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===Lord of War=== Note: According to the new Imperial Armor 13, all the "Daemon Lord" Lords of War can only be [[FAIL|25% of your army cost]], which renders the first four basically unplayable in anything short of Apocalypse. No An'ggrath in your normal games, sorry. *'''An'ggrath, the Unbound''' - "Ill kill you so hard that you will die to death" Costs thrice as much as a normal Bloodthirster pointswise at a whopping 888 (sacred numbers are fun) points but is an unholy monster in close combat - anything within range of his axe is pretty much dead but is just too stupid to realize it. And when I say "anything", I really mean anything - not even an Imperator titan or Hierophant would survive close combat with this thing. His melee capability is pretty much unmatched; if it's in base contact with him, it's going to be dead within the turn. He costs A LOT and is a massive firemagnet, but as a flying gargantuan creature he is now insanely durable (as in T8 2+/3++ save with FnP that you can only hit on 6's durable), and can rip apart enemy fliers. On the plus side, he eats titans and superheavies like Abaddon eats people; hell he could eat Abaddon for breakfast. He gets +D6 attacks on the charge and has a lovely 2+ Deny the Witch. Thanks to the new Gargantuan Creature rules he can now be locked in close combat, so be wary of tarpits should anything survive your charge. On the brighter side you now no longer have to trade all of your attacks to Stomp attack, so once you have launched all of your strength 10 AP 2 Instant Death on 6's hits, throw down some Stomp attacks on anyone that managed to survive. He's still overpriced though - Zarakynel does it almost as well for 222 points less, regenerates wounds and Dat Ass.... On the other hand, because superheavy vehicle rules regarding D-strength hits are much better than gargantuan creature rules, he can get ganked with horrible ease by D-Strength weapons , keep him flying and away from anything that can smack him with an SD hit like your life depends on it (this is now only a secondary priority now strength D only ignores invun on a 6, although it will still ignore your armour and FNP no matter what). Because going down to two turbo-laser shots is not fun. If you see a Tau Manta or Tigersharks; prepare to cry because they're going to sodomize you and there's nothing you can do about it. *'''Scabeiathrax, the Bloated''' - Will never, ever, ever, ever die. He is to Great Unclean Ones as An'ggrath is to Bloodthirsters. Though he costs 777 points, with 6 wounds, Feel no Pain (4+), Invulnerable saves (3++), Daemon of Nurgle (Shrouded), and toughness 9 (which means that heavy bolters and down can't hurt him and he has a pretty good chance of just laughing off lascannons on toughness alone) there is practically nothing in the game that will kill him. He has a bunch of Nurgling attacks, though not that many of his own - but any wounds he inflicts become 2 wounds to the model he strikes should they fail a toughness test. Additionally should anything that doesn't have Mark of Nurgle or is not a Daemon be within 6" of him they must take a toughness test or suffer a wound with no armor or cover saves allowed. This helps considerably should something try to keep him locked in close combat thanks to the new Gargantuan Creature rules. He's kind of like Typhus if Typhus were mutated by nuclear waste that had Papa Nurgle had spilled his latest concoction on. He's a big firemagnet, but given the amount of effort it takes to kill him; that won't do anything to him and in fact will be very good for the rest of your army. Destroyer weapons do not ignore invulnerable saves, making them a minimal threat to Ol' Scabies. Unless they roll a 6. Then he's just dead. *'''Zarakynel, the Bringer of Torments''' - Essentially the An'ggrath of Keeper of Secrets. While she is the weakest of the Uber Greater Daemons at 666 points, she is no slouch and will bring massive levels of oh so literal assrape to everything in her long reach. She has both Init and WS 10, gains D3 attacks on the charge, counts as armed with assault grenades when charging and re-rolls all failed to-hit and to-wound rolls - pretty much guaranteeing that she will go first and hit rather regularly with her AP1 instant death sword