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		<title>Total War Warhammer/Tactics/Daemons of Chaos</title>
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		<summary type="html">&lt;p&gt;2601:1C0:5C00:EFC0:0:0:0:5188: /* Campaign Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Daemons of Chaos]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Daemons of Chaos?==&lt;br /&gt;
*Because why choose between flavors of Daemons when you can have all of them?&lt;br /&gt;
*Why would the denizens of damnation require mortal assistance to destroy the world?&lt;br /&gt;
*It&#039;s not everyday we get a bad guy faction that is actually reasonably flexible so this is a nice change of pace.&lt;br /&gt;
*Hey, what other factions lets you wreck the world with your perfect OC?&lt;br /&gt;
* You&#039;re really loyal to the 8th edition army book&lt;br /&gt;
* You really like playing dress up with your lord&lt;br /&gt;
* When you want to play as &amp;quot;Chaos&amp;quot; you want your army to look like multicolored vomit from beyond the ken of man&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Flexibility&#039;&#039;&#039;: Easily the biggest advantage this faction has over the Monogods. Since you have the Daemons from every god, you can actually pick and choose what kind of tactics you want to go for instead of going all out in one department. So if you want to rep Daemons but not get immediately counter picked because you picked Khorne, Tzeentch, Nurgle or Slaanesh this is the faction for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unbreakable&#039;&#039;&#039;: What the fuck is going to scare you when you&#039;re literally a Daemon? Most of your units crumble instead of running away.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Terror&#039;&#039;&#039;: Fear and terror are going to be very common across your roster because, you know, literally crawled out of the pits of hell. Factions like Skaven or Beastmen who have leadership problems will find their forces running a ton.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quality&#039;&#039;&#039;: Your units are all very good at what they do, and as such you have some very strong elite options that can fill out numerous holes in your roster. There really isn&#039;t a department that anyone can say you&#039;re weak in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resistances&#039;&#039;&#039;: Ward saves, physical resistance and magic resistance abound in this army. You can&#039;t throw a rock without hitting something that&#039;s resistant to some type of damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Everyone is here!&#039;&#039;&#039;: You are the only non DLC race that released with your entire 8th edition army book ready to go at launch. Your roster is MASSIVE, especially compared to your other game 3 counterparts and you have so many options to butcher your enemies with. Plus, no DLCS to worry about pay to win bullshit in multiplayer.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Specialization&#039;&#039;&#039;: The downside to trying to appease all the gods at once is you don&#039;t get quite as good in any one department as going Monogod. Khorne will out fight you, Tzeentch will out magic you, Nurgle will out last you and Slaanesh will out run you. Add on to the fact that you don&#039;t get any of the Exalted Greater Daemons or Mortals in multiplayer (and must specially recruit them in single player) and you can feel how much they outweigh you in certain ways. If you only want to play one playstyle, you&#039;d be better off with Monogods.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lack of Armor&#039;&#039;&#039;: Evidently armor is hard to come by in the Realm of Chaos. Aside from a few options (mainly from Khorne) armor values are pretty low so missiles might be a bit of a problem if you can&#039;t shut them down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: As is the trend with factions that have a ton of high quality stuff, price points might be a bit high. While you do have some chaff in the form of Nurglings, Blue Horrors, and Slaanesh Marauders, expect to go into most fights outnumbered.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lack of Range&#039;&#039;&#039;: While having access to the full daemon roster gives you some ranged options none of them are very long ranged, aside from Skull Cannons. Like a lot of Chaos factions you&#039;re first and foremost a melee rush army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lack of Updates&#039;&#039;&#039;: You know how most factions get major updates alongside DLC? And you know how you have your entire roster? Yeah... While some balances changes are inevitable, don&#039;t expect big additions to your roster in the form of DLC. Though we may get some of the DLC units of the Monogod factions, if we&#039;re lucky that is.&lt;br /&gt;
**Exceptions may apply if CA gives Daemons of chaos pieces of DLC made for the dedicated gods. So if Khorne get&#039;s a DLC pack then Daemons might get a unit or two at the same time from that pack, but that is pure speculation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard as FUCK&#039;&#039;&#039;: You are a demon, every single mortal hates you and unlike the other daemons legendary lords, you start pretty close to Kislev and the Empire. You start at war with an empire province , kislev and wood elves, who will send waves after waves at you. Your only respite is with the Norscan tribes and beastmen you can talk with.&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Undead with extra steps, really. Once your daemonic units lose enough leadership, they&#039;ll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they&#039;ll at least stick in and fight to the last model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barrier&#039;&#039;&#039;: All Tzeentch daemons have two health pools; their regular health pool, and their Barrier health pool. As long as some of the barrier is left, it will absorb the damage of anything that hits the unit. It probably won&#039;t be too big, but it&#039;ll be enough to buy your troops some time to do what they need to do. It recharges when out of combat, so it encourages a hit and run ranged style of combat for your ranged units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloud of Flies&#039;&#039;&#039;: A trait shared by all Nurgle daemons. As they stay in melee combat they actively gain Melee Defense, encouraging you to let them grind it out against the enemy. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Flanker&#039;&#039;&#039;:most of your Slaaneshi daemons have this special ability which doubles their charge bonus when attacking an enemy unit from the flank or rear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellblade&#039;&#039;&#039;: Some (not all) of your Khorne daemons get this ability, which gives them 20% base and AP damage when they get 60 kills. Designed to reward you for being aggressive with your units with more damage. It&#039;ll be easier to get this off on squishy swarm factions (you&#039;ll get this fighting Skaven in no time) than smaller tank factions (good luck getting this fighting Dwarfs or especially Lizardmen and Woodelves with all their single-entity beatsticks), although it might be reworked to relate to damage instead of raw kills, anything else would make fighting especially against Ogres a nightmare.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reign of Chaos&#039;&#039;&#039;: As your lord deals damage a meter on the right hand side of the screen fills up, unlocking three different abilities at three tiers. This meter can fill up more than once, meaning that as long as you keep dealing damage you can unlock these abilities pretty much endlessly. Unlike the other Chaos God factions, who have three set tiers of abilities, your army abilities &#039;&#039;randomly select from the army abilities of the other four Chaos Gods&#039;&#039;. You never know exactly what you&#039;ll get, only that it will be one of the four abilities for that tier.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[God-Slayer]]:&#039;&#039;&#039; Customisable daemonic version of Lich King. You can customize not just the look, but the playstyle of him depending on which Chaos God (or Gods) you decide to worship. Looks alone aren&#039;t everything though. Each item you can customize also impacts the God-Slayer&#039;s stats and abilities. Should you take the Chaos Undivided route, you effectively get access to each Chaos God&#039;s (incomplete, but still quite vast) roster to form the rank and file of your armies. You do lack the Exalted versions as well as any mono-god faction effects, but what you lack in specialization you more than make up for in versatility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Be&#039;lakor]]:&#039;&#039;&#039; Confirmed to be a LL for the Daemons of Chaos, he can be unlocked in campaign and custom battle by beating the single player campaign.