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===Neutral=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Here Is the Daemons any god can take. <div class="mw-collapsible-content"> ====HQ==== *'''Daemon Prince of Chaos:''' Your classic murder-machine, now buffed to S7 T6 with 8 wounds and a natural 3+ Armor save. They must choose allegiance to a Chaos god and gains their respective special rule. They can become psykers except for Khorne-aligned princes, which gain +1 attack to compensate for their lack of psychic potential. They can also buy wings and a slew of equipment to make them even deadlier. Double talons are superior over the sword in all ways and help a lot to kill units with lots of models but the axe is better against high toughness armored (single) units like tanks or monsters. DPs are a very good allround unit in a codex with otherwise specialized units and can compensate the respective gods weakness. Now with deep discounts in Chapter Approved 2019. A basic Daemon Prince now costs 146 pts, or 155 pts for a winged prince. All their available weapons upgrades cost +10 pts. So their best load out with; wings and dual malefic talons dropped 15 pts from 180 pts to 165 pts. **Give your khorne daemon prince the skullreaver axe and the warlord trait from the khorne formation for 7 attacks at strength 9 AP -4 and d6 damage on the charge and d3 additional mortal wounds rolls of 6 and re-rolling wounds against titanics, oh and with +1 attack near an enemy character, [[rape| and then there's the fight again stratagem...]] **Note: Now that they've been "buffed" to only have 8 wound, they now serve a very important role in your army--forcing your opponents to choose between shooting your big scary Greater Daemon who is scary by itself but has a useful but slightly meh aura, or trying to shoot down your hordes of Lesser Daemons that are protecting a monster that is almost as scary and giving large units one of the scariest buffs they can receive. Bonus points if you can also have a Herald in there too. **Important: though the above is true, DPs lack degenerating stats which make them more reliable than your other monsters and monstrous vehicles. **Note: As of the new FAQ, these now have an identical statline to the CSM version, which means they only have three differences. Unlike the CSM one, they only apply their reroll-1s aura to Daemons of their alignment (although that does apply to Possessed, Warp Talons, mounted HQs and the various Daemon Engines) but they take their psychic powers from the Daemons list instead of Dark Hereticus. So, now it's just a matter of how much you're relying on CSM allies. They also get the special rule for whatever god alignment they have. This means that this version is generally better at being a threat in and of itself, while the CSM one is better at playing a support role for CSM. Figure out what you want to do with your Prince and choose accordingly. **''Important Note:'' Thanks to the 2019 FAQ ALL Daemon Princes: Chaos Space Marines, Chaos Daemons, Deathguard, and Thousand Sons are all now count as the same datasheet for purposes of Matched Play. So, now despite the number and type of detachments you take you're now limited to a max of 3. So, Daemon Prince spam has been nerfed. Summoning does get around this and only this version can be summoned. **''Important Note:'' Fly again allows models to move across enemy models while charging. However, flyers can no longer block movement, and a demon prince that flies into ruins in the movement phase can still be stuck there in the charge phase. *'''Be'lakor:''' The Dark Master has taken a price hike, but he still has his good points. He is 2" faster than a Flying Daemon Prince. However, Be'lakor's utility lies in his special rules. He grants all Daemon units within 6" of him re-rolls of 1 to-hit, and enemy models within 12" subtract 1 from their Leadership. Finally, he may re-roll all failed saving throws. He knows 2 psychic powers from a list of 3 Dark Hereticus powers (which are now limited to Gift of Chaos, Infernal Gaze and Death Hex), can and cast 2 powers compared to the DP's one. He lost access to Warptime which is really sad, but he's an excellent psychic nuker that can buff Daemons of any allegiance. **Note about detachments: As Be'lakor has no chaos allegiance you can't take