Editing
Warhammer Army Project/Daemons of Chaos
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Unit Analysis== ===Lords & Heroes=== One thing you should notice is that Daemons are expensive. This is because many have monster stats builtin from the start. The lord allowance is fairly tight, so you can't fit a greater deamon in a smaller battle with less than 2000 funds, and that's only enough to buy one or two cheaper items for them ====Named Characters==== <tabs> <tab name="Unaligned"> *'''[[Be'lakor|Be'lakor the Dark Master]]''': 520 pts. The First Daemon Prince has a bit of a change. He has grown in size. While he's still really good at resisting shooting and morale-breaking, while his blade can chop through armour like it's nothing, what's changed is his magic. See, he now has Loremaster in his own lore of not-quite Shadow that's a mix between blasting and debuffing. Especially handy is the spell that instantly forces a panic check, which he can then milk for some extra channeling die. </tab> <tab name="Khorne"> *'''[[Skarbrand|Skarbrand, the Exiled One]]''' 510 pts. for the angriest sonuva bitch of a Bloodthirster ever! He also has three stats maxed out to WS10 I9 while bypassing armour and getting +1A with his axes. He also has S5 breath weapon while bestowing friendly and non-friendly units with hatred and is frenzied himself. Keep in mind that, unlike other bloodthirsters, Skarbrand does not fly so that he will attract all sorts of fire without fail. *'''[[Mazarall The Butcher]]:''' 430pts. A Demon Prince of Khorne Lord that's more like a lesser Bloodthirster (same price too). He is more defensible with light armour, shield MR(3), while offensively has Impact hits(D3) and fires S4 multishot(D6). in addition, at the start of combat, he gives a lesser Aura of Fury to only one unit. He permanently gains +1 attack on a roll of 6 for each model killed at its end. Alternative pick if you want your Khornenate leader to play more defensive, then go the normal aggressive with a naked Bloodthirster of the same price. *'''[[Skaarac The Bloodborn]]:''' 280pts. Similar in power to a Demon Prince of Khorne that is also a monster. 12" aura of Khorne Daemons re-roll failed charges and -1 for wizard casting. For offense, in addition to stomps, he makes 6 S6 attacks that have a 1/6 chance to heal for each wound inflicted, a Breath attack that ignores armour, and he will explode on death. Overall, a walking machine of death is expected of all Daemonic heroes of Khorn. *'''[[Skulltaker]]:''' 215 pts. RAPE INCARNATE! Essentially a herald of Khorne with a Lesser Locus, a WS and I of 9, flaming attacks, magic resistance, a 3+ natural armour save, and heroic killing blow in duels (which you will throw him in because he can't refuse any)! Great for hiding in a unit of Bloodletters or Bloodcrushers - watch out for those always strikes first characters and dragonhelm/dragon armour. They can still fuck him up. * '''[[Karanak|Karanak, Hound of Vengeance]]:''' 230pts. Born & bred to rape wizards. Can nominate one character before battle to re-roll to hit and wound against with his 4 S5 I6 attacks at WS7. His special toy is a brass collar (see Flesh Hounds) that causes a S10 hit against any wizard within 12" before they get bent over by their miscast roll. He also gives his unit frenzy. However, you're going to pay for all of this since Karanak costs twice what you would pay for a bare-bones generic herald. Is he worth it? Ask yourself two questions: is your opponent undead, or does he have pointed ears? If you answered yes to either laugh as Karanak takes a chunk out of Teclis'/vampire general's/hierophant's crotch. </tab> <tab name="Tzeentch"> *'''[[Kairos Fateweaver]]:''' 445 pts. for one of the greatest magic users in the game - seriously, even compared to Slann! He's a level 4 wizard that knows no less than 15 spells that you may CHOOSE, not roll for. YOU CHOOSE which spells you want before the game begins. You get 4 from Life, Metal, Light, and Heavens; 4 from Death, Beasts, Shadow, and fire; and all spells from Lore of Tzeentch. The only problem is you have to choose each turn which set you're using, though you always have Tzeentch. His stat line is god-awful for his cost, apart from a 4++ ward save (coupled with a spell or two from the Lore of Life, this can make him extremely hard to kill), but you're taking this guy for the magic phase rape. *'''[[Amon 'Chakai]]:''' 600pts. Named Lord of Change. Level 4 loremaster of Tzeentch or any Core Lores. Why you take him is his The Hand of Destiny ability which causes all Melee or Shooting attacks against a chosen model to auto-hit. Sentences to death the most important character and monsters that don't have absurd layers of defense. *'''[[The Blue Scribes]]:''' 80pts. A tougher herald that randomly generates bound