Killing Grey Knights with Daemons - Part 1: The Problem with Daemons...

Editors Note : I've added the two extra sections which for some reason disappeared when I posted this the first time.

So I've been arguing in various locations that giving a particular army (Grey Knights) rules that allow them an advantage against a specific codex (Daemons) is inherently unbalancing and smacks of laziness on the designers part.


One of the places I've been having this debate was here. Though the general consensus was that I was correct, a couple of people pointed out that many other things also kicked the crap out of Daemons and did so without the help of any Daemon specific rules. Though Gx1080* made some good counter arguments, It didn't change the fundamental basis of my opinion which was that there was no need to give them those rules as 1) they didn't need the help and 2) Daemons were having enough trouble as it was without needing the extra kick in the bollocks.....

* Who I can't link you to as he doesn't appear to have a Blog or if he does I can't find it.

But how bad is it for the Daemons really?

I'm going to attempt to show some of the problems with the Daemon Codex, how Grey Knights compound these issues by virtue of their special rules and hopefully find some ways of countering these issues with appropriate Daemon units, combinations or army builds. As this is quite ambitious I'm going to be spreading it out over a few articles for ease of reading.

Part 1 - The Problem with Daemons : This will cover what inherent problems Daemons have in general as a sort of 'worst case scenario' primer.
Part 2 - Grey Knights Toolbox : In this article I'll go into some detail about the anti-daemon special rules that Grey Knights have and what issues this will cause for you the Daemon player
Part 3 - Grey Knights Vs. Daemons : Finally I'll discuss what Daemon units are going to be effective against Grey Knights and why.

Depending on how long those articles get, they may end up being split up even further ;-)

Let's get on with it then,

Well in this first part lets look at some of the problems with the Daemon Codex that aren't Grey Knight specific* but rather are in-built design flaws and weaknesses.

* I may mention them in passing though ;-)

1) Unreliable Deployment.



So your going to be fighting for at least one turn with only half an army and due to the 'Daemonic Assault' rules that will be the wrong half 33% of the time, also any army that can interfere with reserve rolls will compound this issue. This is even worse if they have ways of disrupting your potential landing zones as well.

The other problem with deployment is that the half that you get has no way of increasing the accuracy or reliability of their drops. Other armies that have 'Drop' builds also have ways to increase their reliability. For example, Blood Angels Jump Pack units have the 'Descent of Angels' special rule and Drop Pod armies don't have to worry about landing on other units because of the 'Inertial Guidance System' rule. In the case of Daemons, subsequent reserves can be guided down by Icons but these are expensive (25 points) and could unfortunately be unavailable if you got the wrong wave in the first place unless you burn points putting them in lots of units 'just in case'.

2) De-meching the enemy.



Daemons have a number of ranged attacks that range from rubbish to really quite rubbish. The only two semi-reliable anti-tank weapons they have are Bolt of Tzeentch or the Soul Grinders Tongue attack both of which are in short supply in a Daemon list as well as being somewhat unreliable themselves - More on the reasons for that later ;-)

De-meching units in assault has a number of problems of its own. The first being that Vehicles don't have a tendency to stay still if something that is capable of punching them to death is nearby and secondly that after destroying the transport the Daemon or Daemons are invariably damaged by the explosion due to their crappy invulnerable save or even worse being shot to pieces by the unit that was inside the transport (or more likely, some combination of the two). The added disadvantage of that when playing against Grey Knights is going to be that you really don't want them to be charging you......No really, you don't.....

2a) Bolt of Tzeentch (Range 24", S 8, AP 1).
In order of accuracy our units that can have BoT are Daemon Princes of Tzeentch (BS 5, 0.83 chance of a hit), Herald of Tzeentch (BS 4, 0.67 chance of a hit) and Horrors of Tzeentch (BS3, 0.50 chance of a hit). The fact that the attack is S8 makes taking out Land Raiders with it unlikely but not impossible (the AP1 helps a little).

Lets use our old friend Mathshammer to see just how reliable this anti-tank weapon is,

Editors Note : I'm not going to bore you with the Maths for every BoT capable unit I'll just show you how crappy the best one is and you can extrapolate the rest yourselves.

Heavy Support: Daemon Prince of Chaos (1#, 140 pts)
   1 Daemon Prince of Chaos @ 140 pts (Mark of Tzeentch; Bolt of Tzeentch)


Vs Armour 10, 0.83 to hit, 0.55 chance of pen, 0.275 chance of vehicle destruction.

