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Warhammer 40,000/8th Edition Tactics/Chaos Daemons
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=====<span style="color:#8b0000;">General</span>===== *'''Bloodthirster:''' Still come in the three flavors from earlier, you'll have to pick the correct one for the job you need to be done. Like all Greater Daemons, they have a 6" aura that grants allied Khornate Daemons their Ld of 10. Forget about summoning them with their PL of 17 unless you want to cough up CP for it. FLY alleviates that problem somewhat, but anti-tank weapons (and to a lesser extent anti-air) will fuck a Bloodthirster's shit up real fast. Don't let the 16 wounds lull you into a false sense of security. Although Khorne favors getting stuck in and fucking things up in melee, remember that giving the rest of your army Ld10 does come in handy. All Bloodthirsters got a new rule where unmodified hit rolls of 6βs count as two hits to make them even more deadly in combat. Got even more killy with the codex, but their main problem remains. They are very very very attractive for enemy lascannons (often the only targets in the whole army), cannot hide from it (the models are massive), their 3+ armor save is useless against AP-3 and a 5++ is no stellar defense for something that can be hit anywhere on the table, all the time. They are melee fighters with degrading WS to make their problems even more severe... One could deepstrike one with the new stratagems, but doing so with 30 Bloodletters instead is probably better... or both for the lols. There is an argument to be made for giving your Bloodthirster the Armor of Scorn so it can zoom up the board without getting shot off the table. Make him your warlord and take the 6+ FNP for added defensive power. Next, you'll want enough other threats on the board that your opponent will be left with only bad options: Flesh Hound blob screening a Daemon Prince with Skullreaver and a JuggerHerald with King of Blades make for an unavoidable distraction. Skull Cannons in your backfield, now cheaper and stronger, splits your enemy's anti-tank while allowing you to clear away screens for your harder hitting units. You'll be annoyed by units on upper floors of buildings, but your Skull Cannons should make enough room for your deep striking Bloodletter units (or Furies moving up the board) to stream up the floors. A Bloodthirster is a commitment: rush into the enemy as fast and hard as you can with everything you have. They may kill the Bloodthirster, but they leave the rest of your offensive power untouched. **'''Bloodthirster of Unfettered Fury:''' the 'go-rounder' amongst the three choices. Can lash out with his flail at 8" range (1d3 S7 AP-3 D1d3 attacks) and has an axe hitting at S10 AP-4 D1d6 in melee. Good at dealing with elite multi-wounds infantry. Arguably the most reliable of the three thirsters, because - A) his weapon skill does not degrade as he takes wounds, and B) his big fuckoff axe deals 1d6 damage. **'''Wrath of Khorne Bloodthirster:''' A character hunter, that can re-roll all failed attacks roll when targeting a character. Has a flamer attack (D6 auto-hits at S5 AP-1) and can lash out with his flail (one S8 AP-3 D3 attack), both at 8" range. Has an axe hitting at S10 AP-4 D1d6 in melee. *** Note the only benefit over the Wrath of Khorne Bloodthirster is that the BS only goes down to 4+ when at its lowest damage bracket. **'''Bloodthirster of Insensate Rage:''' The tank-buster and horde-slayer. Start with 6 melee attacks that hit on 2+, with S14, AP-4. D1d6 damage, but you can roll 2 dice and pick the best one for damage. Ouch! He can instead put out twice as many attacks at S7 -2 AP D1. Unlike his two 'brothers', has no ranged attack whatsoever (but that's not why you take this guy). The downside? Degrading chance to hit AND number of attacks, as well as movement speed. Let's face it, as soon as you put this on the field EVERY lascannon, rocket launcher, autocannon, etc. will be trained on this magnificent beast. By the time he reaches the enemy, he may have only four, or even two attacks - which have a horrible miss chance, considering they're all he brings to the table. Alas, as badass as he looks, this guy will be pressed to make his points back. *'''Bloodmaster:''' Regular Herald. His only buff is +1 strength to all Khorne Daemon units within 6". Needless to say, it will be extremely painful...for your enemies. This applies to the Herald too, so they grant themselves +1 Strength at all times. Heralds are super useful to summon during combat, if you have space since you aren't moving in combat anyway and they have low power levels (which makes them easier to summon). Now do D3 damage and 6βs to wound do 3 damage **'''Skullmaster:''' Juggernaut Herald. Fastest Herald of Khorne option. Adds T+1, wounds+1, move +2" and modifies the save into a 4+ (which is the best save available to any Herald of Khorne since they can't use the Armor of Scorn). **'''Blood Throne:''' T+3 Herald with +3 wounds for about double the price of a normal Herald. Has the Skull Cannon's ability to inflict mortal wounds on charged units, then heal for slain models. Painfully slow with no ranged attacks. A good unit to summon or deep strike, but a bad one to start on the table unless the enemy is coming to you.
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