spells from any core lore you pick. Cheap but Not worth it for a proper game. * '''[[Changeling|The Changeling]]:''' 155pts. A special character that can shore up the lack of close combat ability in a squad of horrors. A herald with -1A and Van Horstman's Speculum, he copies the stats (WS, S, T, I and A but not wounds, so be careful) of an enemy in base contact/a challenge, which sounds cool, but that's before remembering his little two Wounds. With the Locus of Transmogrification, you have a chance of being stronger than the model you're imitating, and while the shapeshifting offsets the risk of being useless that turn, you're still not getting any better rules, and your Horrors will still hate you for rolling like shit. </tab> <tab name="Nurgle"> *'''[[Ku'Gath|Ku'gath, the Plaguefather]]:''' 510 pts. for a nigh-indestructible monstrous, stone-thrower with S5 ignores armour, and a misfire means no shots that turn. He also rides a Palanquin of Nurglings, but the cool feature is, again, the fact that he hurls Nurglings fit to burst from sucking his fatass off! It can effectively neutralize war machines that would otherwise be shooting at him. *'''[[Rotigus]]:''' 600pts. A named Great Unclean one. He is a 3 Nurgle wizard lord with a propensity to inflict mass damage to all enemies near his massive girth. He gets an additional 5+ Regen that inflicts wound with each successful save on top of being an already tanky Unclean one. He shoots all enemies with 6" with D3 S4 hits and Knows a bound spell that inflicts D6 Str 3 hits that ignore armour to D6 enemy units within 24". Don't forget the Extreme Contagion that comes with every Great Unclean one. He is running into combat, casting spells of plague and defenses bolstering as his bloat gradually disintegrates nearby enemy. *'''[[Epidemius]]:''' 225pts. The Nurgle version of Skulltaker, with T5, virulence locus, gives continuous buffs to Nurgle units in your army. Pretty sweet if you have the points to spare and essential if playing an all-Nurgle army. You may want to think about buying the Kazyk the Befouled model to use instead of the Epidemius one. It looks better and, even though it's Forgeworld, is actually cheaper than the GW Epi model! *'''[[Horticulous Slimux]]:''' 320pts. Your slug-rider Herald works more as a buff node for your Nurgle hordes. Not only does he have the fecundity locus, but he also gives a 6+ regen to units within 8" as compensation for being unable to join any unit and places a venom thicket within 3" of him. He's also good with Beasts, letting them re-roll charges and 1s to hit while within 8" of him. </tab> <tab name="Slaanesh"> *'''[[Shalaxi Helbane]]''': 555 pts. Though titanic, Shalaxi is the best challenger you have in your army. Thanks to its buckler, it has a demented M10 and MR(1). In combat, it not only possesses HKB, but it forces enemies in close combat to take -1 attack on top of Sensual Barrage and forces enemies to accept any challenges issued or take hits for being cowards. And if anyone tries charging Shalaxi? Well, that HKB weapon is a spear, so hello, surprise stabbing! Shalaxi challenging you is a death sentence, so keep those Skavenslaves and Gobbos handy. *'''[[N'Kari]]:''' 630 pts. The original named Keeper of secrets, if not only mentioned in passing, getting upstaged by a Slaanesh Herald, and only got the spotlight by being in TWW3. Given the modern keeper took powers from thier kit, N'Kari is armed with the Witstealer Sword and some gifts, with the standout being them having +1 to hit enemies in CC. *'''[[Synessa]]:''' 495pts. Port from AOS, one of the twin chosen children of Slaanesh. Stated like a Monsterous Daemon Prince, Synessa is The Voice of Slaanesh, a caster lord that all that see them may use her Leadership if Friendly (mainly only fellow Slaanesh) or hex all regardless of range if they are enemies. Being a level 4 lore master makes this a deadly combo, and her unique Whispers of Doubt makes characters +1 to hit in melee if they fail the leadership test. The Staff of Slaanesh is a bound spell that will waste 2d6 low armor chumps. Synessa is a powerful support piece but only has a -1 to hit, daemon saves, and demi-monster stats for protection, so it is better to use that fly to keep them behind a massive mountain and ensure Acquiescence goes off when they're not. *'''[[Azazel]]:''' 425pts. a Demon Prince of Slaanesh. A flyer that has Terror special rule and inflicts an -1 penalty to Leadership to combo with that maneuverability, and characters are more likely to fail Pavane of Slaanesh and Temptator. He could do solo flanking with his Ward(+4) and Soporific Musk for additional protection. Offensive with Temptator and a sword that ignores Ignores Armour Saves. He is the lord you could send in solo to proc routs with a few kills with his sword