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So as a Daemon player, I love being "perceived" as the underdog in all my matches, only to be the winner in many of them. All this and I don't even run the famous "Fatecrusher" list. So what I would like to know, as a Daemon player, what armies do you have an easy time with and what armies really give you trouble. I'll start:
Blood Angels: Honestly, I don't know what it is with this army, but I usually cream them. I had a 1000 point game against the BA's an lost one Pink Horror! My Blood Angels opponents hate me.
Tyranids: I have a solid record against them. No huge wins, but I usually win none the less.
Space Wolves: Again, I play against a tough SW player, but I usually squeak out a win. My Flamers chew these little buggers up good.
Marines: Same cheese. Drop 3 Flamers beside a group of his Marines in cover and watch them fry!
Orks: Although I don't have quite as good a record vs Orks, I have had some big wins over them. More Mech themed Ork armies are more trouble.
Not so Easy:
Grey Knights: Screw you Mat Ward! To put one army so far in the advantage of another is a disgrace to the game.
Imperial Guard: This is one army I have fewest wins against in my career as a 40K player. At 1500 points they can take 4 Leman Russ'es. Cheese.
Eldar: I just have a tough time with these idiots. My opponent takes an Avatar and two Wraithlords. I mean toughness 8? And the Avatar seems better than the Daemon Prince and is less points. I can put a small beat down on the Wraithlords IF they bunch them together and the Flamers land beside them. On 4's, they take a wound regardless of toughness. After that, I have to rely on Bolts to take them out.
Now if it's an MSU razorspam list I can cry or I can give a good fight. It all comes down to how effective my bolts are (or rather, aren't!) But if my opponent is smart enough to stay speedy & just play pts denial/last turn objective rush, it's going to be a real challenge because we're not so good at cracking those speedy metal boxes.
These guys typically go a similar route as BA's in a sense. If they play MSU mech, it's a struggle if I can't pop the transports, otherwise it's typically close.
Now long fang spam. Please, go for it! That's what flamers are for and screw your missile launchers because Daemons don't give a flying fart about strength-'whatever' and ap-'who gives a damn!' I have to lose to a Missilefang list.
Vulkan on the other hand isn't so scary - I can drown his hammernators under warpfire and 4++ horror tarpits while the typical meltagun fest is wasted against us.
Bike armies are different and pure fun! Too bad I've only seen them a couple times but it's a blast watching two highly resilient yet pts-heavy armies going at it. Both can dish the punishment, but neither one takes it very well due to a lack of numbers.
Marines have such a broad spectrum of possible builds that I find them a fun army to face for the most part. Only the Vulkan lists get boring as they simply play the tried & true 5th ed mech/melta spam lists.
My record vs orks leans more towards the 'wins' side of things, but my games are almost always close and aside from the well groaned about tourny-spam lists, i find orks overall to be the most challenging to face because they're just so wacky & numerous.
No matter how many boyz I kill, there always seems to be at least twice as many left! Nob Bikers are a pain however, if only because they seem to always pass their damn invulnerable saves! (kinda like us actually!)
Draigo + Libby leading 6 pallys w/full wound allocation BS + banner.
3x Techmarines w/stupid grenades.
3x 9-man Strikes w/psycannon + hammer justicar in rhinos. (techies go here)
Who ya gonna charge?! It's all crap heaped on top of even more steaming crap and still able to deny you most of the table to land if they win first turn.
Parking Lot IG make me laugh as I simply aim to land in front of them. Even better when they camp in a corner, make pointless tank-shocks that then leave them even more open to the next round of deep strikers and generally can't shoot their templates for fear of hitting themselves!
Leafblower is dead in my area because most people have learned how to counter it and we enforce proper terrain rules to begin with!
Their tanks overall are also painfully slow so they're easier to catch and go squish to all our hitty units! Guard's existance is also a valid reason to spend the all of 53 pts to always take 3 screamers! I mean, it's not like we're really using that Fast Attack section, is it?!
Wraithlords die to my nurgle prince easy though; noxious touch makes them absolutely cry. Otherwise, my swarms will look to just tarpit them all game. (I've converted 9 bases of 'counts as' nurglines that are skull-faced VC bat swarms w/gribbly bits to give them the tzeentchian/undivided feel!)
Again, I find if I can pop their rides it's game-on and typically a close one that I have a good shot of pulling off the win. But if I can't kill the rides, well, it's painfull to say the least!
What's a "Tyranid"?
Do you not have any Tyranid players in your area? Tyranids are the bugs and are a Xeno swarm army. You can find out more about them in the Tyranid section on the Armies section of this forum. They swarm at you with annoying poison and rending attacks. They have some huge models that have many different abilities. The army lacks invulnerable saves with only a few units with it, making them vulnerable to higher AP weapons. The smaller bugs also lack reasonably good armour as a rule, but their numbers make up for that. Also, I can't think of one Tyranid with Eternal Warrior either.
I run shooty daemons. FW, HoT chariot, 2x6 fiends, 6 crushers, 31 Horrors, Prince of Tz in 1850.
Marines - I find blood angels a little tougher and Space wolves even more. Black templar termie cyclone spam can be a challenge
Nids - as long as 60 steelers don't infiltrate all accross the board making arrival dificult.
Guard - Leafblower seems less of a threat with fateweaver, 12 fiends just rush through them.
CSM - I can usually kill 1 and sometimes 2 lash princes on arrival with all the shooting.
Tau - especially one with plenty of railguns as antitank insurance. Again massed Krut can infiltrate accross the entire board which is an auto win.
Certain BA/SW/BT marine army builds
Orks with battlewagons
Other daemons - but it often just comes down to who arrives first.
Quorn! - Protein for the Protein God.
While a few players just rage-quit and sold their 'nid collections to jump on the GK/BA/SW bandwagons, there's still about half a dozen guys who are just leaving their bugs on the shelf for now and are hoping to bring them out again come 6th edition.