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==Strategy== Pray that chaos doesn't abandon you. Realize that this is a '''FUN'''<font size=5>*</font> army, and just have a laugh with it. Want to troll your local daemon-bashing GK players? Here's what you do: Field a Nurgle based List. Hide your troops on your side in ruins or behind a barricade and open up with as many poisoned and decent ap weapons as you can and watch their psycannons just bounce off the ruin. And you know what? When they come to get you in cc with that dreadknight? BAM poisoned weapons and easy ap2 swords available to all (all being heralds and squad leaders)! Along with your flying MC being able to tie up their precious heavy weapons and kill those psyrifleman dreads with easy cc and shooting, just watch out for being grounded and mobbed. ===Risk Management=== Demons more than any other army are beholden to dice. You can't remove this element of chance, but you can direct it and take steps to minimize it. Demons are a army of risk management, as much as tactics. *'''Warp-storm table:''' the table has 11 results, only three of which WILL screw you over, (2,3 and 4), one that does nothing (7) and three that WILL only help you (10,11,12). The other four,(5,6,8,9) which we will call the 'blast results' swing both ways and can hurt both players since they target all your opponent units and one type of your own on a dice roll of six. To minimize the effect of a blast result you have two major options. First restricting your self to one or two types of demon. A mono build army would only be effected by one result, while all other results would fall on only your enemy. Additionally if you stuffed it with instruments of chaos if your result came up you can use the instruments to make your opponent reroll any 'failed' results on the table give you a higher chance of hitting him with the warp storm. However, if you did roll your opposite god you whole army would get hit insuring that at least one unit would get wracked. option two is for every one type of demon you take, take one of the opposite god units. For every Khorne unit take a Slaanesh for example. IF you roll either of those two results on the table, it's true you run the risk of getting your self hit, but the instruments of one god can influence the warpstorm table that would hurt one of your units. If you roll a 8 on the warpstormt able, your Khorne units might be hit, but your Slaanesh units can blow there horns to make Slaanesh change his/her/its mind, and if your Khorne unit is unharmed (remember, only on a six) then you can make your enemy re-roll there results if they don't get hit. Thus you can get the most of the table and make it work for you. *'''Rewards of Chaos:''' you have to roll for wargear and upgrades, but what powers do you want each demon to get? and how to you make sure you get something good. Consider what each reward level gets you and consider what demons benefit from those bonus the most. To summerize, Khorne loves all the reward levels, Nurgle and Slaanesh are a bit more meh, while Tzeetch only really loves greater rewards. Note I'm leaving out the weapons you can swap for, you can plan for those and if you want one, you can just snag one. **'''Lesser Rewards''' - we see that two of them grant benefits for being in melee, two are shooting powers, one grants psyker defense, and one grants better reserves rolls for the demon alone. All Khorne demons benefit the most from this table as they lack psychic powers, (which the two shooting attacks compensate for), want to be in melee and psychic defense is always nice, only one power does not help too much for them and even then it can be useful. Next, Slaanesh and Nurgle heralds find this table useful as ,again, they want to be in melee, but both have access to psyche shooting attacks so the shooting buffs are less useful to them. However since you roll gifts before psyice powers if you get a shooting gift you can focus on buffs for powers. The deep striking options works well for these hearlds as well. Greater Demons of Slaanesh and Nurgle Also benefit form this table, given there higher psyker levels they don't need the shooting powers as much as the Heralds do. Tzeentch Demons have nothing here. They already have plenty of shooting from spells, and Don't want to be in close quarters at all. While you can hope to get Admantium will or a+1 reserve rolls thats a 2/6 chance of something good and is too risky to throw points at. **'''Greater Rewards''' - have four gifts that grant increased survivable to varying degrees, one shooting power and one close combat gift. All demons find this table useful to dagrees. There is nothing here a Khorne demon would not want, one thing a Tzeentch daemon would grimace at (the C.Q.C gift) and a Nurgle greater demon rolling twice here can almost promise to become neigh high