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!
One of the greatest weakness of the daemon army ( as far as I know) is when an opponent reserves their entire army or castles their forces making it very difficult for daemon players to hit flanks or deal with the opponent without being swamped in the following turn. With reserve armies you come onto a board with no targets to engage. When the enemies forces do start coming on they could come in from the corners and hammer you or flank your daemon army and gang bang a flank; sure they could get unlucky and get poor results on the first couple of turns, but I don't think banking on something like that is a good idea considering that the opposite could happen and most of their forces could come on in the 1st couple of turns. So my question is to you daemon players how do you compensate for these actions, do you deploy your forces together in the middle in the board, or do you spread them out trying to get as close as possble doing this while under the protection of cover but not too close where as soon as they come on they just get you?
Last edited by Epidemic4774; March 25th, 2010 at 04:03.
Normally a daemon player's most vulnerable time is the enemy shooting phase immediately after the deamons arrive. The daemons only have half their forces and they cannot assault on their arrival. The enemy gets to fire all his army at half your daemons. Many daemon armies are very CC orientated and they suffer even worse for this. Daemon armies with plenty of horrors etc can mitigate this by firing on their arrival to thin out the enemy but it leaves the horrors in clumps for enemy blast weapons.
If an enemy stays in reserve it gives you the chance to get one or two unmolested turns of not being shot at to get more of your forces down and safe. They can occupy cover, grab objectives or deepstrike with more safety margin as there is no immediate threat. Then the enemy arrive with only half of their forces and you get another turn of not being blasted by 100% of his force while you prepare to run him down. I think enemy in reserve is great news for CC daemon armies. Shooty daemon armies can be frustrated but they can deploy 19" away from the enemy table edge to stop enemy advancing on table and using pistols, rappid fire or heavy weapons that turn.
In objective games deepstrike nearby and grab the objectives and sit on them. The enemy will come to you soon enough and if they come at you in waves of ony 50% of their army followed by the rest in dribs and drabs so much the better.
Quorn! - Protein for the Protein God.
Get into cover/out of sight, set up charges, and wait. I use ==My== Fiends and Hounds to cover the enemy board edge with their huge movement, Tzeralds in position to shoot, and stick PBs on to objective further away.
If they castle up, get in cover/out of sight and set up breakthroughs using your mobile/punchy units.
Check out ==My== blog: www.bnhblog.blogspot.com
Actually I've had a similar problem, not with reserves, but with infiltrators. Specifically, they have free reign of the entire board for setup, since nothing of mine is on the field.
Now, normally this isn't a problem, as you normally have 1-2 units of infiltrators max, but armies that have large numbers of infiltrators can infest every terrain piece of the board, leaving you nowhere to safely deep strike, and ensuring that after landing, your next opponent's turn will be spend shooting/assaulting the crap out of you.
Last edited by mynameisgrax; March 25th, 2010 at 19:50.
"Any job worth doing, is worth doing with a powerklaw."