Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I took 2nd place at a fairly competitive tournament this weekend with my Chaos Daemons. Here's a link to the army I used:
I did very well, right up until I fought a Tyranid opponent and ran into the super gaunts. Because they were in range of a Tervigon, a Hive Tyrant, and a Venomthrope, these gaunts had:
The myriad of different powers the Hive Tyrant could bestow on them or their enemies
Feel no Pain
4+ poisoning attacks
5+ cover save
My army simply didn't have anything that could contend with this, in either the shooting or the assault. Despite easily killing the monstrous creatures I ran against (Trygons and such), I found myself enveloped in a never-ending wave of super gaunts, all blocking the way to the units empowering them, and crushing my Greater Daemons and Daemon Princes with a neverending slew of poisoned attacks.
Worse yet, the Tervigons kept spewing more Gaunts out each term (it took him forever to roll doubles on both). I guess I could've rushed a few monstrous creatures up to kill the Tervigons, but that would've been a suicide run, considering how close the Trygons were.
So what are Daemon players doing to combat this? Should I have added some flamers to the list? Or another unit? Or was I simply not playing right?
Aura of Decay
Fiends/Flesh Hounds solve all your problems. 6 Fiends bring 36 attacks charging, 24 hits, 16 wounds (4 rends), 13.33 wounds, and 6.67 dead after FNP. Total that's 10.67 dead before they can swing. It'll take 12 attacks back to to kill a Fiend. Thanks to Fearless, whatever you win by, 5/6 of them will turn into more kills from No Retreat (half that if they have FNP). For comparison, 12 Flesh Hounds rack up a similar number. Multi-charge and you can decimate multiple broods at once (they'll each take the same amount of save). He can only give FNP to 1 unit per Tervigon, so if he's buffing gaunts (no idea why) he won't have it on the MCs.
Or, just go after the MCs while he wastes time buffing gaunts.
I forgot to add counter-charge to the list of gaunt abilities.
Thanks ==Me==, as I think I see where I went wrong. I was playing with fiends, but my opponent was careful to lock them down with genestealers, who have a superior WS and initiative over the fiends. I didn't think the fiends would've done that well against the gaunts, but now that I see your math, I can see you're correct.
The only problem with sending the fiends is the same problem with sending the monstrous creatures: it's basically a suicide mission. Yes, they'll take out the gaunts, but the monstrous creatures behind the gaunts are going to counter-assault, and do some serious damage. Still, the fiends will hold up a lot better against the monstrous creatures than my monstrous creatures will hold up against the super-gaunts.
Thanks for the help! I'll have to beef up the fiends a bit, and give it another try.
I have only had the displeasure once of fighting them. I used lots of Horrors, T-heralds, Fiends and Soul Grinders (Note to self, I HATE Warp Lance). I had to face off against clusters of Gene Stealers instead of Turbo Gaunts (the name I gave them after watching them wreck an Ork mob), which fell with ease to Warp-Fire and Daemonic Gaze.
Fiends are so zippy, I'm surprised Genestealers could catch them. That's why I run 3 units (plus 3 units of Hounds and maybe Sherald chariots if I'm feeling frisky), just in case 1 or 2 get hurt. They mulch pretty much anything that shows up, and whatever they can't handle themselves, they bring friends.
Hell, even an Trygon charging some Fiends will end up near drawing them (3.46 unsaved vs 2.77), so you can H&R out and charge right back, or bring friends.
Failing that, Nurgle Princes with noxious touch tend to have their way with most MCs.
Fiends make everything better
( was a moron and missed the section, please ignore previous comment)
Its also worth mentioning in case you dont already know that when a tervigon dies, it pretty much destroys any guants that are using its upgrades (toxin sacs or adrenal glands) at the time. So maybe a suicide run wasnt such a bad idea, youd almost certainly wipe out the guants in the backlash. Dont know how valuable fiends are though, but food for thought anyway.
Last edited by Heirodule; March 18th, 2010 at 00:25.
Your friendly neighbourhood gargantuan creature
With genestealers. They had initiative 6 and I had initiative 5. They won the roll-off each time.
Tervigons totally give Counter Attack to all gaunt broods within 6".
Hit & Run only requires the unit fleeing to pass an Initiative test, there's no roll off.
He's right, no roll off. Your combining the sweeping advance rule with the hit and run special rule.
Just roll under your I. so a 1-5. and you get to do a hit and run attack.
and something in the army, i think the tyrant can use a power to make you WS 1 and then a lash whip does something nasty too, i forget. So if you planning to attack the MC, id try to avoid the tyrant. Unless he has wings, i generally just ignore them the entire game.
Generally CD MCs can slice and dice Nid MC, due to the INV save and generally higher I.
Last edited by ericismyname; March 18th, 2010 at 06:15.
Eldar -APOC- 6500 Points
Chaos Daemons -Fate Crusher- 3500 Points
Grey knights - 1000 Points