&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince Undivided&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Khorne&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Khorne&#039;&#039;&#039;: A melee focused lord who can be mounted on a Bloodcrusher or Blood Throne and has various AoE buffinf abilitties that boost the killiness of nearby units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Nurgle&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Nurgle&#039;&#039;&#039;: A slow and tanky hybrid lord with either the Lore of Death or the Lore of Nurgle. Can be mounted on a Rot Fly or a Palanquin of Nurgle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Tzeentch&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Tzeentch&#039;&#039;&#039;: A dedicated caster lord with access to either the Lore of Metal or the Lore of Tzeentch. Can be mounted on a Disc of Tzeentch or a Burning Chariot, both of which give him added range attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Slaanesh&#039;&#039;&#039;: A fast and deadly hybrid lord with either the Lore of Slaanesh or the Lore of Shadows. Can be mounted on a Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot. Has the Devastating Flanker ability, as well as Loci buffs for nearby units.&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alluress&#039;&#039;&#039;: A hybrid hero with the Lore of Slaanesh and/or Shadow magic along with AP in melee. Your only hero choice with the Devastating Flanker ability. Can ride the Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodreaper&#039;&#039;&#039;: He appears to be a combat/support character for going around murdering groups of infantry while also giving offensive buffs to your units. He can ride both a Juggernaut and a Blood Throne, making him a strong mobile threat. With AP and anti infantry he&#039;s a scary melee character that can also give other units a helping hand. Has an ability that gives 66% magic resistance to nearby allies, so a must-have against magic heavy armies like Tzeentch or the Vampire Counts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iridescent Horror&#039;&#039;&#039;: A more dedicated wizard hero, and also your only ranged hero. They have some Loci abilities that allow them to buff troops in combat without using magic. They come with the Lores of Metal and Tzeentch and can mount up on a Disk and a Burning Chariot. On the chariot he comes with a missile attack, allowing him to be pretty decent at kiting enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plagueridden&#039;&#039;&#039;: Another hybrid hero with the Lore of Nurgle/Death and a lot more survivable in melee than the Alluress. Can be mounted on a Rot Fly or Palanquin of Nurgle.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blue Horrors of Tzeentch&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodletters&#039;&#039;&#039;: Your mid tier Khornate unit, meaning that unlike Furies these guy might actually kill what they&#039;re fighting. They wield great swords with fire, magical, AP damage and anti-infantry, so they&#039;re really good at busting through armored infantry. As Daemons they&#039;re also unbreakable and contain nice defensive buffs, which is good because 30 armour isn&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Bloodletters&#039;&#039;&#039;: Bloodletters plus. They&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonettes&#039;&#039;&#039;: Very fast, very AP heavy, and very squishy Daemonic infantry unit. Roughly equivalent to Wardancers, stats wise, but considerably faster. Has Devastating Flanker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Daemonettess&#039;&#039;&#039;: Faster, killier, sexier Daemonettes.  Roughly equivalent to Bladesingers, stats wise, but considerably faster. Have the Devastating Flanker and Soulscent passive abilites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Nurglings&#039;&#039;&#039;: 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&#039;s roughly 300 of these little shits in the same unit. In terms of use, they&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plaguebearers&#039;&#039;&#039;: The tank to your Daemonettes and Bloodletter&#039;s spank. As slow as zombies and minimally armored, but decent melee stats, regeneration/poison, and a fuckheug HP pool means they&#039;ll hold for ages and grind most basic infantry to dust through attrition.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Plaguebearers&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
*&#039;&#039;&#039;Pink Horrors of Tzeentch&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Pink Horrors of Tzeentch&#039;&#039;&#039;: 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&#039;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. No AP on the ranged attack, but with a missile damage of 35 heavily armored units still won&#039;t like being hit by these guys.&lt;br /&gt;
&lt;br /&gt;
===Cavalry and Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Plague Drone&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodcrusher&#039;&#039;&#039;: An angry Daemon riding a Robo-Rhino. Well armored and has an Anti Infantry bonus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Shrine of Khorne&#039;&#039;&#039;: 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&#039;s in melee so the poorer melee stats won&#039;t be the worst thing in the world for it as it&#039;ll be hard to bring down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot:&#039;&#039;&#039; A flying ranged focused chariot that has one of the most devastating ranged attacks in the entire game. It can apparently shred infantry formations and monsters but has low armor &#039;&#039;and&#039;&#039; ammo to compensate. Probably won&#039;t be the best chariot in melee, but the ability to fly and shoot flames will likely make up for that. Try to hold it in reserve for particularly valuable engagements, as you&#039;ll want to make the most out of every shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pox Rider&#039;&#039;&#039;: Essentially just an upgrade to the Plague Toads, only with Plaguebearers on top of them instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seekers:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heartseekers:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seeker Chariot:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellflayer:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Seeker Chariot:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===War Beasts===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Undivided)&#039;&#039;&#039;: Basically Chaos Furies who incorporate aspects from all the chaotic factions, with a preference depending on which side you are currently favoring.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hounds&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Tzeentch&#039;&#039;&#039;: 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&#039;s the Anti Large range attacks you want this thing for.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Khorne&#039;&#039;&#039;: Based on what has been revealed it is 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&#039;s ass handed to it by the Slaanesh version who traded the cannon away for anti-large choppy power. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Nurgle&#039;&#039;&#039;: Looks and acts like a 40K Plague Hulk, only replace the sword with a claw. Probably not the most useful Soul Grinder available to you as its gimmick of being an artillery unit is covered by dedicated pieces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Slaanesh&#039;&#039;&#039;: A purely melee version of the Soul Grinder with 75 speed, anti-large, and lots of armour piercing damage. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamers of Tzeentch&#039;&#039;&#039;: A mobile flamethrower unit that can pump out ludicrous damage to unarmored targets. Apparently still ok in melee, though don&#039;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&#039;s the first flamethrower unit that has AP damage, which might signal some hope for things like Irondrakes or Warp Fire Throwers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Flamer:&#039;&#039;&#039; A single entity purple version that has one of the most devastating ranged attacks in the game, able to deal heavy damage to both infantry and large units. 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fiend of Slaanesh:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord of Change&#039;&#039;&#039; A flying bird that is said to be a full spellcaster. In campaign there are technologies that can unlock more spells for them, but game footage so far shows that in multiplayer they&#039;re limited to the Blue Fire of Tzeentch and the Pink Fire of Tzeentch. Both of these spells have a low Winds of Magic cost, meaning LoCs will be useful for spamming cheap spells to fill your Eye of Tzeentch meter. It is a decent monster in melee, though don&#039;t expect it to go toe to toe with a Bloodthirster any time soon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rotflies&#039;&#039;&#039;: Riderless Rotflies. They appear to be melee only, using their flight speed and armour piercing to harass enemy back lines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plague Toads&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Unclean One&#039;&#039;&#039;: Nurgle&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Keeper of Secrets:&#039;&#039;&#039; Slaanesh&#039;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 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.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skull Cannon&#039;&#039;&#039;: 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&#039;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&#039;ll have to actually catch the damn thing first. If it runs out of ammo it can replenish it by killing enemies in melee.&lt;br /&gt;
