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Daemons in 6th ed?

original thread ↗

So, having heard that daemons kinda sucked in 5th edition, how do you think they will benefit with 6th ed?
I'm guessing that fearless helps, no grey knights going around with hammerhand and instant death at the same time. Deep strike helps too as you only fail on a 1, and anything else?
I think they might be lacking a bit as their ranged combat is generally poor, they have no flyers, and not a lot of numbers to bare.
What do you think?
Have no Flyers?

Did you read to Daemonic Flight FAQ?
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
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(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
No, would they not just be flying monstrous creatures?
Ok, they arn't Flyers as in the Vehicle type, but they are very similer. In some ways FMCs are better then Flyers because they can stop Swooping and get into the safety of an assault.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
What about groundtroopers? I think the bloodletters and nurglings got kicked in the pants.
I think they have even more problems now due to getting snap-fired when charging into combat. That means not only are you stuck for a turn after deep striking but now you're going to take more shots to the face when you get close enough to lay down the smack as well.
8th Edition New book Win Rate 4-1-0
8th Edition Old book Win Rate 3-0-0

Best Hellheart Result - 3 Dead Vampires + change
Overwatch is hardly a big deal unless flamers are involved. Speaking of which, Flamers of Tzeentch are amazing. As are Plague Bearers.

Epidemius and Plague Bearers are the schiz now 8)
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Have their cavalry and their chariots benefitted? Personally I think so but we won't see many of those around.
Chariots got buffed,

Who knows about Cavelry. Rerolling the 2D6 charge dice is a nice extra bit. Fleet is good to have on an assault unit.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
By and large, Daemons are still bad.  One of the biggest nut-shots for them is the AP3 swords.  Short of a Soul Grinder or a MC, they get annihilated by Terminators. 

FMCs can do alot of damage, but with no armor and only a middling-invul save, they're kinda glass cannons.  With the right weapon set-up, they die with remarkable ease.  That being said, a Greater Daemon of Tzneech is probably the best FMC in the game.

Overwatch and the new flamer rules REALLY hurt Daemons.  Sure, flamers USED to be uncommon, but you're starting to see them pop up in alarming numbers now.

Soul Grinders are fairly durable with 4 HP, and their blast weapon is much better, but the increased lethality of Lascannons and Melta/AP1 weapons knock back those advantages.  It's especially hysterical when a IG veteran with a melta kills a Grinder (or any walker) with an Overwatch shot.
Geez, I was thinking the same... So they should only be used in Fantasy?
But would their weakness not be countered by the allies chart? They do have some nice allies. (Like imperial gaurd, or tau for example)
Just saw the new models and their new rules. I saw the flamers.  :shock: Noone should ever charge them. Ever. Terimators? Whomp.
I am a little scepticle about the chariot thing. It's base is massive and it's rules are, meh. I can't really see the point of having one. Sure it's only 90 points but it's only a glass tarpit.
Didn't see the rest. I love the new Nurgle models, and the nurglings, didn't see their rules though as I just got a short flick through.
How are Screamers these days? Did they get a boost, or nerfed?

JJ
Resident Smiley Spam Artist and Fastest Fingers in the Stronghold.

Raising the forum's smiley count, one post at a time, since 2008

Quote from: Shadowlord on Mar 11, 2013, 01:57:18 PM
After all, painting 100 night goblins is something you do in the morning just before you are off to work.

And I think you missed a 0 when you wrote 11 armies. The correct nr should be 110 armies I would think, based on your painting speed.
They got a MASSIVE boost. Their save got reduced to a 5+, but they gained a wound. On the charge they put out 4 WS3 S5 I4 AP2(!) attacks each with an additional die for armour penetration. They can inflict hits on units they turbo-boost over, with the hits being allocated as though the Screamers were attacking from the rear (so you can bag champions and heavy weapons). These guys have gone from a very niche unit to one of the game's premier combat units, there's no units currently that I'm aware of barring monstrous creatures and walkers that can go through Terminator armour at normal initiative and they go through vehicles like butter. The price for this? They went up 9 points.
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Wow... That's mad. So, are they somewhat of a compulsory selection now then?

JJ
Resident Smiley Spam Artist and Fastest Fingers in the Stronghold.

Raising the forum's smiley count, one post at a time, since 2008

Quote from: Shadowlord on Mar 11, 2013, 01:57:18 PM
After all, painting 100 night goblins is something you do in the morning just before you are off to work.

And I think you missed a 0 when you wrote 11 armies. The correct nr should be 110 armies I would think, based on your painting speed.
They were ALREADY a compulsory unit, in that they where the daemon's most reliable tank killer (sorry soul grinder).  They're just more so now.  Instead of one big or 2 small units to kill heavy vehicles (and overkill light ones), now you're going to see multiple full squads since they still kill vehicles dead and now are the daemon's best answer to Terminators and their equivalent.

I'm not sure about the regular chariots either, but the exalted chariots are a little terrifying.  Sure, they're 11/11/10, but they're 4 HP, and they get a d6 S4, AP- rending impact (er, sorry, I meant "hammer of wrath")hits per hull point remaining.  4d6 S4 rending hits will ruin most unit's day.  I think the regular chariots are to provide cover for the exalted chariots (they can be fielded in mix-matched units of 3).

And yes, charging screamers is probably even stupider than charging a full unit of burna-boys.  Sure, there's more boys, but the flamer's template attack is AP2 and wounds on a 4+.  Add to that the fact that flamers are now 2 wounds apiece, and I think that flamers and screamers are the new go-to units in demons.

Note: this just increased the demon's damage output.  It didn't do squat about their abysmal defenses or other glaring weaknesses (and they still don't have a decent answer to flyers, unless I misses something in the new screamer rules).  GW still has a long way to go to fix the 40k daemons.  The new rules and units for the fantasy daemons, on the other hand, are quite interesting and add to an already impressive army.
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