Post by pogysnacks on Dec 14, 2012 12:56:40 GMT -5
Now there has been a lot of theoryhammer regarding anti flamer/screemer tactics obviously due to the massive influx of flamer/screemer bomb armies..for those of us that play in incomprehensible environments such as 11thI co or ALL-American (army gaming group in NC), were growing to the meta involving the d**n demons..but for the gaming style you guys are used too up there a random showing up with 30+ flamers and a decent score of screemers may throw you off a bit as its not something you're used too..
Now some armies are better equipped to deal with the pests, such as necrons with their overwhelming tesla firepower, cheap, spammable mech, reanimation protocols and durability they can effectively counter the ground based demons w air units and tesla arcs up the wazooo..wraiths also wont be taken out so easily and sorry the amount of wound generation necrons can put out, demon invul saves and fateweaver just may not be able to survive..
Imperial guard are self explanatory, go with mechanized guard against demon heavy tournament fields, av 12 spam is still rather good, and hell its guard there isn't a need for explanation...if any other defense versus demons is required beef up your cheap guardsmen units and cheap tanks w some coteaz and henchmen/grey knight support..well because warp quake is rather good and coteaz is himself good anti deep striking..
Grey Knights- a smattering of brutal psychic powers like warp quake, immensely under costed characters like coteaz, and probably the best mixture of units in the game, you will outshout and make demon players lives miserable, throw purifiers in a big metal 10man carrying box w 4 psycannons and rain hell..
Imperial players I reccomending mechanized units to absorb the initial hits, and coteaz as an ally,spreading out and controlling the field is key, don't give them them ability or option to deep strike on top of you make it a scary proposition and find ways to make it painful...but go into the game knowing you're going to suffer heavy casualties just be sure to make it casualties you can afford to lose ..
Tyranids...try to cover up as much field as you can and impose your will with your big monsters without losing all of your little ones in the process ...tyranids are gimped by their rules but I don't see them being at a terrible disadvantage against demons..simply because in my experience flamers and screemer kill regular troops well but the plethora of big dinobugs tyranids field may give them issues..
Orks...eek horde Orks may be screwed but there's enough at your disposal to deny juicy deepstriking targets and a metric ton of anti infantry shooting to kill off the demons..but I don't feel as that is remotely close to a favorable matchup for Orks
competitive Eldar, and dark Eldar armies I don't think will have too many issues, overwhelming firepower and awesome manueverabilityqmake things a little easier...although Eldar could use allies, such as tau..
Chaos, well better assault units, great shooting, cheap expendable meat shields are cheap metal bawkses to roll around in...hmm yea just don't be dumb take away flamers flame template with combat and beat them down tie them up Meh whatever works..introduce them to kharne, berzerkers, 500 zombies, aunt slaanesh and his/her rock 'n'roll marine shooting and well its a great day..
Hopefully this quick little glimpse can help you flesh out some ideas just when in doubt rely on tactics and adapt to the situations presented...it also helps to play on tables with more than 5I pieces of terrain
Now some armies are better equipped to deal with the pests, such as necrons with their overwhelming tesla firepower, cheap, spammable mech, reanimation protocols and durability they can effectively counter the ground based demons w air units and tesla arcs up the wazooo..wraiths also wont be taken out so easily and sorry the amount of wound generation necrons can put out, demon invul saves and fateweaver just may not be able to survive..
Imperial guard are self explanatory, go with mechanized guard against demon heavy tournament fields, av 12 spam is still rather good, and hell its guard there isn't a need for explanation...if any other defense versus demons is required beef up your cheap guardsmen units and cheap tanks w some coteaz and henchmen/grey knight support..well because warp quake is rather good and coteaz is himself good anti deep striking..
Grey Knights- a smattering of brutal psychic powers like warp quake, immensely under costed characters like coteaz, and probably the best mixture of units in the game, you will outshout and make demon players lives miserable, throw purifiers in a big metal 10man carrying box w 4 psycannons and rain hell..
Imperial players I reccomending mechanized units to absorb the initial hits, and coteaz as an ally,spreading out and controlling the field is key, don't give them them ability or option to deep strike on top of you make it a scary proposition and find ways to make it painful...but go into the game knowing you're going to suffer heavy casualties just be sure to make it casualties you can afford to lose ..
Tyranids...try to cover up as much field as you can and impose your will with your big monsters without losing all of your little ones in the process ...tyranids are gimped by their rules but I don't see them being at a terrible disadvantage against demons..simply because in my experience flamers and screemer kill regular troops well but the plethora of big dinobugs tyranids field may give them issues..
Orks...eek horde Orks may be screwed but there's enough at your disposal to deny juicy deepstriking targets and a metric ton of anti infantry shooting to kill off the demons..but I don't feel as that is remotely close to a favorable matchup for Orks
competitive Eldar, and dark Eldar armies I don't think will have too many issues, overwhelming firepower and awesome manueverabilityqmake things a little easier...although Eldar could use allies, such as tau..
Chaos, well better assault units, great shooting, cheap expendable meat shields are cheap metal bawkses to roll around in...hmm yea just don't be dumb take away flamers flame template with combat and beat them down tie them up Meh whatever works..introduce them to kharne, berzerkers, 500 zombies, aunt slaanesh and his/her rock 'n'roll marine shooting and well its a great day..
Hopefully this quick little glimpse can help you flesh out some ideas just when in doubt rely on tactics and adapt to the situations presented...it also helps to play on tables with more than 5I pieces of terrain