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Discussion Starter · #1 ·
I played a game today in an on going campaign and got totally annilated by a group og 8 not just ormal mounted daemonettes which really sucked.this is what i was playing(P.S. This campaign you start at 750 work way up.)I had
1-Grand Master,psy cannon,master crafted force weapon
5-Grey knight+Justicar
5-Grey knight+Justicar
land raider crusader,psy bullets
mecked out inquisitor.
And because some speciel rolls from landing on a place i got 3 slavers.(Chaos thingy i think:shifty: )
He played
3-Squads of sound marines
1-lord
1-Defiler
and the mounted daemonettes

Now all this boiles down to is he slautered me.And wondered how you deal with these reacurring monsters of heck i mean rending AWwwWWwwWWwwWW :sleep: wow almost fell asleep well help would be nice on how to control daemon packs thx for any help.
 

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Daemonettes are really dangerous on the charge... they hit as hard as stealers. By most people they are considered the most cost effective daemon. I play a lot of chaos, and rarely leave home without a squad of daemonettes, and often mounted daemonettes.

Its important to keep in mind that daemonettes are just as dangerous as stealers on the charge. I use daemonettes to take out tyrants, fexes, lords etc. If at all possible try to deal with them by shooting at them. They handle shooting far worse than stealers due to lower toughnes and often a poorer armor save.

Since daemonettes are summoned they have an advantage. You cannot know exactly where they come or even when. However, the opponent usually has the same problem. That means that the units he plan to use to summon the daemonettes will have to get as close to your lines as possible. Often bikers are used for this job. If you can kill the bikers, and/or surround them in cc it will be difficult to safely summon the daemonettes (goes for any kind of summoned daemon).

A chaos player knows that he cannot rely on his daemonettes to scatter in the right direction. Therefore he will seek out opportunities to place an icon in close proximity to several of your units. If you can deny him such sweet spots you make summoning an altogether more riske business for him.

It goes without saying that should the chaos player ever be so unlucky as to summon his daemonettes in a position where they cannot reach cc, then you must take that opportunity to gun them down. Daemonettes die fast to any kind of rapid fire.

If you see a squad of bikers racing towards you, it may be prudent to retreat into cover. Cover will make you strike first against the daemonettes, and they cannot stand being hit since they have so low toughnes and save.

The main reason why I use mounted daemonettes is that they are so fast, thus almost guaranteeing me that they get to charge the round they are summoned. Ask any chaos player, and he will tell you that daemonettes out side cc are dead, simple as that.

Keep in mind that any summoning requires a chaos icon. If you can find a way to kill the icon bearer... do it.

I know I have not given you any simple, easy to implement solutions. Thats because there really are none. Its easy to say "shoot them", but the window of opportunity is at best one round. And often the daemonettes are in cc the very same round they hit the table. Your best bet is to keep the summoning rules in mind and try to avoid setting up sweet spots where a group daemonettes will be able to charge no matter how they scatter.

Arizzar
 

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I'd say part of the problem is your list. Too many expensive things, not a solid enough core. What's the point of the LRC - you can't put more than one squad in there anyways. And why are those GK units so small?

I'd take a Brother-Captain, two maxed (or as close as possible) GK units, and a GK Dread. Right now you're running a not very solid list.
 

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to help out your army i reckon you shud drop the LR and have a few more incinerators or psy cannons. in fact a purgeicain squad wouldn't go a miss if your fighting daemons. or maybe just a lord with sanctuary to benefit your stronger units. or scourging show them the true might
 

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you are a little points heavy,
but frankly there isnt much that you can do. imo the sustained assault rule is BROKEN . any smart chaos player up against gk should take at least 1 unit of FAST daemons, furies or daemonettes. they might not even kill anything but being able to tie up any unit you want for the entire game pays off. i have run across this problem time and time again - trust me it gets worse when you are playing an objective game - one time i rolled up a "gauntlet" mission against a guy with a few packs - needless to say limited movement and infinite numbers of daemos spawning from the table edge i was marching twords made it impossible. because there are so many chaos players in the area i have given up on using gk (esp since i rarely go pure gk so sustained assault hurts that much more).
a shooty inq with sages could help, a free shot will thin their numbers. alternitavely you could use somthing like sanctuary or an anti daemon pack inq.
 

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Discussion Starter · #6 ·
The reason the list is as it is I wanted to get the expensive stuff early and buy stuff as I win.This is a map based campaign. You move spaces and win games to get points. The purpose of this list was I was next to 2 people that couldn’t kill my land raider so easy points. And the daemonettes player ran up in a few turns and attacked me.:cry:
and thats why k.Only started with 750.
 

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some people hat points heavy lists -i dont, thats why i went with the dh in the first place.....anyhow -bring some psycannons to bear on those ladies as they approach - enguage them first because they will be the first to hit your lines.


like i said, gety an anti daemon inq in there - an elite is cheep and useful elswhere too - a psycher would fill this role well, try:

elite inq
bolt pistol, ccw
scourging, and or sanctuary
consecrated scrolls

and attach him to a unit if you give him only a single power or give him few acolites (naked) to soak up perils of the warp and a familiar.

sanctuary rocks low toughness daemons and sanctuary would be great if you put him very close to the unit he is most likely to target with the daemons - shoot shoot shoot then pop off sanctuary to screen them from the baddies.
 