unkillable. A good bang for you buck. **'''Exalted Rewards''' - one gives you a free lesser gift (just consider this an added bonus and don't worry as much if get a power you don't want there), three grant you bonus for being in melee, one grants you a free shooting attack, and one lets you COME BACK FROM THE DEAD! once, with one wound. Again, Khorne demons love this table as it gives then bonuses, while also compensating for there lack of shooting options. Slaanesh and Nurgle like this table next followed by Tzeentch who gets almost nothing since the majority of the gifts go against his role. *'''Order matters:''' If you have to roll for multiple things at the same time, like Gifts try to roll them in a way that can prevent you from being gimped. For example you roll gifts at the same time of warlord traits, but there is no other rules for what order you have to roll them. If for example your Bloodthirster has both a Greater reward and an Exalted reward, you could first roll on the exalted table so that if you get '''Unholy Frenzy''' rampage you can skip on getting a '''Blade of Blood''' since you will have it anyway and can take any of the other greater rewards. Doing it the other way, Greater then Exalted means if you want rampage you can take the blade, but if you roll the Exalted rampage you have to choose between redundant rule or take a hell forged artifact which may not be in your interest based on your plan. 1d4 chan can't hold your hand here, keep an eye open for little places like this where you can sneak a bit more control from this codex. ===Enemies of Concern=== Try thinking of Daemons as an evil old-edition Eldar with tons of glass cannon shit. Because of that, they have a few weaknesses especially against certain armies that are very capable at dealing with glass cannons. *'''Grey Knights''' - What can we say about the Grey Knights that hasn't already been said? They are an army ''specifically designed'' to defeat Chaos Daemons. In a perfect world this would be fine as Daemons would be both great and terrible (read - "cheesy," [[Matt Ward|like 7th Ed Fantasy Daemons]]); trouble is that Daemons, now just like all the other 40K "bad guy" armies are less terrifying credible threat than they are Space Marine fodder, more or less. Grey Knights have taken a substantial down-grade in 7th Ed, forcing most of their units to roll for their psychic powers and removing some of their cheesiest powers (Dark Excommunication is '''GONE''' - hurray)! Unfortunately, even the weakest PAGK unit can fuck up your toughest guys because of their Daemonbane Force Weapons will re-roll to wound on everything you have with Force on top of that. Then there's their special weapons which will tear through your army like rancid cardboard, the [[Stormraven|one flyer they get]] is damn near impervious to everything you have, there are [[Nemesis Dreadknight|baby carriers]] that can one-hit your monstrous creatures AND everything has access to Sanctic powers, with most units getting Banishment and Hammerhand for free. **'''How To''' - Now that the new Grey Knights Codex has repealed the vast majority of Matt Ward's greatest flaw, dealing with Grey Knights has become easier. This does not mean that they are easy army to fight, but rather the challenge has become more rewarding for Daemon and GK player. For one, Daemonettes led by Heralds with either a greater or exalted locus are terrifying to both PAGKs, but especially TAGKs. Be warned though, because they will likely bring incinerators against you and your troops will not survive them very well; instead, try supplementing with tougher things like beasts of Nurgle and Soul Grinders. If your opponent likes to field Dreadknights, a DP of Nurgle with the Balesword will very quickly make short work of them - Sanctuary be damned they will be going down to many instant death poisoned attacks! Stormravens do present a problem but there are tactics to deal with flyers below. Basically, dealing with GK is all about hitting them hard and fast before they can get a chance to react to you. *'''Tau''' - Markerlighted missiles will table you in 2 turns because their drawback is in their AP, which is irrelevant against Daemons. Also they're S7, which means nothing in your codex is resilient against them except maybe a Soul Grinder or Great Unclean One with Iron Arm (if you last long enough to cast it). Just say goodbye to your Nurgle Daemon's awesome cover saves. Also, your vehicles and monstrous creatures (even your flying monstrous creatures) will not hold up against Tau firepower - just don't! **'''How To''' - Try and find ways to make target priority difficult for them by throwing a lot of fast and scary units at them. Tau are always a tough fight, but make it into combat and they fall like wet noodles. Quantity is more important than quality here, because pricey elite units are going to get