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===Elite=== *'''Beasts of Nurgle''' - It's a pile of Puss. Know those "Spawn" that are in the Chaos marine codex, that everyone laughs at? Yep, That's what a Beast of Nurgle is... They're T5, with FNP,and eternal warrior, and since they're classified as Infantry it means that these beasts can climb ruins! But they're slow (Infantry, with slow and purposeless) not really that durable (only a 5++) and you can't count on them to *do* anything (1d6 S4 attacks, lol) One of them can be given Noxious Touch, but with random attacks, that might never make any real difference. As only FIVE more points gets you a freakin' Bloodcrusher, why would you ever (seriously) take these? Easily the worst elite option. But if you like bags of puss, fuck it, you're playing Chaos Daemons! *'''Bloodcrushers of Khorne''' - Faster and more lethal than the Beasts of Nurgle, yet just as hard to kill. What do the Beasts of Nurgle have over this unit, again? Poison 4+, so they re-roll wounds against Marines, but they stil ignore 2/3s of your hits. That's it. Here's what Bloodcrushers have over the Beasts of Nurgle. +2 Weapon Skill, +1 Strength, +2 Initiative, Furious Charge, a faster movement speed, and a 3+ armour save. Every other stat is exactly the same as the Beasts of Nurgle, (even the Infantry classification!) and Bloodcrushers are even $5 cheaper per model since they came out in plastic. All that for just 5 points more? Eat your heart out, Changeling! *'''Fiends of Slaanesh''' - These guys look *weird*. They're the cheapest of the elite options, and adequately killy. they're pretty fast (Hit and run, beasts) with an impressive 5 S5 rending attacks at a good initiative (5). The downside? T4 and a 5+ save - watch out for <s>Krak sniping</s> boltguns. *'''Flamers of Tzeentch''' - 23 point flamethrower from hell, but tougher than most Daemon infantry as they come. (T4, W2, with only a 4++) Absolutely pathetic in hand-to-hand (WS2, with 2 S4 attacks) and they'll get charged if they don't wipe out their target in the first volley. Off cause, charging enemy <s>won't</s> must survive mega-flametrower-overwatch first. Typically, the best way to keep these alive are to deploy them beside an imminent combat, so that their victims are either finished off or don't get a chance to retaliate. This actually works wonders until the enemy's Fast Attack charges them, which is usually guaranteed if all his guns haven't shot your flamers to death first. Play two troops of at least 6 each (if you can point-wise), pray to Tzeentch the deep strike is successful and roast those Termies your Space Marine corpse-worshiper enemy send towards your ass. Grey Knight Termies <s>not</s> included. Now a rather useful choice with the new updates and plastic models. *'''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's immune to shaken/stunned because of possession and gets a 5+ invulnerable save, but unlike other vehicles it has "Unholy Vigour" which means it can regrow weapons and legs on 5+ AND can revive itself from a Wrecked result on a 6+ ON ANY TURN! This thing also gets access to smoke launchers for 3 pts., so fucking 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". Prepare to glance vehicles to death and pop those non-MEQ/TEQ infantry out of existence! **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 - however, the best prey for laser decimators are Tau battlesuits (all of them), which can be ambushed by a good deep strike and melted in a turn of shooting! **Soul Burner Petard: S5 AP5 rending pie plates for smashing Orks/Bugs/Guard and all other manner of tarpits. You only need to buy one of these (Ordnance weapon), retaining a siege claw for the fighty bastards that get too close. **Heavy Conversion Beamer: pretty useless in a daemons army. You're better off grabbing a soul burner if you want to pie plate and you're going to be deep-striking, so yeah... The Decimator can be marked by the Gods (requires another daemon 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. <s>Useful against Orks, maybe nids, and camping guardsmen.</s> It's okay if you're on a very terrain-heavy board. **'''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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