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==Campaign Strategies==&lt;br /&gt;
&lt;br /&gt;
You start off in Norsca at war with Nordland, a nearby Norscan tribe and Konstantlyn.&lt;br /&gt;
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It would be wise to get a non-agression pact with Skarbrand so he doesn&#039;t curbstomp you. . . which may be easier said then done with the most bloodthirsty bloodthirster to ever thirst for blood in all of space and time, maybe think about dedicating to Khorne above the other&#039;s&lt;br /&gt;
&lt;br /&gt;
Expand you territory towards the Kislevite factions while waiting for the Rifts.&lt;br /&gt;
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==Multiplayer Strategies==&lt;br /&gt;
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Having the favor of all 4 chaos gods means you can take advantage of their roster in ways nobody else can.  Bring a plaguebearer frontline and support them with fast Slaanesh flankers.  Trigger fire vulnerability with flamers of Tzeentch right before you slam your enemy with flaming attacks from bloodletters and skullcannons.  Stack your army with expensive Khorne heavy hitters and back them up with healing from the lore of Nurgle.  Use your imagination and go nuts.  &lt;br /&gt;
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Alternately, you can go for a mostly monogod strategy.  Your opponent has to spread himself thin to prepare for every crazy combination you can pull out of your ass so a good chunk of his army will be stuck with unfavorable matchups if you go all in on one god.  Building rosters for particular match-ups was a big part of TW2 and the unpredictability you get as Chaos Undivided means you have a high chance of winning the pre-battle mind game.  Someone who brought a bunch of armor piercing to deal with armored Khorne units isn&#039;t going to be happy when they find out you bought an unarmored Nurgle/Slaanesh STD themed army.  &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: Nurgle Daemons are a great option against the squishy beastmen&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;Daemons of Chaos&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;: Biggest advantage is access to various Lores of magic. Use Nurgle melee units combined with Tzeentch range.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;: Tzeentch/Nurgle or Slaanesh/Nurgle combo is great here&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: A combined Nurgle-Tzeentch army would counter and decimate Slaanesh&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;: Play mostly with Slaanesh units with a few Tzeentch/Nurgle air units&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;:  Nurgle-Slaanesh combo is good here&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: This is one match up Daemons Undivided has a better chance than all of the Monogod factions. Combining Nurgle units (to absorb hits and slowly advance at the Wood Elves) with Tzeentch (for range damage to quickly obliterate squishy Elves) or Slaanesh (to outflank and brutally overrun them) to deal a lot of damage&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:EFC0:0:0:0:5188</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Money&amp;diff=342175</id>
		<title>Money</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Money&amp;diff=342175"/>
		<updated>2022-02-12T20:19:59Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:EFC0:0:0:0:5188: /* A Brief History of Money */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Money&#039;&#039;&#039; is a monetary token used for trade. Bartering using resources was typically not always a reliable form of commerce, as value of goods typically varies from place to place; one area may favor the goods you&#039;re trying to trade with, while another area might consider it worthless. A centralized form of payment was often established in place of it so that people would have an easier time in gauging the value of a product and trying to pay for it. Lots of things have been used as money from fancy shells to grain to plugs of tobacco to valuable lumps of metal to notes backed by the authority of government. MOST IMPORTANTLY, money allows YOU to buy [[miniatures|cool toys]] so that you can become part of /tg/ while keeping another [[Games Workshop|money-whoring company]] alive. Show them your love of currency by paying for your next box of Space Marines with a Yap Stone.&lt;br /&gt;
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That said, money only works if the place you&#039;re trying to spend it at has use for it (after all, all the money in the world is useless if you can&#039;t get anything with it). A town with a well-connected trading post will welcome your coins with open palms, while an isolated village in the middle of nowhere would find those hunks of metal to be worthless and would prefer you give them something actually useful in exchange instead. &lt;br /&gt;
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==A Brief History of Money==&lt;br /&gt;
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The basic idea of money emerged in the Late Bronze Age. Before then people would give gifts and do favors for their neighbors, they would barter goods with other groups and governments would pay people to work in food and goods that they collected in taxes or commissioned. A few goods were more valuable for long distance trade (salt, cloth, metals, Cowrie shells, Cacao beans in Meso America) though for the most part wealth was calculated in terms of food. Coinage emerged as a way to quantify the value of food, instead of departments having to move 10 bushels of grain from each other&#039;s storehouses they could simply give 10 Shekels, which could be redeemed at a central granary.&lt;br /&gt;
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Gold and silver in particular were attractive as they could both be worked easily, did not rust (in the conventional sense anyway), and appeared to exist in a fixed ratio to each other (17.5 silver to 1 gold on Earth, close-ish to the theoretical ratio from stellar sources).  This made them good to use as a token that could be universally exchanged, but gold and silver are still heavy to lug around for transactions, while being all too easy to carry away by robbers. &lt;br /&gt;
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So what people settled on was trading their stuff for precious metals, and then storing those precious metals in a bank and trading notes around that represented precious metals.  Of course, this had some teething problems, the earliest banks (and some recent ones) weren&#039;t very trustworthy.  Eventually governments got a bit greedy themselves and decided that pinning currency values to metals was limiting their ability to spend irresponsibly, and so they removed that connection and that&#039;s where we stand today. As a result, most currencies are based on national government promises to fulfill monetary bonds (aka IOU bills) in the hypothetical event some stockholder wants to cash out as well as the &amp;quot;relative&amp;quot; strength of the target economy where stronger bills are useful for investments or savings while weaker bills are useful for buying raw materials or paying for cheap labor. TLDR, Modern money has value basically because people believe it has value, and as long as that&#039;s the case we&#039;re okay. When it&#039;s not the case, the result is Venezuela, where the Bolivar is worth less than WoW gold. Some people are hyping up cryptocurrencies or digital currency as the future due to decentralization or lack of paper or metalworking. On the other hand, such things only work if you have digital infrastructure and a reliable power grid to keep it all chugging along, and of course people willing to take it as money.&lt;br /&gt;
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==Money and /tg/==&lt;br /&gt;
Being a tabletop hobbyist, money plays a huge role in the life of every neck beard. If you don&#039;t have money you can&#039;t build your army, without your army you cannot participate in tabletop match. The require products for this hobby comes with miniatures, paint and codex. They are all damn expensive, especially when they are all measured in euro (which is currently the most expensive currency of all).&lt;br /&gt;