ripped to pieces in very short order, no two ways about it. Lots and lots of Daemonettes, Seekers, Flesh Hounds, screamers, and (most hilariously of all) ''motherfucking furies'' are positively terrifying to Tau players. You read that right - furies scare Tau, especially furies of Slaanesh with their fast movement and S4 rending attacks. If you need more oomph, consider Beasts of Nurgle or Fiends of Slaanesh; don't take Bloodcrushers as they will die too easy against Tau guns. For anti-air, consider a fortification as anti-air broadsides will likely be sniping your MCs and weedy flyers out of the sky. *'''Eldar''' - With loads of Wraithcannon/Heavy Wraithcannon, even some of your Greater Daemons will suffer instant death from their fucking bullshit D-strength shooting. Additionally, shuriken catapults are nasty and easily available on their shittiest units. Just thank the Gods that they don't block psychic powers anymore now that all the Daemon "abilities" are Psychic powers. **'''How To''' - Let's start with the good news: many of those D-strength weapons have a laughably short range, so don't let them line your guys up for a shot. From there, dealing with Eldar becomes somewhat varied, making it tricky in general, but there are three general things that they will field that can mess you up. If your opponent wants to '''guardian''' spam you (not just guardians, but anything piloted by them), use vehicles and use many of them. Even warwalkers will shit bricks when you put a soulgrinder behind them; even more amusing with bloodslaughterers. From there, it's all a matter of cracking open transports, which is easy enough with your vehicles. If they're '''wraith''' heavy, use hordes and FMCs; plaguebearers and Daemonettes (and other Slaaneshi Daemons) will be useful at dealing with wraithlords and wraithknights while the flyers shave off wounds with near impunity. If they prefer '''aspect warriors''', with their high WS, initiative and attacks, that's where you use elite daemons (but not bloodcrushers because they suck). Fiends, Plague Drones, Beasts and goddamn Flamers are absolutely cruel to aspect warriors; one that could prove problematic are the Crimson Hunters, but deal with them like any flyer. Lastly, if they try for a combination of approaches, rest assured that that particular strategic path faces a budgetary constraint, meaning they won't have too many trouble spots for you to eliminate. The Wraithknight is terrifying with it's D-Cannons but a Daemon Prince of Nurgle can down one before it can hit back (due to Balesword and D3 wounds from ID), and Daemonettes can shave off 3-4 wounds each round due to rending. *'''Tyranids''' - Shadow of the Warp subtracts Psykers Ld by -3 ''period'' (which is a big deal when it comes to Daemonic Instability, as you'll see below), and they can bring a lot of anti-infantry guns. Also they can spawn more troops to gun you down. Thank our Dark God who wrote their book again they can't take Rulebook powers anymore. **'''How To''' - dealing with Tyranids is arguably the easiest of the troublesome armies for Daemons. Yes, Shadow of the Warp is a pain in the arse, but this isn't as big of problem now that psychic tests are not done with leadership and it requires you to lose in close combat (not bloody likely in most cases with your guys). Plus, it isn't too bad if you come rolling with the Blood God's finest; Heralds and Bloodthirsters will normally wreck elite Tyrranid units and Winged DP's come in handy against bugs because they only have access to FMCs just like you. You should however watch out for Genestealers and their high-volume of rending attacks although most of your MCs can actually strike before them and your lack of armour isn't as big a deal for getting hit by rending attacks as it is for other armies. If you're really concerned about blobs of Genestealers or just blob-nids in general in CC, consider Flamers - Warp Flame is less of a stupid rule against things that can't armour save against it! Seeker Chariots and Hellflayers are also excellent choices for mowing down hordes of units and eventually smashing into Tyranid MCs. *'''Imperial Knights''' - What did you expect? They're giant robots damn near impervious to everything you have to throw at them. Your flyers are largely powerless against them, heavy weapons are fickle and nearly everything you could pitch at it in CC is a fucking speed bump at best - Soul Grinders, Blood Thirsters, whatever! **'''How to''' - Yeah, that's a good one. Okay, there are two ways to deal with Imperial Knights and this largely depends upon how a Knight is fielded against you. If you're fighting a single Knight taken as a detachment or as a single LoW, then one of the easier ways to deal with it is throw another super-heavy at it in a straight counter. If you're facing more than one, then a) [[That guy|your opponent is an asshole]] and