Editing
List of 40K Cheese
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Chaos Daemons=== *To be absolutely fair, they needed the buffs, and because they were overshadowed by the Votann, there's not a lot of Chaos Daemon Lists going around right now, but they are there, and they are pretty good. They mostly revolve around Leadership Bombs and Summoning. *First thing about Chaos Daemons is that they now have unmodifiable saves. Specifically not Invulns so they can never be stripped away, but also unmodifiable for whatever reason. The saves are different when dealing with ranged or melee attacks, and some of the Greater Daemons have unmodifiable 3+. *But that's not what makes them cheesy, what makes them cheesy is that you can summon Daemons within 9". Either because the enemy has a low enough LD (which is easy enough to lower with the right combination of units and abilities), OR because you have a LOCUS nearby. With the "Malicious Misdirection" Warp Storm Surge, you can drop reinforcements turn 1, too. They can also soup without breaking monofaction bonuses, but at the cost of Warp Storm, and only CSM with 25% Daemons. *'''Flamers…''' By the God Emperor, the Flamers of Tzeentch have proven to be the strongest option in not just Chaos Daemons, but the entirety of Chaos as well! Starting off, each flamer sports a lovely d6+3 assault flamer with Strength 5, further boosted by an Exalted Flamer’s +1 S and a Herald’s +1 Wound spell and rerollable wound rolls of 1. Nothing more is needed, for almost every unit that isn’t toughness 6 is wounded on a 2+ with -2 AP, 1d flame spam that can only be stopped by Transhuman rules or a wound cap. **Flamers are a big fuck you to anything and everything, so what did GW do to nerf them? [[DERP|Removed the Auto-Hitting Flamer rule from Flamers]]. They now hit on 3+, but they're still exactly the same number of points before, and still get 3+d6 shots. Not only that, but you can increase their BS to a 2+ on a lucky warp storm roll and now gain the benefit of a Lord of Change’s reroll aura. While your overwatch isn't as scary anymore, you still have a 5/6 chance to hit with 15+5D6 S6 AP-2 +1 Wound. *Most armies have a limitation on commanders, top ranking HQ’s, or overall powerhouses like a Daemon Prince. Codex Chaos Daemons lacks this restraint for any HQ; meaning any player with the points and funds to field greater daemons will have no trouble making a monster mash list. Running multiple Keepers of Secret in addition to Be’Lakor is not only surprisingly tanky, but combining that with the Warp Locus can lead to very devastating Alpha Strikes.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information