Vs Armour 11, 0.83 to hit, 0.42 chance of pen, 0.21 chance of vehicle destruction.
Vs Armour 12, 0.83 to hit, 0.28 chance of pen, 0.14 chance of vehicle destruction.
Vs Armour 13, 0.83 to hit, 0.14 chance of pen, 0.07 chance of vehicle destruction.
Vs Armour 13, 0.83 to hit, 0.14 chance of glance, 0.02 chance of vehicle destruction.

So our most likely candidate for the use of BoT isn't exactly reliable. Unlike other armies that can generate a lot of this strength fire-power, Daemons cannot. To reliably destroy vehicles with shooting were going to need a lot of it which in turn forces us to consistently select certain units over others which is an example of poor codex design (imo). For the same points a Space Wolf player can get a unit of 6 Long Fangs with 5 S8 Missile Launchers. Also due to Daemons poor saves few units are likely to get a chance to have a 2nd go at making that shot.

2b) Tongue (Range 24", S 10, AP 1)
The only unit that has this weapon is the Soul Grinder. As the only 'vehicle' in the Daemon codex expect this to eat melta and die very early on. It's also only BS3 which isn't going to help much.

Heavy Support: Soul Grinder of Chaos (1#, 160 pts)
   1 Soul Grinder of Chaos @ 160 pts (Mawcannon - Tongue)


Vs Armour 10, 0.50 to hit, 0.50 chance of pen, 0.17 chance of vehicle destruction.

Vs Armour 11, 0.50 to hit, 0.42 chance of pen, 0.14 chance of vehicle destruction.
Vs Armour 12, 0.50 to hit, 0.33 chance of pen, 0.11 chance of vehicle destruction.
Vs Armour 13, 0.50 to hit, 0.25 chance of pen, 0.08 chance of vehicle destruction.
Vs Armour 14, 0.50 to hit, 0.17 chance of glance, 0.06 chance of vehicle destruction.

So it's somewhat better at destroying armours 13 and 14 but worse at destroying armours 10 to 12 when compared to the Daemon Prince. Given a choice I'd take the Daemon Prince over the Soul Grinder mainly due to the Daemon Prince being more flexible in other areas. Of  course if nobody in your area takes Melta weapons or reliable ranged anti-tank then by all means take the Soul grinder instead.....

So our anti-tank is minimal and destroying vehicles in assault is unreliable. Unfortunately in the mechanised world of 5th edition that's a big fucking problem.

3) A distinct lack of saving throws.


With most units your going to just have to accept that your going to lose a lot of your models to shooting long before you get to do anything with them. The average saving throw in the Daemon Codex is a 5+ invulnerable save. Some small comfort can be taken from the fact that you still get your rubbish save against almost anything that's shot at you because it's invulnerable but believe me when I tell you that you'll be more scared of the torrent of anti-infantry weapons from your opponent than that one Meltagun hit.
This doesn't just apply to the smaller units either. Your multi-wound models are still VERY vulnerable to torrents of fire.

For example,

'Dakka' Predator Vs. 'Generic' Daemon Prince.

6 S5 shots, 4 hit, 2 wound, 1.67 wounds generated after 5+ saves.
2 S7 shots, 1.33 hit, 1.1 wounds generated after 5+ saves .

So your Daemon Prince is down to 1 and a bit Wounds. The next thing that shoots him is going to finish him. A standard Tactical squad with a Flamer, rapid firing at a unit of 10 Daemonettes will kill half of them before the Flamer even has to think about firing and that Flamer will probably kill the rest of them anyway. Landspeeders with Heavy Flamers are an especially big pain in the arse as your for the most part hitting them on 6's and needing 6's to glance before you even get to roll for damage.

No matter how fast your units are, your going to spend at least one turn getting shot to shit because there's nothing you can do about it due to the way you have to deploy. A bad scatter can make this 2, 3 or even 4 turns as there's no rule that says your opponent has to stay in the same place and wait for you to get there.....

Another armour save related issue is that units with a higher initiative than you will put a considerable hole in your unit as pretty much every wound will kill a model and you don't have the numbers (like Orks do for example) to whether those kind of casualties.

4) What No Grenades?




