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===Tzeentch=== ====A NOTE ON WARPFLAME & SOULBLAZE==== Be careful; a lot of people mix up Warpflame and Soul Blaze. These are not the same. Soul Blaze means free hits, Warpflame means either free hits or a Feel No Pain bonus. In a Daemon Host of Tzeentch there's just no way to avoid the Warpflame rule, which experience will teach any Tzeentchian acolyte can be the rule that saves you on a good day (dishing out un-savable wounds), or be the last nail in your coffin on a bad day (providing all your opponent's units with/improving their Feel No Pain). Like Warpflame on its own, the Soulblaze/Warpflame combo can result in absolutely nothing (or - at worse - make your opponents even harder to kill next turn). However, it can be terrifyingly devastating on days when it works in your favor - the two generating up to 6 more wounds on an enemy unit just for hitting it! ====Warlord Traits==== #'''Born of Sorcery:''' [[Awesome|Warlord harnesses Warp Charges on 3+.]] Personally, the best trait, this means you can one-die a lot of easy powers like the bolt or the nova power. #'''Incorporeal Form:''' All enemy units suffer -1 to their BS and WS when attacking the Warlord; although inferior to the next trait, it definitely does help against shooty armies like Tau or Guard. #'''Warp Tether:''' [[Awesome|Warlord and all Daemons of Tzeentch in 9" get +1 to their Invulnerable]], one of the most powerful traits in the game, since daemons have many ways to buff invulnerable saves, useful on mono Tzeentch armies. #'''Lorekeeper of Tzeentch:''' [[Awesome|Warlord gets +1ML.]] If not a Psyker, become ML1 and must roll on the Change discipline, this is more cheesy than useful--UNLESS you have the Infernal Tetrad as your warlord(s), netting you 3 more warp charges and spells (Since GW FAQ'ed the Tetrad so that the Daemon Prince of Khorne can't get Mastery Level 1 from this result). Wreak havoc with three psyker level FOUR daemon princes! #'''Tyrant of the Warp:''' [[Awesome|Ignore your first Perils in a Psychic phase.]] If you generate 21 warp charge points per turn, you're prone to perils, and if you really want to get a Warp Charge 3 Flickering Fire without dying then just rock this trait, and it sounds pretty badass. BUT WHAT DOES IT DO THO? #'''Daemonspark:''' Warlord and all Tzeentch Daemons in 9" gain Soulblaze on their close combat attacks... by far the worst trait, but a wise opponent might think twice before charging into a battle of attrition with 20 Soulblazing Pink Horrors. But still you better reroll this one. ====Relics==== *'''Paradox''': 25 points, Heralds and LoCs only. Expect to see this on every LoC to hit the field. You're not taking this because it's a Concussive AP4 melee weapon, you're taking it for the Warp Contradiction rule. With it, once per turn you can turn all the dice you rolled for a Psychic test to the opposite of their displayed value. In other words, you can turn a 1 into a 6 this way and turn a shitty roll into an amazing one instead (and then you get perils, lol), keep in mind that this means that you can guarantee a successful power by expending 2x-1 charges (1 for a cost 1, 3 for a cost 2 and 5 for a cost 3). Now you can feel safe rolling just 5 dice instead of 7 to successfully manifest WC3 powers. Note that Warp Contradiction affects the bearer only and can only be used once every phase. Combined with the Tyrant of the Warp ability, this means you can get the power you need without risk of perils. *'''The Endless Grimoire''': 35 points, Heralds only. If the Warlord only generates powers from the Change discipline, he gets to use all of them. No, you didn't misread, it says "the Warlord", not "the bearer" although nothing prevents you from making the Grimoire's bearer your Warlord. That awesome tome of wisdom looks pricey but instead of rolling shit you have a guaranteed access to powers you need. The issue is that, in the Pre-Warzone Fenris Codex where the codex specific god powers come into play, they have the requirement that you can only roll up to half on the chosen god's table which would mean you'd have to keep the Warlord at ML 1 for the purposes of this upgrade which sucks. In Warzone Fenris' FAQ, an important Errata was released, you can now roll all powers from a god specific discipline. Take a Herald of Tzeentch as Warlord and have all the powers without any risk of nullifying this. With all these toys you can get an LoC that is almost exactly like Fateweaver. With the +1 Mastery level trait and the endless grimoire as well as the impossible robe you have a Fateweaver with a better invul (knows all powers, 3++, ML4) with the large benefit of being able to fight in combat effectively. *'''Soul Bane''': 15 points, DPs and Heralds only. It's just in the relics cause they need a fluff related reason for having one. An unusual melee weapon with S User, AP equal to your target's initiative (with AP1 against vehicles and AP- against anyone who's I7 or higher), and Fleshbane. It can be interesting on a Herald, if you like spending 15pts for interesting... But well worth it on a Daemon Prince - the AP1 vs vehicles means he's more likely to EXPLODES! them, and Fleshbane combined with his high initiative, invul. save, flight & psychic powers makes the Prince of Tzeentch a perfect Riptide/Wraithlord/Wraithknight hunter! *'''The Oracular Dais''': 35 points, Heralds only. A Disc of Tzeentch that allows you to auto-pass a reserve roll for any friendly Chaos Daemon unit once per turn. This works with instruments to drop a second unit. For an instrument to work you have to pass the reserve-roll and it's actually only 10 points since a normal disc is 25 points. *'''The Impossible Robe''': 25 points, LoC, DPs and Heralds of Tzeentch only. On the one hand, it's a 3+ invulnerable save. On the other hand, if