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Arizzar said:
If you see a squad of bikers racing towards you, it may be prudent to retreat into cover. Cover will make you strike first against the daemonettes, and they cannot stand being hit since they have so low toughnes and save.
This is the real key. Daemonettes don't have frag grenades (so their Warp Scream ability is useless if they charge a defender in cover). If your opponent has unsummoned Daemonettes, keep your units in cover until they arrive.
 
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I was readin this post, and i agree iwth you arishnakoger. not too many people use em but i love vindicare assasins in hihger points battles. especialy in a daemon summon situastion or something similer. the ability to take down any 1 model you want should NOT be squandered. if thats not your bag hug the cover tightly and prepare for hell. try getting a ranged inq with sanctuary near em and blast em all the way back to the eye of terror.

-The Architect of the Penitent
 

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Discussion Starter · #11 · (Edited)
Thank you for all your help i just have a few questions and some things to say.

1.Arent they allowed multi icon bearers?

2.which is better assasin or a dreadnought with assault cannon?

3.if you cast sancturary they cant come with in x but cant they go around.

4.Question on the hurricane bolters,Do they fire at bs2 when i move 12 or normal

Well ok theres enough questions heres my current list before i start any changes.

1,Gm Daemon hammer,Nemesis force halberd,Master crafted, and coolest of all I landed on a space that gave me 2 free psycher abilitys so know he knows fortune and minds war.Awesome against the demons.

1,Inquisitor,empereors tarot.All he has besides that is the inquistion b slap which has killed 5 guards men so far lol.

6grey knights plus 1 justicar so 7.
6grey knights plus 1 justicar so seven.

1,Lrc Psycannon bolts,Sacred hull

lost the slavers :( .
Well answer would greatly help thank you so far.
P.S. They have been to the warp hundreds of times and just wont stop coming back there as bad as necrons and roaches combined.
 

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I don't think your list was bad, I mean let's face it Greay Knights get about F all for Heavy Support, so taking that LRC is useful, and it's better than the original as it is also VERY good at anti-troop. But keep it away from those nette's or anything that's going to summon those nettes and he'll have major trouble taking it out.

Forget the force weapon. I play BA and always take a librarian. He has a froce weapon. I have fought lots of Daemons with it. Guess How many I have Insta killed. yep none. Problem with it is, you have to wound with it first. So you face a Daemon at best your wounding on a 6. and then there is their Invul. So good luck. Also drop your inquisitor. THey are pretty good, but 1000 points and 2 HQ? Hmmm, not with GK, they are expensive enough as is. Try to shave some points and make a nother squad of 5 GK plus Justicar.

Yeah when they first cam out and I read their codex I laughed. OK, so they are DAEMONhunters, you'd think pretty good at poppin daemons. And they deep strike. Well, let's see. You deep strike in his deployment zone. Kill his daemons, and next turn they're back and right next to you again! It's nuts. THey are about the worst daemonhunters there are, and their rules that do help them against daemons, I'd throw that all away, if they just wouldn't come back. You DO NOT want to finish off a squad. And Nettes are the worst because they are very deadly, but also easy to wipe out after they have done their initial damage, so they just keep coming back.
 

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Repenting Legion said:
1.Arent they allowed multi icon bearers?
Yes. Most Noise Marine units will have icons.

Repenting Legion said:
2.which is better assasin or a dreadnought with assault cannon?
That's an impossible question to answer. In general, I think a Callidus assassin is more effective for the points. But a Venerable Dreadnought will perform very well.

Repenting Legion said:
3.if you cast sancturary they cant come with in x but cant they go around.
They can't move within 3" of the Psyker. The area is considered Impassible, but there's nothing to stop the unit from moving around the impassible area (as long as they don't move within 3" of the Psyker).

Repenting Legion said:
4.Question on the hurricane bolters,Do they fire at bs2 when i move 12 or normal
They fire normally (at BS4). Hurricane bolters can shoot no matter how far the LRC has moved.

Repenting Legion said:
and coolest of all I landed on a space that gave me 2 free psycher abilitys so know he knows fortune and minds war.
huh??!
 

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mkerr said:
Repenting Legion said:
4.Question on the hurricane bolters,Do they fire at bs2 when i move 12 or normal
They fire normally (at BS4). Hurricane bolters can shoot no matter how far the LRC has moved.
I refer the both of you to this thread for the answer to this question. (Short answer: it'll be BS 2 when the machine spirit is firing the weapon.)
 

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Discussion Starter · #15 ·
Thx for the help with the questions i asked i found a way around the daemonettes here it is kill everything else its worked preety well so far.And for mkerr im in a map based campaign where you move spaces roll a dice on a 12 you get somthing speciel depending on where you land town,fortress,forest,moutain,iland etc.Your not permitted to change the list except to add stuff sry i dident mention this earlier and the inquisitor I use is an elite choice.
Thx again for all the help.
 
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