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Thread: Tactica Daemonica - 6th Ed

  1. #1
    Chapter Master ArtificerArmour's Avatar
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    Tactica Daemonica - 6th Ed

    So, we have the new book. I'm a long time daemon player, although I've had a year out dabbling in fantasy, I'm back to bring my daemons out again.

    This is going to change obviously, we're all finding our feet in the new edition, and only playing with the new book and the new FAQs will help us realise how different our army needs to play to be successful.

    But I'm going to try and sum up the MAJOR changes to our book for you all, and of course this is a participation sport so feel free to throw in stuff I've undoubtably missed or got mistaken with.

    Just to fill you in, my background is mainly a mono khorne list, but I'll try and throw in some of the other powers. Again, participation encouraged.

    So, changes to us (we can cover how other armies affect us later.

    Lets start with special rules:

    FEARLESS / FEAR

    -This is a big impact on us. We now cause fear. This is going to impact big on orks, perhaps guard, but MEQ will just ignore it.
    -We no longer take wounds from no retreat, hurrah! however...
    -Units who are fearless may NEVER go to ground. Big impact on followers of nurgle (plaguebearers).
    - We can't run away from dreadnaughts. Because we're too "Fearless" (Read: stupid)

    FURIOUS CHARGE

    - We no longer recieve +1 initiative. Massive nerf. Bloodletters and bloodcrushers strike simultaneously with space marines.

    MELEE WEAPONS
    - Hellblades count as power swords, so AP3. Yes, the FAQ says all hellblades count as power swords, so no getting round it using old bloodletters with axes. Looked into that, no dice. Is that the entire Draigowing laughing at us? However, we do get an additional +1 on the penetration list. So AV 10-11 vehicles we can glance to death and perhaps destroy. However, we still suck against dreadnoughts.

    DEPP STRIKE

    - Softened, ever so slightly. Halved the risk of cheaply losing a unit to deep strike, with an increase in chance of returning to reserves. Slight boost.

    MONSTROUS CREATURES

    -We lose armour bane, but instead gain Smash. Daemon princes gain the option to make two st10 attacks. Bloodthirsters are left in that limbo - Do you trade 6x st8 (or 9 if you want to splurge 20 points on unholy might) for 3x st10?
    - Bloodthristers are now monstrous flyers, so we get a whole host of rules allowing to to vector strike and dash around the board. May be useful.

    SOULGRINDERS
    - We can be glanced to death, sadly. 4x glances means its curtains for our plucky walkers. If we recieve a penetrating hit, we lose a hull point, THEN roll on the pen chart. That means Possession doesn't really benefit us as well any more.
    - None fearless units can run away when we can't hurt it. Charge, fight, they run away, we got shot at next turn. There is a chance you can sweeping advance them though, so all's not lost.
    -Fleet is...different. perhaps a little bit better. We can reroll ALL our dice for run or charge moves. We can't run AND charge, but we can make our charges more reliable. We can still shoot AND charge more reliably and further. However, with changes to wound allocation (closer to further it may make this tactic more riskier as it could leave us out of charge range, but rerolls may offput this risk. We can potentiall move, vomit, then charge 6in + with reroll of poor dice. Its a sideways movement in 6th ed use for a soulgrinder.

    WOUND ALLOCATION
    - No longer an issue, so no need to trick out our bloodcrushers with useless upgrades.

    SAVES
    - Cover now gives us 5+ with no option to improve through going to ground
    - Feel no pain is now 5+
    - Plague bearers going to ground in cover for a 3+/4+ is now gone, replaced now for a 5+/5+.
    - on the topic, plague bearers can no longer run due to SnP. So clench throse pelvic floors on the turn they deep strike because you'll be getting templates chucked at you.

    SNAP SHOTS
    - You'll be recieving this alot. Even tougher to remove units from cover. So combi-charging and larger units will be required.

    CHARGE RANGE
    -Another random aspect to our armies. We can potentially cover greater distances (daemonettes especially).


    Ok, that's it for now, I'll repost further findings as I soak up other parts of the new rules.
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  2. #2

    Re: Tactica Daemonica - 6th Ed

    Ahem. Flying monstrous creatures.

    5 of them. Flying. Swooping around, performing vector strikes and/or assaulting from above, generally ignoring incoming fire.

    It'd be hilarious to bust out the Fateweaver & Flying Jerks list and see how it performs. For those of you not familiar with it:

    Fateweaver

    Bloodthirster
    -Might
    -BotBG

    Tzeentch Daemon Prince
    -Wings
    -Daemonic Gaze
    -Bolt of Change

    Tzeentch Daemon Prince
    -Wings
    -Daemonic Gaze
    -Bolt of Change

    Tzeentch Daemon Prince
    -Wings
    -Daemonic Gaze
    -Bolt of Change

    And then the rest of the army is comprised of Plaguebeares, whose sole purpose is survive and then the really killy stuff from the Elites section. Bloodcrushers got a nerf, but Fiends are as effective as ever. Make sure you run them in AFTER the much hardier MCs have connected so they're not subject to overwatch or other silly things like that.

