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Warhammer 40,000/8th Edition Tactics/Chaos Daemons
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====<span style="color:#01bbe3;">HQ</span>==== =====<span style="color:#01bbe3;">General</span>===== *'''Lord of Change:''' You big spell caster lord. A slightly cheaper, less powerful Kairos, though the Rod of Sorcery can boost its Smite range up to 30" and is WS2+ compared to Fateweaver. Only able to cast 2 powers compared to fate-weavers casting 3. Can deny twice. Super durable with the Impossible Robe granting a 3++, and -1 to all damage received (to a minimum of 1) from the warlord trait. It also got a bit cheaper from the index. With the new relic (3++) and the new WL trait (-1D taken), a single chicken will be very hard to kill. **If you can don't have the points, he can also be ok in melee as an Exalted Greater daemon. can Handle infantry and Staff of Tzeentch can create Spawn when it kills characters (if you have the point reserves). improve casting variant is preferred but don't forget that any Greater daemon can easily wipe the floor with a guardsman squad. *'''Changecaster:''' New dumb name for regular Herald. S3(4) T3 W4 means he is rather unimpressive. Grants a +1S aura for Tzeentch Daemons which with the codex means all your shooting attacks benefit from this too, making him ideal for escorting Flamers and pink horror hordes. He can heal himself in melee if you mess up and get tar-pitted by guardsmen. He can be quite pricey at 83pts with a Staff of change, but you get a Wizard with Sv4++, Knows a 24" Smite, two Tzeentch powers, and Can cast & deny once. *'''Fluxmaster:''' Disc Herald. Same as the normal one, but with {{W40kKeyword|Fly}}, 12" movement, and an additional (weak) attack for 21 more points. An interesting use for this guy and his +1S aura is keeping him near Flamers, whose flame attacks are Str: User. You can also have him escort screamers so their attacks are S7, allowing them to wound most vehicles on a 4 instead of 5s. *'''Fateskimmer:''' Chariot Herald. A Herald again BUT now with two times the wounds AND +2T while still being a character? Check! And 9 Attacks? Check! And 14" movement? Check! Also {{W40kKeyword|Fly}}? Check! He can take three Blues with him (on the chariot himself so no changes to his statline and he is still a single model unit, but they only cost 5 points), for FUN anti-psyker rule (enemy psykers take -1 to cast within 9" of him, and if he happens to be around the scribes, enemy psykers within 12" would be ill-advised to try to cast anything, really). A very solid HQ, durable and killy (if he manages to hit something), while being quite the bargain at 135(140) points (says 150/155 with Chanting Horrors in the codex though). =====<span style="color:#01bbe3;">Named</span>===== *'''The Changeling:''' Went from a nice fluffy idea with no real purpose to fuckawesome. Now he can copy the stats (not wounds!) of an infantry model within 1" near him, even the attacks, but most importantly he can copy one weapon profile too, but only from enemy {{W40kKeyword|Infantry}}, so no stealing from Dreadknights. It now can take on a lot of characters, beat them with their own weapons and can actually come out on top of them with its 4++ save. Also, it grants a 6+ FnP for Tzeentch daemons in 9". Oh and he is a psyker and can cast one spell as a cherry on top. No longer the auto-include the index made him, but still useful. **With Formless Horror '''timing is critical'''. The ability activates ''"when the changeling fights"'' so be careful about getting preemptively struck while in your original vulnerable form before you get the opportunity to.. you know? fight. This means to look out for opponents who charge you with a good chance of taking you outright. The 1" limit is also something to be careful of as well because unless you can pile in and move across to that big bad dude on the other side of the melee, you might end up being surrounded by opponents who cannot grant you huge buffs. Leaving you just as vulnerable as when you started, then when he gets the opportunity to pile back, you could be in trouble. To avoid this he can sit behind a unit of something (like horrors) and perform a heroic intervention when they get charged. He will be safe from the charging unit as they can only attack their charge target and he can fall back on your turn so they cannot melee him back. *'''The Blue Scribes:''' S3 T3 W4 FUN anti-psyker, They gift enemy psyker -1 to cast and permanently remove (opponents) failed psychic powers within 12" (Ouch!). They also autocast a random Tzeentch power every turn, and if they successfully removed an opponent's power in the last psychic phase they also autocast Smite. As they are not actually psykers themselves, they cannot deny opponent powers- but at the same time, their own powers can't be denied or trigger Perils, as no psychic test is made for them. Just remember to have them cast first, so they don't randomly roll something you've already used. Actually, the FAQ says that's not an issue. This makes them a viable choice, but you need to play them precisely to always position yourself to be able to use all of the powers (preferred range - within 12-18" of the enemy and within 18" of a unit you would want to buff with flickering flames or boon of change (i.e. flamers or pink horrors, alternatively even obliterators, daemon engines or tzaangor enlightened). *'''Fateweaver:''' He knows Smite and all Tzeentch powers, has a +2 casting bonus which he loses as he takes wounds, and gives you D3 extra command points for including him. Expensive but good in melee but more importantly he can cast 3 powers and knows EVERY TZEENTCH POWER. It also has 36" range on his Smite. Like the rest of the "We were really powerful psykers once. No, REALLY!" characters, the chicken king can deny three times. Any character he kills in melee turns into a [[Chaos Spawn|you-know-what]]. Got a bit cheaper from the index, but probably still over costed, as he attracts lascannon fire from all over the field and only has a coinflip to defend against it. ** a few things to keep in mind when comparing Kairos to a regular LoC. Kairos will hit with higher strength in close combat, hitting at S8 compared to the LoC's S6/7 making him better in fights against VEQ's, However his attacks degrade faster after taking wounds. He doesn't have access to a relic that gives him a 3++ but can use his free command points given from being your warlord to use Warp Surge to give him that 3++. When he's your warlord he will also ignore perils on a 2+ and give you D3 command points which at worst is a free reroll/ unit to deep strike and at best will you can deep strike the big bird wherever you want and still have a spare CP for an important reroll.
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