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==Warscrolls== The common keywords of these warscrolls are: '''Chaos''' and (unsurprisingly) '''Daemon''' (Note:There's a lot of fucking warscrolls. Most tactics can be taken from main demon pages, the information here is tailored towards LotFP allegiance.) ===Named Characters=== ;'''Undivided''' ;'''Be'Lakor, the Dark Master''': The head huncho, and the only real reason to pick this army. His stats and weapons are pretty horrifying without factoring in his abilities. 14W, unrendable 4+ save, and his 6+ FNP (as well as shrug-to-lesser-demons) makes him incredibly durable. Lord of Torment will also heal D3 for every unit that fails a battleshock within 12". His weapons are no less terrifying, packing an 8 attack 3+/3+/-2/2 Blade of Shadows. On average, this kills 4 Liberators or 10 Clanrats(!), or shreds a hefty 6 wounds off a GUO (once you factor in FNP!). His claw is a single attack at 3+/3+/-1/2, which helps with some ablative wounds, or picking off the last few wounds off a support hero. Finally, his tail is another single attack at 2+/'''1+'''/-3/2. The '''1+''' degrades down to a 5+ over time, but should still be able to polish off a few Ironguts before degrading ''too'' heavily. Overall, a solid offensive profile on a deceptively bulky body, justifying the point investment just with native stats and traits. The real powerhouse, however, is Be'lakor's signature '''The Dark Master''' ability: ''Once per battle, at the start of the enemy hero phase, you can pick 1 enemy unit on the battlefield. Until your next hero phase, at the start of each phase (including the phase in which the unit was picked), you can roll a dice for that unit. On a 3+, that unit cannot move, shoot, fight, use command abilities, chant prayers, attempt to cast spells, attempt to dispel endless spells or attempt to unbind spells in that phase.'' Wow. This can shut down ''anything'', with decent odds of success to boot. Kragnos going in for a brutal charge? Not anymore. Proper screening will help you get the most mileage out of this, stopping a rampaging unit with some of your chaff before it reaches a vital objective or support unit. TL;DR: Bring Be'Lakor. He's what really makes this army work, and you're better off just running S2D or Mono-God without him. ;'''Slaanesh''' ;'''Dexcessa, the Talon of Slaanesh''': One of the two new named 'Newborns' from BR: Kragnos. Solid profile with 10W, 4+, and a -1 to getting hit. Her two weapons are potent; 4/2+/3+/-1/2 deals with SCE and Ogors decently well, and her talons are an additional 2/3+/3+/-2/2 - adding more volume to an already solid offense. Her abilities work well in tandem to ensure she reaches combat quickly - and stays there. She can run/charge, and once (s)he's fought for the first time, can add an additional 1 attack to each weapon, every battle round. Finally, she lets nearby SLAANESH demons ignore battleshock, and can issue one command for free. Overall; horrifying in melee, and serves as a good build-around for a slaanesh-heavy force. Biggest issue with her is getting focused down in 1-2 rounds, and lack-luster durability as a whole. YMMV, but better as a hammer than an anvil - even if you need to delay the initial combat (for '''Joyous Battle Fury'''). Make sure to plop at least 1-2 units of daemonettes near her to take full advantage of her abilities. ;'''Khorne''' ;'''Skarbrand''': If you're only going to take a single Khorne unit (aside from the <s>mandatory</s> bloodletters), look no further. Tactically speaking, Skarbrand is a short-ranged meatball of carnage. Pretty much everything thrown him at will die. Cunning foes will try to counteract this with screens and shooting (assuming they have any), but Skarbrand will rarely spend more than one round on a single enemy. Crunchwise, there's no command abilities or auras to worry about this; this is '''especially''' good in LotFP. One of the main weaknesses' of this army is negotiating all the keywords, and Skarbrand gives you one less character to micro (which is a HUGE positive when you have 4 keywords - he's essentially a self-contained mob without any further point investment). He suffers from a lack of durability - but seeing as Skarbrand doesn't mind losing wounds, he can usually deal some significant damage on his way out. Good in soupier lists, but if you're focusing on 1-2 gods a few bloodletter mobs with proper support tend to perform better (<s>That said, Skarbrand is significantly more fun</s>). ;'''Nurgle''' ;'''Tzeentch''' ===Heroes=== ;'''Slaanesh''' ;'''Khorne''' ;'''Nurgle''' ;'''Tzeentch''' ===Troops=== Just remember that '''First-Damned Prince''' requires one of each type of troop. As such - even when focusing on 1-2 gods, you should plan on bringing one of each. You ''could'' hope to high-roll '''Unyielding Legions''' for the first few battle rounds, but the consistency is generally worth the point investment. ;'''Slaanesh''' ;'''Daemonettes''': Scary. Lightning fast, and hit hard as hell. They have a 2/4+/4+/-1/1 - the rend helps quite a bit. Roughly comparable in terms of offense to bloodletters, with more movement-focused utility. Note: They're the only troop choice that doesn't get buffs for having over 10 models - this makes them ideal for spamming MSU without too much investment. Arguably the strongest troop choice available to the army, and taking a few MSU with a KoS or Dexcessa will be a huge pain in the ass to deal with. ;'''Khorne''' ;'''Bloodletters''': ;'''Nurgle''' ;'''Plaguebearers''': ;'''Tzeentch''' ;'''Horrors of Tzeentch''': ===Behemoths=== ;'''Slaanesh''' ;'''Khorne''' ;'''Nurgle''' ;'''Tzeentch''' ===Artillery=== ;'''Khorne''': ;'''Skull Cannon''': Ironically enough, the only artillery (and shooting-focused) model usable by this allegiance. Hot take: this is near mandatory in most lists. For 130 points, you're getting a durable body that can shoot, perform some combat shenanigans, and has a strong and stackable keyword (Bloodletter). As tempting as it is to use this as a mobile gun-line, the true home for your murder cannon is running down chaff, and then taking another volley of shots at the poor paste you've just run over. Take them in clumps of 3 for the best consistency, and avoid getting tar-pit by bulky, multi-wound models. ===Other=== ;'''Slaanesh''' ;'''Fiends''': Solid unit. Lot's of combat trick, including the characteristic -1 to hit (or wound, with enough bodies). Due to the scaling nature of their stingers, you should have them fight bigger foes - leave the Clanrats to your Skull Cannon. Don't forget the -1 to cast for nearby enemies. However, they're ;'''Khorne''' ;'''Nurgle''' ;'''Tzeentch'''
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