that replenishes her wounds on a 2+. For extra lulz, non-fearless units have to pass a leadership test before they can try and hit her back. The latest edition gives her a 36" S6 AP3 shooting attack with D6 shots and pinning albeit at BS3. So essentially, like Lucius the eternal turned up to eleven. Plus [[DISTRACTION CARNIFEX|DISTRACTION BOOBS]]! *'''Aetaos'Rau'Keres''' - 999 points of titleless pain. He's been changed up recently but still grows your army at the expense of your opponents' with Riftbringer or heals himself with Soul Eater. For the shooting phase, he comes with Wind of Chaos, a shooting attack which summons horrors with 48" of him AND his staff can exchange his shooting attacks to drop an '''INFINITE RANGE''' (AP3) poisoned, haywire, apocalyptic barrage that can hit up to 9 times. In addition to his high toughness, large number of wounds, 3++ invulnerable save, and flyer rules, this Daemon Lord is a Mastery Level 4 psyker that can rebound psychic powers back onto their caster with after a successful DtW and a 4+ on a D6. The only catch is that he MUST roll at least 2 powers on the Tzeentch table and can only generate from one additional table (Divination is recommended). If you see this guy leading a tetragon of darkness you're getting screwed. The only winning move is to find the tournament organizer and punch them in the throat. Aetaos'Rau'Keres does have a set of drawbacks however: if he gets within 18" of a Greater Daemon, Daemon Prince or another Daemon lord, he'll direct all his shooting attacks upon the poor sod. Second, he has to pass a leadership test to call down his apocalyptic barrage and if he fails, your opponent gets to place the blasts. *'''Samus, Daemon Prince of the Ruinstorm''' - At last! A Lord of War that won't rape your wallet AND points allowance! Samus is one of the few units you got that get the fun Daemonkin immunity to Daemonic Instability, and thus get both Daemon of Khorne and Fearless without any downsides. He also gets IWND, S/T 7, 6 Wounds, Hatred (Infantry), Adamantium Will, and Fleet. He's only armed with an AP2 CCW with Murderous Strike (ID on a 6 to wound) and Armourbane, but his fun isn't in combat. See, he can (but not must) elect to enter from reserves wherever a character is killed (yours or theirs) and can deep strike without scattering within 3" of that dead character, making buying those sergeants finally worth something. In addition, Samus also triggers other sorts of fuckery just by being in your army: Your enemy takes -1 from all reserves (With rolls of 1 being auto-fails), any blessings used by either side cost an additional Warp Charge (Which means that they'll have to think even harder about casting Hammerhand or Prescience or something lest you deny them and waste those points) and he forces anyone charging him (and testing Fear) or in combat with him to halve their Leadership unless they're Stubborn or Fearless. ** IF you plan on using him in HH's "Age of Darkness" FOC (And Daemons can use this), then he gets to become an HQ choice instead of a LoW and must become Warlord. This lets your entire army re-roll a d6 when rolling Instability and if you roll doubles on the Warp Storm table, you get to replace it with Warp Surge. ** A possible answer to Imperial Knights? Unless you roll a 6 for Malefic daemonology, take Skarbrand, one of the Daemon Lords, or the Skullreaver relic axe, most Imperial Knights will be a pain in the ass. With high initiative and WS, decent attacks, and an armorbane AP2 CCW, Samus can be a budget answer to everyone's superheavy walkers. Get a Herald on a Blood Throne close with the Crimson Crown and Exalted Locus, and its fate is all but sealed. *'''Cor'Bax Utterblight, Daemon Prince of the Ruinstorm:''' Ruinstorm LoW Number 2, meaning he lacks Instability. This guy's a frightening one because despite being Nurgle, he gets INITIATIVE 9. I repeat, this guy can bear FUCKING ELDAR to the punch. Oh, and he also has the Slime Trail Beasts use to protect themselves. Aside from that, he's the same as a normal GUO statwise except for exchanging an Attack for Toughness 8. He's also ML2 and can use Biomancy and Nurgle's Plague powers, which could (at least temporarily) grant him EW, unlike Samus. In melee, he's got some vicious tricks with 3+ Poison and the ability to inflict