quickly. *'''[[Dexcessa]]:''' 395pts. The dancer of the AOS twins is about rushing into favorable battles. a Daemon Prince with only -1 to hit for protection. They fly into favorable combat matchups, making +1 more attacks each consecutive round of close combat she is committed to, and able to make a Random Move(3d6) disengage before rolling break tests in case they don't want to stay in that one or wish to leapfrog to a different one. *'''[[Syll'Esske]]:''' 350pts. Oh dear, jeez, look at an absolute monster. Though relatively fragile at T5 and 4 Wounds, they dish out an absolute flurry of pain. The two are mobile with the ability to re-roll charge and pursuit rolls. They allow friendly Slaanesh daemons within 18" to re-roll 1s to hit and force one enemy character to roll psychology or be barred from sharing Leadership, which can cripple certain armies. And then there's combat, where Syll robs an attack from enemies in b2b and strikes at S4, while Esske hauls his greatweapon that re-rolls to hit for each hit Syll scores, and then auto-wounds, ignoring both Toughness and Armor. If you grab this pair, keep them as far away from any artillery as possible or hide behind a Great Unclean One. *'''[[The Masque|The Masque of Slaanesh]]:''' 180 pts. Although better than her 40K incarnation, she can now join units. She is pretty good in close combat with her unnatural reflexes(Ward(3+)) and awesome at disrupting units with her eternal dance: Causing one unit to at the start of cc to lose -1 attack, -D3 Initiative, -D3 Leadership. </tab> </tabs> ====Generic Characters==== *'''[[Bloodthirster]]:''' 430pts. You know him. You love him. Khorne's greater daemon retains his throne as one of the most killest characters in the game (and lacks the End Times/AoS Subcategorization). On top of the usual daemon awesomeness, he comes with two hand weapons (which you can swap out for a Great Weapon and retain a good enough Initiative to rival Elves), medium armour, can fly, has magic resistance (2), and WS9 BS5, I8, on top of letting Khorne Daemons within 12" fight in an extra rank and re-roll 1s to wound. Like the last edition, this guy is susceptible to shooting, given that he will attract ALL war machines and generally ranged attacks from your opponent because if he doesn't, he has to face a fucking Bloodthirster in close combat and get [[rape|raped]]. This guy is also the only greater daemon that can't use magic, which has the strange ability to make him potentially cheapest of the lot - you don't even have to buy this guy much. Still, if you must, you can purchase up to 100 points worth of Daemonic Gifts, keeping him just 590 points when fully loaded out. *'''[[Lord of Change]]:''' 430pts. Tzeentch's big bad spellcaster. Not as physically imposing as the other Greater Daemons (having less weapon skill, Initiative, or attacks); however, what he lacks in combat prowess, he makes up in magic and trickery. He is the cheapest by far to raise to level 4, starting with a base level 2. That said, however, he is trapped with the Daemon Lore of Tzeentch unless you get MASTER OF SORCERY. He's no combat beast, but he has an aura that makes anyone within 8" that isn't a Tzeentch Daemon or Animated Construct take -1 to WS and BS, making him a mobile debuff. Fly around, cast spells, and charge at the right target and at the right time, just like the scheming Tzeentch-playing bastard that you are. *'''[[Keeper of Secrets]]:''' 430pts. Probably one of the best choices here, with solid magic ability excellent close combat skills. Again, the change to Gifts has significantly changed how you use this guy, no more crazy gift combos, but still very good for tearing through infantry or kitted out to be a fairly efficient character killer. With an aura robbing enemies (that aren't Slaanesh daemons or animated constructs) -1 Initiative and WS, they're also an amplifier to the horde. As is the norm for monsters, expect your opponent to fire everything they have, so pray for some good rolls on the gift table. One thing to note is that with some fairly jammy rolling, you could end up with things like +1W, no armour saves against his/her/its attacks, regen 1W at the end of the phase when you cause wounds in melee, 2+ armour save (that cannot be improved) or +2 attacks thanks to the Daemonic gifts table. Stick him behind something with many Wounds (Beasts of Nurgle, anyone?) and have some Toughness test FUN. *'''[[Great Unclean One]]:''' 430pts. He's fat, ugly, and slow. He also has 6 wounds at T7. It also throws down with 5 S6 poisoned attacks and the option to dual wield. The Lore of Nurgle is pretty slick for shredding low T/S units, while his aura allows him to punch through armour (not against Animated Constructs and Nurgle Daemons) on a 5+ to wound. 