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Suffice to say, wargaming/miniature modelling is a first world middle class/upper middle class hobby, but mostly for younger audience until a certain age above 25? because once a person is past a certain age threshold, they&#039;ll be too busy at work than spending time on their hobby, or not [[Chris-Chan|because they could just become a lazy manchild who doesn&#039;t work but use the warefare or their parent&#039;s money like the fucking parasite they are]]. A recent move was made by [[GW]] to attract younger audience into the bloody world of 40k, with [[skub|improvements such as making newer edition less complicated,]] [[Ultramarine|advertising their games using smurf-sues]] or [[Warhammer Adventures|introduce the grimdark world of 40k to a much younger audience]]. This turns out to be a great moves, as it turns the children into plastic crackhead, forever bothering their parent to buy them a new box of space marines. Some hobbyist with little income prefers to buy their miniatures one by one when they have the money to spare, until they can finally compete with other player......only to bitch online when their favorite faction lose to a bunch of [[Tau|blue face space communist]].&lt;br /&gt;
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[[pirate|Piracy]] is often seen as an alternative to currency transactions for obtaining RPG products. Unfortunately this can normally only obtain digital goods, though with a 3D printer miniatures can now be pirated as well. This is illegal, but rarely enforced past the provider if you&#039;re not stealing movies from a major distributor or something written by a total sperg like [[Zweihander]]. Another alternative is the use of simulators like &#039;&#039;[[Tabletop Simulator]]&#039;&#039; or one of the many card game simulators, which can allow copyright infringing representations of physical objects to be used.&lt;br /&gt;
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==Money in games==&lt;br /&gt;
Money is a common feature in many games. It&#039;s an idea you would naturally be familiar with, is a natural part of almost any complex agricultural society not designed by the dirtiest of hippies and is for providing incentive to players in story creation. On top of that is easy to express with a pen and paper. Your Paladin has acquired 50 Golden-Wombats so add fifty Golden-Wombats to their inventory, you subtract 30 Golden-Wombats from your inventory when you buy a new shield from a blacksmith and so forth. &lt;br /&gt;
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In settings where the system of currency has collapsed or is non-existent, like a post-apocalyptic world, money is often eliminated, forcing people to stick to bartering. Alternatively, a new &amp;quot;currency&amp;quot; based on a useful item develops, such as [[Fallout]] system where trade is conducted using the water standard (the Water Merchants will trade a fixed volume of clean water for a cap) backed bottlecaps, while [[wikipedia:Metro 2033|Metro 2033]] universe has people trading in pre-war ammunition after Moscow&#039;s economy was obliterated in the setting&#039;s nuclear war. Gold, merely being pretty and useful for making electronics that can&#039;t be made anymore, rarely retains much value after the apocalypse (Silver, which is useful for its anti-microrobial properties and making mirrors, would actually be more useful, but this is rarely touched upon).&lt;br /&gt;
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In setting like Path of Exiles, where the player is but an exile, rejected unto the cruel lawless continent of Wraeclast. The inhabitants there has an unique currency system where they trade useful magical orbs that can changes the properties of the weapons and armors. Each orbs has their own value based on their ability to either change or improve the properties of the gears, and this one orb &amp;quot;that can randomize a rare item&#039;s property&amp;quot; is worth to 10 of that orb, whose ability is to &amp;quot;randomize the property of a magical items&amp;quot; (similar to 1000$ &amp;gt; 100$ &amp;gt; 10$)&lt;br /&gt;
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===Money in Fantasy settings===&lt;br /&gt;
The default type of money in you usual fantasy world are coins following a simplified version of the Roman System with (in descending order of value) gold, silver and copper pieces, sometimes with platinum on top of gold (even though it wasn&#039;t worth much till more modern times) and electrum between gold and silver (even though the percentage of each metal would be impossible to determine and only hold more value than silver from a state&#039;s backing and assurance of a particular degree of purity). Such systems are usually made by people who are either lazy or don&#039;t hold the nature of local currency to be of much concern of the worlds of the story that they&#039;re writing. Those that go more in depth or want to differentiate different cultures and civilizations will add different types of money. Those who want to simplify things even further simply stick with gold.  Gold&#039;s density is usually left unaddressed; a typical &amp;quot;fantasy coin&amp;quot; (1&amp;quot; diameter, 1/8&amp;quot; thick -- gold is too soft to be made into thin coins) of pure gold would weigh a little over an ounce (31 grams to be precise), so a sack of 100 coins (enough to buy a decent sword or an adventure&#039;s worth of supplies) would weigh nearly seven pounds, and never mind lugging around 1000 gold coins (68 pounds) to buy a suit of armor.&lt;br /&gt;
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Another challenge of gold specifically is that one of the main goals of [[alchemist]]s was working out a way to transmute common metals into gold. In a few fantasy worlds there are various types of magic that can do this. Such magics would inevitably lead to inflation. This might explain why gold coins are used as a day to day currency in many fantasy worlds when in real life it was unusual for people who were not merchants, nobles, high end artisans or scribes to deal in gold rather than in silver or copper.&lt;br /&gt;
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Most common among the more exotic options for currency in fantasy settings is souls. Trading in souls is an extremely popular trait for any evil society with good grasp of magic, especially extraplanar beings. More rarely valuable items, that are for some reason valued the same everywhere, like art or food can be used as a money equivalent. Most adventurers turns this kinda thing into cash the first chance they get. &lt;br /&gt;
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For some reason dragons also like to sit in piles of gold and gems, which makes them targets for adventurers trying to seek wealth.&lt;br /&gt;
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Wouldn&#039;t it be great if coins were made of harder, less dense metals so they could be thinner and lighter?  Or heck, we could just dispense with the metal and write down how much we&#039;re worth or spending on pieces of something really lightweight, like paper.  Nah, this is crazy talk!&lt;br /&gt;
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===Money in Sci-fi settings===&lt;br /&gt;
In futuristic settings, money is usually just a single unit (typically called &amp;quot;credits&amp;quot;) and largely operate on a digital level instead of people having to give a form of bank note or coin. In most sci-fi settings that include aliens with their own currency system, the proverbial credit is usually the standardized form of money people pay with that has a direct equivalent to their home system. Basically similar to what the European Union did with the [https://en.wikipedia.org/wiki/Euro Euro], but on a larger scale and somehow managing to go decades without a member state&#039;s financial issues fucking it up.&lt;br /&gt;
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In a few science fiction societies such as the Federation from [[Star Trek]] and [[The Culture]] have done away with money, with economies which are so efficient that it is easy to provide fulfill material needs due to robots, replicators, fabrication machines and similar there is not really a reason to pay people to work so society just provides people with what they want/need for free with all work being voluntary. The problem of such a [[Wikipedia:Post-scarcity economy|&amp;quot;post-scarcity&amp;quot; economy]] is that creativity (without dangerously intelligent AI), land/space, entertainment, sexual gratification (without sexbots or the like), and attention will still be in finite supply. In less idea situations often posited society gets dominated by megacorportations in which the working masses toil for scrip, coupons which can be redeemed at company stores for company products. This sort of thing did happen in the 19th century a lot as a way to keep the workers in line in company towns.&lt;br /&gt;
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====Money in 40k====&lt;br /&gt;