him in any mono daemons detachment and keep the rest of the detachment buffs. This was confirmed in the daemons FAQ. To keep the buffs you have to put Be'lakor in his own detachment. This is in the latest daemons FAQ. **Note: If you want to take Be'lakor as your warlord, he must now take Inspiring Leader from the Core Rulebook, which means you'll never be taking him as your Warlord. Just seems like a hilarious kick in the gut to whoever actually used him as their Warlord and gave him either of the other traits, both of which benefit him way more. **Note: With his AP-5 Blade of Shadows, if combined with "Death Hex" from the Dark Hereticus discipline (coincidentally one of the powers he gets access to), Be'lakor's melee damage output would only be mitigated by FNP type abilities. Hello and goodbye Girlyman! ====Dedicated Transports==== *'''Terrax Pattern Assault Drill''' - subterranean assault transport (set up anywhere 9" away from enemy models at the end of your movement phase) with a terrifying melee weapon (if it hits). Transports 12 Infantry. Expensive, though. '''Note:''' this thing explodes for a nasty D6 mortal wounds (2D3 for psykers) to everything in a whopping 2D6β, and you can force it with Putrid Detonation. Field these things as deepstriking nukes for a bargain 106 points apiece. **Now, you might be saying "Hey, wait a minute, this is a Chaos Space Marine unit, not Daemons". You will be correct and this does mean it will only be able to be included if you're running a mono-god detachment and it will block your tactics. -BUT- because GW has ruled that {{W40kKeyword|MarkofChaos}} and {{W40kKeyword|Allegiance}} are the same once the game begins and the Termite can transport {{W40kKeyword|MarkofChaos}} units, then [[RAW]] this little bastard is currently the only transport for daemons and will let them deepstrike without consuming CP. It takes a whole new level of insane to carry daemons underground, so whatever maniac is driving this thing is probably scarier than the payload, unfortunately this isn't reflected in the rules. ====Fast Attack==== *'''Chaos Furies''' These buggers are fast(12"), can fly, and have 2 attacks with S4 each. They have to take a mark and that can somewhat mitigate that shitty T3 and make them summonable by every god. They have a nifty little 50/50 chance to kill additional model in a unit that failed a morale test near them. Super good against small elite units, sucky on that conscript but can be paired with Belakor's ability. That makes them surprisingly good and flexible and can make for a far reaching distraction. But of course there has to be a snag: 10 points per model. You can get around the crappy metal mini buy using some leftover heads and arms of the respective god and some green stuff as wings and pin it on a toothpick. Or use the Gargoyle minis from Kings of War. THEY HAVE NEW PLASTIC MODELS as of Warcry release! **15 Furies are only 8PL, letting you deep strike them for 1CP. Harass the edge of your opponents army but don't expect them to do much else alone. **Making them dedicated to Khorne gives them 3 attacks each at strength 5, which is hilarious on a 12" movement. RIP and tear. ====Heavy Support==== *'''Soul Grinder''' Your heavy fire support platypus. Heavy because it comes with 14 wounds and a 3+ save plus it can take a mark of X for free (e.g. Nurgle for that defacto FNP or Tzeentch for 4++ Invu against all those nasty heavy weapons out there). Fire Support because it gets you two 36+β high strength okay-AP weapons. Platypus because it doesnβt know what it wants to be. Its artillery purpose gets hindered with 5+ on the move and it wants to be on the move to get some use of its fine melee capabilities too: an iron claw for guys who need some heavy pounding and a sword you should switch to the warp claw for more attacks against guys who need a lot of pounding. With a move of 8" it can keep up with other more vulnerable stuff and draw some fire while returning some. While previously, just too pricey for any daemon army at 235 points; Chapter Approved 2018 drops its cost down to 180! *'''Giant Chaos Spawn:''' Back once again for an unholy romp, the GCS comes with what you would expect from an 8th ed Forgeworld monster - more specifically, a buff and a degenerating stat profile based on wounds. What you probably ''don't'' expect