460pts does make him more viable for smaller games though, for an extra 75 points, he could end up with 2 of the daemonic gifts listed in the keeper of secrets analysis. Of all the GD, he's probably the most well-rounded option as he can hold his own in combat fairly well (WS7 and T7). Coupled with some luck on the Daemonic Gifts chart, you will have a nigh unkillable wizard. *'''[[Daemon Prince]]:''' 240pts. The other generic lord-level unit. Cheapest by far, clocking in at a basic 270 pts. Unlike WoC, you can actually have an Undivided Prince and thus grab the Fire/Metal/Shadow/Death lore for your army. They can now be pumped to a LvL 4 wizard and take 5+ armour ''and'' wings in addition to their Gift allocation (150 for Khorne princes, 100 for others). Slap wings on 'em and go eat some wizards/warmachines, overall an excellent choice. *'''[[Gaunt Summoner of Tzeentch]]:''' 245pts. Coming outta [[Age of Sigmar|that other game]] is a slightly more durable Lord-level Herald on a Disc with a save-or-die melee weapon on half of his attacks. Don't bother with combat, though. He's only as strong as a state trooper. He is, however, an infantry-sized level 3/4 Tzeentch wizard with a special spell that instantly restores 1d6 Horrors or Flamers. Now that he can be dismounted, he can actually join a pack of horrors and shoot with glee as he hides behind those doubled bodies. *'''[[Daemonette#Infernal Enrapturess|Infernal Enrapturess]]:''' 195pts. Another AoS port over that, for some reason, is a Lord-level Daemonette. It has plenty of things to provide between blasting wizards letting Slaanesh daemons re-roll their Wards. A versatile shooting weapon between short-range spam and long-range pain, and the ability to hide in a unit, but the lack of a Locus or any mount makes this more like a Lords choice you take if you intend to spend everything on your heralds. *'''[[Flamers of Tzeentch|Exalted Flamer of Tzeentch]]:''' 70/140pts. You know that humble Burning Chariot in the rare slot? Well, what if I told you there's a way to take it in a less limited selection slot, and you could put it in a unit of skirmishers? Then my friend you are in luck. I know Madness, but when your friends use Banner of the World Dragon, you are free to punish them with this not-war machine hero. There is no guarantee you will have friends left, but at least you killed those elves really well in that one game. '''[[Heralds]]:''' Your generic hero choices come in 4 flavors below. Note, all the heralds have access to abilities called "Loci," which makes them share their special power with a unit of troops of that Chaos god, but these Loci are no longer free. They can also ride mounts or chariots of their gods. * '''[[Bloodletter#Herald of Khorne|Herald of Khorne]]:''' 110pts. Close combat is awesome! WS7, S5, and lots of killing blow attacks! His locus powers are either Magic Resist 3 (20 pts), Frenzy (40 pts), or Hatred (40 pts) granted to the Khorne unit he is in. It can also take 50 pts of gifts. You can also put him on a Juggernaut or chariot. * '''[[Horror#Herald of Tzeentch|Herald of Tzeentch]]:''' 100pts. Magic awesome!? Not much of a stat line, but he comes as a level 1 wizard, upgradeable to lv2, and can re-roll ward saves and channeling rolls of 1. He has 3 loci: d3+1 blue horror counters (25), random strength each turn (25) (that just sounds like a bad idea), or +1 strength to spells cast by the Herald and the unit he joins (40). You could instead put him on a Disc or Chariot of Tzeentch for a wizard Lv2+ moblie magic supporter, else Not much point taking them without some pink horrors to keep him safe. **Even if not running many Tzeentch units, they are also the cheapest way to get a core book lore with the restriction of magic. Will run your 130pts for a lv1 wizard, though non of the other gods' minions can benefit from his augment spells. * '''[[Plaguebearer#Poxbringers |Herald of Nurgle]]:''' 110pts. Still T5, still tougher and stronger than your average Plaguebearer. Can ride a Palanquin, giving him a 50mm base footprint and 4 Wounds! Herald can get very expensive very fast, though, especially if you load him out with the 50 points of Daemonic Gifts and buy casting options for him. The curse of the leaper spell allows you to increase a unit's T by D3 and watch your opponent cry at your unit of 30 T7, 4+ ward plague bearers thanks to Regen save from the regen Locus. **'''Alternative take''': Consider Fencer's Blades! 