In WH40K; currency is not completely detailed upon. The Imperium officially runs on a feudal system with no unified currency system, where each world must pay tithes of various resources such as food, minerals, hardware, manpower.....etc, instead of paying in coin. Although several publications say that each Imperial world has their own local currency system, not to mention that guardsmen also get paid with actual money (although unspecified). Most people typically just accept that Imperial currency is either called &amp;quot;credits&amp;quot; or &amp;quot;thrones&amp;quot; (throne gelt, specifically, and yes that does indeed mean they are [[Golden Throne]]s), since they&#039;re the most prevalent. &lt;br /&gt;
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Additionally, every human of the Imperium is indebted to the Emperor at birth, as the only reason they&#039;re alive is because of the Emperor&#039;s continued sacrifice upon the Golden Throne. Thus, every citizen of the Imperium is considered a currency of the Emperor, and can be spent by the billions to preserve it, under the hopefully competent command of one of his generals. That said, wasting something that belongs to the Emperor himself is heresy, so while a commander or an Inquisitor may have the authority to spend that much if needed, they better have a good reason for it (those billions of guardsmen you sent to die on a pointless objective that did no favors to the Imperium? They could have instead been used in active, high-priority warzones like Cadia or Armageddon. You have potentially cost the fate of the entire Imperium through your incompetent squandering of His faithful servants, execution for such a grave offense.)&lt;br /&gt;
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For Orks, they use [[toof|teef]], which can be obtained by krumping a git and yanking his chompers out. To orks; bigga teef means bigga value, so Orks who wants the killiest gubbins from the meks typically has to pick on someone his own size, or someone larger. Orks also run on a bartering system, where one can trade something of value; like salvage or resources to get what they want. Because teeth rots overtime, it cannot be hoarded for long, and has to be spent constantly to get the most out of it. And because no Ork can get rich by just sitting on his ass, this helps keep an Ork band eternally thriving as the constant fighting helps stimulate the Orks&#039; growth. Some Ork bands also do not care if the teeth isn&#039;t from an Ork, so long as it looks like teeth and is zoggin &#039;uge. Its for this reason the Tyranids are another popular source of teef.&lt;br /&gt;
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====Money in Star Wars====&lt;br /&gt;
In [[Star Wars]] the Republic Credit was the standard currency Galaxy wide, backed by the InterGalactic Banking Clan. Credits primarily exist electronically but also exist as untraceable, secure chips with a number of credits on them and (very rarely) metal coins. The Credit weakened toward the end of the Republic and many alternate local currencies popped up, most notable the Hutt Peggat, which was coined in gold and held a value at 40 times the credit and came to dominate Outer Rim transactions. When the Clone Wars broke out the Credit hit its lowest point as the Confederacy began printing currency that was broadly accepted, but this Confederate Credit died with its printer. The Empire replaced the Republic Credit with the Imperial Credit and ended the decades of low faith in the Credit. The Alliance to Restore the Republic issued its own credit, but it held little (if any value) for outside transactions and they primarily used the Imperial Credit till they became the New Republic. The ensuing Balkanizing of the Galaxy as the New Republic began to officially control worlds and the remaining Imperials broke into a maze of factions created another mess of currencies. Since no two governments considered the other legitimate, traders had to rely on commodities to make transactions. This lasted till the Pellaeon–Gavrisom Treaty brought peace between the New Republic and Imperial Remnant. In the times before the Republic went full retard in the Ruusan Reformation 1000 years before the Battle of Yavin, the system is pretty much the same as writers don&#039;t want to bother with numismatics. After the Pellaeon-Gavrisom Treaty the same policy is taken for the sake of convenience.&lt;br /&gt;
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====Money in Battletech====&lt;br /&gt;
Battletech has an unusually developed currency system based on an actually reasonable scarce commodity.  The universal currency is the C-bill, which is issued by ComStar and has a fixed value backing of exactly 1 millisecond of FTL data transmission over the ComStar network (enough to send a picture or a few pages of text).  Since virtually everyone who wants to send data around must pay in C-bills, this makes it universally fungible. Still each individual state has their own set of currency and they each have their own exchange rate in C-bills.&lt;br /&gt;
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===Money in (relatively) Modern Settings===&lt;br /&gt;
While barter is typically associated with extremely primitive societies, it has seen use far beyond what people realize. In the Thirteen Colonies, hard currency was in short supply due to limited minting and a tendency to leave across the pacific and not come back. Heavy regulation on producing currency (one of the many, many causes of the Revolution) forced the colonists used barter, trade goods, &amp;quot;I owe you&amp;quot;s, and foreign coins of subjective exchange rates for trade and wages, a system that was reinforced by barter with Indians. Barter in the colonies was so developed that Matthew Patten&#039;s diary (a major primary source for the period) was largely spent keeping track of what he owes people and what people owed him.&lt;br /&gt;
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===Money in Even More Modern Settings===&lt;br /&gt;
In theory, representing the currency system of an [[Industrial Revolution]] or later setting should be easy, as it&#039;s essentially a system everyone already knows. In practice, real monetary systems are far too volatile to be realistically represented in a game, as values can vary heavily not only year to year, but month to month and place to place. Further complicating things is that real money costs aren&#039;t really aligned with the gameplay needs of player characters or balance, and a majority of income is typically spent on living expenses that don&#039;t impact the game at all. As such, several systems have created systems to avoid dealing with this.&lt;br /&gt;
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&#039;&#039;[[D20 Modern]]&#039;&#039; introduced an abstract wealth score that allowed ignoring costs for minor purchases and not keeping track of modern fiances. This system is a total clusterfuck. Among its flaws are the high degree of randomness, which in turn requires the DM be present for character generation pre-errata (post-errata you can take 10 there to avoid it, though large purchases still have random costs), odd values, and generally being more unwieldy than the basic addition/subtraction it replaced. &#039;&#039;d20 Apocalypse&#039;&#039; introduced a barter system, but it was non-comprehensive, geared toward a very specific setting, and largely dart board in its value.&lt;br /&gt;
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The original, White Wolf 3.5 version, and fan-made [[DM&#039;s Guild]] incarnations of &#039;&#039;[[Masque of the Red Death]]&#039;&#039; all use relatively standard for the medium depictions of wealth. The [[RPGA]] variant however, takes the interesting approach of giving characters an amount of money between adventures and declaring it represented merely their &#039;&#039;disposable&#039;&#039; income, explicitly rejecting the idea of them being pennyless hobos and leaving their personal finances to behind the scenes. Another interesting thing done by this version of the game is it explicitly encouraged use of period mail order catalogs as a supplement to its meager equipment list. Sadly, this came &#039;&#039;before&#039;&#039; they were all digitized and easily obtained as free, public domain, PDFs on the internet and required reproductions or the distant hope of finding one in a library. Made worse by the RPGA requiring players bring all used sources, so its suggestion of checking the library is instantly rendered non-viable.&lt;br /&gt;