    The MCs will be flyers most of the time until they engage, they'll stay in Fateweaver bubble so they'll be sporting rerollable 3+ or 3++ or 4++ depending on who got shot.

    When I do pull them out, it'd be an interesting day.

    It's also worth pointing out that we can ally with CSM, so the moment they get their new codex, it's possible to run some very spiffy lists.

    Edit: Guards as allies bring on them Hydra Flakk tanks, Autocannon Sentinels and Guard HWT
    Last edited by Infidel; 30-06-2012 at 14:28.

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    Commander GenerationTerrorist's Avatar
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    Re: Tactica Daemonica - 6th Ed

    Hoping that the Epidemius list at 1500pts I've been building towards may be semi-competitive.
    Going to test it out next weekend in my first ever game with the army, but I wrote it from a 5th Edition mindset so it may take some getting used to!

    Ku'Gath
    Epidemius
    3 units of 7 Plaguebearers
    3 Daemon Princes of Nurgle each with with Iron Hide, Wings, Breath of Chaos, Cloud of Flies, Unholy Might

    The main redeeming feature is that if I get 15-19 on the Tally, then I get FNP on 3+ which should make everthing hard as nails to kill with the changes to the FNP rule.
    If the above happens, my DP can't be insta-killed by conventional strength-based weapons any more and (all being well) will get a 3+/3+ save pretty much all the time.

    This is all subject to theory, however, as I will undoubtedly roll for the wrong wave to arrive first and utterly screw things up!
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    40, 000
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  4. #4

    Re: Tactica Daemonica - 6th Ed

    DPs don't get FNP. MoN only gives +1 T.

    Now that you can take CSM allies, there is NO REASON not to include a nurgle CSM HQ DP and 2 squads of Plaguemarines in Rhino.

    "You are but ephemeral whereas we are forever"
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    Chapter Master druchii's Avatar
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    Re: Tactica Daemonica - 6th Ed

    Quote Originally Posted by Infidel View Post
    DPs don't get FNP. MoN only gives +1 T.

    Now that you can take CSM allies, there is NO REASON not to include a nurgle CSM HQ DP and 2 squads of Plaguemarines in Rhino.
    Unless that reason is you're taking Epidemius in a CSM Nurgle army. Oh look 2+ wounding no armor save bolters.

    d
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    Veteran Sergeant D6Damager's Avatar
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    Re: Tactica Daemonica - 6th Ed

    Flamers of Tzeentch got a nice boost as well. As template weapons can "Wall of Death" on Overwatch causing an automatic d3 hits to a charging unit. With the new wound allocation rules you can potentially stop a unit from charging.

    You can declare swooping on flying monstrous creatures when they arrive from reserves and avoid dangerous terrain tests! They also cannot be assualted! This is HUGE for Kairos and Daemon Princes making them gun platforms that can Vector Strike 24" to remove transports and STILL FIRE 360 degrees!

    We can now buy a skyshield landing pad for completely safe deepstrikes that do not scatter. Later you can close it up for a 4+ save vs. shooting.

    Flyers and other flying MCs are going to cause headaches for daemons players as they have to be shot.

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    Librarian CULCHAIN's Avatar
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    Re: Tactica Daemonica - 6th Ed

    Didn't rending get a boost if so definately helps my ladies.
    Last edited by CULCHAIN; 30-06-2012 at 17:37.

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    Librarian CULCHAIN's Avatar
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    Re: Tactica Daemonica - 6th Ed

    Just checked other thread rending is AP2 the ladies can take out termies. Our demon princes flight is better than CSM.

  9. #9

    Re: Tactica Daemonica - 6th Ed

    does anyone have any good strategies for how daemons will be able to take on enemy fliers since our flying monster cant use their normal bs against enemy fliers

    not including allies since you must play at least 2000 points for that so it isn't always allowed
    Last edited by meanmachine; 30-06-2012 at 18:31.

  10. #10

    Re: Tactica Daemonica - 6th Ed

    Quote Originally Posted by druchii View Post
    Unless that reason is you're taking Epidemius in a CSM Nurgle army. Oh look 2+ wounding no armor save bolters.

    d
    Astute observation as always D

    Quote Originally Posted by meanmachine View Post
    does anyone have any good strategies for how daemons will be able to take on enemy fliers since our flying monster cant use their normal bs against enemy fliers
    Vector Strike from our flying MCs, other than that not much, maybe something from our CSM ally.