10 WS and +1 attack combined with -1 WS means most rank and file shit will hit You at 6'. * '''[[Daemonette#Herald of Slaanesh|Herald of Slaanesh]]:''' 100pts. A very cost-effective herald comes with a pretty kickin' rad stat line with armor piercing. Its three loci are: auto-pass dangerous terrain, Look Out, Sir!, and all stat tests except Ld (20), Always Strikes First (50)<--<b>YOU WANT THIS</b>, or go the opposite and make all in b2b ASL (50). It can be mounted on a steed, seeker chariot, or exalted seeker chariot of Slaanesh. They can also be upgraded to Lv1 wizards with access to the lore of Slaanesh. It might be worth it since all the daemon lore attributes let you add your fragile models back to a unit. ====Mounts==== *'''[[Juggernaut|Juggernaut of Khorne]]:''' big mount that deals as much damage another hero *'''[[Blood Throne]] of Khorne:''' The only way you can get this thing in. But is it worth it? It's a T5 chariot granting +2 more wounds, a 3+ Sv, has a crew of two Bloodletters, and the Blood Throne itself can attack (and heal itself if it causes wounds on impact hits!) However, the model looks like a cover from a Lady Gaga album, and I'm left wondering what happened to [[Doomrider]]. Build your GW kit to make a Skull Cannon instead, and BAM! Free Herald of Khorne in the box! The throne does let all Khornate units within 6" benefit from the Herald's locus, but if your opponent has any brain cells, he'll aim everything he has at it turn 1. It might be useful if you bring something else that is a bigger fire magnet *cough* Bloodthirster *cough*. *NOTE* you could take 4 of these in place of a Bloodthirster but that is a bit of an iffy idea. **'''Alternative Take ''': NOT AS SHIT as You might think, dear Readers. It has a nice armor save; fielding a Herald with it provides him with a 2+ Save, which is awesome, considering most daemons are fucking naked. The Greater Locus of Fury should be Your ONLY choice here. It boosts up Bloodletters to a level of medium usefulness and proves a good shooting magnet. The 5+ Ward Save is really handy here. Remember that You can park this guy near a unit or 2 of Letters and push the lane heavily. Most opponents will try to avoid them due to the Killing Blow. NOT AS BAD. Still, the model blows. *'''[[Palanquin of Nurgle]]:''' meant to give your Nurgle Herald more attacks and wound rather than speed. *'''[[Plague Toads|Plague Toad of Nurgle]]:''' let your Nurgle Herald ride with the Pox Riders and give them a Locus. *'''[[Disc of Tzeentch]]:''' let your Tzeentch Herald fly around for an opportune place to lay down magic and a point more T. *'''[[Burning Chariots of Tzeentch|Burning Chariot of Tzeentch]]:''' lets you buy the version in the rare section using the character allowance or gives a Tzeentch Herald more attacks and survivability. *'''[[Seekers of Slaanesh|Steed of Slaanesh]]:''' Fast mover, lets HS ride with seekers. *'''[[Exalted Seeker Chariot of Slaanesh|Exalted Seeker Chariot]]:''' A bigger, badder seeker chariot. Watch as it turns any small block of infantry (less than 30) into little more than a speed bump with 2d6+1 impact hits, 10 armour piercing attacks from the crew, and 4 poisoned attacks from those ugly fuckers in the front, all striking before anything slower than those pointy-eared bastards. They also gain Blood Throne's ability to let other Sleenash within 6" benefit from the Herald's locus. ===Core Units=== Bloodletters and Horrors, Daemonettes, and Plaguebearers are 12pts each. *'''[[Bloodletters]] of Khorne:''' The hard-hitting attacker. Natural Armour (6+), Magic Resistance(1), Killing Blow, M5", WS5, I4, S4 (5 if you charge). Despite this, they're toughness 3, so they will take a lot of wounds in return. Only possessing 1 attack does no service to them as in CC; they will trade one-for-one at best. You should have buffs on them, often taking the role of elite killers or so your frontline doesn't all die due to magic. Bloodletters are not for chaff on chaff; they should be chasing more expensive things like greatswords and bodyguard units. **They need a Herald to help them. Throne provides additional defense and turns a Locus into auras to effect more Bloodletter units. AND YES. They need the Frenzy Locus to do anything against numbers. With Support, Even Circle knights and Chaos Warriors will be Cut in twain. *'''[[Pink Horrors]] of Tzeentch:''' The magical Lines. A unit of Pink Horrors is a level 1 wizard that takes its one spell from the Daemon Lore of Tzeentch. Best taken in minimum 10-man units because while they do get a bonus to cast based on their rank bonus, they will know only one spell, and it's from the lore of Tzeentch. You could take one or two minimum-sized units to fill your core requirement, all the while benefiting from their ability to channel dice. One other thing to note is that Horrors do not roll on the miscast table when they miscast ([[yugioh|but they still take the damage]]). Returning this edition is their ability to split into two Blue Horrors upon dying, though they also have a chance of just exploding in their enemy's faces. *'''[[Daemonettes]] of Slaanesh:''' Overwhelm with a flurry of attacks. 