b) you're gonna use a bunch of Nurgle and Slaanesh units to autoglance and rend by attrition. Your losses will be heavy; you've been warned... (Throw Skarbrand at an Imperial Knight, especially if he has been buffed by the Grimore. He will take it out in one turn easily, before it can think about fighting back).Or you could always fight fire with Warp Flames considering that Renegade knights are technically Chaos so when they point a big gun at you, maybe you could ally a Renegade and point an equally big gun back. *'''Sisters of Battle:''' - Yes, believe it or not, one of the weaker armies in the game can actually pose a problem for you, depending on what allies they took and how they're set up (If they took an Imperial Knight, you might be in real trouble). They're a close range army for the most part, which means they won't be overly put out when you get your close combat troops get in close, and their massive abundance of Flamers and Heavy Flamers can rip straight through your troops cutting right though the shrouding on Plaguebearers. And, not to pile on, but Exorcists are god tier Monstrous Creature killers. **'''How to''' - Focus on your strengths. They may have a ton of flamers, but they don't have any Warp Charges, which means you should focus on Summoning and Buffs, since their Adamantium Will won't help them against those. Careful what you summon and where though; Nothing is more frustrating than summoning a unit of Plaguebearers and watching them all get killed when the girls blast a Heavy Flamer across the whole unit, unless you wanted to use the Plaguebearers as a distract to absorb that heavy flamer blast. Over all however, don't worry too much; Sisters are so rarely played that you won't have to face them often. ===Dealing with Flyers=== Daemons and Sisters of Battle are so far the last remaining armies in 40K that have difficulty dealing with flyers on their own. However, the situation is less dire for Daemons as they get access to FMCs and have a skyfiring heavy support choice - the Adepta Sorritas get none of that! In spite of this, the fact that nearly all FMCs available in Codex Daemons are capped at S6 can seriously hurt their chances at dealing with Flyers with SA12 or more. So barring your opponent [[Necrons|flyer spamming you]], here are a few ways to deal with flyers: *'''Fateweaver:''' Arguably your most reliable way to deal with fliers, as automatically has flickering fire and the Tzeentch D-power. Bonus points if you get perfect timing to ignore jink (doesn't work under GW's Rules FAQ). *'''Lash of Despair:''' A daemon prince of Slaanesh can toss out 2D6 S6 shots (up to S9 if he's a psyker with Iron Arm). That's a lot of shots but there are two problems: first, it's still base strength 6 which means you need all 7 of those expected shots to hit for a decent chance at a glance. Second, it's very unreliable especially hoping for Iron Arm on what will be an incredibly expensive DP, although Biomancy as a whole is not a bad discipline so why unreliable it's not like a Biomancy psyker can't be useful even if you don't get iron arm. *'''Horrors of Tzeentch:''' 4D6 shots, rerolling to hit from prescience and at S6 from the locus. A bit better but has many of the problems above *'''Burning Chariot:''' If you get really lucky, the S9 snapshots might just do it. Even less reliable than the above two. *'''Soul Grinder:''' BS3 and S7 means that even with prescience it will almost always take 2-3 rounds of shooting, and you may still accomplish nothing. Warp Gaze could wreck the flyer, but that's a real stretch. *'''MC Spam:''' Yes, they are only S6 but you do get D3 hits per Vector Strike. Take at least 3 MCs mixed between Greater Daemons and Daemon Princes. Be warned, this will be expensive. *'''Aegis Defense Line:''' Any models you have with at least BS3 or more can opperate it. Plus, it's cheap! One strategy is to put a unit of Plaguebearers with a herald of Nurgle behind this (or on a bastion) so they can camp with Shrouded and Feel No Pain while the herald makes use of his BS5. Be careful of Tau markerlights, Eldar's "reveal" psychic power, noise marines, and anything else that ignores cover. *'''Imperial Bastion/Fortress of Redemption:''' Similar to ADLs, but are actual buildings instead of obstacles, what with that sweet, ''sweet'' AV14 all around. You could put Plaguebearers in these, but it's a much better idea to use Bloodletters and their obscene BS5 to man quad-cannons, Icarus lascannons, heavy bolters and, in the case of the FoR, that missile silo. Putting a Herald of Khorne on the missile silo all but prevents the large blast from scattering, what with their BS7 equaling the expected value of your average scatter's 2d6. *'''Blight Drones:''' The only flyer Daemons have. Unfortunately, it's a Forgeworld model and only BS2 but its weapons are either template, blast or