Yet another problem is that very few units in the Daemon codex get any form of 'assault' grenades. This puts certain of their close combat units at a disadvantage should they be charging into cover. Bloodletters for example will be going last against pretty much any Marine unit that's in cover as will certain of their other effective assault units such as Fiends of Slaanesh and Fleshhounds of Khorne. This means we are forced to decide between a squishier unit that gets assault grenades (Daemonettes) or a slightly tougher unit that doesn't (Bloodletters).

5) Unit Costs.




Most units in the Daemon Codex are imo over-costed by a few points when compared to equivalent units from other codices. When it comes to upgrading units like Daemon Princes certain of their upgrades are stupidly expensive. A generic Daemon Prince with the 'Wings' upgrade from the Chaos space Marine codex is 130 points, to create an equivalent Daemon Prince using the Daemon Codex would cost 190 points.....

In Summary.
Your fighting with half an army for at least a turn, are going to get shot to pieces for that turn and will probably spend most of your early game trying to get to your enemy and/or get him out of his transports. Also bear in mind that these are issues against any army your up against not Grey Knights in particular, though Grey Knights will compound certain of them.

So it's not looking good for the Daemons and there not even facing an army that's designed to kill them yet.....Don't lose hope, however. Daemons do have some tricks up their sleeves, they just need a bit more thought to use than other more user friendly armies *cough* Space Marines *cough* ;-)

That will do for Part 1. Part 2 should appear in the next couple of days as I've got to come up with a HoP article for next Tuesday first and as usual I haven't even started it yet, lol.

Thoughts and Comments are (as usual) most welcome.

You have read this article Chaos Daemons / Grey Knights / Tactica with the title . You can bookmark this page URL https://llourenzzo-putta.blogspot.com/2011/04/killing-grey-knights-with-daemons-part_2.html. Thanks!

Forge World Newsletter 269










Hi there,
            With only a few days left before we throw wide our doors for the 2011 Forge World Open Day, we can now confirm four more fantastic pre-release items that will be on sale at the event, including the first Forge World Realm of Battle Gameboard expansion tile!

           
Pre-Release Kits on sale at the Forge World Open Day
Realm of Battle Gameboard Imperial Strongpoint Expansion
Eldar Wraithseer previewAn exciting new addition to Forge World’s finely detailed resin scenery range is the Imperial Strongpoint Expansion. Designed for use with the Citadel Realm of Battle Gameboard, this 2' by 2' tile is a superbly detailed fortified stronghold that will make a great feature for armies to fight over in your Warhammer 40,000 battles.
Comprising a power generator, two reinforced defensive positions, dragons-teeth tank traps and huge, armoured blast doors dug into a central hill, the Imperial Strongpoint Expansion is cast from a hollow resin as durable and sturdy as the plastic Realm of Battle Gameboard tiles available from the main Games Workshop range.
Perfect for representing critical objectives such as a command and control facility, or a fortified artillery pit, the Imperial Strongpoint can be used in games of Planetstrike as a unique Bastion or to represent a huge variety of stratagems, strategic assets and other rules in Battle Missions, games of Apocalypse and other Warhammer 40,000 battles, not to mention the Games Day Armies on Parade competition.
Exclusively available at the Forge World Open Day on Sunday 3rd April, prior to its main release date later this year, the Realm of Battle Imperial Strongpoint, designed by Stuart Williamson, costs £60.
Eldar Wraithseer
Eldar Wraithseer previewRare and precious beyond compare, their souls protected from the predations of Slaanesh within spirit stones, long-dead Warlocks of great power can still be summoned to aid their Craftworld in the form of a Wraithseer. Armed with a lethal D-Cannon and a Wraithblade wreathed in the eldritch energy of their psychic arts, a Wraithseer is a terrible and implacable foe.
The Eldar Wraithseer, designed by Will Hayes, is a complete resin and plastic kit that will be available in limited numbers at the Forge World Open Day prior to its release later in April. The kit costs £34.


