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Greetings. I've seen many many posts asking advice about the Emperor's Children army list and tactics, and many of them are the same old stuff being asked again and again. So, I am going to start the ball rolling with a few small posts about the tactics that I've found usefull.
First of all, let me tell you that I've been playing Emperor's children for about 9 months now as my primary 40K army and have had around 45-50 battles with them. I own and have used just about every option that they can take and have used many different tactics with them. I am going to post my favourites here.
Jack of all trades, master of none.
My first topic is going to be on the good and evil of Daemonettes, the daemon pack of choice for Slaanesh armies.
Let me start by saying that I love daemonettes. Ever since the new box set came out, I have wanted to field them. Then, after I started my EC army and used them, I fell in love with their simple and efficient deployment.
I'll just throw down a few bulleted ideas here.
1. Daemonettes are a flash in the pan choice. They don't last long and will not last the battle. With their innate low toughness and daemonic aura save, they will get munched pretty fast by any focused effort of the enemy.
2. Daemonettes do a lot of damage to just about any target you throw them at. With their daemonic talons, good WS, good STR, and warp scream, they will do a lot of damage on the charge.
3. Remember their special number. This can be key in a battle. If you deploy them in a multiple of the magic number, they tend to come out pretty early.
So, with those things in mind. This is how I employ them.... First, make sure you have a unit with an icon handy in a position that will allow the daemonettes to get into combat the turn they are summoned. If I'm going against an ultra close combat army, like orcs or bugs, I'll just keep my close combat guys and lord behind my main line and hope that the enemy is within 16" by the second turn. I'll also go with a multiple of 6, so that they will come in on the second turn.
Since I mainly go with a shooting EC army, I usually want to deploy the daemonettes on the flank and sweep in from the side. That way they don't block LOS for my shooting. Remember though, that they will probably all be dead in a few turns, anyway.
Another way to deploy them is to send them in behind enemy lines to take out that one nasty shooting or high value target of the enemy. I love it when my 6 man, 90 pt daemonettes materialize right beside the enemy's 300 pt devastators and the opponent just goes, "uh oh."
The size of the unit is also very important. If your going against 1-10 man units of single wound models, then go with a small unit of daemonettes. A 6-man team usually does the same amount of damage as a 10-man team. Remember, that they will more than likely get annihilated the next turn, so there's no point in going with a 12-man team, unless you will need all those attacks in one round. I plan to do one solid round of combat with my girls, do more than 90 pts of dmg to a critical unit of the enemy, then let them soak up 50+ shots the next turn and go down in glory. A 6-man team usually can wipe out a 10-man space marine squad in one or two turns.
Also, a 6-man team can all be grouped on one edge of the ordnance template. This can be a good thing, because it gives you an extra 4-5" towards the enemy. Don't play coy with the daemonettes. Be bold and throw them at the enemy like bullets. I've taken down everything from Dreadnoughts, to command squads, to tanks with these little girls.
If you go with a large unit of 12, they'll probably wipe out the enemy in one turn, sweep to the next target, and get shot down in the process. So, a pack of 6 will likely destroy that same unit in two turns, then sweep forward on your turn and therefore won't be shot at.
So, there's my first installment. Next time, I'll talk about sonic weaponry. Cheers!
Jack of all trades, master of none.
can't wait to read that
Okay, I've cleared my desk somewhat and can start my sonic weapons discussion.
1. The sonic blaster is arguably the best basic troop weapon in the game. The ability to have multiple shots on the move, without reducing it's range or power, makes this weapon ideal for the fire and fall-back tactic. Why they gave this weapon to an army that all have +1 initiative, I'll never know.
2. The Blast Master is a very powerfull weapon and very versatile. Having a heavy weapon that fires on the move, albeit at a lower power setting is awesome! And the ability to PIN TROOPS while moving should point to how you use this weapon. It's definitely a fire and fall-back weapon too.
Tactics: When fielding my shooty EC army, I almost always max out my squads with sonic weapons. Troop choices have 9 SB's and 1 BM, and havocs have 6 SB's and 4 BM's. These guys setup in cover and try to stay put for as long as possible to lay down punishing fire on the enemy.
Against an assaulting army, there's two basic tactics.
1. Set up at the rear of your zone, don't move, shoot when the enemy comes in range concentrating on one unit at a time till it's completely wiped out. Then, use your close combat as a reserve to finish off the assaulting units once they get to you.