is what it gets for special rules and weapons (more on that in a sec). First the basics: T5, 10 wounds to start, Ld 10 for some reason, a rather disappointing 4+ WS and no BS but it does have a 4+ armour and 5++ as well as Daemonic Ritual. Okay, now the really fun stuff: it starts with 6+D6 movement, 6+D3 strength and 6+D3 attacks; for those keeping track at home, that's a minimum of 7 for all those stats and an average 9" move with 8 S8 attacks that deal D3 damage at -1AP - nasty! The downside is it does degenerate to M3+D3, S3+D3 and A3+D6 (down to D6, 2D6 and 2D6 respectively if you're on death's door), but the upshot is that if you roll a 1 or a 6 for any of those random stats, you regain D3 wounds. Oh and if that takes you over 20 wounds somehow, the monster gets buffed to M8+D6, S6+D6 and A6+D6 and gains the {{W40kKeyword|Titanic}} keyword. **Up until Chapter Approved these things were a steal at 75 points; WS 4+, AP -1 and d3 damage made them a little pillowfisted in terms of dealing damage but free Daemon of Tzeentch plus the constant wound regeneration shenanigans made them worth far more than the sum of their parts. Now their points cost has doubled they've gone from a combination of hilariously disposable and extremely irritating to dispose of to rather more of an investment. At least now they cost as much as a Maulerfiend you don't have to listen to your opponent whining about how cheap they are (although maybe you still will, this is 40k after all). **'''Daemon Codex Update:''' Still only 5PL, so only costs 1CP to deep strike. *'''Spined Chaos Beast:''' The other generic Forgeworld HS beasty. Retains its S/T of 7 and 6 respectively from previous editions along with its 5++ while gaining 12 wounds in the process and a 4+ save. New this time around are the degenerating stats from wound loss: the beast starts with M10, WS3+ and a whopping 8 attacks (drops to 10/8/4, 3+/4+/5+ and 8/5/3 respectively); so yeah, this thing becomes absolute garbage if it's taken too much damage. Fortunately, you can summon it rather reliably at PL10, but getting it into combat after that is a crapshoot. It also has to be aligned with one of the gods, gaining that god's deamon rule, so this time, the Nurgle beast isn't terminally useless and can absorb mortal wounds. And then it gets three new weapons: **'''Jagged Claws''' - your standard attack, for ripping apart things, dealing 2 damage apiece at -1 AP. So yeah, autocannon hits in close combat; Khorne beasts will wound Spess Muhreens on a 2+ on the charge, mind. Primaris Marines and Tau Battlesuits are very nervous about this; vehicles are also sweating at the prospect of getting beasted. Don't even think about trying to take on a dedicated CC mob (especially CC TEQs) - they will wreck your shit! **'''Tusked Maw''' - when you're hungry and there isn't a Snickers around, bite a motherfucker dealing D6 wounds at Sx2 and -3 AP, but it's one attack only though. If you kill something with it (anything, really), regain a wound. The bonus wound is kinda weak but the attack is otherwise great for finishing off a blasted vehicle or a stubborn unit that just won't get the hint. **'''Warp Spines''' - whenever it piles-in or charges or another unit piles-in or charges it, enemies within an inch take an S4 hit on a 2+. Yep, you will hit units near the unit you charged or charged you; shame it's only one hit doing one damage. Bit of a boon for Slaanesh beasts if you can keep piling into a unit or Nurgle beasts [[Tarpit|if you can keep it from dying]]. ***'''Daemon Codex Update:''' Thanks to having {{W40kKeyword|ALLEGIANCE}} these things (and the Giant Spawn) now benefit from Daemonic Loci: pair one up with a Daemon Prince as a master and a hound and your Beastie will not only re-roll 1s To Hit but also charge more reliably/be protected a bit better/do more damage/move 10+D6" and then charge 2D6". Given the naturally random element to the Giant Spawn the Locus will be more beneficial to a Spined Beast if you're one of those meticulous types. Deploying this thing on your line and storming forwards a potential 28" into combat is something that most Slaaneshi players may well be caressing their myriad and custom genitalia over. I know I am, but only with my most bejewelled pincer. </div> </div>
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