Instant Death on a 5+ TO HIT against infantry. Add that to his standard AP2, and things are bound to die (But not enough to rely on it). He also gets d3 HoW hits on the charge, which ignores all terrain and comes with Assault Grenades, meaning he will reach his enemy that much quicker. If he dies (Which is going to happen, especially against GK or Eldar), he drops a Massive Blast that inflicts Poisoned (3+) AP4 hits on anyone inside that's non-Nurgle Daemon (Meaning fellow Plague Marines can still be hurt), making him a pricy kamikaze. ** IF you plan on using him in HH's "Age of Darkness" FOC , then he gets to become an HQ choice instead of a LoW and must become Warlord. This lets your entire army re-roll a d6 when rolling Instability and if you roll doubles on the Warp Storm table, you get to replace it with Warp Surge. *'''Kytan Daemon Engine of Khorne (Forge World)''' - The Khornate answer to Imperial Knights. At 525 points, it comes with Daemon, Daemonforge, Fleet, Crusader, IWND, Rage, Unstoppable Slaughter (If its Kytan Gatling Gun, 48" S8 AP3 Heavy 8 and Pinning, destroys something in the Shooting Phase, it may charge something else), and all the Super-Heavy Walker rules. It also has a Great Cleaver of Khorne like the Lord of Skulls for the unholy AP1 Destroyer attacks. Also something that is awesome about this little fucker is that he's Initive 5!! Now we have an answer to Imperial Knights besides throwing Monsterous Creatures at them! *'''Chaos Knight (Forge World)''' - [http://www.forgeworld.co.uk/Downloads/Product/PDF/C/Chaos-Knight.pdf Rules here.] The Chaotic answer to the Imperial Knight. Comes in Paladin and Errant forms. Click and paste of the normal Knight rules and weapons, but with fun Daemon upgrades and the ability to take Dirge Casters. As well as getting the Daemon Special Rule (which is ungodly since it now has an invuln save in close combat) each Deity dedication grants the Knight a special ability as follows: **Khorne: D3 extra attacks on the charge instead of 1, can re-roll the amount of stomp attacks it gets, and has Hatred (Slaanesh). A nice buy. Think of it as Rampage that is always active. **Slaanesh: Opponents must make a Leadership test at -2 or become I1 for the fight sub-phase. Has Hatred (Khorne). Mediocre since it relys purely on your opponent's luck, but if so, you can kill them with the D-chainsword and then stomp them when they make their attacks. **Tzeentch: Heavy Stubbers gain the Soulblaze Special Rule, re-rolls 1 to-hit, and has Hatred (Nurgle). Utterly shit. The most effective weaponry on the Knight is blast weaponry, and the Stubber is shit. It would've been better if the main weapon got Soulblaze. <s> OH SO NOT TRUE! The Tzeentch Knight if played right can be easily the strongest, are we forgetting it gains the Daemon and Daemon of Tzeetch rules? Now while thats nothing too grand on its own It means it can be buffed. KNights get a 4++ on the shield front and now it has a 5++ on every other facing and in combat. This makes them better than other knights easily but this aplpies to knights of all 4 gods so why Tzeentch? Well its the re-roll saving throws of a 1. 4++ re-rolling 1s isn't bad but its got Daemons so get a herald and slap the Grimoire of True names on a Tzeetch knight! now u have a 3++ rerolling 1s on all facings and a 2++ rereollings ones on the shield facing. Put cursed earth down etc and your Daemon knight of Tzeentch has a 2++ re-rerolling 1s on ALL Facings and in close combat. In other words its unstoppable, Put Grimiore on a herald or a flying prince and you're well away. </s> It counts as alligned with Tzeentch, it doesn't actually have Daemon of Tzeentch. The Invul increase though is still a possibility though. **Nurgle: Gain IWND and Hatred (Tzeentch). Incredibly powerful, and incredibly expensive. ***Fun thing to try out: take Fateweaver and a nearby Herald of Tzeentch with the Grimoire. Have Fateweaver cast Forewarning on the Chaos Knight and then Grimoire it for a 2+ Invulnerable save! [[Rage|Your opponent will hate your guts for it.]] ***His foe-reaper chainsword should not be underestimated: Against MC's and GMC's it gets [[Awesome|+1 to all D-strength rolls]]. This means extra-ultra kill on 5+ rather than only 6's. Wraithknight? SPLAT.
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