Ashen
May 19 2008, 12:03 PM
Basically I hate Daemon Princes, particularly ones with wings.
What are other peoples thoughts on them? How do you deal with them, or are they simply OTT in terms of power?
Oh, and I also hate dakka-fexes...
Cheers,
Ashen
Angmar
May 19 2008, 12:07 PM
Everyone hates dakkafexes. Good thing is, daemon princes are quite easy to deal with. If you catch them in the open it doesn't take much shooting to kill them, if you get them in close combat all it takes is a bit of powerfisting and they are pretty easy to deal with.
Bait them with small throw away units then shoot them, or take them on with your dedicated close combat units, either way, you shouldn't have too much trouble.
TopherPlus
May 19 2008, 12:16 PM
Was scared the first time i saw one. But a canoness with an eviscerator and some faith and BAM.....she was cleaning daemon chunks out of the chain-links.
I think that i'll continue to use that method. An early duel, using some hard hitting faith based combat and pray that it kills them or at least holds them off my sisters long enough for them to divine guidance the crapola outta the enemy.
Chaplain_Fortis
May 19 2008, 12:47 PM
Yeah, they are strong but not all that indestructible. Just need a bit of massed fire or a hard combat squad to take them out. And compare that toughness to the points value. They are costed pretty much right for their effectiveness.
Good ol Shakey
May 19 2008, 02:08 PM
whata army do you play, and what models do you use?
CuChullain
May 19 2008, 02:10 PM
QUOTE(Angmar @ May 19 2008, 12:07 PM)

... all it takes is a bit of powerfisting and they are pretty easy to deal with.
Angmar
May 19 2008, 04:31 PM
emergeo
May 19 2008, 05:10 PM
Definitely not OTT. If your having consistent problems with MC's consider a small squad of snipers.
YogoZuno
May 19 2008, 05:28 PM
If you hated big gribblies before, you better pray you don't face a daemon army...it can easily put 5 monstrous creatures on the table...
Crossy
May 19 2008, 06:13 PM
i run my dp in my tzeench army
with wings mark tzeench
warptime and doombolt
costs alot of points
i find most people are very scared but if i dont time it right and am in the open it doesnt take much to kill it
a unit rapid firing or a couple of units should sort it out pretty quick
teak
May 19 2008, 06:15 PM
QUOTE
If you hated big gribblies before, you better pray you don't face a daemon army...it can easily put 5 monstrous creatures on the table...
I actually dont mind the new Chaos Dex Demon Princes
they are either T5 cheap and pretty easy to smack, or t6 fly but cost 3 arms, a leg, 2 wives and a camel. If someone has 5 Demon Princes there ain't gonna be much else in the army, fairly easy to deal with, but thats just my experiences!
LordXeb
May 19 2008, 07:01 PM
Isnt 3 daemon princes its: 3 daemon princes (or a soulcrusher for one), 2 Greater daemons.
Heff
May 20 2008, 06:00 PM
QUOTE(LordXeb @ May 19 2008, 07:01 PM)

Isnt 3 daemon princes its: 3 daemon princes (or a soulcrusher for one), 2 Greater daemons.
Yep and 1500 points of gooey goodness
The Warmaster
May 24 2008, 12:18 PM
Stormtroopers with plasma guns, avaible to every Imperial army (including marines), cheap at 120p, BS 4 and carapace. I stick them in cover, along the route I think the Daemon Prince is going to go and wait. Because, they aren't all that special they are usally ignored early in the game, but jump them out and rapid fire and I'd expect to see at least 2-3 wound off that nasty. In a chimera they have the added mobility and fire power to really down the sucker. Also effective against dreadnoughts and other vehicles because they are armed with free krak grenades. And if you're gaurd for 11 points, you can arm the sargent with a power weapon.
Gee, quite a sales pitch there...
Or alternatively take Daemonhunters, they are actually good at taking daemons.
List options aside, the really useful stuff:
Wait and bait: As I mentioned before, stick a squad forward in your deployment zone armed with suitable special/heavy weapons, preferably in cover. Because Daemon princes are heavy support they will always have to deploy before you will. When they come charging down the middle jump out and rapid fire. Blocking him off so he must assualt you or go around is also a good idea. He will either have to spend valuable turns chopping up the one squad rather than running causing havok in your army. It is also good to have a bumper squad. cheap low leadership grunts that get chopped up leaving said nasty exposed next turn, and a brute firepower squad more than 6' away to pound him.
'Take the fight to them': Beefed up CC specialist in a transports, and chase the badass back. Terminators, howling banshees, wyches fufill this role well. He will either have to face the music and charge you, his loss. Or waste time running away from you. Hormagaunts with toxin sacs, 16-20 of them, very fast and dead choppy, more than 5-6 attack can kill, will over whelm any meaty badass in 1-2 turns.
