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==Why Play Chaos Daemons?== Chaos Daemons are the ultimate enemy of the Imperium, perhaps more so than the Chaos Space Marines who worship them. Each one of them is an incarnation of the Dark Gods' will made of pure Warp energy, and therefore mortal concepts such as fear, exhaustion, or pity are alien to them. If you always wanted to command an army entirely composed of bizarre and horrifying monstrosities (and who didn't?), then Chaos Daemons are for you. ===Pros=== *Armywide Daemon saves, armor saves that can't be modified, which makes them better than invuls. *Wide range of miniatures, so painting never gets boring. *Lots of different playstyles with 4 different gods, monsters, hordes, magic and so on. Probably even more once you factor in allying with the various flavors of CSM. *Your Daemon Prince murder machines can hide behind other troops. *Your army is completely compatible with Age of Sigmar, kill team, The Horus Heresy, Boarding Actions and, of course cause you're here, Warhammer 40K. It's almost like having five armies for the price of one. *9th changes make Daemons fantastic at board control, lots of variety in objective holders and takers. When mixing Gods, you can oversaturate target priority, makes them stress about what to shoot. *The entire army has all sorts of Deep Strike shenanigans which will work even when you ally with CSM, and all without needing to do summoning rolls. *Warp Storms give you plenty of tricks to throw out-of-turn, including your most frequent means of shooting without needing guns. ===Cons=== *Mono god daemons doesn't work and neither does Undivided. There are no mono god static rules at all, making it worthless to play mono god for either good rules or flavor. Sucks big time. *Tzeentch has 6 spells that can only be cast once each. Lord's of change cast 3 each and Heralds cast 2. You can't run 2 LOC's without running out of spells. This codex makes Tzeentch, the psyker daemons, impossible to use as a mono god, pysker army. *Daemonic Invulnerability is something but not much, and you have got a lot of T3 units... **While 9E's Daemonic Invulnerability improves saves, it's also sacrificing defensiveness in one range for another. Tzeentch in particular suffers hard from this. *You need quite a lot of miniatures, and the big ones aren't cheap, but you wanted to sell your firstborn child anyways, didn't you? *Looks like Chaos Undivided won't be a big thing in the future. The fact that [[Fury|Furies]] (who are supposed to be Chaos Undivided incarnate) got squatted despite having models in Warcry is a big enough clue for you. You want undivided, go play Be'lakor's secret club. **To pour salt on the wounds of any mixed-god players, your Warp Storm powers pretty much rely on mono-god builds if you want all the tricks, though you have plenty of tricks with the undivided list. *Daemons have a low leadership value compared to other hordes and only one option to improve it a bit (buy icons!). The new codex is making these scores even worse. *Limited shooting capabilities. You really have to get up close as fast as possible, on foot because... *Lackluster mobility (unless you're running Slaanesh). If you intend to make use of the Daemon's unique deep-strike rules, you'll need either the named Greater Daemons or lots of Leadership debuffs, preferably both. *Not a lot of cheap anti-horde capabilities (besides Slaanesh) compared to enemy horde point costs. Try to deal with Ork-/Nid-/Guard-Blobs. Have fun... *You will have trouble with fast (Space Elves) and shooty (Guard, Tau) armies - always. Especially ones that can kill your Greater Daemons on turn one with some heavy armed flyers or lascannons. *Really CP intensive, but only a paltry number of strats if you go mono-god. Going multi-god means kissing the god-aligned Warp Storm effects goodby. Expect to rely on Warp Storm Tokens just as much as Strats. *Your lesser daemons, the troops meant to hold the objectives for you, cannot add any more models to their ranks. 10 is the size you get, and nothing can change it. This is a serious issue for a mob-based army, rezzes or no. ===Changes from 8th to 9th Edition=== Game has made a large shift from prioritizing mass slaughter to board control and objective scoring. A more important change is morale with units not having guaranteed destruction after a certain number of models were killed that turn. A downside is Blast weapons will ruin your horde's day with guaranteed full shots against a large unit.
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