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Some games have ditched use of any form of currency to buy effects entirely, and instead price things purely on their mechanical effect. d20 Modern&#039;s child &#039;&#039;Spycraft 2.0&#039;&#039; has player characters get access to new and more powerful gadgets as they level up. This system is abstract and can represent issued gear, stuff the character created, or just what they can spare for their adventures. &#039;&#039;[[Mutants &amp;amp; Masterminds]]&#039;&#039; has equipment (generic mundane items) and gadgets (unique, special, items) priced in character points based purely on what gameplay effect they generate: Items that produce Ranged Damage 4 costs a fixed number of points, regardless of if it&#039;s a space blaster or magic bracers that let you throw lightning bolts. A character can be wealthy for a low cost, reflecting that while it may occasionally enable creative solutions (buy out the only company that can supply an important component the bad guy needs) it&#039;s not going to make Godzilla go away.&lt;br /&gt;
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[[Category:History]][[Category:Not related]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:EFC0:0:0:0:5188</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Daemons_of_Chaos&amp;diff=502653</id>
		<title>Total War Warhammer/Tactics/Daemons of Chaos</title>
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		<updated>2022-02-11T20:09:43Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:EFC0:0:0:0:5188: /* Campaign Strategies */&lt;/p&gt;
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&lt;div&gt;This is the general tactics page on how to play [[Daemons of Chaos]] in [[Total War: WARHAMMER]].&lt;br /&gt;
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==Why Play Daemons of Chaos?==&lt;br /&gt;
*Because why choose between flavors of Daemons when you can have all of them?&lt;br /&gt;
*Why would the denizens of damnation require mortal assistance to destroy the world?&lt;br /&gt;
*It&#039;s not everyday we get a bad guy faction that is actually reasonably flexible so this is a nice change of pace.&lt;br /&gt;
*Hey, what other factions lets you wreck the world with your perfect OC?&lt;br /&gt;
* You&#039;re really loyal to the 8th edition army book&lt;br /&gt;
* You really like playing dress up with your lord&lt;br /&gt;
* When you want to play as &amp;quot;Chaos&amp;quot; you want your army to look like multicolored vomit from beyond the ken of man&lt;br /&gt;
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===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Flexibility&#039;&#039;&#039;: Easily the biggest advantage this faction has over the Monogods. Since you have the Daemons from every god, you can actually pick and choose what kind of tactics you want to go for instead of going all out in one department. So if you want to rep Daemons but not get immediately counter picked because you picked Khorne, Tzeentch, Nurgle or Slaanesh this is the faction for you.&lt;br /&gt;
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*&#039;&#039;&#039;Unbreakable&#039;&#039;&#039;: What the fuck is going to scare you when you&#039;re literally a Daemon? Most of your units crumble instead of running away.&lt;br /&gt;
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*&#039;&#039;&#039;Terror&#039;&#039;&#039;: Fear and terror are going to be very common across your roster because, you know, literally crawled out of the pits of hell. Factions like Skaven or Beastmen who have leadership problems will find their forces running a ton.&lt;br /&gt;
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*&#039;&#039;&#039;Quality&#039;&#039;&#039;: Your units are all very good at what they do, and as such you have some very strong elite options that can fill out numerous holes in your roster. There really isn&#039;t a department that anyone can say you&#039;re weak in.&lt;br /&gt;
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*&#039;&#039;&#039;Resistances&#039;&#039;&#039;: Ward saves, physical resistance and magic resistance abound in this army. You can&#039;t throw a rock without hitting something that&#039;s resistant to some type of damage.&lt;br /&gt;
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*&#039;&#039;&#039;Everyone is here!&#039;&#039;&#039;: You are the only non DLC race that released with your entire 8th edition army book ready to go at launch. Your roster is MASSIVE, especially compared to your other game 3 counterparts and you have so many options to butcher your enemies with. Plus, no DLCS to worry about pay to win bullshit in multiplayer.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Specialization&#039;&#039;&#039;: The downside to trying to appease all the gods at once is you don&#039;t get quite as good in any one department as going Monogod. Khorne will out fight you, Tzeentch will out magic you, Nurgle will out last you and Slaanesh will out run you. Add on to the fact that you don&#039;t get any of the Exalted Greater Daemons or Mortals in multiplayer (and must specially recruit them in single player) and you can feel how much they outweigh you in certain ways. If you only want to play one playstyle, you&#039;d be better off with Monogods.&lt;br /&gt;
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*&#039;&#039;&#039;Lack of Armor&#039;&#039;&#039;: Evidently armor is hard to come by in the Realm of Chaos. Aside from a few options (mainly from Khorne) armor values are pretty low so missiles might be a bit of a problem if you can&#039;t shut them down.&lt;br /&gt;
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*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: As is the trend with factions that have a ton of high quality stuff, price points might be a bit high. While you do have some chaff in the form of Nurglings, Blue Horrors, and Slaanesh Marauders, expect to go into most fights outnumbered.&lt;br /&gt;
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*&#039;&#039;&#039;Lack of Range&#039;&#039;&#039;: While having access to the full daemon roster gives you some ranged options none of them are very long ranged, aside from Skull Cannons. Like a lot of Chaos factions you&#039;re first and foremost a melee rush army.&lt;br /&gt;
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*&#039;&#039;&#039;Lack of Updates&#039;&#039;&#039;: You know how most factions get major updates alongside DLC? And you know how you have your entire roster? Yeah... While some balances changes are inevitable, don&#039;t expect big additions to your roster in the form of DLC. Though we may get some of the DLC units of the Monogod factions, if we&#039;re lucky that is.&lt;br /&gt;
**Exceptions may apply if CA gives Daemons of chaos pieces of DLC made for the dedicated gods. So if Khorne get&#039;s a DLC pack then Daemons might get a unit or two at the same time from that pack, but that is pure speculation.&lt;br /&gt;
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*&#039;&#039;&#039;Hard as FUCK&#039;&#039;&#039;: You are a demon, every single mortal hates you and unlike the other daemons legendary lords, you start pretty close to Kislev and the Empire. You start at war with an empire province , kislev and wood elves, who will send waves after waves at you. Your only respite is with the Norscan tribes and beastmen you can talk with.&lt;br /&gt;
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==Universal Traits==&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Undead with extra steps, really. Once your daemonic units lose enough leadership, they&#039;ll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they&#039;ll at least stick in and fight to the last model.&lt;br /&gt;
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*&#039;&#039;&#039;Barrier&#039;&#039;&#039;: All Tzeentch daemons have two health pools; their regular health pool, and their Barrier health pool. As long as some of the barrier is left, it will absorb the damage of anything that hits the unit. It probably won&#039;t be too big, but it&#039;ll be enough to buy your troops some time to do what they need to do. It recharges when out of combat, so it encourages a hit and run ranged style of combat for your ranged units.&lt;br /&gt;
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*&#039;&#039;&#039;Cloud of Flies&#039;&#039;&#039;: A trait shared by all Nurgle daemons. As they stay in melee combat they actively gain Melee Defense, encouraging you to let them grind it out against the enemy. &lt;br /&gt;
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*&#039;&#039;&#039;Devastating Flanker&#039;&#039;&#039;:most of your Slaaneshi daemons have this special ability which doubles their charge bonus when attacking an enemy unit from the flank or rear.&lt;br /&gt;
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*&#039;&#039;&#039;Hellblade&#039;&#039;&#039;: Some (not all) of your Khorne daemons get this ability, which gives them 20% base and AP damage when they get 60 kills. Designed to reward you for being aggressive with your units with more damage. It&#039;ll be easier to get this off on squishy swarm factions (you&#039;ll get this fighting Skaven in no time) than smaller tank factions (good luck getting this fighting Dwarfs or especially Lizardmen and Woodelves with all their single-entity beatsticks), although it might be reworked to relate to damage instead of raw kills, anything else would make fighting especially against Ogres a nightmare.&lt;br /&gt;