Tar pit: Fairly self explanatory, large cheap unit, prefferably fairly hard to break, Fearless, officer leadership ect. and watch him try and wade his way out. Of course there is the obivous damage control options, don't let them near tanks or other bigs guns, keep synapse well away. It'll be turn six before he manages to break free, by which time the rest of your army can pleasantly continue with the objective.
I'm sick in bed at the moment so if you want more...
flayha
May 25 2008, 08:20 AM
in a daemon amy, the princes dont set up, nothing sets up, it all deepstrikes, so your theory of setting up your dudes in cover forming a gunline against an enemy thatisnt ont he tabel yet kind of doesnt work. any smart player will see whats happening and start bombing his daemons when you have less fortifications and steamroll you as your dedicated MC killer unit is way to far to do anything about it.
and to your tar pit theoy. with 5 monstrous dudes running around...let alone daemonettes, fiends, or even bloodletters, that MC isnt going to be tied up for too long.. as again, smart player would rush another dedicated cc daemon unti into that tarpit and help that prince out.... say, you have 30 conscripts with ld 9 or whatever from that commissar, and you're facing that bloodthirster, you might wound him once..if you even can at str 3.. and hes killing 3-5 a turn, then the dnettes run in, lets say a humble 15 of them...deepstriking down off an icon behind the combat, away from your gun line...they rush in, 40 attacks on the charge... tar pit gone, bad ass MC and daemons now fre to run riot.
flayha
May 25 2008, 08:21 AM
and as for the dedicated CC unit in vehicle...it better be a land raider.... rhino is no match for a str 6 d26 armour pen monster... but then again even a unit of flamers will take down said raider with ease.
YogoZuno
May 25 2008, 09:20 AM
QUOTE
but then again even a unit of flamers will take down said raider with ease.
Maybe, maybe not. Breath of Chaos isn't that reliable, and only one of them can have bolt.
flayha
May 25 2008, 09:30 AM
i run a unit of 12 strong flamers, and every game ive use them against vehicles, they either always blow it up, or immobilize it and stunn it. as for bolt, glancing on a 4+ is more reliable than penning on a 6.
The Warmaster
May 25 2008, 10:56 AM
I haven't actually versed the new daemon codex before, is was more generalized anti-MC doctrine learned from playing against chaos Marines and 'nids. But if you want theoretical tactics that's i've really never tried, then fine; Bring it on.
Spread: Because the good old daemon bomb relies on Deep Striking in order to deploy, spread all you models the maximum 2' inches apart. The more the merrier. Because if an unfortunate scatter ends up within 1' of an enemy model, that model cannot be placed and is destroyed. So if you effectively scatter your models over a wide area, there will entire sections of the battle field which would literally be too dangerous to place, so in fear of scattering and mishap he would forced to relocate to saver areas, thus giving you precious time to organize your force to retaliate. Because statically (not that I'm one for statistics), he should scatter at least 50%-60% of the time. One key thing to remember is stay away from the edges, and concentrate these "no fly zones" in the center of your table, because if he tries to deploy too close the table edge he could scatter off as well.
'Wait and bait v1.2': Deep striking units always have a purpose in mind when the opponent places them it could be wise to try and predict the location of some of these and adjust accordingly. As 'flayha' so kindly pointed out, your average vehicle is no match for "str 6 d26 armour pen" and it is a logical conclusion that a deep striking MC will target your vehicles for quick VC's. This in where you camp those aforementioned plasmagun armed storm-troopers to intercept him on the way. Other likely targets include fire support, offices/synapse, objective holders and troops still in vehicles. Group up the 'antidote' unit next to the likely 'bait' unit so they can counter cover each other. So when said "dnettes run in" against a that big juicy conscript squad or whatever, you have your relevant anti personal units; tanks, fire support ready to damage if not destroy that unit when it comes out. So spread out enough to make deep striking hazardous, but group strengthened units near each whether it be fire support or counter charge so you can dispatch a like thread when it appears, before it gets out of hand. Another thing with the vehicles is to put their rear amour hard up against the table edge so it is inaccessible to CC and again the risk of scattering of table if said MC deep strikes too close.
As for flamers, send a guardsmen out with a stick and you should be right... ok ok seriously, a small but quick response team, like previously suggested dedicated assault specialists in transports should deal with these fairly swiftly.
Of course there is the obvious **Shoot the Herald** issue but that only really needs one line.
These are just ideas and suggestions, there is no 'perfect' strategy and are in no means full proof, as some people may point out.
YogoZuno
May 25 2008, 02:10 PM
QUOTE
i run a unit of 12 strong flamers, and every game ive use them against vehicles, they either always blow it up, or immobilize it and stunn it.
You would expect a 420pt unit to do something useful...
QUOTE
as for bolt, glancing on a 4+ is more reliable than penning on a 6.
24" range is more reliable than 8", esecially with scatters.
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