Thousand Sons/Daemons of Tzeentch/Vampire Counts
There is a way through the coming darkness. But to find it we must change.
We must change and change until Change is our master, for nothing neither god nor mortal can hold that which has no form. Change is the constant that cannot be changed.
Then they almost have no weakness then, since overwatch will ruin whatever is charging them. The only way to get rid of them reliably is to waste their overwatch with a sacrificial unit before charging with the main force. But for elite armies with no expendable troops, this can still be costly.
Last edited by d6juggernaut; 09-10-2012 at 22:16.
My hovercraft is full of eels
Corsair Wolves-The Defilement of A Chapter (Update: October 07, 2012)
I'm floating towards the sun, the Sun of Nothing (Update: October 07, 2012)
Mass vehicle spam is still fairly difficult for daemons to take out because most of their best anti-tank is from close combat. They don't have enough shooting to make a difference before the assault. A few bolts on heralds isn't significant. Whenever mine actually manage to destroy a vehicle in a couple of turns (even a rhino) I'm surprised. If flamers are being used in this role, they're not being used to their full potential and that's exactly what you want.
Last edited by Mchagen; 09-10-2012 at 23:39.
Gammalfarmor: "Give me fluff! I demand it!" BigbyWolf: *Searches belly-button, produces fluff.*Originally Posted by Fenlear
I concur that the biggest mistakes were castling and being outside of transports.
Spreading around a few warp quake units would give a much wider control of deep strike and less juicy targets packed tight for flaming.
Being embarked also gives you one extra turn of grace before the flamers can start melting your troops.
Unfortunately, even with these tactics, shifting flamers and screamers will still require a lot of effort and losses on your part when they are spammed in these quantities.
Transports are not perfect protection as they can double team flamers and screamers using their speed. Flamers knock out the transport and screamers cream the contents. This way they can knock out 3 units + transports a turn without you being able to do much about it.
If you think that list is bad, see what happens when he drops a few thing here and there and adds Fateweaver.
Please check out Pirates of the Crimson Galaxy, a WIP sci fi game that takes place in the distant future:
The cries of GK in torment sustains me....