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Hello My Fellow Daemonic Worshippers. I want to start this Thread so that All of us can talk about our tactics and our favorite units.
The Rules are Simple:
-Just make one Post about your Favorite thing about our Codex and how you like to play out that advantage on the Field. We can all benefit from this thread
I will make the First Post, get the Ball Rolling
I love the advantage of Deepstriking all of our Units. Now Realise that I am saying the advantage...and I am not going to get into the disadvantages......but over all the advanced movement of our army to anywhere on the Board within Deepstriking reason is a very Powerful Things. On a 6x4 board our codex has the ability to mitigate 50% of their Army (within reason) by deepstriking on our first turn, our 50% of our units, into one area or 1/2 of the board where they have the weakest link.
My Biggest Tactic is to pick out the Weakest part of their Army, and place my units as close enough by to survive one round of shooting and get into combat and break through just enough to stop their fire power from completely obliterating the rest of my Squads. Each turn after that I group my deepstrikers together and pick the Weaker parts of their Battle line, and part my part I work my Way into a position to try and win the match....if for some Reason I cannot win through one way or the Other I just Try and Kill as much Stuff as Possible.
Blood for the Blood God and Souls for the Changer
I call this one target priority hell. I usually run 2 Keeper of secrets, 2 Soul Grinders w/phlegm, 2 Bloodcrusher units and 3 Horror units. I always try to get the 2 KOS, 2 Soul Grinders and a Blood Crusher unit in threatening positions and let the enemy figure out what to try and kill.
Another favorite tactic I use is on Space Wolves, especially with the huge 15 man bloodclaw unit with Wolf Priest. Whatever the Wolf Priest picks for his vow I drop the exact opposite to what he picked to assault the unit. Say he picks giant monster I usually drop the soul grinder in the area to assault them and tie them up for the whole game.
Agree with you Slaan-o-engine about just how powerfull our deployment's advantages are!
The intertubes would have us believe we're hard done by and that we're a crappy army because we're forced to always deep strike. I say those people are either;
a) Sheep who parrot what some faceless 'big fish' gloats about as being the only way to play competitively.
b) Morons who don't understand tactics other than 'netlist = ftw!'
I always aim to go second with my deep strikes, unless I'm playing against a GK army that has even a single Warp Quake unit. Why? Because now I've just denied my opponent an entire shooting phase! Their first turn is eriely calm and most opponents will blindly bumble about wondering just how to position themselves and prepare for what's to come. And unless they're playing horde orks/bugs or blob IG, they won't be able to spread out enough to cover a 6'x4' table! If non-horde armies then try, well, they've just spread their forces nice and thin so they can't readily support eachother! (MEQ's trying this is halariously funny!)
It's also the psychological factor too as your opponent likely knows just how deadly Daemons are in assaults, and to sit back and think they've just lost an entire shooting phase can really put some people on the back foot and make them play more defensively or foolishly.
Going second also gives the advantage of having the last go so we can make a last ditch run towards objectives, either to claim them or at least contest them!
Another thing I love about out deep striking deployment also ties into our army's special rules - namely how every one of our models have invulnerable saves! No one but Daemons would so willingly drop into cover the way we do, for fear of losing an expensive model or two to bad rolls.
We don't give two craps about that since we always get a save of some kind, which means that we have a greater freedom in where to place deep striking units since only impassible terrain is completely off-limits. It can be rather shocking to see that instead of being out in the open & forced to run for safety like say those terminators, a giant blob of Bloodcrushers ends up sitting pretty with a 4+ cover save right on your doorstep!
I think the best part of our codex is that our powers (for now) are mystic and NOT psychic powers. No Perils of the Warp and our powers always work. I guess this makes up for the lack of big guns other armies get. To take advantage of this, you really need to take a mainly Tzeentch army. I find the CSM Daemon Prince not nearly as useful as the Daemons Daemon Prince for this reason.
My favourite unit is the Flamer (for now) especially against heavily armoured units or units buried in cover. I love to take 3 units of 3 Flamers. It is really easy with a good deep strike roll to wipe out entire units of MEQ's. I find in most cases the Flamers are a suicide unit. They do their damage and then they are too much of a threat to live so are targeted to be killed by your opponent. It's fun if they do live to jump around to breathe death again. Since they do soak up a lot of attention of enemy firepower, it tends to keep your other units safe for that round. Why I say Flamers are my favourite unit for now is that it is rumoured that deep striking will change for 6th edition effectively neutering the Flamers ability to drop in, do damage and die.