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===Heavy Support=== *'''Skull Cannon of Khorne''' - Basically auto-include if you're bringing Daemonettes or Bloodletters. Not because S8 cover-ignoring blast (which is still nice at popping-out vehicles), but because your guys can charge anything hit with this blast without initiative penalty for not having assault grenades. If the enemy gets too close, it's a chariot, so charge them with your D6 S7 Hammer of Wrath hits! Then die horribly as they shove a power fist up your armour-10 rear. *'''Burning Chariot of Tzeentch''' - Fragile but very killy. 10AV all around but is in fact a Daemon of Tzeentch and 3HP make it more durable than most fast skimmer... chariot... things. The Exalted Flamer will be shooting AP3 torrents and 18" heavy d3 lascannon shots, which unfortunately have Warpflame. Even its Hammer of Wrath attacks have Warpflame. Here have FnP while I burn you alive. [[Just as Planned]]. Alternatively you can give a Herald of Tzeentch one of these to pimp around in, casting Divination, Change, and/or Malefic Daemonology powers all over the place. Or you could use a Warpblade to spawn the shit put of your opponent using sweep attacks, then 'accidentally' flamer the t5 spawn, as well as the enemy squad, and let the nomming commence. ** Warhammer 40,000 7th Edition update. Now in 7th Edition chariot riders count as always stationary and relentless. It means exactly what you think it means. Our beloved av 10/10/10 skimmer can now move 12", torrent another 12" and because it's open topped it can be from anywhere on the vehicle. While the durability is low, 3 HP, chariots can now never be immobilized only, explode on 7 for damage roll and they can pass off hits/wounds to the rider. And if you do choose to run the Herald on this instead, remember that you can spew psychic powers in the psychic phase and then flat-out into safety in the following shooting phase. *'''Seeker Chariot of Slaanesh''' - These guys are cheap. A squad of three of these used to be unusable due to their massive bases and deepstriking, but now they can deploy safely. Rules for these girls are simple: Charge the enemy. Your d6 per hull point Hammer of Wrath Attacks with RENDING due to its Fleshshredder rule owns everything. And since chariots can't be locked in combat when it's your turn again just back up an inch and repeat! These things are very delicate but at only 40 pts a chariot they are worth it. Be careful with the rules in cc as it gets very confusing with the exalted Alluress in combat. **'''Exalted Seeker Chariot of Slaanesh''' - Same as above only 4 HP instead of 2. you could put a Herald here and take the locus that means all your chariots ignore difficult terrain all the time. *'''Soul Grinder''' - In 4th edition, Games Workshop decided to expand its repertoire of things stolen from intellectual properties and so knicked something a bit more recent (from Doom, specifically). It was a shitty waste of points back then because its [[Meme|HUGE GUTS]] made deep-striking it an exercise in annoyance and failure, but we don't talk about that much no more. For this codex, the <s>Spider Mastermind</s> <s>Cyberdemon</s> Soul Grinder is very similar to what it once was in terms of stats and cost. He still comes with a harvester, has one Iron Claw (it's a power fist, actually) and still has that same, rather solid stat-line. So what's new? Well, he can Skyfire if he wants with his new S7 AP4 3-shot harvester and has to buy all his other weapons from scratch. However, losing a Mawcannon won't remove all the the profiles you upgraded it with so that's a plus, right? Speaking of weapons and profiles: **'''Baleful Torrent''' - just like the last one, S6 AP4 but now with torrent! **'''Phlegm Bombardment''' - very similar to the phlegm profile it replaces, your half-range battle cannon doth return. Note, you have to snap-fire all other weapons when shooting it now because it's Ordnance and this is post-6th Ed. **'''Warp Gaze''' - why? Oh sure, S10 AP1 seems terrifying, but its range is pathetic and you can expect to miss as often as you can to hit with it; could be worth it on camping Nurgla/Tzeentch Grinders just to add more dakka. This would've been ''awesome'' if you could give it to a Daemon Prince! **'''Warp Sword''' - your back-up if you lose your Iron Claw and a pricey one at that, but it will also give you a bonus attack, being that both your claw and this sword are specialist weapons. Warp Swords are also master crafted, which is totally a plus for close-combat grinders<br />Soul Grinders must now be upgraded to a Daemon of a god in which it gets Daemon USR (5++ and Fear) as well as the special god-related bonuses: **'''Khorne''' - This one is free as the Iron Claw already doubles strength (making furious charge useless unless someone shoots off your claw) but also means you'll almost always be loading up with a Warp Sword just in case. **'''Tzeentch''' - The next cheapest, giving you jack shit in terms of psychic powers but 5 pts for a re-rollable save 1's is fantastic! **'''Nurgle''' - Best by far for Shrouded Soul Grinders (2+ cover behind ruin anyone?) but be careful with an ADL as it might be too small to obscure him properly. Always double check that this massive model is obscured before assuming he is. Otherwise, you're gonna be shooting so take phlegm, maybe Torrent and ''maybe'' Warp Gaze. Keep in mind that this thing will be in the backfield, which is a weird position for daemons that are more used to taking the fight to the enemy. **'''Slaanesh''' - the +3 run, Fleet and Rending! Grab