Warhammer 40,000/5th Edition Tactics/Chaos Daemons: Difference between revisions

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==Why Play Chaos Daemons==
==Why Play Chaos Daemons==
So you can use the models in fantasy. Where they are actuality useful.
Do you like bitchin awesome huge models? Want an army that entirely deepstrikes? Are you totally unconcerned with the fact that you very well may never win again? Chaos Daemons might just be the army for you. In all seriousness, these guys are pretty awful and the only reason to play them is a fluff army. So go nuts, take the most questionable upgrades and field the most expensive units. One way or another things are going to be '''FUN'''<font size=5>*</font>.
The models are also kinda cool. Especially the Forge World ones.
Daemons offer lots of room to convert, especially if you like the green stuff.
==Unit Analysis==
==Unit Analysis==
===HQ===
===HQ===
*'''Bloodthirster''' -  
*'''Bloodthirster''' - Your basic big stabby HQ. He has wings to get him into close combat where he will invariably wreck shit before getting taken out. Take unholy might if anything, the other powers are pretty questionable.
**'''Skarbrand, the Exiled One''' -  
**'''Skarbrand, the Exiled One''' - Basically a wingless fleet bloodthirster who allows '''all''' units around him to reroll attacks in close combat. Why you would want to give rerolls in close combat when its the only place you have an edge is beyond me, but if you have to use it with high initiative slaanesh units to run the board.
*'''Great Unclean One''' -  
*'''Great Unclean One''' - Fifth edition pumped these guys up. Tough as mutated nails and scary in close combat with a variety of decent upgrades you don't need (but might want). His only downside is that he's ungodly slow, but its not as much of a liability as you'd think. Even if he rolls a bad scatter on his deep strike he can run towards the fight in fifth edition, which is both hilarious and effective.
**'''Ku'gath, The Plaguefather''' -
**'''Ku'gath, The Plaguefather''' - Schizophrenic. A good explosive shooting attack on a unit that should in close combat. His create nurglings ability is fun but questionable based on the game. An expensive variant of a cheap HQ choice, pass on him unless you really like his disgusting, rotten, flavor.
*'''Keeper of Secrets''' -  
*'''Keeper of Secrets''' - Similar to the bloodthirster except fleet and tricksy instead of flying and beefy. Has a host of very interesting abilities including the ability to move units (say, right in front of a bloodthirster for example). Unfortunately every turn you're using this you aren't fleeting, which is bad. Pair him up with a bloodthirster and go crazy.
*'''Lord of Change''' -  
*'''Lord of Change''' - What bloodthisters are to stabbing LoCs are to shooting. Up to three ranged attacks per round if you upgrade him to. The ability to fly, decent melee, and a good invulnerable save are just more frosting. Unfortunately he's also one of the most expensive cakes around, and can (will) go down to light weapons. Handle with care.
**'''Fateweaver, Oracle of Tzeench''' -  
**'''Fateweaver, Oracle of Tzeench''' - One way or another this guy will turn your game into a circus of hilarity. Either he will let your close combat units rampage across the board or he will die to a single low strength attack. '''FUN'''<font size=5>*</font>.
*'''Herald of Khorne''' -  
*'''Herald of Khorne''' - Give him a chariot to turn him into a finely tuned murder machine. Sure chariot makes him lose his independent character status, but who the hell cares when your whole army is fearless anyways?
**'''Skulltaker''' -  
**'''Skulltaker''' - 4+ rending and instakill are nice, but at this point level you may as well take a bloodthirster.
*'''Herald of Nurgle''' -
*'''Herald of Nurgle''' - Don't stack up well despite their good set of upgrades (unholy might excluded). Passable in every sense of the word.
**'''Epidemius''' -  
**'''Epidemius''' - In high point all nurgle army (lolwut?) he could quickly pump your units to absurd levels, otherwise his pathetic statline and price make him a pass.
*'''Herald of Slaanesh''' -  
*'''Herald of Slaanesh''' - A decently balanced faster unit. Still suffers from pavane's inherent problems.
**'''The Masque''' -  
**'''The Masque''' - The ability to basically puppeteer the opposing army is tempting, but since she isn't an IC you'll have to make an extraordinary effort to keep this expensive choice alive. Another '''FUN'''<font size=5>*</font> unit.
*'''Herald of Tzeentch''' -  
*'''Herald of Tzeentch''' - A lot of dakka in a small package. Upgrade and put them on a chariot and they'll be both shooty and survivable. A solid choice.
**'''The Blue Scribes''' -  
**'''The Blue Scribes''' - Expensive long range shooters who should be kept out of melee at all costs. Having every spell is fun but not nearly as cost effective as buying its herald version. I dunno, stick it with some horrors or something. Whatever.
===Elite===
===Elite===
*'''Beasts of Nurgle''' -  
*'''Beasts of Nurgle''' -  
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*Mount your army on round bases, and make properly sized regiment bases for them, so you can easily swap them into a Fantasy army, where they're actually good.
*Mount your army on round bases, and make properly sized regiment bases for them, so you can easily swap them into a Fantasy army, where they're actually good.
==Tactics==
==Tactics==
Realize that this is a shit army, and just have fun with it. Seriously, 1/3 chance of getting turn 1 raped does not make for a competitive army.  
Pray that chaos doesn't abandon you. Realize that this is a shit army, and just have fun with it. Seriously, 1/3 chance of getting turn 1 raped does not make for a competitive army.  
 