12pts for M of 6, WS, and I of 5 and 2 attacks base with Armour Piercing make for some good fun in small units. You can put the flaming banner on a unit of Daemonettes to give them flaming attacks. Kitted out this way, they are not bad at hunting Regenerating units (i.e., Trolls). Their best use is chaff clearing, easily cleaving through a spearman or clan rat. **'''Alternative approach''': Large blocks, backed up with the ASF Locus. They are cheap and have many attacks. 5+ Ward Save means they won't die like shit all the time. Two blocks of 25 or 30 are not AS expensive as You might think :) *'''[[Plaguebearer]]s of Nurgle:''' Bricks coated in poison. They have poisoned attacks and a crippling initiative of 2 but can be a very daunting prospect when marched in a horde with a Strength and Toughness of 4. They can tie something up for a good while in a horde, then smack them around with poison (they wound creatures better than Bloodletters, but less good against High Armor). **being a Nurgle deamon has been nerfed, going from a good -1 modifier to hit them to a more complicated and situational -1 WS. Meaning Plaguebearer gets +1 to hit WS3 and 2 enemies, and enemies with WS2, 4, and 7 are -1 to hit you. May get more mileage when combined with ''Miasma of Pestilence'' spell and some Slaanesh units. **PLAY THEM WITH EPIDEMIUS AND WAIT FOR YOUR POINTY-EARED OPPONENT TO SOB BEFORE YOUR S5 T5 HORDE OF UNPARALLELED "FUN" *'''[[Fury|Furies]]:''' Shoved into the Core slot, but can no longer take marks. Now we just have a fast Warmachine-hunting unit. With the addition of Expendable, you now have even less reason not to screen with these. They can be Fragile with Ld 2, resulting in most of a small unit dying to Daemonic Instability. *'''[[Flesh Hound]]s of Khorne:''' Your vanguard force. Collars give Magic Resistance (3) total, with M8 and a fistful of high initiative/strength attacks, being faster Bloodletters with 2 attacks. Practically they are your lance cavalry, able to shred other light lancers and other medium armored units. Not a bad choice. *'''[[Nurgling]]s:''' A blob of roadblocks. An M4 Swam with a lot of wounds. It's best to tie up things, screen, and hope a bad Instability roll doesn't kill them all. Fun pitting them against 20-30 zombies. **Daemon of Nurgle rule mainly gives them the help at making WS3 units (most common of units) hit them on 4s instead of 3s. *'''[[Plague Toads]]:''' For 31 points, you get an expendable Monstrous Beast of Nurgle. They have a 5++ ward save and Poisoned Attacks, and they move further than Plaguebearers (6" is Daemonette speed). Unlike their cousins, they have initiative 1, and only have 3 attacks to hit with. The second rank can make their full attacks. All in all, they work out to about the same value as 5pts cheaper than 3 Plaguebearers but with higher movement, lower WS and initiative, and two supporting attacks. You should play them slightly differently to Nurgle to take proper advantage, letting you field a relatively quick Nurgle army when combined with other choices. *'''[[Seekers of Slaanesh]]:''' Daemonettes on Steeds of Slaanesh with a bit of a buff. M10" Fast Cav and the Steeds have Poisoned attacks. But Fiends of Slaanesh still get the job done better. Still, not bad if you're playing on a budget and filling Core, as they're roughly a third the cost of a Fiend. 9 of them and a herald can be rather fun. *'''[[Screamers of Tzeentch]]:''' Screamers are a unit designed to pester and harass. With the ability to fly, and a formidable amount of attacks and S/T 4, you can easily wipe flak away. Still, the beauty of this unit is its ability to inflict reliable damage without a chance of any returning to it. You may elect a single unit the screamers have moved over, and for every screamer in the unit, you will inflict D3 S4 attacks that hit on a 4+. It might not seem great, but they sure soften up special units between 10 and 20. When in CC with a monster, they deal d3 wounds per hit; bear in mind they get 2 CC attacks each, so say bye to that rare monster your enemy invested 200+ points in. ===Special Units=== *'''[[Bloodcrushers of Khorne]]:''' Your heaviest calvery next to Plague Drones. They dropped in price to 60ppm and a point of strength: Bloodletters will only be hitting at S4 after the first CC round, along with the usual Khorne swag in Magic Resistance and stuff. However, they did gain an extra wound and Natural Armour (5+) in the trade-off, and on the first CC round (you should be the one to instigate it), they get that lost 5S back. 60 points a model for Strength 4, Toughness 4, wound 3, and 3 additional S5 attacks from the mount. A minimum size unit produces 12 attacks (3 S5 with killing blow and 9 S6) + 3 impact hits. They are killy, but they are best suited to take out other expensive things for what you pay for. **Do consider adding a