yourself a Warp Sword and Baleful Torrent. Speed up the field, and soften a unit up with the torrent and the harvester cannon, then assault it with 6 S10 attacks (with rending, but at S10 that's a bit of a moot point) - not even buildings or [[Land Raider|big metal bawkses]] can withstand that! You can even charge in and kill those Gay Knights shooting you with Psycannons that aren't allowed to run away in CC and have to stand there while you kill them (unless they brought Daemon Hammers... then you're fucked). :While the Soul Grinder is usually worth taking, it is annoyingly counter-intuitive. It offers Skyfire, but only has BS3 and if used, prevents the use of Phlegm or the torrent (requires some Divination trickery); they have access to powerful guns, but have criminally short ranges; they come with strong close combat options, but also great ranged options. The trick is to figure out what you need it to do in your army and use it to fill in the gaps. Most importantly, play to its strengths: it's a walking tank! It's way more durable against things that threaten [[Dreadnought|other walkers]], like autocannons or krak grenades so don't be afraid to leave yourself a little vulnerable at times. If you're really concerned, take them in pairs for safety. *'''Plague Hulk (Forgeworld)''' - Essentially a Soul Grinder of Nurgle with a poisoned 3+ S5 AP3 flamer instead of the Harvestor and a rending phlegm bombardment with 2 fewer strength but at 150 instead of the 180 for the codex version with Phlegm. Replacing the Iron Claw with a Warp Sword for +25 points is a hilariously bad idea which you should not do. Definitely worth the points but wants you to get close to take advantage of the poison template (which is counter intuitive of Nurgle Grinders siting back abusing Shrouded). Since you can take it in CSMs too its a good way to get a 4th Grinder via allies if you really like them. You are losing the versatility that the Harvester gun has but for being the most budget Grinder it's always worth consideration. *'''Blood Slaughterer (Forgeworld)''' - '''FUN'''<font size=5>*</font> name notwithstanding, these jacked-up chaos dreadnoughts are bad fucking news! Front armour 13, WS5, a dreadnought close combat weapon, Rampage, Daemon of Khorne, Deepstrike, Fleet, Daemonic Resilience and +D3 attacks on the charge spell death for anything they touch. You can either stride them across the table but they will likely get kited because they have to run towards the nearest enemy unit in sight. Fortunately, you can instead choose to deep-strike them close to that thing you want to die; this is a marginally better proposition as individual Slaughterers are roughly dreadnought sized and it's fairly easy to place one (and in most situations, the other two). If you take a full squad of three, give them all Impalers (a Blood Angels magna grapple with one worse AP and a scant 12" range; it can never be snap-fired): they always hit on a 4+ and drag penetrated vehicles or wounded and unsaved monstrous creatures 2D6" closer to them. Oh, if you happen to drag anything into base contact it's blender time as the model is now in a close combat with the Bloodslaughterers which count as having charged. Did we mention that multiple Impaler hits are cumulative? Or that these are one of the few things that can assault and sweep on the turn they deepstrike? [[RIP AND TEAR]]! *'''Spined Chaos Beast (Forgeworld)''' - No longer available to CSM, this thing is now a Chaos Daemons exclusive. Basically, it's a daemonic construct made from flesh instead of metal. It's a deep-striking monstrous creature with WS5, S7, T6, 4 wounds with It Will Not Die. Must be a Daemon of a Chaos god: **'''Khorne:''' free furious charge! +1S on the charge is nice although it isn't an earth-shattering bonus, but it's hard to beat a price of 0. **'''Slaanesh:''' Got bumped up by +5 pts. but is no longer the cheapest or worst of them all. Fleet, rending and an extra 3" of movement are pretty sweet. Great for running up the field, dashing through cover or deep-striking and running out of LoS. You also don't have to smash to pop lighter vehicles with rending, which is nice. All in all, like Khornate Daemonhood, there are no drawbacks or wasted abilities here. A Slaaneshi Chaos Best combines the good parts of a Daemon Prince (high WS, easier to Deepstrike) with a Soul Grinder (strong and remarkably tough), although you lose access to ranged weapons, gifts and psychic powers. Still, it undercuts ''both'' those competitors by a fairly significant margin. **'''Nurgle:''' Oh how the mighty have fallen - 15 points for shrouded and slow and purposeful. Alright, so you already get a 5+ save from being a Daemon and slogging through difficult terrain to buff that cover save makes you even slower - which paired with Slow and Purposeless makes this thing a 155 point sink that has a chance to do FUCK ALL during a battle when foot-slogged. Deep-striking it into cover may get you closer but you still have to waddle over to your targets (which will be agonizing) or you can scatter onto bad things for a mishap, again giving you the opportunity to have a 155-point sink. Topping it all off, you won't get your cover saves in close combat, which hangs a massive question mark over the whole goddamn thing! What's really sad is that the bonus it replaced (FNP) was way better; just skip it. **'''Tzeentch:''' +5 points to better use psychic powers... that you don't get. Being able to re-roll 1's for saves is nice and quite a bargain at only 5 points granting an almost 4++.
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