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===Neutral=== Here are the daemons any god can take. ====HQ==== *'''Daemon Prince of Chaos:''' Your classic murder-machine, coming in at S7 T6 with 8 wounds and a 5+/4+ Daemonic Invuln. Even better, they don't suffer from degrading statlines like the Greater Daemons do. They can also buy wings and another weapon to make them even deadlier. Double Talons have become the cheap horde option, though AP-1 means that Armour of Contempt can ruin their turn. If picking between the sword and axe, pick the sword if you're intending to go against a lot of heavy armor units and pick the axe if you intend to target high toughness monsters. DPs are a very good all-round unit in a codex with otherwise specialized units and can compensate the respective god's weakness. **They must choose allegiance to a Chaos god and gains a special perk for it, considering how the big four no longer have any overarching rules for their daemons. They all can become psykers except for Khorne-aligned princes, which gain +1 Strength and +2 Attacks to compensate for their lack of psychic potential. Tzeentch in particular prefers them to be psykers as princes can now cast twice in a turn and know an additional power from their discipline. Nurgle and Slaanesh in the meanwhile just give +1 Toughness and +2" Movement respectively. **Note: Being a large beast with 8 wounds, they have 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. Bonus points if you can also have a Herald in there too. **''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. It also makes them a visible target for the multitude of strats that do target flying enemies. *'''Be'lakor:''' The Dark Master has taken a price hike, but he still has his good points. He is now effectively a greater daemon masquerading as a daemon prince, complete with that degenerating statline and the {{W40kKeyword|Supreme Commander}} keyword. All attacks against him take a -1 to hit and wound penalty and cannot reroll failed hits. Finally, any ranged attacks that actually wound him have their damage reduced by 1. He knows 2 psychic powers from his own super-special discipline, and can cast 2 powers compared to the DP's one. He lost access to the whole of Malefic which is really sad, but he's an excellent psychic nuker that can buff Daemons of any allegiance. **As Be'lakor all four gods' keywords, allowing him to nominally be usable in any mono daemons detachment and keep the rest of the detachment buffs. That said, he's not likely to benefit from any of it and he forbids using any other daemon princes. In fact, he hates other daemon princes so much that he can re-roll to hit and wound another daemon prince he fights. **As of the new codex, he now has his own unique WT. All it does is let a single {{W40kKeyword|Core}} unit within 9" re-roll to hit, which is a bit of a step up from Charadon since this is no longer exclusively tied to just his super-special fanclub. **Be'lakor's Blade of Shadows has been tweaked to have two different attack modes. Sweeping Strikes is the horde-buster, acting like a Power Sword which makes two hit rolls per attack. Piercing Strike is what you take when you need something dead RIGHT NOW, with S+4 AP-4 D3+d3 and the ability to outright negate invulnerable saves. ====Fast Attack==== *'''Chaos Furies''' Furies are no longer in the codex. Weep for them, for this loss is particularly confusing seeing that they recently got new models. ====Heavy Support==== *'''Soul Grinder''' Your heavy fire support platypus. Heavy because it comes with 16 wounds and a 5+/4+ save plus it can be whatever mark you want (e.g. Nurgle for that +1 Toughness or Tzeentch for 4+/4+ save against all those nasty heavy weapons out there). Fire Support because it gets you two 36+β high strength okay-AP weapons. With a move of 8" it can keep up with other more vulnerable stuff and draw some fire while returning some, with Slaaneshi grinders becoming more like skittering death machines. Moving into 9th may have given the Soul Grinder a small boon, all for being a vehicle. As it stands, it ignores the heavy rule, so the SG may have become a viable battering ram at range and melee for Daemon armies, especially given its propensity not really caring about a degrading BS. It still doesn't shoot good, but now it's not as bad as it was. **The new Codex has given you a reason to stick with the warp sword over the warp claw. The claw now gives you Malefic 4 at S8 AP-2 D2 while the sword's Malefic 2 with S8 AP-3 D3+d3, meaning the claw has more value against crowds while the sword's for popping tanks. However, Malefic also means that you can only make a set number of attacks. For the rest of the fight phase, you're stuck with the iron claw, a power fist-like weapon let down by its swingy d6 damage. Fortunately, you have five swings with it, and going to Khorne gives another two attacks to go ham with. *'''Giant Chaos Spawn<sup>Legends,Forge World</sup>:''' Got some buffs from Warhammer Legends: S/T6, degenerating BS, an 8+D6 move to start and churning claws and fangs hitting with AP-2 and dealing 2 damage apiece. The GCS retains its 6+d6 attacks to start, 4+ and 5++ saves from the last time. The big reworking is the special rules now that most of the stats are no longer randomized. You get a similar mutated beyond reason rule to regular gribbly beasts getting either AP-4 attacks, +6 attacks (as opposed to +D6) or re-rolling to-wound rolls at the whim of a d3 at the start of the fight phase. Additionally, the GCS causes -1 Ld to all models in engagement, not just enemies... eep! At 150 pts. a model, the changes to stats are nice but they no longer regain wounds, which makes them a bit more frail. You can summon them to save them from being shot to ribbons, though their PL went up from 5 to 7 - still doable, but the next one is arguably a bit better and costs 10 pts. less. *'''Spined Chaos Beast<sup>Legends,Forge World</sup>:''' The other generic Forgeworld HS beasty kindly buffed by Warhammer Legends: Forgeworld. 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. The beast starts with M10, WS3+ and a whopping 8 attacks. Mercifully, WS no longer degenerates and the volume of attacks paired with the damage output of a beast is rather staggering. If the degenerating stats still irks you, you can summon it even more reliably at PL8. 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 with an improved -2 AP and you get two bonus attacks for using this one. Warhammer Legends upgraded the attacks to make them scarier for Primaris Marines, Tau Battlesuits and now dedicated CC squads. **'''Tusked Maw''' - changed to dealing a flat 3 wounds at Sx2 and -3 AP. You can't regain a wound from biting people anymore but you're not limited to only one attack either - that's right, you can chomp to your attacks characteristic. Given the strength and damage of this attack coupled with the attacks leveled by a beast, this is the preferred attack against vehicles. **'''Warp Spines''' - MASSIVELY reworked. Whenever it finishes a charge move, pick an enemy unit in engagement range and roll a D6: on a 3+, deal D3 mortal wounds and deal 3 mortal wounds on a 6. Far more deadly and less janky than it was before, you can soften up an enemy before you even start attacking - which is nice.
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