Herald of Khorne with Greater Locus of Fury. It dramatically increases their damage potential! (Both the mount and the rider gain +1 attack). Add a Banner of Swiftness, and you get a nice, hard-hitting unit with a DECENT number of attacks (2 per rider, 4 per mount). Sadly, it's quite expensive. Nevertheless, I would strongly recommend NOT using this unit without a Herald backup. * '''[[Pox Riders]] of Nurgle:''' Turn Frogs into knights. For 4 points more than a regular Plague Toads, you get what equals out to one more attack and impact hit in a much more contested slot. In addition, you can give the Toads a magic standard. If your use these, have a magic standard and play them as aggressively as Nurglely possible. **Protip: Like any Monstrous Cavalry, If your anything bigger than a min sized unit, forming into additional ranks wise as the Toad mounts deal most of the killing power and they can't make supporting attacks. *'''[[Seeker Chariots of Slaanesh]]:''' 80pts. A scythed chariot with a skimpy armor save is bolstered by the standard daemon ward save. Crewed by 2 Daemonettes and pulled by 2 Steeds of Slaanesh. For more info, look at the Daemonettes and Seekers entries above, then add D6+1 S4 attacks. Charge to delete that empire spear wall. *'''[[Flamers of Tzeentch]]:''' Flamers are an oddity in the case that they fulfill a similar role to outriders in the empire book, namely maneuvering to a position on the flank of a unit and pestering that unit until it devotes time and effort into chasing your flamers. Why do I come to this conclusion? Well, you will be paying a premium for flamers, 32 points each. While there are several special rules tied to them (I will address them later), they are still only T4 with a 5++ ward save, making them comparable to a slightly roasted marshmallow. In addition, their primary form of attack has a moderately short range of 18" and multiple shots (D6). However, with a movement value of 6", it is reasonably easy to get into a unit's flank and stay out of combat. From there, you can get as close as possible without fear of receiving a charge. If your opponent ignores them for some reason, you can remain stationary next turn, allowing you to deliver a pretty formidable broadside. Luckily, Flamers come with one critical special rule to achieve this, Skirmishers. This rule enables the unit to twist and wriggle its way through small gaps, reform to face a new direction, and still move to reduce the number of hits from ranged attacks that will inevitably come the Flamers' way. *'''Bloodbeasts of Khorne:''' 60ppm. With Flesh Hounds moved to core, there's now an imbalance in the Specials slot Khorn Warbeasts department. These... things are the answer. The Bloodbeast is if you took a Bloodcrusher and swapped the shock calvery with a reliable meatwall with toughness 5. Unlike Nurgle's beast, yours wins in the reliable offense department and edges out in speed by only 1", but loses in the defense department. Needing +1 on your ward save is much better than having a 6+ in natural given how common armor piercing is in 9th's meta. **Alterative: They want to be the model meatwall if running alongside a blood throne. They will also produce the highest Armor pricing attacks a unit in this Chaos army can produce, being strength 6 on the charge thanks to the mark and not being mounted. It's still a question over running Bloodcrushers over them that boils to the question of using standards and how aggressive your using them if you want to pay less than 180 points for a unit or want a unit of +3x+2 dimension so to maximize supporting attacks. *'''[[Beast of Nurgle|Beasts of Nurgle]]:'''55pts. It went from above average to unkillable, back to Still hard to kill for Nurgle. have D3+1 random attacks, 4 wounds, Ward(4) because regen, Slime trail, Poison, and Attention Seeker, they can take challenges and give them. Take em home in boxes, take em home in cases. IF YOUR TZEENTCH OVERLORDS TRY TO STOP YOU, JUST THROW IT IN THEIR FACES! *'''[[Fiends of Slaanesh]]:''' 55ppm. Wanna run down your opponent's army on a flank charge? Bring some Fiends! S/T4 with 3 armour piercing attacks at I6 and a move of 10. Oh, and they come stock with Soporific Musk. Use these creepy fuckers to flank and break basic and armoured infantry regiments with ease. *'''[[Chaos Spawn|Firewyrms of Tzeentch]]:''' 55ppm. To complete the symmetry, they are the Monstrous Beasts for Tzeentch, being like [[Chaos Spawn|the unnamable child of Tzeentch]] from other chaos books except for also being Daemonic and has more Fire. It acts as an in-between a Fiend and a Flammer but can be faster and/or fire off more attacks than both depending on the dice. They get 3d6" movement and d6 attacks at I3 and a ranged attack that deals 2d6 flaming S4 shots. ===Rare Units=== *'''[[Skull