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===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.
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