[URL="http://www.belloflostsouls.net/2013/06/40k-army-meta-1-year-into-6th-edition.html?m=1"]http://www.belloflostsouls.net/2013/06/40k-army-meta-1-year-into-6th-edition.html?m=1[/URl]
If you read the article above it will give you an insight on what I am talking about.
Now that you read the article you can see that Chaos Daemons came in 2nd and 4th place.
This is important due to most of the players was running chaos marines and you also had more 6th edition Tau than Chaos Daemons.
Eldar like the article says is a wait and see, but Daemons which had a lower attendance was able to beat Tau and Chaos Marines in placement.
I like to mention the 4th place Daemon army did take Chaos Marines as allies. Taking the Chaos Marine allies landed him in 4th place instead of the pure Daemon 2nd place winner. With that said the Daemon player with chaos mrines as allies used the daemon's more than the chaos space marines.
This also shows Tau is not as good as Daemons. I agree with this statement. I have yet to lose with my Daemons. The hardest Daemon game I had was vs Daemons. With Tau I lost against Necrons, damn bad rolling, and Grey Knights, bad rolling and line of sight issues. However I beaten GreyKnights as well, and seen them slamed on by other Daemon players, dem vector strikes baby.
The key to daemons winning is a few things I picked up on and what I seen in strong daemon list.
1. The ability to have acess to a total of 7 differant trees to pull from.
Princes
-telepathy
-telekenesis
-biomancy
Tzeentch
- Diviation
- Tzeentch
Slaanech
- Telepathy
- Slaanech
Nurgle
-biomancy
- Nurgle
Fateweaver
- biomancy
- pyromancy
- telepathy
- diviation
- tzeentch
That is 8 differant powers to pull from. They can cast all 5 powers from the book and 3 powers from the daemon book.
Depending how you run your list and what powers you pull. Your army can have crazy buffs.
A good example my hounds had Flame Shield, Prescience, Endurance, and + 2 to invulnerable saves. That mean ranged attacks they had a + 2 invulnerable save, feel no pain, it will not die, 2d6 strength 4 hammer of wrath attacks, + 3 invulnerable in combat, and re rolling to hit.
The army can debuff, buff, etc. Only eldar comes close, but limited to 4-5 power trees.
2. They have 2 good artifacts. One allows for +2 to invulnerable saves, and another to spawn more troops. The latter is very important with objectives. You land a portal glyph near an objective which allows you the ability to leave said objective. This is big if you are going 5-6 flying MC's and lacking troops.
3. On top of buffs and debuffs you have rewards that buff you even more so.
Greater Rewards
- re roll invulnerable saves
- +1 wound and it will not die
- +4 feel no pain
- +3 save, helps with Lord of Change
Exaulted
- get wounds back by wounding models
- come back to life and re enter via ds with 1 wound
3. Not only you are getting a ton of buffs you are getting masive attacks
Bloodthirtser can get rage and rampage, d3 attacks with artifact weapn, +1 attack with two weapons = 15 attacks on the charge or 12 smash attacks.
Not to mention things like ranged strength 8 lance weapons
4. Did I mention vector strikes out the butt. This army dishes out the most vector strikes possible, with Chaos Marines tying really close. Vector striking meaning really hard to hit flying MC's which are buffed by atleast psycic and rewards. Not mentioning artifacts or warp storm table.
5. The table which most people say it hurts daemons as much as anyone else. I really fail to see that
Here is why.
-2. This one I rolled once and it managed to put two wounds on a prince. It's not as bad as you think especailly if you have heralds in your units. It does hurt furies. With Fateweave it never happens. Still it is not that bad. Not as bad as a doom dropping on you.
-3. This is interesting. It hurts both players. If they have no Chaos Daemons than it hurts you. This one sucks hare to roll. It can possibly kill a bloodthirster. Another reason I run Fateweaver. I think this is the worst roll you can roll.
-4 I got this a couple of times and it depends on timing. If I am beating you silly in combat it doesn't matter. Princes and thirster have a 3+ save so it hurts the little. Tome helps which gives you a +4 invulnerable. I have yet to see this be that hurtful. If it happens in turn 1 it would be bad. Late game hwever it does not really hurt you too much.
-5-9 it depends on what you play. If you playing a mix force. It doesn't really hurt you at all. It hurts heavy mono list. Even so if for example you run mon Nurgle 6-9 does nothing to you. If you roll a 5 it can hurt you which in that case you should take instruments. Which means 5-9 really hurts the opponent. Guard suffers hard from this table due to having so many units. The more units, the more free kills.
I want to point out I played a guard player who said the storm didn't really do much. I than said let's tally up all that it did. It killed 2 lascannons and roughly 20 guardsmen. That's units I killed for free and the table did nothing to me. That means it earned 300 points good job. Again it is usually helpful vs many unit armies
7- does nothing
10- awesomeness. Your army now seems godlike.
- 11 just got rid of your psyker for free.. I would probably get a tzeentch herald for the prescience.
-12 this I never rolled yet. I rolled 11 before no psykers . That being said I have gooten this for exalted power for my thrister. I was able to put 20 bloddletters on the table which made a close game a win for me. I always go for the exaulted ability which is stupid awesome.
With all the above it's really hard to beat daemons. Oh and this.
6. I found this one out the other day. A lot of your stuff is mastery 2-3 which means deny mostly on a 4+. Hounds deny on a 4+ as well. This is rather important to point out if somone tries to enfeeble you down.
7. You have rad greandes that lowers strength. Enfeeble is awesome.
8. Soulgrinder is an awesome unit which and also down flyers. So far mine have taken out 2 stormraves, the smaller marine plane, and two sycthes. It kills lots of troop via range and take down pesky fighters.