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===Monsters=== *'''Soul Grinder of Tzeentch''': This thing channels the power of Zeus to chuck lightning bolts from its hands that do AP and Anti Large damage. It seems to be a very versatile unit as it can deal with large units from afar and still deal some good damage up close. It also has magic attacks, so it will also be hitting for most of its damage. Still pretty decent in melee, but it's the Anti Large range attacks you want this thing for. Their ranged attack is ok but has low ammo and it really doesn't do very much damage, honestly they might be the least useful soul grinder but still good. *'''Soul Grinder of Khorne''': A tanky cannon platform that can fire while moving. It also comes with a scattergun that does 800 damage with 120 range. The Khorne soul grinder can chop up the Tzeentch + Nurgle variants in melee, but gets it's ass handed to it by the Slaanesh version who traded the cannon away for anti-large choppy power. *'''Soul Grinder of Nurgle''': Looks and acts like a 40K Plague Hulk, only replace the sword with a claw. It's good, anti infantry artillery and good melee power plus toughness/regen. *'''Soul Grinder of Slaanesh''': A purely melee version of the Soul Grinder with 75 speed, anti-large, and lots of armour piercing damage. compare and contrast with greater demons, I'd usually take a Bloodthirster or Keeper of secrets over this personally. but still good. Tougher than either greater demon but less mobile. *'''Flamers of Tzeentch''': A mobile flamethrower unit that can pump out ludicrous damage to targets. Apparently still ok in melee, though don't expect them to last long against most dedicated melee units. They require good positioning to use effectively, especially since they only have 10 ammo. Notably it's the first flamethrower unit that has AP damage, which might signal some hope for things like Irondrakes or Warp Fire Throwers. They melt elite units and single entities very well. *'''Exalted Flamer:''' A single entity purple version that has one of the most devastating ranged attacks in the game, able to deal heavy damage to elite units and single entities. Downside is that it has very limited ammo, so every shot has to count. It also applies Fire weakness in both melee and ranged, allowing it to set up your other unit to do more damage to the enemy. *When shooting, it fires a single stream of fire that hurts anything it hits, but doesn't "splash". It's good against single entities, or really bunched up infantry. *Burning chariots are this but flying so pretty much a straight upgrade. *'''Burning Chariot''': an exalted flamer on a flying chariot. Much, much better than if it was "on foot". *One difference as well is that it has crazy animations (colission attacks) when in melee, such as flying straight up and crashing back down. Animations aren't just for looking pretty, but affect how many models you hit/can hit you back. Does it mean you should keep it in melee? No, absolutely not, but it does mean that they're not totally useless. *'''Minotaur's of Khorne''': Or "Khornatuars" as stated in the blog reveal (Khornbulls sound better, don't at me). Compared to normal minotaurs these guys will have way heavier armor and will get stronger as they gain more kills, meaning they are designed more for sustained combat than the hit and run style of the Beastmen version. They come in a dual axe version for anti infantry and a great weapon version for anti large. The dual axe variant may be kinda redundant with your exalted bloodletters or blood/skull crushers for infantry killing. The great weapon variant definitely will butcher large enemies but ask yourself if a halberd chaos warrior wouldn’t be tougher and more cost effective. Use with care, they are expensive and have small unit sizes. Great speed if you want mobile antilarge, But bloodthirsters do mobile anti large even better. Good but hard to find a place for versus other units potentially. *'''Fiend of Slaanesh:''' Imagine faster and bigger Rat Ogres with poison and you’ll get the idea. Able to keep up with the rest of your forces, but unfortunately have just as much armour as other Slaaneshi daemons. Has the Sophoric Musk passive ability which lowers enemy melee defense and melee attack. good flanking monstrous infantry unit. *'''Lord of Change''' In a recent patch all greater demons (except Bloodthirsters) received single use of 2 basic spells from their demonic lore's as bound spells instead of being a mediocre caster with no skill tree like they were previously and the tech tree of the monogod factions can expand this to 2 uses of every lore's spells for free, which is amazing. It is a decent monster in melee, though don't expect it to go toe to toe with a Bloodthirster any time soon. With free uses of damage spells and a regening barrier they are amazing for wearing down enemies with hit and run attacks, charge them in then pull out when barrier is about to break. Undivided does not have the ability to expand their spell access so you are limited to one cast each of the two starting spells. Meaning that you cannot get nearly as many free spells from greater demons as a monogod army. *'''Bloodthirster''': The smaller, more accessible version of its Exalted cousin. It trades a lot of the scary combat stats in return for Anti Large, making it more of a dedicated monster fighter. Aside from that, it functions as a cheaper version of the Exalted lord version. tough, deadly, fast, probably the easiest greater demon to use for undivided, and with a Nurgle herald healing will never die. The only greater demon that didn't benefit from the bound spell update since they don't cast spells. *'''Rotflies''': Riderless Rotflies. They appear to be melee only, using their flight speed and armour piercing to harass enemy back lines. *'''Plague Toads''': A surprising addition from the [[Forge World]] Throne of Chaos book, but a cool one non the less. Fairly slow, being giant amphibians and all, but have a very high charge bonus and do well against infantry. probably avoid, legion has better ant infantry options from slaanesh and khorne. *'''Great Unclean One''': Nurgle's big bulbous boys of mass and rot capable of withstanding the blast from a hell cannon and shrug it off. These jolly green giants are casters of the lore of Nurgle and the massive swords they wield can shear through armour. like lords of change they aren't as useful in undivided as they are for pure Nurgle due to lacking some powerful tech buffs and they cant keep up with many faster units you're likely to use in an undivided force. highly vulnerable to ranged and low maneuverability. probably skip, a Nurgle soul grinder is much more versatile and can play a similar role. *'''Keeper of Secrets:''' Slaanesh's Greater Daemon unit is fast, has lots of weapon strength and armor piercing, as well as Blissful Rapture, Devastating Flanker, and Strider. Can cast two bound spells from the Lore of Slaanesh: Lash of Slaanesh and Acquiescence. Will likely be a powerful duelist character but will struggle with dealing with hordes compared to the other Greater Daemons. Probably more powerful for undivided than for pure Slaanesh because while they don't have the same tech buffs they can be healed by Nurgle heralds which can pretty much eliminates their relative fragileness. great flankers and duelists. You need to use their speed, mass, and devastating flanker ability to hit and run targets for best affect.
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