    "You are but ephemeral whereas we are forever"
    - Imhotekh the Stormlord
    Compilation of my Necron Batrep detailing the conquest of the Sautekh Empire - The Sautekh Chronicles

  11. #11
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    Re: Tactica Daemonica - 6th Ed

    Quote Originally Posted by D6Damager View Post
    You can declare swooping on flying monstrous creatures when they arrive from reserves and avoid dangerous terrain tests!
    MCs avoid dangerous terrain tests anyway. Move through cover now gives an auto pass to them.

  12. #12

    Re: Tactica Daemonica - 6th Ed

    It appears that Daemons are the only list not to get their psykers nerfed?
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  13. #13

    Re: Tactica Daemonica - 6th Ed

    Quote Originally Posted by Brother Ranz View Post
    It appears that Daemons are the only list not to get their psykers nerfed?
    daemons dont have any psykers or psychic powers

  14. #14

    Re: Tactica Daemonica - 6th Ed

    Quote Originally Posted by Brother Ranz View Post
    It appears that Daemons are the only list not to get their psykers nerfed?
    Since most of our psychic powers are not classified as such, yeah pretty awesome. Plus nice to have that 6+ auto save against the offensive ones on the other side. Deamons finally can protect themselves.

  15. #15

    Re: Tactica Daemonica - 6th Ed

    Sorry. I don't have the book on me and have looked only at the WFB one recently. They have daemonic powers then that seem psyker-ee? Is that the way of it in 40K? I'll need to dig up that book it seems.

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  16. #16
    Chapter Master Brother Muninn's Avatar
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    Re: Tactica Daemonica - 6th Ed

    Quote Originally Posted by ArtificerArmour View Post
    DEPP STRIKE

    - Softened, ever so slightly. Halved the risk of cheaply losing a unit to deep strike, with an increase in chance of returning to reserves. Slight boost.
    We'll also get our reserves faster. They'll come in on a 3+ in round 2, 3+ in round 3, and automatically in round 4.

    Infidel, if we take CSM allies won't it be possible to take 6 Flying MCs if we take on an HQ Prince, just in case you needed an extra flying jerk?

    ~Muninn
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  17. #17

    Re: Tactica Daemonica - 6th Ed

    Quote Originally Posted by Brother Muninn View Post
    We'll also get our reserves faster. They'll come in on a 3+ in round 2, 3+ in round 3, and automatically in round 4.

    Infidel, if we take CSM allies won't it be possible to take 6 Flying MCs if we take on an HQ Prince, just in case you needed an extra flying jerk?

    ~Muninn
    Nope CSM DP's are not flying MC's, they are jumping mc's... kind of sucks.

  18. #18
    Chapter Master Brother Muninn's Avatar
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    Re: Tactica Daemonica - 6th Ed

    Man, that'd be sure to cause to discontent between princes..

    CSM Prince: Brother Noxicus! long time no see! how're things in the Daemon army?
    Daemons Prince: It's going great! They taught me how to fly faster, dive-bomb enemies, and avoid their shots! I'm awesome, How're you?
    CSM Prince: umm.... really good... I can still jump pretty far... I gotta go.
    My Painting Blog
    My Daemon & D&D Project
    My Space Marine project: the Fire Angels

    "Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear, and ask it for a ride home, for I have clearly had too much to drink."

  19. #19

    Re: Tactica Daemonica - 6th Ed

    Quote Originally Posted by Brother Muninn View Post
    Man, that'd be sure to cause to discontent between princes..

    CSM Prince: Brother Noxicus! long time no see! how're things in the Daemon army?
    Daemons Prince: It's going great! They taught me how to fly faster, dive-bomb enemies, and avoid their shots! I'm awesome, How're you?
    CSM Prince: umm.... really good... I can still jump pretty far... I gotta go.
    It does really suck for CSM DPs.

    So as far as army archetype goes:
    Epi list with Nurgle CSM ally
    Fateweaver with Flying Jerk circus (massive massive buff)
    Maybe Skarbrand + Calvary spam
    Fateweaver + CSM Terminator Phalanx? (Here's looking at you, Abaddon with rerollable saves)

    Some possible new meta would just involve lots of flying MCs of various types. Khorne DP with Deathstrike might not be so terrible now they can swoop, vector strike and still fire that thing.

    I expect our troop section to be comprised of maybe 2 squads of horrors and we'll let our Guard/CSM ally do the actual objective holding.
    Last edited by Infidel; 01-07-2012 at 02:13.

    "You are but ephemeral whereas we are forever"
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    Compilation of my Necron Batrep detailing the conquest of the Sautekh Empire - The Sautekh Chronicles

  20. #20
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    Re: Tactica Daemonica - 6th Ed

    Fateweaver with flying jerks is even better because at 2000 pts you can double up the force org. Which means so many flying jerks!

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