<font size=1>'''*The chaos gods do not guarantee fun. Fun subject to early termination at Tzeentch's discretion.'''</font>
[[Category: Warhammer Tactics]]
[[Category: Warhammer Tactics]]

Revision as of 20:07, 14 July 2010

Why Play Chaos Daemons

Do you like bitchin awesome huge models? Want an army that entirely deepstrikes? Are you totally unconcerned with the fact that you very well may never win again? Chaos Daemons might just be the army for you. In all seriousness, these guys are pretty awful and the only reason to play them is a fluff army. So go nuts, take the most questionable upgrades and field the most expensive units. One way or another things are going to be FUN*.

Unit Analysis

HQ

  • Bloodthirster - Your basic big stabby HQ. He has wings to get him into close combat where he will invariably wreck shit before getting taken out. Take unholy might if anything, the other powers are pretty questionable.
    • Skarbrand, the Exiled One - Basically a wingless fleet bloodthirster who allows all units around him to reroll attacks in close combat. Why you would want to give rerolls in close combat when its the only place you have an edge is beyond me, but if you have to use it with high initiative slaanesh units to run the board.
  • Great Unclean One - Fifth edition pumped these guys up. Tough as mutated nails and scary in close combat with a variety of decent upgrades you don't need (but might want). His only downside is that he's ungodly slow, but its not as much of a liability as you'd think. Even if he rolls a bad scatter on his deep strike he can run towards the fight in fifth edition, which is both hilarious and effective.
    • Ku'gath, The Plaguefather - Schizophrenic. A good explosive shooting attack on a unit that should in close combat. His create nurglings ability is fun but questionable based on the game. An expensive variant of a cheap HQ choice, pass on him unless you really like his disgusting, rotten, flavor.
  • Keeper of Secrets - Similar to the bloodthirster except fleet and tricksy instead of flying and beefy. Has a host of very interesting abilities including the ability to move units (say, right in front of a bloodthirster for example). Unfortunately every turn you're using this you aren't fleeting, which is bad. Pair him up with a bloodthirster and go crazy.
  • Lord of Change - What bloodthisters are to stabbing LoCs are to shooting. Up to three ranged attacks per round if you upgrade him to. The ability to fly, decent melee, and a good invulnerable save are just more frosting. Unfortunately he's also one of the most expensive cakes around, and can (will) go down to light weapons. Handle with care.
    • Fateweaver, Oracle of Tzeench - One way or another this guy will turn your game into a circus of hilarity. Either he will let your close combat units rampage across the board or he will die to a single low strength attack. FUN*.
  • Herald of Khorne - Give him a chariot to turn him into a finely tuned murder machine. Sure chariot makes him lose his independent character status, but who the hell cares when your whole army is fearless anyways?
    • Skulltaker - 4+ rending and instakill are nice, but at this point level you may as well take a bloodthirster.
  • Herald of Nurgle - Don't stack up well despite their good set of upgrades (unholy might excluded). Passable in every sense of the word.
    • Epidemius - In high point all nurgle army (lolwut?) he could quickly pump your units to absurd levels, otherwise his pathetic statline and price make him a pass.
  • Herald of Slaanesh - A decently balanced faster unit. Still suffers from pavane's inherent problems.
    • The Masque - The ability to basically puppeteer the opposing army is tempting, but since she isn't an IC you'll have to make an extraordinary effort to keep this expensive choice alive. Another FUN* unit.
  • Herald of Tzeentch - A lot of dakka in a small package. Upgrade and put them on a chariot and they'll be both shooty and survivable. A solid choice.
    • The Blue Scribes - Expensive long range shooters who should be kept out of melee at all costs. Having every spell is fun but not nearly as cost effective as buying its herald version. I dunno, stick it with some horrors or something. Whatever.

Elite

  • Beasts of Nurgle -
  • Bloodcrushers of Khorne -
  • Fiends of Slaanesh -
  • Flamers of Tzeentch -

Troop

  • Bloodletters of Khorne -
  • Daemonettes of Slaanesh -
  • Nurglings -
  • Pink Horrors of Tzeentch -
    • The Changeling -
  • Plaguebearers of Nurgle -

Fast Attack

  • Flesh Hounds of Khorne -
    • Karanak -
  • Furies of Chaos -
  • Screamers of Tzeentch -
  • Seekers of Slaanesh -

Heavy Support

  • Daemon Prince -
  • Soul Grinder -

Building your Army

  • Mount your army on round bases, and make properly sized regiment bases for them, so you can easily swap them into a Fantasy army, where they're actually good.

Tactics

Pray that chaos doesn't abandon you. Realize that this is a shit army, and just have fun with it. Seriously, 1/3 chance of getting turn 1 raped does not make for a competitive army.

*The chaos gods do not guarantee fun. Fun subject to early termination at Tzeentch's discretion.