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*&#039;&#039;&#039;Reign of Chaos&#039;&#039;&#039;: As your lord deals damage a meter on the right hand side of the screen fills up, unlocking three different abilities at three tiers. This meter can fill up more than once, meaning that as long as you keep dealing damage you can unlock these abilities pretty much endlessly. Unlike the other Chaos God factions, who have three set tiers of abilities, your army abilities &#039;&#039;randomly select from the army abilities of the other four Chaos Gods&#039;&#039;. You never know exactly what you&#039;ll get, only that it will be one of the four abilities for that tier.&lt;br /&gt;
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==Lords==&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[God-Slayer]]:&#039;&#039;&#039; Customisable daemonic version of Lich King. You can customize not just the look, but the playstyle of him depending on which Chaos God (or Gods) you decide to worship. Looks alone aren&#039;t everything though. Each item you can customize also impacts the God-Slayer&#039;s stats and abilities. Should you take the Chaos Undivided route, you effectively get access to each Chaos God&#039;s (incomplete, but still quite vast) roster to form the rank and file of your armies. You do lack the Exalted versions as well as any mono-god faction effects, but what you lack in specialization you more than make up for in versatility.&lt;br /&gt;
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*&#039;&#039;&#039;[[Be&#039;lakor]]:&#039;&#039;&#039; Confirmed to be a LL for the Daemons of Chaos, he can be unlocked in campaign and custom battle by beating the single player campaign.&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
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*&#039;&#039;&#039;Daemon Prince Undivided&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;Daemon Prince of Khorne&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;Herald of Khorne&#039;&#039;&#039;: A melee focused lord who can be mounted on a Bloodcrusher or Blood Throne and has various AoE buffinf abilitties that boost the killiness of nearby units.&lt;br /&gt;
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*&#039;&#039;&#039;Daemon Prince of Nurgle&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;Herald of Nurgle&#039;&#039;&#039;: A slow and tanky hybrid lord with either the Lore of Death or the Lore of Nurgle. Can be mounted on a Rot Fly or a Palanquin of Nurgle.&lt;br /&gt;
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*&#039;&#039;&#039;Daemon Prince of Tzeentch&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;Herald of Tzeentch&#039;&#039;&#039;: A dedicated caster lord with access to either the Lore of Metal or the Lore of Tzeentch. Can be mounted on a Disc of Tzeentch or a Burning Chariot, both of which give him added range attacks.&lt;br /&gt;
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*&#039;&#039;&#039;Daemon Prince of Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Herald of Slaanesh&#039;&#039;&#039;: A fast and deadly hybrid lord with either the Lore of Slaanesh or the Lore of Shadows. Can be mounted on a Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot. Has the Devastating Flanker ability, as well as Loci buffs for nearby units.&lt;br /&gt;
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===Generic Heroes===&lt;br /&gt;
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*&#039;&#039;&#039;Alluress&#039;&#039;&#039;: A hybrid hero with the Lore of Slaanesh and/or Shadow magic along with AP in melee. Your only hero choice with the Devastating Flanker ability. Can ride the Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot.&lt;br /&gt;
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*&#039;&#039;&#039;Bloodreaper&#039;&#039;&#039;: He appears to be a combat/support character for going around murdering groups of infantry while also giving offensive buffs to your units. He can ride both a Juggernaut and a Blood Throne, making him a strong mobile threat. With AP and anti infantry he&#039;s a scary melee character that can also give other units a helping hand. Has an ability that gives 66% magic resistance to nearby allies, so a must-have against magic heavy armies like Tzeentch or the Vampire Counts.&lt;br /&gt;
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*&#039;&#039;&#039;Iridescent Horror&#039;&#039;&#039;: A more dedicated wizard hero, and also your only ranged hero. They have some Loci abilities that allow them to buff troops in combat without using magic. They come with the Lores of Metal and Tzeentch and can mount up on a Disk and a Burning Chariot. On the chariot he comes with a missile attack, allowing him to be pretty decent at kiting enemies.&lt;br /&gt;
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*&#039;&#039;&#039;Plagueridden&#039;&#039;&#039;: Another hybrid hero with the Lore of Nurgle/Death and a lot more survivable in melee than the Alluress. Can be mounted on a Rot Fly or Palanquin of Nurgle.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Infantry===&lt;br /&gt;
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*&#039;&#039;&#039;Blue Horrors of Tzeentch&#039;&#039;&#039;: 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.&lt;br /&gt;
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*&#039;&#039;&#039;Bloodletters&#039;&#039;&#039;: Your mid tier Khornate unit, meaning that unlike Furies these guy might actually kill what they&#039;re fighting. They wield great swords with fire, magical, AP damage and anti-infantry, so they&#039;re really good at busting through armored infantry. As Daemons they&#039;re also unbreakable and contain nice defensive buffs, which is good because 30 armour isn&#039;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.&lt;br /&gt;
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*&#039;&#039;&#039;Exalted Bloodletters&#039;&#039;&#039;: Bloodletters plus. They&#039;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.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonettes&#039;&#039;&#039;: Very fast, very AP heavy, and very squishy Daemonic infantry unit. Roughly equivalent to Wardancers, stats wise, but considerably faster. Has Devastating Flanker.&lt;br /&gt;
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*&#039;&#039;&#039;Exalted Daemonettess&#039;&#039;&#039;: Faster, killier, sexier Daemonettes.  Roughly equivalent to Bladesingers, stats wise, but considerably faster. Have the Devastating Flanker and Soulscent passive abilites.&lt;br /&gt;
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*&#039;&#039;&#039; Nurglings&#039;&#039;&#039;: 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&#039;s roughly 300 of these little shits in the same unit. In terms of use, they&#039;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.&lt;br /&gt;
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*&#039;&#039;&#039;Plaguebearers&#039;&#039;&#039;: The tank to your Daemonettes and Bloodletter&#039;s spank. As slow as zombies and minimally armored, but decent melee stats, regeneration/poison, and a fuckheug HP pool means they&#039;ll hold for ages and grind most basic infantry to dust through attrition.  &lt;br /&gt;
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*&#039;&#039;&#039;Exalted Plaguebearers&#039;&#039;&#039;: 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.&lt;br /&gt;
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===Missiles===&lt;br /&gt;
*&#039;&#039;&#039;Pink Horrors of Tzeentch&#039;&#039;&#039;: 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.&lt;br /&gt;
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*&#039;&#039;&#039;Exalted Pink Horrors of Tzeentch&#039;&#039;&#039;: 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&#039;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. No AP on the ranged attack, but with a missile damage of 35 heavily armored units still won&#039;t like being hit by these guys.&lt;br /&gt;
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===Cavalry and Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Plague Drone&#039;&#039;&#039;: 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.&lt;br /&gt;
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*&#039;&#039;&#039;Bloodcrusher&#039;&#039;&#039;: An angry Daemon riding a Robo-Rhino. Well armored and has an Anti Infantry bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Blood Shrine of Khorne&#039;&#039;&#039;: 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&#039;s in melee so the poorer melee stats won&#039;t be the worst thing in the world for it as it&#039;ll be hard to bring down.&lt;br /&gt;
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*&#039;&#039;&#039;Burning Chariot:&#039;&#039;&#039; A flying ranged focused chariot that has one of the most devastating ranged attacks in the entire game. It can apparently shred infantry formations and monsters but has low armor &#039;&#039;and&#039;&#039; ammo to compensate. Probably won&#039;t be the best chariot in melee, but the ability to fly and shoot flames will likely make up for that. Try to hold it in reserve for particularly valuable engagements, as you&#039;ll want to make the most out of every shot.&lt;br /&gt;
