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===Heavy Support=== *'''Skull Cannon of Khorne''' - Basically auto-include if you're bringing Daemonettes or Bloodletters. Not because S8 cover-ignoring blast (which is still nice at popping-out vehicles), but because your guys can charge anything hit with this blast without initiative penalty for not having assault grenades. If the enemy gets too close, it's a chariot, so charge them with your D6 S7 Hammer of Wrath hits with 2A S4 WS5 from bloodletter crew (4A S5 on charge) as of 7th FAQ! Then die horribly as they shove a power fist up your armour-12 front. (Chariots always use front facing) *'''Burning Chariot of Tzeentch''' -Cheap and fragile but very killy. Only 100 points with 10AV all around but is in fact a Daemon of Tzeentch and 3HP make it more durable than most fast skimmer... chariot... things. The Exalted Flamer will be shooting AP3 torrents and 18" heavy d3 lascannon shots, which unfortunately have Warpflame. Even its Hammer of Wrath attacks have Warpflame. Here have FnP while I burn you alive. [[Just as Planned]]. Alternatively you can give a Herald of Tzeentch one of these to pimp around in, casting Divination, Change, and/or Malefic Daemonology powers all over the place. Or you could use a Warpblade to spawn the shit put of your opponent using sweep attacks, then 'accidentally' flamer the t5 spawn, as well as the enemy squad, and let the nomming commence. ** Warhammer 40,000 7th Edition update. Now in 7th Edition chariot riders count as not moving. It means exactly what you think it means - our beloved av 10/10/10 skimmer can now move 12", torrent another 12" and because it's open topped it can be from anywhere on the vehicle. While the durability is low, 3 HP, chariots can now never be immobilized only, explode on 7 for damage roll (remember it's open topped though, so can be blasted with tau pulse rifle) and they can pass off hits/wounds to the rider. And if you do choose to run the Herald on this instead, remember that you can spew psychic powers in the psychic phase and then flat-out into safety in the following shooting phase. **'''Blue Horror Crew''' ***All enemy units within 6" of one of more Burning Chariots that have Blue Horror Crew suffer a -1 penalty to their Leadership. *'''Seeker Chariot of Slaanesh''' - These guys are cheap. A squad of three of these used to be unusable due to their massive bases and deepstriking, but now they can deploy safely. Rules for these girls are simple: Charge the enemy. Your d6 per hull point Hammer of Wrath Attacks with RENDING due to its Fleshshredder rule owns everything. These things are very delicate but at only 40 pts a chariot they are worth it. Be careful with the rules in cc as it gets very confusing with the exalted Alluress in combat. After countless hours of rules cross-referencing, one thing to be constantly aware of is that units in close combat with a chariot can choose to direct their attacks at either the Chariot body OR the rider - and if your Alluress with her pathetic T3 takes even one single unsaved wound, the entire model (chariot and all) is wiped completely off of the table. **'''Exalted Seeker Chariot of Slaanesh''' - Same as above only 4 HP instead of 2. These units are the definition of Risk vs Reward. Bring a 3 Chariot strong Exalted Cavalcade and buy all of the riders Lash of Despair to make sure that NOTHING survives your 6D6 shooting hits followed by your unholy 12D6 S4 automatic Rending Hammer of Wrath hits per charge BEFORE YOU EVEN ATTACK AT I5. Guzzle the tears of your fleshy enemies as ANYTHING that isn't a <s>vehicle</s> '''LANDRAIDER''' is churned to a pulpy milkshake consistency beneath your wheels. You could even put a Herald on there and take the Locus of Grace to give all your chariots ignore difficult terrain all the time (HOWEVER, as per the new May 2014 errata, Heralds that buy a Chariot to ride lose the independent character rule. The Grand Cavalcade formation may restore this, but I'm not sure. Be doubly wary when using these though, because a Herald with a Locus and a Lash of Despair on an Exalted Chariot will run you 150 points each, and they can still only take 2 wounds at T3 in close combat before being completely destroyed. You read that right. an entire cavalcade of Exalted Chariots can be utterly decimated by 2 charging Hormagaunt models. BE SURE YOU CHARGE FIRST. *'''Soul Grinder''' - In 4th edition, Games Workshop decided to expand its repertoire of things stolen from intellectual properties and so knicked something a bit more recent (from Doom, specifically). It was a shitty waste of points back then because its [[RIP AND TEAR|HUGE GUTS]] made deep-striking it an exercise in annoyance and failure, but we don't talk about that much no more. For this codex, the <s>Spider Mastermind</s> <s>Cyberdemon</s> Soul Grinder is very similar to what it once was in terms of stats and cost. He still comes with a harvester, has one Iron Claw (it's a power fist, actually) and still has that same, rather solid stat-line. So what's new? Well, he can Skyfire if he wants with his new S7 AP4 3-shot harvester but has to buy all his other weapons from scratch. However, losing a Mawcannon won't remove all the the profiles you upgraded it with so that's a plus, right? Speaking of weapons and profiles: **'''Baleful Torrent''' - just like the last one, S6 AP4 but now with torrent! **'''Phlegm Bombardment''' - very similar to the phlegm profile it replaces, your half-range battle cannon doth return. Note, you have to snap-fire all other weapons when shooting it now because it's Ordnance and this is post-6th Ed. **'''Warp Gaze''' - why? Oh sure, S10 AP1 seems terrifying, but its range is pathetic and you can expect to miss as often as you can to hit with it; could be worth it on camping Nurgle/Tzeentch Grinders just to add more dakka. This would've been ''awesome'' if you could give it to a Daemon Prince! **'''Warp Sword''' - your back-up if you lose your Iron Claw and a pricey one at that, but it will also give you a bonus attack, being that both your claw and this sword are specialist weapons. Warp Swords are also master crafted, which is totally a plus for close-combat grinders.