruins got adjusted so that only Infantry, Beasts, Swarms and units with FLY keyword can be deployed on the upper floors.

Link to comment
Share on other sites

It is 2d6 hits at str 6... bit nasty to be charging voluntarily imo.

 

Still only 7 hits on average. That's still only ~4 dead Bloodletters in a hopefully much bigger unit (you don't try to MSU Daemons, no?), or one dead Bloodcrusher/Flesh Hound. Against a Bloodthirster it would take off only a single wound even and against Daemon Princes with some luck only 2 wounds.

Flamer are MUCH less scary than people think unless they get spammed. Sure they reliably do some damage on Overwatch but only once and not enough to stop a charge 9 out of 10 times and then the charged unit usually dies.

Link to comment
Share on other sites

I’ll just confirm what was said above:

Situations 1-4 can be solved with big units. It does not matter if you lose 5-9 bloodletters to attack with the 20 left.

In case you are worried the opponent have a good lucky overwatch, just warp surge to be sure to save correctly.

 

Situation 5 is the job for demon prince with wings. If they are really going flyer spam then try to wipe their boots.

 

Situation 6 is problematic to the game and many TO go around it. Worst case, as objectives are normally out of cover, you can just score points and wait for them to go out.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.