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==Allies== Luckily, all hope isn't lost. The ally system can help Daemons out if you choose the right kind of units in your allies list. Even still with the update and the buff from 6th edition, Daemons can STILL lose games, either from bad Deep Strikes, terrible dice rolls, end up going first, etc. Thankfully, allies can help fill in the gaps making the army more competitive. You should take in mind, that allies of convenience and desperate allies would suffer from warp storm. Have fun. IMPORTANT NOTE: Your Warpstorm table will target EVERYONE on the table except Battle Brother Allies. Take non Battle Brother allies at your own risk. ===Battle Brothers=== *'''Renagade Knight Household:''' If you want the dakka and heavy armor that Daemons lack without investing in Chaos Space Marines, then grab a Renegade Knight. The Renegade Knight Household from the renegade knight boardgame counts as a chaos space marine ally. you can now take 1-3 chaos knights. The best benefit this has is that the knight household can dual wield ranged weapons. So enjoy your 24 str 6 AP 3 Rending Bolt cannons! Also, Thermal Cannons can utterly annihilate vehicles while the Twin Icarus Autocannon provides the only reliable Skyfire outside of Soulgrinders. *'''Chaos Space Marines:''' Chaos Space Marines are probably the way to go; however, due to the FAQ, Daemon ICs cannot join non-Daemon units and non-Daemon ICs cannot join Daemon units, leaving you with few units that will hang out together. CSM is also the best choice fluff-wise, so you can't go wrong either way. Very useful as ranged support if you feel hesitant about flamers and their silly warpflame rule handing FNP to enemy marines. Even though Epidemius lost his fridge full of tally-cheese, plague marines still work great together with Nurgle daemons. Outside of shooty marines and armour, bringing in Heldrakes to seize the skies is another solid choice. Another potentially major benefit is the ability to bring Divination to a CSM army. Rerolling to-hit on your Obliterators, Thousand Sons, etc. Prescience combined with Forgefiends can be quite devastating, especially when they activate demonforge. **'''Black Legion:''' Interesting, to say the least. Chosens are Troop choices with the Black Legion, although you must take Veterans of the Long War for every unit that can take it. Some of the cool items that their Daemon Princes can take is the Skull of Ker'ngar (Eternal Warrior and Adamantium Will) and Hand of Darkness ( Single attack with Fleshbane, Armourbane, and Instant Death), which can help if you plan on running a Flying Circus. Otherwise, same as Chaos Space Marines, but with different toys for their Champions. **'''Crimson Slaughters:''' Now this seems like the better Supplement than the Black Legion. Possessed are Troops in this force, however they are different than their normal counterpart, with a different mutation table that's way better (Although they cost a little more, as their trade off for a better table). They're the opposite of the Black Legion as they can't take VotLW, with the exception of Cult Marines, -And the whole army causes Fear, which is meh, but a nice bonus. If you're planning on taking Supplement allies, this is the better choice. **'''Iron Warriors:'''Some serious value to be had! Sorcerer as a HQ either just for some more warp charges and that he's cheap, Obliterators as Troops because Iron Warrior tings, then leaves room for a Heldrake or anything else you want to steal from CSM...but really you're taking this for troop Obliterators to supply some staple Anti everything really. *'''Renegades and Heretics:''' A Forgeworld allied army recently updated in Imperial Armour 13. They bring even meatier, more expendable meatshields backed up with tanks - lots of tanks. They are basically Imperial Guard with terrible Ld and Battle Brothers for Daemons and CSM. *'''Khorne Daemonkin''': A meshing of CSM and your own units, but the shining point of this is that their daemons are utterly immune to instability and instead get Fearless! The issue is that your Heralds can't join their Bloodletters or vice versa because of this and they can still be targeted by Warp Storms. That said, let them take the big guns, if the Daemonkin run a Blood Host, you can grab 8 Dinobots/Helbrutes/Grinders. That leaves your Daemons army to instead focus on taking psykers and mobs. ===Allies of Convenience=== As of 7th Edition, you get no Allies of Convenience. Doesn't really make a difference considering how many Battle Brothers you have, though. ===Desperate Allies=== *'''Orks:''' Orks, along with Daemons, are great at hitting hard and fast, but they really shine as allies in a defensive role. While you ''can'' run Ork allies more offensively, you have access to better units that can do the same job. For example, a Warboss/Nob biker unit can seem appealing, but a well-rounded squad can run you up to around 400(!) points. Instead, you can pick up a flying Daemon Prince for less than that cost and it's still just as scary and about as hard to kill as the bikers. Focus on improving weaknesses that your army may have. Shoota Boyz are dirt cheap and arguably the best troop choice in the game, with T4 (same as your Plaguebearers), Mob Rule, and the ability to pack a punch in both shooting and close combat. Take tons of Boyz in groups of 30 to hold objectives and to use as both tarpits and meat shields for your other more offensive Daemon units. Another great unit that's worth taking a look at are Lootas, which bring in some fantastic long range firepower that Daemons lack. *'''Dark Eldar:''' Wait WTF. Dark Eldar is a mixed bag. DE is more of a specialist type, and can brutally help Daemons when played right. They have a fast moving play style the One Eye Open won't effect them badly. It depends on what you're taking in both lists. If you know what you're taking on the battlefield, then Dark Eldar can arguably do better than Orks and IG, but if you're a newbie to begin with, you should look elsewhere. ===Come the Apocalypse=== *'''[[Heresy|Imperium]]:''' Yep. Any and all Imperial Armies (Imperial Guard, Space Marines, Dark Angels, even GREY KNIGHTS! *'''BLAM'''* HERESY!) can ally at Come the Apocalypse levels. Just make sure you deepstrike as far away as possible from them otherwise you fucking have to roll off to see if your armies don't stand still the entire turn. *'''Eldar:''' Figures because the Eldar would despise having to work alongside the Ancient Doom of Slaanesh. *'''Tau Empire:''' Ah yes, the blue ones. These guys are pretty much the exact opposite to us, as they're a shooting based force. They do lack the amount of troops they can bring when compared to Guards, however they make this up with sheer quality. Unless you have Slaanesh units (Or a few Soul Grinders), anti air can be a problem for the Daemons, which Gorgonzola can bring in the form of the Broadside, albeit a bit weaker in this edition. As far as what else to bring, a full squad of Fire Warriors is pretty much mandatory to get the best use out of them. The rest is up to your taste, since it really depends on what's in your primary detachment. While Guards are a more competitive choice outside of taking CSM, [[Troll |these boys has a couple of tricks up their sleeves to troll your opponent to oblivion.]] *'''Necrons:''' I'm sorry, but for a shooting army, just take Eldar or Tau. *'''Tyranids''': Don't; your units are too similar (cheap hordes that like assaulting) and cant cover the weaknesses of your own codex. Plus, shadow in the warp affects ALL psykers, and guess who is the most psyker happy army in the game? Pass.
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