2. Use the stick and carrot, or fire and fall-back technique. In this tactic, you deploy far enough to bring the enemy into your range, then shoot the crap out of him. As he moves forward, you fall back, preferrably through terrain, and keep up your fire using the BM's to pin if possible. Don't fall strait back, but circle around so you don't get stuck on a table edge. If the enemy moves too fast, sweep in with your daemon prince or daemonettes to stop all but one of his units, then shoot up the last one.
Against a shooting enemy, especially one that outshoots you...
1. Use a few rhinos. Gather all your shooters together in terrain on one side of your deployment zone. Then move the empty rhinos to block LOS to about half of the enemy, if you can. Now, you can shoot at half his army with all of yours for at least 2 rounds. And, your opponent will have to move to reposition into LOS, while only half of his units will be able to shoot at you. By the time they reposition, you should have destroyed a lot of whatever was still in LOS. By the time he has repositioned to get you into line of sight, it'll be time for your daemonettes to be summoned into play to wreak havoc on those that are most threatening to you. If you have a Lord/DP, you'll have half of the enemy's deployment zone, free of enemy since he just moved to get you into LOS. This should allow the DP a good path to run up the unoccupied flank behind cover and assault the rear.
2. Go with about the same configuration as above, but take a possessed squad with a beefed rhino to shield the DP across the table, and to hold the Icon for the daemonettes.
That's my two cents on sonic weaponry. The biggest downfall is that none of the weapons have a low AP, so marines and the like will always get their saves. In that case, you can switch your tactics around some. The awesome amount of saves you can force a SM to take will eventually take it's toll.
Jack of all trades, master of none.
Or take a defiler, if yuo convert it nice
Dreachon, your posts are hardly constructive; if you've nothing to say, don't say anything.
Ze titles yez...
When in doubt,
Smite.<SilverMane> I would trust BID with my life
<SilverMane> HEIL BID!
<Adrian-> BiD is Omnipotent; All Knowing, All Powerful!
<Scary_Troopers> I see you as an optimist, GT. : D
But what of the midgets!?
=]Front in favour of Moderation of the Harshest kind.[=
I just want to say thanks a ton for this thread, since i am on the verge of starting a EC army my self, as i type the modeling putty on my lord is drying =)
So ill keep a close eye here for any more information on this..
btw, have you used mounted deamonettes? are they worth it....seems like it to me since you can summon them from further away and still get into the fight...
...and sonic weapons, got to remember that...even though i was planning on making a more CC army the shooting....but i have noticed those blasers, and was like, "wow....moving and shooting that good!"
keep up the good work, I'll post my army as soon as it is done...
*looks for deamonettes in the shelf*
Does anyone know of a site devoted to emperor's children? In WD they showed a site devoted to death guard, but is there one for emperor's children?
I really don't like mounted daemonettes. They cost more, and do nothing more. With summoning, the daemonettes can almost always get into CC the turn they come in. Then they usually get killed soon there after, so what's the point in paying extra for the mounts? They still only get a 5+ save. If it improved there save, it'd be worth it. Also, you won't be able to pile in as many daemonettes in such a small space with mounts.
Jack of all trades, master of none.
I like the slaaneshi warp amp upgrade for vehicles. This allows for the hardlu used tank shock to become much more effective, as the enemy are at -3 leadership!
I use my rhino mainly as a transport for my unit of 6 possessed emporers children with daemonic talons (just much harder, but very costly, daemonettes! and as cover for my winged chaos lord to fly behind. Its no great loss if it blows up as the power armoured daemonic aura possessed can often slog a little way up the battlefield themselves and take a few bullets in the process (that means less being aimed at all my precious sonic blasters and blastmasters!. My winged lord is fast enough to get up there anyway.
Its real value comes up when it gets to enemy lines. The possessed pile out into cover (new 4th ed rules mean that they cannot assault straight away, so cover gives them a strike first bonus and cover save) and the lord swoops into combat. Now my 1000pt armys 4 blastmasters fire on assault setting, causing many units to be pinned or take fall back tests at lower leadership due to the warp amp.
My possessed are now able to assault out of cover into the now pinned enemy troops! Ta-da!
Oh yeah. Everyone, I would like to know whether combat drugs are worth it. My lord always takes them, but I cannot stop myself from taking 3 at once and often overdosing. This often means my lord can take on ten man terminator squads, Wraithlords and Hive tyrants and win, before coughing up his guts from drug abuse. Every battle but one has ended with drugs killing my lord during his rampage. What are your ideas? Opinions?
Whats wrong with homicide?