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Is there any Daemon player in the world right now using Daemonettes in any list? Honestly, I haven't seen one player either in person or on the Internet use Daemonettes. Do you think Daemonettes are to Daemons as the Chaos Spawn is the the Chaos Space Marines? I have 10 Daemonette models and I haven't used them in 3 years and I only used them before that because I didn't know any better.
You need huge units of them to be effective because they're only T3 bolter fodder.
They still have a use, I mean they get a boatload of rending attacks, which means they're S3 infantry that can tear apart most vehicles and they have Fleet making them decently speedy.
Problem is they're so easily outdone by most everything else in our book;
- Bloodletters are choppier and have T4, plus they carve through MEQ's like it's nobody's buisness and hit at S5/I5 on the charge.
- Pinkies are more survivable with their better invuln and still quite killy at range, even being able to glance the hell out of av10 facings.
- Fiends hit harder, move faster, are slightly tougher and can glance a Land Raider to death if you're really lucky.
- Seekers & Hounds move faster and still rip open transports.
- Bloodcrushers kick the snot out of pretty much anything!
For what they'd cost you to put that unit of 16-18 into your list, you can get any of the above and do the Daemonettes job far more cost effectively.
Not only all that, they suffer from "pie plate syndrome" where their toughness of 3 makes them ripe for destruction against any blast or template weapon. I hope to the good Lord that Daemonettes get a boost and Bloodletters get a 4+ armour save available to them. What do you think would be better: 5+ invulnerable or +4 armour/ 6+ invulnerable? Is there a better solution that won't cost a bunch of points?
Well, letters used to get a 3+ save as well as an invulnerable save, but in this day and age a 4/5 save actually sounds pretty reasonable. compare deemonettes to genestealers and then compare their prices. Daemonettes should probably cost around 10 points. Cheap but effective fodder. If you lose a unit to a blast template, oh well. If they get to close combat there's a good chance they will tear it to pieces. Bloodletters with armor should cost about the same they do now, horrors should probably come down a point or two but are otherwise fine, and plague bearers as well as all Nurgle units need to lose slow and purposeful. Shambling in fluff is one thing, but it makes then worthless in practice because of it.
40k: Silver Angels of Our Martyred Lady 7/2/3 - Daemons of the Great Squiggle! 3/1/0
Fantasy: Windhost of Athel'Loren 2/0/0 - Daemons of Another Great Squiggle! 0/0/0
Warmahordes: Legion of Everblight (Absylonia)
I use Daemonettes, but in packs of either 15 or 20. Good distraction unit and relatively cheap for the size, and scary as crap against Marine squads and monstrous creatures. The only real counter I've seen are IG tanks or large mobs of Ork shoota boyz.
I use Deamonettes on a fairly regular basis.....They are a lot better than what a lot of people perceive them as.
They are cheap and fast. They have a lot of attacks.They can go to ground for a 3+ cover save. High intiative. They are Troops.
The reason that they suck is because anything that breaths on them makes them dissapear...everything wounds them on a 3 or 2..and then you have either a 4+ on a 5+ to save them. Bleh. Another reason people dont like them is because there is better choices in the book than them, but regardless they are still very useful when maxing out what they can and cannot do.
I have been using them as a follow up squad for my Fiends...basically I drop three Fiends squads on one side of the board, and behind them I drop the Deamonettes. The Fiends Dig into squads in cover, and the Deamonettes fleet up for combat. When Faced with Fiends or Deamonettes people generally fire at the Fiends...giving me the chance to use the Deamonettes. Another thought to remember is that a lot of harcore players use lots of razorback squads, and lots of min maxed small units....take full advantage of the ability to pop transports and fleet and overwhelm the marines inside with lots of attacks and high intiative...while your more valuable units are chasing down higher priority targets.
The Deamonettes in my expierence require a good general to use them, and even better yet, someone who can force the other player to out prioritize one of your other units, and leaving them alone. As a stand alone unit they are terrible, and a horrible points sink....but in a very synergised fast list I suggest bringing a squads of close to 10. They are essentually mini Fiends...just really mini lol
Maybe I will try them out again just for fun. I have been trying weird list ideas lately just to be different. Some of my lists kinda work and some not so. I only play for fun so what the heck? I recently brushed the dust off my Bloodletters and added a chariot for Skulltaker. I have to admit, I really like Skulltaker on a chariot; the benefits make him worth his points for a change. I've been using Bloodletters and Skulltaker against Orks with a good degree of success. I think Daemonettes would also be alright against Orks as well, especially if you can use the fleet rule and attack first.
I have found that they work much better when used as squads of either 12 or 18 myself!
I agree with expierements post. They do work better with a couple more in the unit...like 12 or 13 or so.
With 12-14 models in the squad you can treat them as another Fiend Unit...and Fiends are pretty much the best unit we have in our Codex. Just protect them..and do not expose them or they will dissapear.