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===Daemons=== Daemons are great fighters (except Tzeentch) but at the same time very pricy. You can make an okay army composed only of daemons, but they are probably better used as a suplement for mortal/beast armies. ====Chaos Undivided==== * Daemon Prince - half the price of a Greater Daemon or a Lord on Dragon, with the same opportunity cost of an extra Hero slot, but let's see what you get: all the magic levels you can pay for, 100 points of flexible Daemonic Gifts, a Mark, and a flying Chaos Lord statline that causes ''terror'' and comes with all the Daemonic advantages. Unlike Greater Daemons these are not Large Targets and so a hell of a lot easier to keep alive until they want to charge in, cause terror, cast spells and otherwise wreak havoc. * Exalted Daemon - as Exalted Hero is to Chaos Lord, so Exalted Daemon is to Daemon Prince. Two Hero slots is quite the price to pay but honestly, a Mortal army would be very well served by bringing one of these along instead of a second Sorcerer. They're fast, they cause ''terror'', they can cast spells if they need to and some of the Daemonic Gifts - for Nurgle and Slaanesh in particular - can go a long way on what's ultimately a disposable Hero. Too expensive to throw away, but cheap enough to take risks with. * Furies - any army can bring one unit of these along, and in a Daemonic army they count as Core. They are fragile, they are cowardly, and they don't have many Attacks to throw around, but they do fly and they do have the WS and S to rip war machine crew or wizards a new one, and that's what they're best for. They're also pretty cheap for Daemons: a full unit of 20 will set you back 300 points and will probably last you an entire game, especially given they're fast enough to pick their own fights. Slam in an Exalted Daemon or Prince with Diabolic Splendour and they're almost dangerous. ====Khorne==== * Bloodthirster - a godlike combatant with seven S7 Attacks, swinging at Weapon Skill 10, Killing Blow, all the rest of it. Magic Resistance is also a godsend as it's going to be drawing a lot of spellpower. However, and it's a big however, it is both flying and frenzied and therefore will not be staying out of any combats that it has the opportunity to get into. Declare your charges early and often, whack it into things and try to get it some support. A ranked and stacked unit with a War Banner can easily draw or even win combat with this thing and one bad turn will see it poof back into nonexistence. * Bloodletters - a lot of killing potential (S5, frenzy) and, uniquely among Daemons, a proper command group option and even a token armour save! But: they are still only T3, and have 1 Wound, and not very good saves. You'll be taking three units of them if you pick a Bloodthirster: keep them small, pay your tax, and invest in some Warriors or Beasts to do the stand-up fighting. Treat these as what they are: glass cannons. * Flesh Hounds - the best wizard slayers around, with good charge ranges, good combat stats and Magic Resistance to boot. They don't fill Core slots because if they did nobody would ever touch a Bloodletter. ====Slaanesh==== * Keeper of Secrets - your 625 points buys you a lightning fast meat grinder of a monstrous character, which will be mulching through most line infantry thanks to its WS9 going into half of whatever they've got (Soporific Musk is built in). A level 4 wizard with the brilliant Lore of Slaanesh to boot. Keepers are great, but they do leave you saddled with some... limited... options in terms of your army's Core. * Daemonettes - extremely, extremely delicate, but with two Attacks built in and all the Daemonic perks they can still absolutely mix it up when they get to charge. At 15 points a head they're a little pricey for what you get, though. Worth noting that they are M5 and so can get around the flanks of a Warrior or Marauder centre, or keep pace with the Beastmen. * Mounted Daemonettes - added by the Storm of Chaos book and retroactively jemmied into this one, they're essentially a Fast Cavalry version of the above with a lot of the same strengths and drawbacks. ====Tzeentch==== * Lord of Change - you get what you pay for, and what you pay for is a tough flying wizard with all the good Tzeentch Gifts at no opportunity cost. Will almost never Miscast, should have a good spell for every turn, and packs the super Dispel Scroll for emergencies. Although it's the weakest Greater Daemon in a scrap, that doesn't mean it's bad: five S6 attacks is still a lot better than most armies' level 4 wizards can put on the table, and of course it has access to a proper Ward save and rerolls via the Lore of Tzeentch. * Horrors & Flamers - Treat them like magic Clanrats: their job is to stand there while spells are cast and shots are fired from the attached 'weapon team'. The Horror unit itself can cast a crappy 1d6 magic missile, or blast an entire enemy unit with S3 hits (much better!), or attempt to inflict Killing Blows on something they're fighting and potentially generate more bodies for themselves (niche!). Because the casting value of their spells is based on the size of the unit it's best to bring at least 15: that gives you a Power Level 8 cast and that's sure to eat some enemy Dispel dice and give your Lord of Change free reign. A very strong magical support unit, though, and worth bringing even in a Mortal or Beast army if you've left yourself the option. Flamers, meanwhile, are a dangerous and potentially quite high yield throwing weapon on legs, chucking out d6 S3 hits from 8" away and getting in the way of the enemy, angling and blocking to keep your Horrors free for as long as possible. * Screamers - a unit of flyers that hits like Fast Cavalry and can do damage to enemy units just by moving over them (it's not much, only a S3 hit per Screamer, but every little helps). Worth taking to chase, to harry, and to hunt down artillery pieces that give your Lord of Change funny feelings. Also very good at catching skirmishers, archers and other nuisances: again, a Chaos Undivided army is well served bringing some of these along if it can. ====Nurgle==== * Great Unclean One - the slow bro of the Greater Daemons, will take forever to get into combat with anything but can also survive the longest outside a scrap thanks to its ten (10!) Wounds. To be honest, considering that Nurgle magic is best used to spam out damage spells from a distance, the big lug might be happier outside of melee anyway, saving his Stream of Corruption for when anything gets too close for comfort. * Plaguebearers - if you want a Great Unclean One these are going to be your Core, so get used to them. At Toughness 4 they are the least vulnerable Daemonic infantry and they come with a Stream of Corruption built in, allowing them to wreak a surprising amount of carnage once they're into the enemy lines. Underrated. * Nurglings - a Swarm, which is normally good, but a Daemonic one, so not Unbreakable, so objectively worse than most. Only has four Wounds and Attacks too. Fortunately, they're adorable and cheap and make good ablative wounds or lane blockers for your Great Unclean One.
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