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==Units== ===Infantry=== *'''Chaos Warriors of Khorne''': slower but heavily armored infantry in sword and board, dual axe, and halberd variants. slower and more defensive than your demon troops, if desperate for shields then the basic are good, but dual axe wont keep up with exalted demons in infantry killing power, halberd are your only anit-large troop with charge defense and AP so are a useful and viable niche unit all game long. great if you need armor but remember that their low speed may make them struggle to keep up with your fast units, of which you have many. *'''Marauders of Slaanesh ''': come in a anti-infantry base version, an anti-large spear version, and a Defensive version with whips. all are cheap and cost effective. In campaign (you cant use them in multiplayer as legion) they will probably get replaced by more elite units quickly but they do pretty decent for their cost. *'''Blue Horrors of Tzeentch''': Horrors will have a flaming range attack to pepper enemies from afar, though they will likely be the worse of the lesser daemons in combat (not that they will be useless). They will serve as your chaff infantry, meant to throw off some magic volleys then run in and die to hold for your more important troops. The range attack is meant more so as a precursor attack before charging into melee, especially since they only have 5 ammo. probably not going to see much use for legion, you have better screening units, they are cost effective but Slaanesh marauders may be better anti-infantry units for cheap. *'''Bloodletters''': Your mid tier Khornate unit, meaning that unlike Furies these guy might actually kill what they're fighting. They wield great swords with fire, magical, AP damage and anti-infantry, so they're really good at busting through armored infantry. As Daemons they're also unbreakable and contain nice defensive buffs, which is good because 30 armour isn't great. They will likely be your cheapest source of AP in the infantry fight, which will make them highly desirable when fighting heavy armor. a good reliable troop choice to build an army around, well rounded and deadly. Easier to use than Demonettes. You can get these guys as early as turn 2 and will single-handedly carry you through the entire campaign if you let them. *'''Exalted Bloodletters''': Bloodletters plus. They're a very similar unit only just much better at the job but also much more expensive. These guys will let you carve through more elite options than your standard Bloodletters can. many guides have called these the best troops in the game so far, they can take any infantry unit in the game head on and win. *'''Daemonettes''': Very fast, very AP heavy, and very squishy Daemonic infantry unit. Roughly equivalent to Wardancers, stats wise, but considerably faster. Has Devastating Flanker. Worse than bloodletters in frontal fights but better on the flank, performance depends heavily on how well they are used used. in legion lists you may be better off with seekers or chariots from Slaanesh as they have better speed, charge and poison. *'''Exalted Daemonettess''': Faster, killier, sexier Daemonettes. Roughly equivalent to Bladesingers, stats wise, but considerably faster. Have the Devastating Flanker and Soulscent passive abilites. Also have a charmed attack ability which reduces melee attack. harder to use the exalted bloodletters or chaos warriors but very effective on the flank or micro'ed. *''' Nurglings''': The first real swarm unit in the game. While there are technically only 60 models in a unit, those models consist of roughly 5-6 Nurglings meaning there's roughly 300 of these little shits in the same unit. In terms of use, they're chaff and look to be damn good chaff at that. They have Vanguard in order to block the enemy attack and mostly just exist to waste the enemy time and wear them down. fast, vanguard deploying chaff unit with poison. tarpit with these then charge in your Demonettes and Bloodletters. good early source of poison. *'''Plaguebearers''': The tank to your Daemonettes and Bloodletter's spank. As slow as zombies and minimally armored, but decent melee stats, regeneration/poison, and a fuckheug HP pool means they'll hold for ages and grind most basic infantry to dust through attrition. Keep in mind they are too slow to keep up with your faster units, if you want mobility maybe use Nurglings in their role instead. or if you want box tactics use them to guard pink horrors while they rain fire on the enemy. *'''Exalted Plaguebearers''': Aside from being a standard upgrade, they have the ability to throw a smaller versions of the Plague Drone’s Death’s Heads at foes as they approach, similar to Dwarf Miners and Chameleon Stalkers. ===Missiles=== *'''Pink Horrors of Tzeentch''': Upgrades to the blue guys. Has a better flaming range attack, and actually decent melee stats. Sadly, it has been confirmed that they will not split into Blue Horrors upon death. Will likely replace Blue Horrors once you have the money for them, as they do everything that they do but way better. *'''Exalted Pink Horrors of Tzeentch''': And the Pink Horrors will be replaced by these guys. They come with insane ranged damage, out damaging the elite skirmishers of other factions, and increase the Winds of Magic recharge rate for your army as long as they're alive. This will be one of your likely Doomstacks in the late game, as strong missiles combined with extra magic is something no one will want