<br />Soul Grinders must now be upgraded to a Daemon of a god in which it gets special god-related bonuses: **'''Khorne''' - This one is free as the Iron Claw already doubles strength (making furious charge useless unless someone shoots off your claw) but also means you'll almost always be loading up with a Warp Sword just in case. However the real strength of Khorne is that if paired with a Blood Throne you can take advantage of Loci: Rage or Hatred on this thing? yes please! **'''Tzeentch''' - The next cheapest, giving you jack shit in terms of psychic powers but 5 pts for a re-rollable save 1's is fantastic! **'''Nurgle''' - Best by far for Shrouded Soul Grinders (2+ cover behind ruin anyone?) but be careful with an ADL as it might be too small to obscure him properly. Of course, any of the Sanctum Imperialis line of terrain kits would give you a useful selection of cheap MC chest-high walls with fairly decent special rules (moreso for the Sanctum Imperialis, which grants Night Vision and Adwill, and the Shrine of the Aquila, which grants Hatred (Imperium), than the rather meh gains from the Basillica Administratum and the Manufactorium). MACCs are also good if you don't mind MORE random tables. Always double check that this massive model is obscured before assuming he is. Otherwise, you're gonna be shooting so take phlegm, maybe Torrent and ''maybe'' Warp Gaze. Keep in mind that this thing will be in the backfield, which is a weird position for daemons that are more used to taking the fight to the enemy. **'''Slaanesh''' - the +3 run, Fleet and Rending. This is the close-combat Grinder Daemon, although it's radically different from how you would think to use it and rending doesn't do jack shit for your S10 attacks (unless you're coming across something with Armour 15, but you are arguably way more fucked than this thing can help you). Regardless, grab yourself a Warp Sword and Baleful Torrent. Use your speed to dart around cover and soften up whatever you can with torrents and Harvester volleys. :While the Soul Grinder is usually worth taking, it is annoyingly counter-intuitive. It offers Skyfire, but only has BS3 and if used, prevents the use of Phlegm or the torrent (requires some Divination trickery); they have access to powerful guns, but have criminally short ranges; they come with strong close combat options, but also great ranged options. The trick is to figure out what you need it to do in your army and use it to fill in the gaps. Most importantly, play to its strengths: it's a walking tank! It's way more durable against things that threaten [[Dreadnought|other walkers]], like autocannons or krak grenades so don't be afraid to leave yourself a little vulnerable at times. Just be aware that it does have certain weaknesses like melta, haywire and lance weaponry. If you're really concerned, take them in pairs for safety. :Generally speaking, you'll want to go with Nurgle if you plan to stand back and shoot, Slaanesh if you plan to move up and assault and Tzeentch if you plan to be able to do either depending on the opponent's forces. Aligning with Khorne is a cheapskate's bet for the most part unless you got a blood throne to give it something with kick! *'''Plague Hulk (Forgeworld)''' - Essentially a Soul Grinder of Nurgle with a poisoned 3+ S5 AP3 flamer instead of the Harvestor and a rending phlegm bombardment with 2 fewer strength but at 150 instead of the 180 for the codex version with Phlegm. Replacing the Iron Claw with a Warp Sword for +25 points is a hilariously bad idea which you should not do. Definitely worth the points but wants you to get close to take advantage of the poison template (which is counter intuitive of Nurgle Grinders siting back abusing Shrouded). Since you can take it in CSMs too its a good way to get a 4th Grinder via allies if you really like them. You are losing the versatility that the Harvester gun has but for being the most budget Grinder it's always worth consideration. *'''Blood Slaughterer (Forgeworld)''' - '''FUN'''<font size=5>*</font> name notwithstanding, these jacked-up chaos dreadnoughts are bad fucking news! Front armour 13, WS5, two dreadnought close combat weapons, Rampage, Daemon of Khorne, Deepstrike, Fleet, Daemonic Resilience and +D3 attacks on the charge spell death for anything they touch. You can either stride them across the table but they will likely get kited because they have to run towards the nearest enemy unit in sight. Fortunately, you can instead choose to deep-strike them close to that thing you want to die; this is a marginally better proposition as individual Slaughterers are roughly dreadnought sized and it's fairly easy to place one (and in most situations, the other two). If you take a full squad of three, give them all Impalers (a Blood Angels magna grapple with one worse AP and a scant 12" range; it can never be snap-fired): they always hit on a 4+ and drag penetrated vehicles or wounded and unsaved monstrous creatures 2D6" closer to them. Oh, if you happen to drag anything into base contact it's blender time as the model is now in a close combat with the Bloodslaughterers which count as having charged. Did we mention that multiple Impaler hits are cumulative? Or that these are one of the few things that can assault and sweep on the turn they deepstrike? [[RIP AND TEAR]]!
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