Cannon|Skull Cannon of Khorne]]:''' 240pts. YES PLEASE. Daemons get a cannon mounted on a chariot, and Ogres wish they had something this cool. T5, Flaming S10 Cannonball and now also normal grapeshot, and the chariot itself can attack and heal itself (like the Blood Throne), and IT CAN MOVE AND FIRE. Take two, and wonder what that Hell Pit Abomination was over there before it exploded. Be careful if you take a Skull cannon rather than a Blood throne because the herald of Khorne model doesn't fit onto a standard daemon base. (It fits perfectly on juggernaut...) *'''[[Plague Drones|Plague Drones of Nurgle]]:''' These guys are even bigger bastards than Pox Riders and the Beasts of Nurgle. Another 15 for a total of 50 points a model give you Flying(6) Pox Riders with +1 toughness for an enduring 5. That's right, '''FLYING MONSTROUS CAVALRY'''. I've seen people divided over whether or not the model looks good, but what more do you want from a Rare unit? It's Plaguebearers riding flies from your sister's worst nightmares. The unit can also be armed with Death Heads, which can be Thrown with Quick to Fire and kill monstrous infantry like ogres. *'''[[Hellflayer Chariots of Slaanesh|Hellflayer of Slaanesh]]:''' 100pts. upgrade the Seeker chariot for 20 points by putting an additional Daemonette on it while also empowering the queen/king bitch by granting bonus attacks equal to the amount of roadkill made by the impact hits. Let Delete That Elite spear wall. *'''[[Burning Chariots of Tzeentch|Burning Chariot of Tzeentch]]:''' 140pts. Like the Skull Cannon, the Burning Chariot is another form of war machine mounted upon "wheels" and permitted to move freely; in this case, the wheels are circling air currents as the burning chariot can fly. Of immediate note is its maneuverability, as while it does have the flying rule, it is a chariot, so it only maneuvers using wheeling. It is a flyer with screamers as steeds when fleeing or fleeing pursuing you must use their movement value of 1". However, it can still move over units and objects, and its primary form of attack makes up for its weaknesses. The Burning Chariot has 2 flavors, it can either elect to fire as a fire thrower with an S of D6 (pink fire/raspberry ripple) or fire as a cannon's grapeshot with a range of 12" BS4 and an S of D6+3 (blue fire/blueberry burst), these two options allow the chariot to tackle any form of unit in the game, and the ability to fly allows the Burning Chariot to get into a suitable range to maximize the damage inflicted, thus eliminating the primary weakness of all fire throwers and grape shots. In addition, when combat is joined, the chariot is perfectly capable of charging into the rear of a unit and causing considerable damage, as not only is the chariot Scythed at S4, but the crew and steeds have 9 S4 I4 attacks between them with the screamers at WS3 and the flamer at WS4, thus allowing the chariot to contribute to any combat easily. However, the Burning Chariot is incredibly fragile, especially considering it costs 140 Pts. At T4 and 4 wounds, any concentrated fire is a serious concern; thus, positioning is crucial when using one. *'''[[Daemonette#Contorted Epitome|Contorted Epitome]]:''' 175pts. A fabulous-ass Warshrine for the Dark Prince. This thing is a treasure if you intend to dominate the Magic phase as it grants a die for casting and a bound spell that lets your forces re-roll to hit the target. The thing also has a Ward save that [[Awesome|improves by 1 point for every point of strength an attack has over S3]] and has Acquiescence as a bound spell. Have it accompany a pack of Daemonettes and watch while the enemy gets torn apart by them and a pack of Seekers charging the flank. *'''[[Soul Grinder]]:''' This is the only place in the entire book where you'll have artillery support outside of the Skull Cannon, and stone-throwers aren't bad to have if you're trying to clear out specific targets in the backfield or just looking to get a couple of shots off before combat (remember you can move and shoot). It does compete with all of the other cool choices in the Rare Units, though it could find a home depending on what you pick up. While it can certainly work in CC, especially since it can force an enemy model to roll I or get smacked around like a total bitch, you want that artillery. **''Harvester Cannon'': 250pts. The default Grapeshot, when you wanna mulch mobs. **''Baleful Torrent'': 275pts. Fire thrower, your big bad blaster if you just hate the BS3. **''Warp Gaze'': 265pts. Bolt Thrower. Pretty mean now that the days of wide units with ranks longer than file are gone. **''Daemonbane Claw'': +25pts. If you just HATE that HQ or Monster, just grab 'em and slap them with a single S10 attack with d6 wounds.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information