Editing
Warhammer 40,000/7th Edition Tactics/Chaos Daemons
(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!
===Undivided=== ====Warlord Traits==== Just like any other 6th edition Codex, Daemons have their own Warlord Traits Table that must be rolled on a d6 for your selected Warlord. Most of them are quite helpful with only one (Herald of Doom) being kind of useless (and it still can be very helpful depending on who you play!) #'''Death Incarnate:''' The Warlord's Melee weapons now cause Instant Death. This is really good on any MC and Heralds that aren't Khorne (They can get this by taking an Axe of Khorne). Tzeentch Heralds may not benefit from it much, but a Lord of Change can now kill any generic HQ with ease. Doesn't work on models with Eternal Warrior sadly. Skarbrand has this trait by default. #'''Destroyer of Mortals:''' Woot, Hatred (Everything!) for the Warlord and his units (If he joins them). Rerolls to hit on the first round of combat is tasty indeed. Heralds with a squad will be more rapetastic in assault, with the exception of Khorne and Slaanesh Heralds, because they can take a locus with this rule (Or at least a form of it), but if they haven't, then you're in luck! Also good on a Bloodthirster or a Keeper of Secrets. #'''Herald of Doom:''' Your foes are more scared than ever. Enemy units have a -1 penalty to their Leadership on Fear test. Muahahaha! Seriously though, this one is easily the worst trait you can roll for. It's only good on Tau, Guards, Eldar (Actually not bad here if you run a Slaanesh army), Orks (In low numbers), Tyranids (Not in Synapse range) and MAYBE Necrons. Against Fearless units, this trait doesn't do jack. Well, at least this is better than the CSM Warlord trait which only gives them Fear. Be'lakor has this by default. #'''Immortal Commander:''' Any friendly Daemon within the Warlord's 12" bubble can reroll failed Daemonic Instability tests. Hell yeah! You should really try and make good use of this trait, because it can make a major difference between rerolling 2d6 than losing your entire squad in assault. Best to have the Warlord charge in with multiple friendlies to enjoy the rerolls. Ku'gath has this trait, a gift from Papa Nurgle. #'''Lord of Unreality:''' Arguably the best, as this will allow you to reroll the results on the Warp Storm table, so long as the Warlord is alive. The Warp Storm can be exasperating, so if you rolled this trait, then considered yourself to be blessed by the Dark Gods! As we all know, Fateweaver comes with this trait. Changing the results from getting a 6++ Invulnerable save to instead getting a free unit on the board? Just as Planned. #'''Warp Beacon:''' The name is just as what you would expect, all friendly Daemons (And only Daemons) can Deep Strike within 6" of the Warlord without scattering (so long as he was on the table to start the turn). So basically this makes your warlord a 5th edition Icon, not a bad trait by any means, especially on fast moving HQ's like Bloodthirsters and Lord of Change. ====Hellforged Artefacts==== *'''The Eternal Blade:''' Frankly, with a name like that I expected something a little more impressive. It's a close combat weapon that gives its user +1 Strength and +d3 WS, Initiative and Attacks. On one hand, even a humble Herald can become a rapetastic murder-machine, but having AP- will get you in trouble against anything with a decent save (i.e. just too many things, what with the five and more Marines codices we've got around). On the other, giving it to a Greater Daemon (other than the Bloodthirster and Keeper of Secrets) or Prince can solve this little problem (on average, a Daemon Prince will be WS10 S7 I10 A7-that's even better than a Keeper of Secrets or Bloodthirster in terms of damage output!), but do you REALLY, absolutely need to be WS or I 10 instead of 9? Slap it on a Lord of Change or a Great Unclean One if you REALLY wanna get the most out of the stat buff. If you want to kill stuff, then go with a Herald of Slaanesh, Rending with enough attacks can hew though terminators (which says nothing of the WS and Initiative buff putting it on par with a KoS). *'''The Portalglyph:''' Simply put, it's a Random Daemon Generator: it sits around as an immobile vehicle with 12 Armor all around and 1HP, and every turn there's a 50% chance it will spawn a unit of d6 Daemonic Troops of your choice. The true purpose of the Portalglyph is to spawn tarpits to tie up shooty squads for a turn saving your bigger units from being gunned down and they could serve as late game objective grabbers. Alright, here's why this thing sucks: first, if you hope you can just place it behind a building and enjoy an endless tide of free reinforcements, think again - it has to be summoned during the game and scatters 4d6" from its owner (side note: no idea whether this thing can claim benefit from Icons as it technically doesn't deepstrike, RAW) although at least it can't suffer a mishap. Second, this thing is incredibly fragile and you're basically giving your opponent free VPs. The final nail in the coffin is that as of 7th Ed, your psykers can do its job better with Daemonology. What's really sad is that this thing could've been cool - if it was actually a fortification instead of equipment, had more HP and didn't have such retarded deployment rules, it would've been so much more useful! **Alternate Take: If you run the Portalglyph out turn one it will get