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===Elite=== *'''Beasts of Nurgle''' - Toughness 5, 4 Wounds, Shrouded and It Will Not Die? Beasts are amazing tarpitters, and can even charge in the enemy's assault phase. Yes you read that right. One of the best countermeasures to your weaker units being charged in the book. They last forever and will hang around long enough for hopefully some one else to come and help. Pairs well with Plague Drones, BUT remember to keep them in cover! They are Beasts, and as such they ignore difficult terrain, so take advantage of the free saves. Great as road bumps for Death Stars and also good at distracting assaulting units in a shooty Daemons army. As long if you're willing to invest in Tzeentch units and focus on one target at a time, Beasts can really help as a meatshield for your shooty units. Also, in the fluff <s>in the new codex</s> since about 1986, these creatures are [[Unyuufex|attention-seeking puppy-like beings who love making new friends and jump at the chance to show their affection. They never fully catch on to the fact that, in their quest to give and receive affection, their size/strength/natural abilities always result in the gruesome deaths of their intended playmates.]] *'''Bloodcrushers of Khorne''' - With 6+ (Why does it even have this?) 5++ and T4, Bloodcrushers are possibly the worst hit by the new codex. They still hit very hard, and now they have 3 wounds, but the whole loss of the 3+ save means that Bloodcrushers will die quickly when in the open. On the other hand, now they're a proper Cavalry unit, so what they lost in survivability they gained in mobility, but that ''won't'' save them. Plus they cost 5pts MORE than their 5th edition counterpart. Trading their 3+ armour save, T, and their Eternal Warrior in exchange for 1W and counting as Cavalry for 45 pts? Pass. On the other other hand, if you manage to cast the Grimore of True names on them, they'll be nigh-unkillable with 3 wounds and a 3++ save. Their main use in this book is to attach Karanak with five Bloodcrushers with an Icon so you can deep strike your Khorne/Slaanesh (HERESY!) units safely (within cover of course) so they can launch an assault next turn after the Bloodcrushers do. Again, if you're worried about their their survival, grant them the True names and they'll do fine for the most part. Using these in range of a Leman Russ, Krak missile long fang squad, or Hive guard tends to end hilariously. For the enemy anyway. For you it'll probably just make you cry. *'''Fiends of Slaanesh''' - These guys look *weird* and they're adequately killy. They're pretty fast (Beasts) with an OK 3 S4 rending attacks at a good initiative (6). Their MAIN use is that any unit they charge has -5 I. Hell yes! Oh and enemy psykers have -1 Ld when within 12" of them. The downside? T4 and 5++ (Although 3 wounds sorta helps out). They are even more of a glass hammer than last time around but have some nice tricks to help them out. For extra lulz, have a Keeper of Secrets with a Witstealer Sword charge in a unit with the Fiends, laugh when your opponent tries to pass his Initiative test but fails thanks to these Beasts! *'''Flamers of Tzeentch''' - At one point, fielding Flamers would have caused your opponent to leap over the table and strangle you. Now he will thank you for giving his Space Marines Feel no Pain - if he doesn't mind losing half his squad first (or none of it if you shot it into bikers of nurgle, god damn it). 23 points for a Strength 4 AP4 flame template, which forces the unit to take a toughness test. If he fails, the unit takes D3 cover and armour ignoring hits, if he passes, the unit gains 6+ Feel no Pain for the rest of the game or a bonus to his existing Feel no Pain, and ATM until an FAQ comes out this STACKS. However, they have one saving grace: they still kill models with 4+ saves and higher in droves and since most of these models are T3 half of the time you get D3 extra auto hits. Remember, it's at THE END of the Shooting Phase when the unit must take a toughness test, so take six in one squad and have some Pink Horrors to help them out! By the way, I don't recommend you putting nine in a squad, because this unit is meant to harass and distract your opponent's squad while your troops gets within charge range to finish them off. Six flame templates are plenty to do that job. <br />One use is to deepstrike them right next to the biggest blob the enemy has (either praying for no scatter or taking the CSM's Dimensional Key) and let rip with your '''AP4''' flamers. Fire warriors, gaunts, boyz and necrons will be wiped off the table by a 3 'man' 69pt unit (remembering to lay down the template the best way possible and multiplying the models under it by the unit size) *'''Decimator Daemon Engine (Forgeworld)''' - A healthy alternative to the Soul Grinder. Costs a LOT more, not as well armoured (13/12/11) but potentially more durable. Like other daemon vehicles it has Daemonic Resilience, deepstrikes and gets a 5+ invulnerable save, but unlike other vehicles it has "Unholy Vigour." Basically, it can regrow blown-off weapons and un-immobilize itself on 5+ AND can revive itself from a Wrecked result on a 6+ ON ANY TURN! Mind it will also [[Vampire|suffer final death]] on a 1. This thing also gets access to smoke launchers for 3 pts., so buy them. The Decimator can additionally mount the following weapons: **'''Decimator Siege Claws''': Your decimator comes stock with two of these, providing a total of 4 S8 AP2 lightning-claw attacks plus they have built-in heavy flamers. These claws can also perform a smash attack that if it penetrates a transport or building, you get to make D6 heavy flamer attacks against anyone inside - Falcon PUNCH! **'''Butcher Cannon''': The butcher cannon will help against things like dreadnoughts, medium armour and when bought as a pair, can lay down an eye-watering 8 S8 AP4 shots at 36". It can glance vehicles alright, pop infantry with low armour saves and maybe have some marginal anti-air power, but it may be better to take an allied Forgefiend. **'''Storm Laser''': 36" S6 AP3 Heavy D3+2. Like the butcher cannon, the laser is best bought as a pair and is a cost effective alternative to them. Storm Lasers are best at chewing up MEQ infantry: Necron Lynchguard/Destroyers/Praetorians/Tomb Spyders, Blood Angels in power armour, PAGK's, the occasional Tyranid monstrous creature, etc. Tau Crisis and Stealth suits (should you ever catch them in the open) are the most flavourful targets of laser decimators appearing out of nowhere and scorching them in a volley of hurt. **'''Soul Burner Petard''': Yes, that's... really it's name. ''[[Derp|Petard]]''. [[Gay|A French/British word that basically means "bomb"]]. Anyway, it gives you S5, AP5, Rending, Large Blasts for smashing Orks, 'Nids, or Guard (or any other blobs you may need to remove). You only need to buy one of these (as it's an Ordnance weapon), allowing you to retain a Siege Claw for the fighty bastards that get too close. **'''Heavy Conversion Beamer''': 6th edition gave this thing a purpose, for now you can hide one of these in a building while taking another gun for more dakka and dedicating this vehicle to Slaanesh for the defensive grenades... although this seems like a goofy way to use a decimator. <br />The Decimator can be dedicated to the Gods (requires an Independent Character in the army with the same dedication) for +15 pts. as follows: **'''Khorne:''' Gains Rampage. Great for tearing apart lots of things in hand to hand and goes well with the double claw or claw plus petard. **'''Nurgle:''' Gains It Will Not Die. Arguably the best, making an already hard to kill unit even harder to kill! **'''Slaanesh:''' Counts as armed with assault and defensive grenades. Assault grenades are marginally useful, but defensive grenades are alright if you're weird and are going for a camping decimator with a heavy conversion beamer. **'''Tzeentch:''' Re-roll to-hits of 1's for shooting attacks, and heavy flamers (if any) get Soul Blaze. A good gun/claw mark which will do terrible things to light mech armies.
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