twin-linked - specifically that Reaper Autocannon; lemme explain, it has a similar profile to a Harvester, but re-rollable 5+ to-hit is statistically superior to a 4+. Additionally, the weapons load-out of these things effectively make it a flying Nurgle Grinder. A blight drone squadron is amazingly expensive but it is still a damn good option! *'''Hellfire Gaze:''' Both of the flying Greater Daemons or DPs can take this, although you must roll a 4 on the Greater Gift table to get it, and its a 50/50 if it will do anything. *'''Allied Flyers''': Go to Chaos Space Marines tactics to read about what havoc they wreck. Combines very nicely with MC spam. (Note: 7th ed hit these hard. Specifically, you can no longer shoot an opposing flier's rear armor after vector striking because the auto cannons are no longer turrets.) If you're not averse FW models, the Hellblade and Helltalon are also available in an allied CSM list, plus chaos'd versions of imperial flyers in a Renegades and Heretics list. *'''Renegade Knights''': With the forthcoming release of Freeblade: Renegade, filthy heretics like us get a knew set of toys for our arsenal: Knights. They're strictly better then the Imps, because they can dual-wield their main guns (at a cost), and can take all the carapace weapons the Imps can. You can ally in up to 3 (don't, unless your meta is light on Imp Knights) in exchange for slanting your strategy toward favoring hot, Knight on Knight action in the form of PE for your Knights and theirs, if they're Imps. As dedicated AA, 1-2 Galant-class Knights with Twin Icarus Autocannon would set you back about 360 points a piece, and force a few Grounding tests, but if you want a real AA threat, take a Crusader with double Avenger Gatling Cannon. 24 Strength 6 AP 3 Rending shots at turn should be more than capable of downing a few jets. Combined with Icarus Cannons, this 470 point beast will wreck planes easily, then mow down everything else. ===Tactics=== *'''Too many attacks:''' Daemonic Incursion, take murderhorde with herald on jug with hatred loci and crimson crown (rewards as you will but weapons recommended), 8 units flesh hounds of which one unit of 20. As auxiliary take Karanak and join the big dog unit. On the charge 6 attacks per doggy / 7 for karanak / 9 for herald (if taken 2 specialist weapons). This with hatred is awesome. Though they need psychic help and/or GoTN to keep on going. *'''Cavalry Rush''': Take some Bloodcrushers, Seekers or Plague drones with a icon and have all your daemons deep-strike reliably. *'''The Mighty Invulnerable Magicshitter''': While not exactly a tactic I've found that this is a costly (if effective) setup for a Lord of Change/DP of Tzeentch. For LoC and DP:lvl 3 psyker, 50 points of rewards (your choice), Impossible Robes, Blessed by the Gods Fighter Ace, make the target (now called Magicshitter) the warlord and a herald (preferably budget to save points given this bastard burns through a lot) with the endless grimoire. Give the DP wings and daemon of Tzeentch (obviously) no need for the warp-forged armour Magicshitter now has a +2 invun. Keep the herald hidden away somewhere and roll on Tzeentch, have fun blasting out psychic powers from every orifice. *'''Princes Tactics''': And by hate i mean your opponent will hate you, Run a prince of nurgle only with wings and biomancy and glide around dishing out 6 S9 attacks with a 2+ jink save. Or you could run a Slaanesh prince with wings and armor with 2 greater rewards and ML3 and Swoop around with biomancy, Exchange your greater rewards for 2 whips and potentially dish out 4d6 s9 lashes. (This doesn't work as each reward can only be taken once per model) Or as well take a prince of Tzeench with a greater and lesser reward and take staff and greater ether blade and get 7 S9 hits on the charge, roll on biomancy for eternal warrior and 4+ fnp. Princes are expensive but versatile. Make sure to bring some other scary units so they don't get focused, like a soulgrinder or any greater daemon. *'''Bubble of Hate:''' Mostly a Khorne-only tactic. Given how fast Flesh Hounds are, get them, get two squads. Grab a Khorne-marked Soul Grinder too. Also grab a Herald of Khorne and give him the Hate-fuelled Locus and the Grimoire of True names then stick him in a Blood Throne. Grab some Bloodcrushers as well just in case and make sure they have an Icon and an Instrument. Grab 2 squads of Bloodletters and also give them Instruments. Grab a Skull Cannon to help with grenades. Now have something in the backfield with a Comms Relay and backfield scoring, anything will do. Maybe 2 squads of Plaguebearers if you really want to. Maybe a backfield Soul Grinder as well. Got all that? Reserve the Bloodletters, the Cannon, one Grinder, the Crushers and the Throne. On the first turn, Hounds will be going up and hug cover, getting ready to enter your intended drop