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====Tzeentch==== Trolololol... *ahem*, pardon me. We now have come across possibly the least played Mono force, but hold your horses. Mono Tzeentch, despite the nerf they received, are still surprisingly a good force if not perhaps the best mono-build in the game, thanks to how shooting is powerful in this edition and certain cheese builds (Screamer Star and Uber-prince) that are probably why D strength weapons ignore invulnerable saves now. They have a good selection of HQs, and their Greater Daemon, Lord of Change, is possibly one of the best Flying Monsterous Creature in the game, being versatile and effective in the role you give him. More than likely, many will prefer him buffing his army via Divination and engaging in melee. With a Staff of Change and two Greater Rewards to make him more tougher, you got yourself a serious beatstick monster (Pun attended). Their character Fateweaver, acts more of a supportive HQ, with access to most of the Psychic powers from the Rulebook, but is still a solid choice. Heralds are also useful here. They aren't mandatory for Pink Horrors, but they grant them not only Prescience, but also make their standard shooting attack more powerful. The characters are not bad, but should only be used in '''FUN*''' matches. *Warp Flame: The biggest turn-off for Tzeentch grants enemy units a feel no pain roll if they survive a toughness test after being hit. This might stack but suppose you kill half a space marine squad and they pass their toughness test getting FnP 6+; so, they now have a one in six chance of surviving any subsequent wounds. But even if there slightly tougher, there are less of them now so it should balance out in your favor. Your best bet is to flame a squad ONCE, then charge it with another unit. They should be weakened and more vulnerable and as long as you can send them running (you should be able to do this, FnP 6+ or not), then you've gotten the most out of warp flame while mitigating the risks. Focus warp-flame attacks on low toughness chaff units, such as GEQs, while keeping it away from high toughness units, Monstrous Creatures in particular and ''especially'' '''anything''' that already has FnP; giving your enemy a shitty save is one thing, giving him a better save is just idiotic. *Pink Horrors are going to be your bread and butter. Even with Warp Flame, you won't have to worry about handing out Feel no Pain to units, as these guys will be filling up your Troops slots. Since you don't want to be in close combat with them, you don't need to Deep Strike any of them unless [[DISTRACTION CARNIFEX| you want to place a blob of them behind your opponents deployment zone and surprise them.]] There aren't any upgrades needed, though an Iridescent Horror can help minimize the threat from the Warp Storm. Flamers are also good, but are best used against lightly armoured units, and Necron/Tau Fire Warrior equivalents. Having six templates will make them poop bricks. Screamers also work in a way as a harassment unit, but a good size of them can be your melee unit. Be sure to give them the re-rolls to hit, and they are set. *<s>Sadly the Burning Chariot is broken due to how they ruled its weapons as Heavy for the rider, so this is the only exception that they get to see any use. However if they do get an FAQ allowing it to fire at it's normal BS, this will be your go to tank hunter and MEQ destroyer on a fast and cheap chariot, so pray that it gets fixed if you really wish to troll your enemy with a 100 pt Land Speeder strapped with Lascannons and a Baleflamer.</s> Better than a FAQ, there's a new edition: as per the 7th Ed rules, the rider in a chariot counts as stationary for shooting purposes, plus a fast vehicle can shoot two weapons at full BS when moving at cruising speed. If you're nuts, you can deepstrike the chariot and Dakka away as it will only count as having moved at combat speed (beware: the HUEG GUTS problem, though). Additionally, Tzeentch's Soulgrinders are only five chips more than Khorne's but re-roll saving throw 1's is actually way more useful to a Grinder than Furious Charge; it's just not as awesome as the other two we have yet to go over. Now their Daemon Prince are really expensive, but if you can afford the points, having another beatstick (I'm so sorry!) to help out The Lord of Change can sure fill in the gap for close combat PLUS you can tool up a TDP to add to your already outrageously destructive psychic phase. *As you would assume, having Pink Horrors staying back and provide fire support for your melee units is the way to go. As long if you focus fire alot of your shooting one unit at a time and bring plenty to engage more units from range. Now for allies, Mono Tzeentch can use some effective tank destroying out if long range and some counter attack units to protect the Pink Horrors, so we again look for help from CSM. A Tzeentch Terminator Lord with the Chainfist and Lightening Claw combo with a small squad of Terminators with either Combi-Weapons and Power Weapons of your choice or the same combo as the Lord can make any unit stay clear from assaulting your Troops. They can also provide a Land Raider as a transport so you can use it as a fire base if you wish, although I think Obliterators in their max unit sized can provide better support for just a little extra. Once the midfield is clear, the can move up and make use of their weapons that's begging you to get closer. The tank destroying duty can also be done by Imperial Guards. Vendettas and Lemun Russ tanks are great, and a platoon of Guardsmen can help toss ammo down range with some Heavy weapon squads, which is always welcome in a Mono Tzeentch army. Now at the closing of this analysis, you may be asking "Is it worth running a Tzeentch Daemon army?" The answer is yes, but play them wisely. They are also a hard force to play, but are considered to be the "Shooty" force for Daemons. When you do find the weak spot of your enemy and humiliate him with it, [[Just As Planned| everything will go according to plan.]]
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