you take an unsaved wound you need to pass a Ld test or be removed from play. While it sounds really risky, on an LoC it's frankly amazing; with T6, 5 wounds, Ld 9, your opponent hitting you on 6s in the air, AND rerolling saves of 1, this makes your LoC a nigh unkillable fuck laying down psychic dakka or summoning unit after unit of daemons. Hopefully for the sake of your opponent this doesn't stack with the Warp Tether Warlord Trait, but it does stack with the cursed earth psychic power. It might be as useful using the grimoire, as you're wasting the bonus +2 to your invulnerable as you only need one and you incur the risk of failing the 3+ (unless you have Fateweaver) reroll. If you want to avoid the risk of the Grimoire just buy the Flyer Ace. Fun fact: Fateweaver used to have almost this exactly. *'''The Everstave''': 20 points, Herald or LoC only. In melee, it's S User AP4 with Soulblaze and Warpflame. As a ranged weapon, it's a Heavy 1 flamer with S5 AP3 along with Soulblaze and Warpflame. Soulblaze is semi decent, the template may not be a [https://1d4chan.org/wiki/Heldrake baleflamer] but it's far from bad. Take it for the Template or not at all. Would this work with the Warpflame Host formation, Storm of Daemonis Fire rule? Combine with flamers to make sure that if you have to burn some space marines that a lot less of them will be upright to minimize the risk of warp flame. Honestly, its not that bad and it can roast some stuff if put on a flying monster. ====Psychic Powers of Change==== *'''Primaris: Flickering Fire''' - WC1, WC2, or WC3. This power right here? It's what is supposed to act in the place guns for your army. Flickering fire is a variable yield spell, normally it's a warp charge one spell that throws out 2d6 heavy bolter shots with soulblaze and warpflame. But by casting it as either a warp charge two or three spell, you add an extra d6 worth of shots for each additional charge you're spending. Remember that while Heavy Bolters are generally not that good, yours are generally strapped onto much more mobile shooting platforms who can maneuver to the rear arc on enemy vehicles and glance them out before they knew what hit them. Oh those Pink Horrors, no they're S3 they can't possibly hurt your wave serpent, why don't you maneuver it clo- DAKKADAKKADAKKA dead serpent. NOTE: it's capped as a level three spell, so NO you can't throw 12 warp charges behind this spell to throw out 13D6 worth of shots, and Warzone Fenris imposes the "Choose WC# before casting" limit [[Eldar|Eldritch Storm]] that some other Daemon Powers have. *'''Tzeentch's Firestorm''' - WC1. strength D6+1, AP- small blast with warpflame; the worst spell in the '''game'''. *'''Bolt of Change''' - WC1. Str D6+4, AP 2, 24" beam, warp flame. As one of three anti tank powers, it's arguably the weaker of the spells, but at warp charge 1, it is easier one to get off. ** Alternate Opinion: As a beam weapon with the same range as a bolter there is potential for some pretty good vehicle wrecking capability. Combined with Tzeentchs Exalted Locus, a D6+5 strength AP2 beam starts to look pretty tasty. Also with a minimum of S7 with the formation in the decurion it start to be pretty scary (if you could ever afford the 9 horrors squad formation of course)(Do note however that the formation only require 9 units from a list of 3, with the points being 50, 69 and 90 as such a reasonably balanced formation runs to about 700 for the 9 units AND the herald with the Ex Locus of +1 Str) *'''Tzeentch's Warpflame''' - WC1 Nova with 9" range, S D6 (Yep, you roll for that Strength value fucker), AP4, Assault 2D6, Ignores Cover, with Warpflame Rule. Too random in strength to be reliable, potentially a real fucker if you roll a 6 in the middle of an enemy formation with lots of cover, potentially just a waste of your Warp Charges when you roll S1 and wound not just MEQs on a 6, but those ''dirt cheap GEQs'' as well. *'''Boon of Flame''' - WC2, or WC3. Decide before casting. WC2 nabs you 1 Exalted Flamer, WC3 gives you either 3 flamers or 1 Chariot. Just take 1 roll and Malefic and swap for Primaris. However, while inferior to Malefic it's not bad, just limited and even Malefic can't summon Flaming Chariots, and since the psychic phase is juuuust before the shooting phase you can use this to summon some powerful shooting attacks and distractions. If using Magnus, make sure he does this power every turn because summoning at least 5 burning chariots over the course of a game is nothing to scoff at. *'''Infernal Gateway''' - WC2. Bolt of Change's big brother. Str d6+4, AP1, blast, Warpflame. The blast does mean you have the chance to get multiple targets, but it's a small blast so not ideal. *'''Prismatic Gaze''' - WC3. 18" AP1 Destroyer hit. This is what you want to demolish vehicles, Wraithknights, and Dreadknights with. In all, the boost to Warpflame when using the Tzeentch infantry formation works wonders with this discipline, but outside of it? The God of Disease has greater magick than the god of Magic himself, except for Power 6, which is 100% luck-based. Curse of the Wulfen actually made that discipline a bit worse: now you have a 50 % chance to roll bad power instead of 33.3% and a single Destroyer hit is useless against horde armies and any units with multiple models. No guarantees unless using Fateweaver or a ML1 Herald with Endless Grimoire. The Exalted Locus is good for this as well, but it's only one squad. Unless, again, you run the Tzeentch infantry based formation. Which leads to silliness such as 9 squads of Horrors shooting 2d6 Autocannon rounds each with a WC1 power. Are we starting to see a pattern here? Taking Horrors and/or Flamers? Take the Warpflame Host. It improves them and their herald ridiculously well. Just fucking do it.
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