blown up and you won't have much to show for it but that's not what it should be doing. The Portalglyph whould never be used for tarpitting, you get very few models out of it at a time and they can't charge when they emerge. However,it still has fantastic use for late game shenanigans even through all of the negative points listed above. Throw it on an objective to take it turn 5 as a pretty good way to turn a losing game into a surprise win. Yes it scatters but if you summon Daemonettes with their fleet and bonus to their run the scatter starts to look pretty small (14" scatter average: 6" move + 3" bonus run + 3" from objective to contest means you need a 2" run with a fleet reroll to score the objective not counting the width of the glyph token which could add another 1-2"). Or you can summon Pink Horrors to Flicker Fire into an enemy who thought himself safe. While it does summon on a 4+ if it really counts Fateweaver can be there with the saving reroll. If you think of it as a free Summoning once per game you're not that far off. **True Purpose: The Portal Glyph can essentially generate 1 warp charge each turn with a chance of 50%. At the start of the game surround a spot for the glyph with units and out of line of sight, for protection. The glyph cannot scatter far if you control the range with units or the game edge, since it stops scattering when it reaches the edge or a unit. Once the glyph is placed it spits out pink horrors on a 4+ each movement phase. Each time the glyph summons pink horrors it will net 1 warp charge. Considering the cost of 30 points the glyph remains very useful if you plan to dominate the psychic phase. You can always use the charges for more powerful psychics and keep the horrors as batteries. In a game with 5 turns the glyph could net anywhere between 0 to 15 charges depending how often you succeed summoning horrors. *'''The Doomstone:'''The doomy stone of doom is actually a pretty nifty assassination tool. At the start of each fight sub-phase, all non-daemon characters in the same combat as the bringer of doom must pass a Leadership test or permanently lose d6 Leadership for the rest of the game, and if they reach 0 they're DOOMED. Dead - as in "removed as casualty," as opposed to "suffers instant death." It's fucking hardcore, no ifs and no buts! The problem with this is that it will usually be on a big Greater Daemon, where the Eternal Blade would allow you to just kill the enemy instead of waiting for the doomy stone of doom to do its work. The other problem is that most characters you care about killing aren't going to fail leadership tests very often. *'''The Grimoire of True Names:''' Funny, this used to be an anti-daemon tool in the Daemonhunters army, Phil Kelly and Robin Cruddace pulled a Ward. A powerful defensive tool with a catch: on a 3+ the user can improve the Invulnerable save of a single friendly unit by +2 (so to a 3++ in most cases), but on a 1 or 2 it's instead worsened by -1. Alternatively, in a mirror match you can use it to debuff the save of enemy daemon units. This is probably the most powerful artifact in the game and is the keystone for nearly all competitive Daemon lists as it is the engine which turns any reasonably fragile unit into an unkillable machine (screamers with cursed earth) or gives a massive boost to a squad in need of help (literally any Daemon unit). Generally, you want to roll grimoire as soon as possible in the turn order as whether you pass or fail dictates how the rest of your turn goes. It can be especially useful with Kairos Fateweaver who allows a single dice to be re-rolled. Also, seeing as Tzeentchian daemons reroll Invulnerable save rolls of 1, this can bring Fateweaver to a 2++ rerollable. If your opponent has an unstoppable deathstar (without hit and run) that will run you over simply grim Fateweaver and assault in as there is no unit that can kill him while he has his 2++ rerollable up. Sure, while the Change powers are mediocre, Biomancy and Telepathy primaris powers are pretty good, the former being a TEQ killer, and the latter OMNOMNOMs horde squads with low LD. Combining the those two and the primaris Change power can still do a good amount of damage. Don't forget, if grim fails on a Flying Monstrous Creature they can simply fly off the board instead of simply dieing like most other units would. Don't forget, you can use this on your Lord of Skulls or assorted CSM Daemon Engines. ====Daemonology (Malefic)==== For 7th Edition, the Daemons get access to another set of powers: the Malefic Daemonology powers are at your disposal and unlike other psykers, yours won't Perils on any double (just 6's). [https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Psychic_101#Malefic For in depth tactics please see our psychic 101 page where we go into depth about all] ====Fighter Aces==== In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer or FMC (FGC is still debatable). Unique characters aren't allowed to buy any upgrades unless specifically mentioned in their codex entry. #'''Guided by the Gods''' - Re-rolls on to-wound and pen on Vector Strikes. Nice on flying Psykers with lots of Wytchfire powers. #'''Unholy Fortitude''' - +1 Wound. Very. Nice. #'''Blessed by the Gods''' - +1 to an Invul save. Think flying Daemon of Tzeetnch with this trait and the Impossible Robes getting a 2+ re-rollable invul. save!!!
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