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!
So I recently started playing with a friend of mine. He plays demons and I play ultramarines. I really need some advice on what to do to beat him. He is beating my team (me and a black templar player vs. tau and demons) so badly its ridiculous. I almost think hes counting his points wrong. They all have invulnerables, they are all int. 5, and they all have force weapons. I use drop pods, two tact squads and teleported terminators. My friend uses neophytes, terms and three vindicators. I just need some general advice.
Daemons are really unpleasant because they're better than the usual Marine equivalent armies you would normally expect to be challenged by. They do have 5+ Inv saves but certainly don't all have force weapons. I think your opponent is either lying or is quite daft and doesn't know his own codex. Make sure he has the right one (the 40k one!) and also ensure he presents an army list that you can compare to his codex. If he has neither then wait until he does, otherwise you could be facing an illegitimate army. Daemons have few army weaknesses, but suffer from some serious failures when deploying and that's when you have them at your mercy.
Daemons as you should know arrive by Deep Strike. This makes them vulnerable from the outset-they can shoot but not move (with some exceptions) or assault on the turn they appear, so your plan should be to deploy across the board in depth and in cover. You can concentrate your fire whilst the enemy must rush you quickly to stop you from firing. If you layer your defence by throwing some cheap squads forward, that should give you the extra time you need to thin their ranks by shooting. Unless a daemon unit shoots back (ie Horrors), I would forego assaulting them because they're usually evil in S, T and A.
Ultimately you should ideally read the daemon codex and compare the unit stats to your opponent's army list then work out their strengths and weaknesses against your own army list, then you can decide how best to deal with them. I use both marines and daemons and know how to use either against the other. I could be here some time giving you a full run-down on how to defeat them in detail but the rationale is that you yourself should learn by your mistakes, and the most common one is to allow your opponent to dictate his codex and army list to you without your knowledge or consent.
Let us know how your inspection of your opponent's list and codex went, then we can assess how much of a damn cheat or superb player this fellow is.
Give a man a gun and he can rob a bank. Give a man a bank and he can rob the world.
Can you give us a rundown of the units he's using as well as the points each of you is allotted? That could help points totals.
Also, it could be possible you or he is getting power weapons and force weapons mixed up, since a lot of the Khornite daemons have hellblades, which are power weapons. As for the I of 5, doubtful if it's Khorne, that's Slaaneshii territory, and Slaanesh has Rending. Unless you meant WS 5, they do have that. And yes, all the daemons should have a 5+ invulnerable.
Last edited by archonofdeath; June 28th, 2011 at 08:40.
A youth with his first cigar makes himself sick; a youth with his first girl makes other people sick. - Mary Wilson Little
deamons hate Lib's with null zone.
Use it every turn and he will have to rerole every invul save he makes when within 24" in your turn. AKA his gonna fail a lot more.
I think your missing something here. Its against him and tau and im guessing the tau take out a lot of your vehicals from afar. you need some bikes or sterns in a drop pos with combi meltas to come down turn one and take them out to protect your vindis etc.
I dont rate termis as deamons to have a lot of units who do have power weapons so 2+ saves mean little.
In my view you want lots of shots. AP means nothing against deamons as all their saves are invul. So its about as many wounds you can cause.
your noraml troops are gonna hurt coming in in drop pods but if you do this focus everything on wiping out the tau so its 2v1.
I dont know of deamons having lots of force weapons??? do you mean power weapons???
Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
Apoc games (mixture of armies used): W5-D0-L1