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Warhammer 40,000/10th Edition Tactics/Chaos Daemons
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===Khorne=== <div class="toccolours mw-collapsible mw-collapsed"> All the daemons aligned with Khorne <div class="mw-collapsible-content"> ====Characters==== *'''Bloodthirster:''' Remains the combat monster it was meant to be with both the axe and great axe providing terrifying attacks on both profiles while also letting you roll 8d6 for a chance to deal MWs on each 4+ after all the attacks. Naturally, all he has is the basic +1 to hit aura to friendly {{W40kKeyword|Khorne}} units. **Pick between high strength two-handed ax or more attacks with a one-handed ax paired with an autocannon or lascannon whip for ranged heart-piercing poke. *'''Bloodmaster:''' leads Bloodletters. Foot Herald Gives +1 to wound rolls and 6" Consolidates. *'''Skullmaster:''' Leads Bloodcrushers. Herald on Juggernaut Makes Juggernaut more dangerous by giving the horns [DEVASTATING WOUNDS]. Units changed must take a Battle-shock test. *'''Rendmaster on Blood Throne:''' Rids a chariot. may want to keep in reserves until your Khorne is in charge range as he can designate one enemy to have all weapons targeting it be +1 Str, AP, and Damage for that fight phase. the rest of the time on the board, he want finish off Characters (though he lacks PRECISION without EPIC CHALLENGE) and Monsters, gets re-roll wounds, and he heals when getting the finishing blow. =====Epic Heroes===== *'''Skarbrand:''' *'''Skulltaker:''' *'''Karanak:''' ====Battleline==== *'''Bloodletters:''' Remain dependent on their deep-striking abilities to last long enough to actually get somewhere with those standard-issue power sword alikes, 5++ save or not. Fortunately, those same swords can re-roll 1s to wound and can re-roll any wound if the enemy's below half-strength. ====Beasts==== *'''Flesh Hounds:''' Your very mobile hunters. Each one comes with a pretty decent bite with S5 AP-1 while their leader also gets a flamer-like roar to give them some form of shooting. To your benefit, these hounds can always use the Heroic Intervention stratagem for free, even after using it on someone else. **Regrettably, these hounds are pretty flimsy. A mere T4 and 5++ save is rather underwhelming against most things so expect to use Daemonic Manifestation a lot to raise them. Their only truly good defense is their collars, which provide a 3+ FNP against psychic weapons. ====Mounted==== *'''Bloodcrushers:''' The Juggernauts remain tanky things with T7 W4 and a 4+/4++ save.While their Hellswords remain plenty dangerous against GEQ and MEQ alike, the Juggernaut's horn gives some impressive additional attacks with ''Lance'' offering a bonus to wound on the charge and Brass Stampede giving them a chance to deal d3 mortal wounds against the enemy they just charged. *'''Skull Cannon:''' Your long-range, anti-GEQ battle-shock weapon. bonus points if the target is in SoC. ====Fortification==== *'''Skull Altar:''' Surprisingly has ''Infiltrator'' so it can arrive where you want. While not a permanent structure, it does act as cover and gives a giant 6" bubble for your Shadow of Chaos with friendly {{W40kKeyword|Khorne}} units inside it able to re-roll Battle-shock checks so you can spawn more troops. **Surprisingly more useful for Daemons as a whole than just Khorne, Especly the shooting and deep striking side. In DAEMONIC INCURSION detachment, you could easily set up a turn 1 Deep strike charge if the mission allows it. </div> </div>
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