point. Deepstrike the Crushers and use its Instrument to bring in the Throne (Details are blurry on whether Icons work immediately but that's why you have run). The Herald should cast the Grimoire of True Names on the Crushers and hope you roll well. Deepstrike in a Bloodletter Squad and use their Instrument to bring in the Cannon. Ditto the second Bloodletter squad bringing in the Grinder. Try to get everyone within the bubble of hate that the Blood Throne has and force your opponent to pick their poison before everything mass charges. They should only have one turn to react and all those threats are out for blood. Enjoy. Works also with Skarbrand. *'''The tally-man can:''' Take Epidemius. Now take 3 Nurgle Soul Grinders with Phlegm Bombardment. Now take a Decimator Daemon engines devoted to nurgle with conversion beamers. Now take a Chaos Knight Paladin devoted to Nurgle. All these units are very durable, count as Daemons of Nurgle (For ALL purposes) and have awesome long ranged weaponry. Park all your walkers in cover for that sweet 3+ and commence the siege of nurgle!!! You will start building up the tally of pestilence quite quickly from the beginning of the game with 5 Battle-cannon templates and 1 S10 AP2 Large blast with 72" range. Remember that hull points don't count towards the tally so if you're up against a mechanized list priorities popping those transports and squishing the the supple mortal flesh inside. Spend your remaining points on whatever Daemons of nurgle you like. Plague drones make good escorts for Epidemius as you will get majaority toughness 6 and with it, immunity to S10 instant death. Spamming Plaguebearers is also viable as they will become S & T5 pretty quickly and you only need a single model from the unit to be within 6" of Epidermis to benefit from the tally. The idea of this list is to spend the Majority of your points on long-ranged firepower that would be decent without the synergy this list gives it, and then spend the remaining points on fairly cheap units who have the potential to become incredibly cost-effective with the buffs Epidemius can give them. A normal Epidermis list would likely only start to build up the Tally once the nurgle daemons start to get into combat and when many of them have already died on the way in, whereas with this list, depending on your match up, it's likely that your dudes will be T5 by the 2nd turn, or even before you opponent gets to do anything if you have first turn. The main concern with this list is that you're opponent will have superior firepower and will happily weather your barrages and dish out far more hurt in return. Against most lists, shrouded walkers should help you out here as you can get 3+ cover fairly easily, but against Tau or other ignores cover shenanigans, your shit out of luck. *'''Wound shenanigans, Daemon edition:''' Mounted Khornate and Slaaneshi heralds, Karanak included, make great escorts for their multi-wound beasts/cavalry. Not only do they add the extra killing power of herald and the bonuses of the loci, 2+ Look out sirs let you spread wounds around, keeping your speedy pets going and keeping icons alive for all your deep strikers. Mounted khornates work best at this as their mount not only gives you another wound, but gives him toughness 5, letting him take str 8 shots for his t4 bloodcrusher and hound squadies. (Nope, majority toughness means the unit is T4) Tzeentch heralds can do this as well with screamers,and technically flamers but they suck, but aren't as effective. You can't shoot the herald and sweeping attack and the herald doesn't really want to be in melee, but it's not a bad squad for some speedy divination buffs while the screamers sweeping attack things and then retreat. Sadly this doesn't work for nurglites, as their 'mount' doesn't make them any faster so they they can't keep up with beasts and drones. This is probably because a plague drone mount would make all the other heralds jealous and wound shenanigans on beasts, who would just it will not die the wounds back, would be a little too broken. *'''The super-standard daemons list:''' Fateweaver, 20 Bloodletters with herald, 20 Daemonettes with herald, 20 Horrors with Herald (using prescience and flickering fire), Skull Cannon, Soul Grinder. It all fits in 1500 pts and can deal with most things. For light vehicles you have the Skull Cannon and S6 psychic volleys from the Horrors. For heavy vehicles you have the Soul Grinder and Fateweaver. If they have a Heldrake just concede. *'''Cry Havoc, and let slip the dogs of war:''' (Note that this tactics follows "The more the merrier" rule) 20-40 Flesh hounds, Karanak attached to a unit of around 5 'Crushers with Icon and Jugger-herald, Soul Grinder and/or Cannons of Khorne in reserve. Deploy as close as possible while stretching unit coherency horizontally to the max. Scout move the 'hounds and the 