less of. low AP on the ranged attack, but with a missile damage of 35 heavily armored units still won't like being hit by these guys. ===Cavalry and Chariots=== *'''Plague Drone''': Same as Nurgle, your armor piercing flying cavalry. Comes in two variants, standard melee (essentially an upgrade of rot flies) and a ranged version that tosses Death’s Heads at their foes. you have two flying non-monster options as legion, Nurgle or Tzeentch. These offer poison and some ranged power, with decent melee ability. but late game a blood thirster or unit of doom knights may out compete them. *'''Bloodcrusher''': An angry Daemon riding a Robo-Rhino. Well armored and has an Anti Infantry bonus. *'''Blood Shrine of Khorne''': A support oriented single entity chariot. Tt will likely be the weakest of the motorcycle Khorne units in combat but will provide leadership and melee attack buffs to nearby units. Plus, it heals while it's in melee so the poorer melee stats won't be the worst thing in the world for it as it'll be hard to bring down. not really very good, not tough or killy enough late game and their buff aura is kinda weak. *'''Burning Chariot:''' A flying ranged focused chariot that has one of the most devastating ranged attacks in the entire game. It can apparently shred monsters but has low armor ''and'' ammo to compensate. basically a better exalted flamer with flight, its ranged attack doesn't have a ton of AOE so its usually better vs single entities, and very low model units. if you only wants one of these consider just using a herald on one instead. or having a herald lead 1-2 more as a hero/lord/monster sniping team. * '''Pox Rider''': Essentially just an upgrade to the Plague Toads, only with Plaguebearers on top of them instead. lack luster for legion, everything they can do is better done by other units. *'''Seekers:''' Extremely fast light cavalry, unfortunately they don’t even have any armour, so cycle charging might be your best strategy when using them. Has Devastating Flanker and Vanguard deployment, making them well suited for getting right up in the face of range-heavy armies. also provide poison which is great. can be used instead of demonettes as flanking units in a legion list due to greater speed, charge, and poison. *'''Heartseekers:''' Named after the unit champion of Seekers, these things are most likely meant to be a straight upgrade. Unlike your regular Seekers these guys have the Soulscent passive ability which increases their armour piercing and melee attack capability when within range of an enemy unit with morale wavering or lower. Also has Devastating Flanker and Vanguard deployment. *'''Seeker Chariot:''' A low model chariot unit with poison and Devastating Flanker. Super fast for a chariot but probably even more brittle when trapped in prolonged melee. *'''Hellflayer:''' Essentially acts as a giant lawnmower, able to plough through infantry. Unfortunately it’s a wide target so might get singled out by ranged fire. Has Devastating Flanker but unlike the other chariots this one also has the Soulscent ability. *'''Exalted Seeker Chariot:''' An extremely fast but extremely fragile single-entity chariot that will mow down any heavily armored infantry it comes across. Has Poison, Perfect Vigour, and Devastating Flanker. *'''Doom Knights:''' flying monstrous cavalry with good stats and high armor, though at this level you have to ask if a Bloodthirster or Lord of change is better for a similar roll. use as hit and run to maximize their barrier. *'''Skullcrushers''': deadlier and tougher than Bloodcrushers with better stats and less focused on infantry killing, not immune to morale but unlikely to lose many fights. more expensive though. probably better overall than the crushes due to more killing power and versatility. ===War Beasts=== *'''Chaos Furies (Undivided)''': Basically Chaos Furies who incorporate aspects from all the chaotic factions, with a preference depending on which side you are currently favoring. *'''Flesh Hounds''': They share the same speed as normal Warhounds (95) but have a much smaller model count per unit but are much stronger and tougher. They also have magic resistance of 50% like Furies do. They seem to inhabit that space of smaller war hound units from Drycha and the Norscans, and act as light cavalry. You have better traditional light cav from slaanesh and flying cav from nurgle, but Flesh hounds are very good at killing lightly armored units and less micro dependent than seekers. great in multiplayer but maybe switch to other units late in campaign. *'''Screamers of Tzeentch''': flying ap anti-large harassers, with barrier of course, good early but should be replaced later on. need to be micro'ed for maximum effectiveness. ===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. ===Artillery=== *'''Skull Cannon''': Your only artillery option, not counting the soul grinders. It has good range and damage, and its mobility allows it to keep itself safe from enemy ranged and cavalry that try to take it out. Plus, if something does get its hands on it, it'll be hard to kill with its high armor and ability to regenerate in melee. With good micro this thing has to potential to be frustrating as hell to play against. Of course, it has only 18 melee defense so if something does catch it it might take some hits, but they'll have to actually catch the damn thing first. If it runs out of ammo it can replenish it by killing enemies in melee.
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