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==Why Play Chaos Daemons== Do you like bitchin awesome huge models? Want an army that entirely deep strikes? Are you totally unconcerned with the fact that you very well may never win again? Chaos Daemons might just be the army for you. In all seriousness, these guys are pretty awful and the only reason to play them is a fluff army. So go nuts, take the most questionable upgrades and field the most expensive units. One way or another things are going to be '''FUN'''<font size=5>*</font>. Well unless you're playing against the Grey Knights since they have abilities that can render your entire army utterly useless (as in unable to move or attack useless). Then things <s>won't be</s> '''WILL BE SUPER FUN'''<font size=5>*</font>. You might try taking Chaos Space Marine allies to stop you losing a bit, but that's no fun*. Note that a popular choice with this army is to magnet the round 40k base to square Fantasy base (or figure out some other way to do the same) so that you can build both a 40k and a Fantasy army at the same time). This has two advantages: The first is getting to play two separate games with the same army and models and the second is, while you'll spend a lot of time losing with Daemons in 40k, with Daemons in fantasy you will <font size=4>[[Warhammer/Tactics/Daemons_of_Chaos|NEVER FUCKING LOSE!]]</font>. Strangely, while they suck ass in normal 40k, they get some of the best apocalypse units such as Aetaeos"Blow up an entire army in one turn with mind bullet spam"'Rau'Keres. *Also, some people seem to be confused by the ''Daemon'' rule, which is listed in both the Warhammer 40,000 rule book and the Daemon codex, but both rules are separate, and Chaos Daemons from the codex are affected by the rule listed in the Daemon codex, not the Warhammer 40,000 rule book. They retain their immunity to instant death. Note: They also gain ''fear'' from the rulebook rule '''Pros:''' *The whole army gets Eternal Warrior. You get to keep it because the Codex overwrites main rulebook. *The whole army Deep Strikes. *Good and relatively cheap troops. *Powerful anti-infantry and close-combat. *Awesome Greater Daemons and cheap, effective Heralds. *Wide array of models, most you can use both for Fantasy and 40k. *You army is entirely made of extradimensional incarnations of evil and negative emotions. *'''FUN'''<font size=5>*</font>. '''Cons:''' *You know how GW charge an arm and a leg for their models? For a Daemons army you can say goodbye to an eye and a testicle too. *The most luck-based army around. Between the judgement of the gods, Deep Strikes and reserves there are just too many occasions for a bad roll to completely screw you over. *A hard time dealing with anything with AV 12 or more, so you're automatically out of the competitive scene. *If you turn up against Grey Knights, just turn around, bend over and pray your opponent is a gentle, tender lover. Did we mention that nowadays Grey Knights make up more than 50% of tournament lists? And you know how you used to not be all that worried about force weapons because you had armywide eternal warrior? <s>Well now you don't have eternal warrior ''at all''!</s> They have EW back, thanks to the latest FAQ. And the small nerfs to the grey knights (force weapons now only being AP3 save for things like the hammer), don't apply to you. And they can still defeat you in one turn by covering the map with warp quakes. *Ar-mor save? What is ar-mor? Jokes apart, a 5++ alone is not all that good, even if it's army-wide. *Crappy saves and the fact most of army has no ranged weapons means it's going to die like a bunch red shirts in the shooting phase. *Oh, the Imperial Guard are to also have a field day with you thanks to the Officer of the Fleet subtracting 1 from your reserve rolls, so look forward to not getting half your army while the other half gets shot to pieces.
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