Eldar Corsair Conversion Kit
Eldar Corsairs conversion set previewThere are many bands of so-called ‘Corsair’ Eldar scattered across the galaxy, and all are savage and deadly raiders. Outcasts from the strict confines of the Craftworlds, the Corsairs live in self-imposed exile, seeking to explore the galaxy and experience the full gamut of emotion and sensation accessible to the Eldar’s sensitive psyche.
Most are young and adventurous Eldar who will eventually return to their homes older, wiser and tempered by warfare. Some, however, embrace the raider’s life completely and fall further still, becoming ever more bloodthirsty and psychotic, indulging their darkest impulses and eventually seeking out the infamous Dark City.
The Eldar Corsair Conversion Kit is designed for use with the plastic Eldar range. Designed by Will Hayes, this resin upgrade kit contains detailed weapons, jump packs and heads that enable Eldar players to convert ten plastic Eldar Guardians into Corsairs. The Corsair kit will be available in limited numbers at the Forge World Open Day, priced at £18.
Red Scorpions Decal Sheet
Red Scorpions TransfersThe latest addition to Forge World’s Transfer Sheet range is this lavish Red Scorpions Decal Sheet, designed by Paul Rudge.
Packed with over 1,800 individual Chapter icons, vehicle insignia, blazons and squad designations, this A4 decal sheet allows collectors of the pre-eminent Chapter of the
Badab War to add even more detail to their Space Marine models and vehicles.
The decal sheet will be available in limited numbers, hot off the press, at the Forge World Open Day for £9.20 This is well in advance of its main release later in April.

Open Day Painting Competition Update
As always, at the Forge World Open Day you will have the chance to win the prestigious Forge World Best of Show Trophy in our annual Painting Competition.
Entries should comprise a single Forge World model and can be anything from a single Krieg infantryman to a fully-laden Tau Manta. Entries must be registered by 12 noon at the event.
Judging by the Forge World Studio team will take place over the course of the afternoon, and the winner’s trophy will be awarded at 3:30pm.
Open Day Participation Gaming
If the Studio displays and Sales stand weren’t enough, the Forge World Open Day also includes our ‘Super Heavy Metal’ participation game. Players in this mega-battle can take command of mighty Reaver and Warhound Titans of the Legio Gryphonicus or lead a huge mob of savage Ork Stompas to victory.
Overseen by the Warhammer World Events team, this game will run throughout the Open Day. Watching the might of a full-strength Titan Maniple facing off against a dozen Stompas will be an impressive sight to behold!
Charity Titan Raffle Reminder
Eldar Phantom TitanAttending the Forge World Open Day always gives one lucky person the chance to win a mighty Titan for a mere one pound, and this year’s event is no different. The Open Day 2011 Titan Raffle prize will be the imposing, immense and lavishly detailed Eldar Phantom Titan!
Tickets for the raffle can be only purchased at the Open Day from the Painting Competition Registration area, and the draw will be made at 3:30pm. Tickets are £1 each and you can enter as many times as you like, although you must still be at the Open Day when the draw is made to win!
In light of the recent and on-going natural disasters in Japan, all proceeds from this year’s raffle will be donated to the WorldVision UK Tsunami Relief Fund, a children’s charity currently assisting with relief efforts in some of the worst-affected areas of Japan. You can find more details about the charity at www.worldvision.org.uk/server.php?show=nav.3001&giftId=47.


Forge World 2011 Catalogue – Now Available to Download
The new 2011 Forge World catalogue is now complete and will soon be sent to the printers. If you’ve requested a free copy over the last few months, be assured that we’ll be sending these out as soon as possible.
Until then you can download the complete 2011 Forge World catalogue for free from the online store. This will soon be joined by a Warhammer Forge supplement sheet so keep an eye out for future newsletters for further information.
Forge World Events News
Salute 2011 Reservations Now Being Taken
London’s ExCel Centre hosts Salute 2011 on Saturday 16th April, and Forge World will be in attendance with a Sales stand bursting with resin kits, modelling supplies and books from both the Forge World and Warhammer Forge ranges. You’ll also be able to purchase our MkIII Armoured Boarding Marine and Chaos Dwarf Hellsmith Event Only models as well as the recently released Eldar Lynx with Pulsar and Eldar Lynx with Sonic Lance, and Warhammer Forge models such as the Marienburg Land Ship.
The best way of making sure that we have exactly the models you’re after is to place a reservation for Salute 2011. To do this just telephone the Forge World Customer Service team on 0115 916 8177. You’ll need your payment card details to hand as we are taking payment in advance of the event, and we will also need an e-mail address for you. In the week before the event, we’ll send you a confirmation e-mail containing your order number and the total cost of your order which you must bring with you to collect your purchases.
Thanks,
Ead Brown
Forge World Customer Service Manager

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