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===Factions=== units are divided between the 4 chaos gods or are undivided. This creates factions with their own combat specializations and Philosophy to wage war, Which enriches your options when mixed. The following is a summary of each God specific faction: *'''[[Khorne]]:''' The most straightforward being the god most focused marshal might. Filled with hate and shuns all that's spellcasting. Their martial skill allows them to cut through tougher enemies like dwarfs. Khorne's perform their best on the first turn, though they still fight well even if they don't get it, with their good stats and prevalence of killing blow. Unlike mortals, the Daemons do have a clear enough mind by default to follow commands and employ flanking tactics. They even bring cannons (though begrudgingly in lore). Behind Nurgle, Khorne is the second toughest of the gods, with them all having at least T4 and Natural Armour(6+) to minimize attacks from mass chaff and arrow spam. (Khorne is more focused on killing higher-priced stuff than cheap in the least amount of swings. That extra roll is handy against enemies with no AP). They are the most resistant to spell casting, even more so with the buffs in 9th to Magic Resistance and Dispelling attempts for armies with no wizards. *'''[[Nurgle]]:''' His daemons act like jovial zombies as they invite others to join the family with their infectious diseases. They are about resilience and slowly out-grinding the enemy with poisons. Nurgle is a more ponderous army (at least slow by deamon standard, moving human and ogre speeds). The order in Combat is tanking the enemy's swings before hitting back. Not as slow or chunky as their mortal champions, but the Pleugebearers' Default Durability is still comparable to Dwarf Warriors. In addition, Regeneration and boost in toughness is a thing Nurgle can give out. They operate as your chaff wall and outgrind the average humanoid enemies, with poison being effective against units with low armor, tons of passive damage, and Toughness save based abilities on your characters. Your Troops exist to hold your targets in place, to them inject them with Nurgle's Rot. *'''[[Slaanesh]]:''' the minions of the lord of Depravity and Perfection are the most fragile in this book but also the lithest. They play like Elven infantry (though they are 1" faster on movement). Being glass cannons, Their big meaty claws can rip up most linemen, hopefully reducing the number of Daemonettes that bite the dust in retaliation. Having only an average Strength but great Weapon Skill and a high number of attacks with AP (-1 armour piercing is always a good thing to have to dent that armour). Also, like elves, Slaanesh daemons prefer speed and flank attacks, with 10" being the fastest land speed any unit can have in the game, Being in the enemy's face by the first turn. Slightly less fast are the Slaanesh's Chariots, which are all similar except for buying them in increasingly tighter unit allowance Cattorgyr to make them bigger. Thus, providing a cheaper package of Slaanesh in a mixed deamon army. *'''[[Tzeentch]]:''' Embodies his spheres of magic, Mutations, and Birds. Outside the skullcannon, Tzeentch brings the [[dakka]]. Lots of flyers and lots of D6 dice rolls for attack strength. Outside of Screamers, he doesn't have the strongest melee daemons and can take a few more hits than Slaanesh, but makes up for it by shooting gouts of fire. The main upgrade to give your characters and main troops, Horrors, boosts their magic output. You're getting more channel dice than the other gods by Reroll 1s on the dice and Horrors being wizards. Tzeentch units are best at mid-range raining firey death, with the Screamers and his chariot making content flyovers.
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