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* &#039;&#039;&#039;Pox Rider&#039;&#039;&#039;: Essentially just an upgrade to the Plague Toads, only with Plaguebearers on top of them instead.&lt;br /&gt;
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*&#039;&#039;&#039;Seekers:&#039;&#039;&#039; 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.&lt;br /&gt;
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*&#039;&#039;&#039;Heartseekers:&#039;&#039;&#039; 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.&lt;br /&gt;
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*&#039;&#039;&#039;Seeker Chariot:&#039;&#039;&#039; 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.&lt;br /&gt;
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*&#039;&#039;&#039;Hellflayer:&#039;&#039;&#039; 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.&lt;br /&gt;
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*&#039;&#039;&#039;Exalted Seeker Chariot:&#039;&#039;&#039; 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.&lt;br /&gt;
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===War Beasts===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Undivided)&#039;&#039;&#039;: Basically Chaos Furies who incorporate aspects from all the chaotic factions, with a preference depending on which side you are currently favoring.&lt;br /&gt;
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*&#039;&#039;&#039;Flesh Hounds&#039;&#039;&#039;: 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.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Tzeentch&#039;&#039;&#039;: 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&#039;s the Anti Large range attacks you want this thing for.&lt;br /&gt;
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*&#039;&#039;&#039;Soul Grinder of Khorne&#039;&#039;&#039;: Based on what has been revealed it is 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&#039;s ass handed to it by the Slaanesh version who traded the cannon away for anti-large choppy power. &lt;br /&gt;
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*&#039;&#039;&#039;Soul Grinder of Nurgle&#039;&#039;&#039;: Looks and acts like a 40K Plague Hulk, only replace the sword with a claw. Probably not the most useful Soul Grinder available to you as its gimmick of being an artillery unit is covered by dedicated pieces.&lt;br /&gt;
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*&#039;&#039;&#039;Soul Grinder of Slaanesh&#039;&#039;&#039;: A purely melee version of the Soul Grinder with 75 speed, anti-large, and lots of armour piercing damage. &lt;br /&gt;
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*&#039;&#039;&#039;Flamers of Tzeentch&#039;&#039;&#039;: A mobile flamethrower unit that can pump out ludicrous damage to unarmored targets. Apparently still ok in melee, though don&#039;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&#039;s the first flamethrower unit that has AP damage, which might signal some hope for things like Irondrakes or Warp Fire Throwers.&lt;br /&gt;
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*&#039;&#039;&#039;Exalted Flamer:&#039;&#039;&#039; A single entity purple version that has one of the most devastating ranged attacks in the game, able to deal heavy damage to both infantry and large units. 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.&lt;br /&gt;
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*&#039;&#039;&#039;Fiend of Slaanesh:&#039;&#039;&#039; 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.&lt;br /&gt;
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*&#039;&#039;&#039;Lord of Change&#039;&#039;&#039; A flying bird that is said to be a full spellcaster. In campaign there are technologies that can unlock more spells for them, but game footage so far shows that in multiplayer they&#039;re limited to the Blue Fire of Tzeentch and the Pink Fire of Tzeentch. Both of these spells have a low Winds of Magic cost, meaning LoCs will be useful for spamming cheap spells to fill your Eye of Tzeentch meter. It is a decent monster in melee, though don&#039;t expect it to go toe to toe with a Bloodthirster any time soon.&lt;br /&gt;
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*&#039;&#039;&#039;Bloodthirster&#039;&#039;&#039;: 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.&lt;br /&gt;
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*&#039;&#039;&#039;Rotflies&#039;&#039;&#039;: Riderless Rotflies. They appear to be melee only, using their flight speed and armour piercing to harass enemy back lines.&lt;br /&gt;
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*&#039;&#039;&#039;Plague Toads&#039;&#039;&#039;: 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.&lt;br /&gt;
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*&#039;&#039;&#039;Great Unclean One&#039;&#039;&#039;: Nurgle&#039;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.&lt;br /&gt;
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*&#039;&#039;&#039;Keeper of Secrets:&#039;&#039;&#039; Slaanesh&#039;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 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.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
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*&#039;&#039;&#039;Skull Cannon&#039;&#039;&#039;: 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&#039;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&#039;ll have to actually catch the damn thing first. If it runs out of ammo it can replenish it by killing enemies in melee.&lt;br /&gt;
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==Campaign Strategies==&lt;br /&gt;
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You start off in Norsca at war with Nordland, a nearby Norscan tribe and Konstantlyn.&lt;br /&gt;
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It would be wise to get a non-agression pact with Skarbrand so he doesn&#039;t curbstomp you. . . which may be easier said then done with the most bloodthirsty bloodthirster of all space and time, maybe think about dedicating to Khorne above the other&#039;s&lt;br /&gt;
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Expand you territory towards the Kislevite factions while waiting for the Rifts.&lt;br /&gt;
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==Multiplayer Strategies==&lt;br /&gt;
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Having the favor of all 4 chaos gods means you can take advantage of their roster in ways nobody else can.  Bring a plaguebearer frontline and support them with fast Slaanesh flankers.  Trigger fire vulnerability with flamers of Tzeentch right before you slam your enemy with flaming attacks from bloodletters and skullcannons.  Stack your army with expensive Khorne heavy hitters and back them up with healing from the lore of Nurgle.  Use your imagination and go nuts.  &lt;br /&gt;
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Alternately, you can go for a mostly monogod strategy.  Your opponent has to spread himself thin to prepare for every crazy combination you can pull out of your ass so a good chunk of his army will be stuck with unfavorable matchups if you go all in on one god.  Building rosters for particular match-ups was a big part of TW2 and the unpredictability you get as Chaos Undivided means you have a high chance of winning the pre-battle mind game.  Someone who brought a bunch of armor piercing to deal with armored Khorne units isn&#039;t going to be happy when they find out you bought an unarmored Nurgle/Slaanesh STD themed army.  &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: Nurgle Daemons are a great option against the squishy beastmen&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;Daemons of Chaos&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;: Biggest advantage is access to various Lores of magic. Use Nurgle melee units combined with Tzeentch range.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;: Tzeentch/Nurgle or Slaanesh/Nurgle combo is great here&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: A combined Nurgle-Tzeentch army would counter and decimate Slaanesh&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;: Play mostly with Slaanesh units with a few Tzeentch/Nurgle air units&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;:  Nurgle-Slaanesh combo is good here&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: This is one match up Daemons Undivided has a better chance than all of the Monogod factions. Combining Nurgle units (to absorb hits and slowly advance at the Wood Elves) with Tzeentch (for range damage to quickly obliterate squishy Elves) or Slaanesh (to outflank and brutally overrun them) to deal a lot of damage&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:EFC0:0:0:0:5188</name></author>
	</entry>
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