'crushers(through Karanak) 12". You are already halfway across the board if not more(depending on deployment.) On turn 2 you can charge almost everything after you move 12" for the second time excluding the scout move. (Remember that beast and cav aren't slowed by terrain.) Once reserves start to come in on turn 2+ your icon will be in the center of the table allowing you to Deepstrike flawlessly. The hounds can run through cover, have 2 wounds and always a 5++. They can kill a lot of things and survive. Skulls for the Skull Throne! *'''Meaty Balls of Rage:''' Run 5 monstrous creatures (1 Greater Daemon,3 Daemon Princes of same god,1 Daemon Prince of your choice), all of which rolling on Biomancy. You havent seen unkillable until you've seen the rage in your opponent's eyes as his vendetta's lascannons wound your T10 Great Unclean One of 5's thanks to Iron Arm. Its beautiful. Throw in Greater Rewards for more awesome things, such as Feel No Pain (4+), It Will Not Die/+1 Wound, Rerollable Invulns, etc. Daemon Princes of Slaanesh with the Greater Reward Whip + Iron Arm = Dead Fliers. Seriously, 2D6 Str 7-9 shots at BS 5 is amazing. Beware the new Eldar. S10 will instant death daemon princes and some greater daemons. Two major problems with this though; this tactic will be expensive in both real money and points, around $225 and 800 points (''without any upgrades''), respectively. *'''Flying Circus of Nurgle:''' A more specific variation on the above list. Take Fateweaver and a ML3 Great Unclean One with Grimoire. 2 Fully maxed out Daemon Princes of Nurgle and Be'lakor allied in with CSM. Daemon Princes and Be'lakor have a 2+ Jink save, not to mention you can enhance them with Grimoire and Invisibility. Watch your Wraithknight spamming friend rage as your ID baleswords deal D3 wounds, kaputting it before he can even strike back. This list hits hard but can suffer from focused fire, so watch out for Tau. *'''Screamer Star:''' This can be really fun to play (though infuriating on the receiving end) and is quite liberating as you don't have to worry about anything but killing and staying alive (<s>not recommended</s> HIGHLY recommended for tournament play), so here is what you do. Take 2-4 heralds of Tzeentch on discs, give one of them the grimoire of true names and give one of them prescience. Now use the rest of your points on Fateweaver (to reroll the grimoire check if need be), a <s>6 to</s> 9 man unit of screamers. Use the rest of the points on Daemon Prince heavy support and troops. Cast <s>forewarning</s> Cursed earth on the herald and screamer unit and use the grimoire for a 2++ rerollable cause you're a daemon of tzeentch. You now have a giant deathstar that will not fucking die; much rage will ensue from the other end of the table. Though not truly the best for close combat, 52 attacks on the charge (if taking 4 heralds), with re-rolls to hit a la prescience, is nothing to sneeze at. it is good for vehicle hunting (with the Screamers' Armorbane attacks) and can easily tarpit forever; besides you have Daemon Princes for hitting hard. As a bonus, if you got second turn, keep these guys in the middle of the table then split off the heralds on the last turn to contest all the objectives. Note: Just be careful, the grimoire doesn't work on its bearer but that's what Look Out Sir! is for. *'''Doublestar:''' A combination of Screamerstar and Dogs of War. Fateweaver, 2 ML3 Heralds of Tzeentch, Herald of Khorne with Exalted Locus on Juggernaut (with weapon upgrades mind you), 9 Screamers of Tzeentch, 20 Flesh hounds, Be'lakor allied in with CSM. Use Grimore+Cursed Earth on the Screamers and Be'lakor's Invisibility on the Flesh Hounds. Watch your opponent flip out as now he has not one, but <b>TWO</b> very strong deathstars that he has to deal with. There is very little that this army is weak to, <u>especially</u> if you get the first turn (meaning your opponent can't shoot before you throw your protection on) but watch out for GK paladins. Wraithknights won't give you a very hard time (although they will be a pain to kill) but summoned Daemonettes can help with that. *'''Daemon King:''' This requires a Daemon Prince of Tzeentch (perhaps several), Fateweaver, and a whole lot of points dumped into said prince. First you need the Grimoire, secondly you need your princes to be ML3 and roll up Forewarning for a 4++, giving you a 2++ rerollable, then you need either a greater etherblade or an eternal blade and you must roll up Iron Arm, if you get warp speed or endurance too, that's just gravy. Now you have a model that can beat Horus in a one on one dust up without a scratch on it. Not as reliable as the Screamer Star, but still deliciously rage inducing. Keep away from D-strength units unless you want to see all your hard work go up in smoke. *'''Operation Touhou:''' Heralds of Tzeentch can use flickering fire to fire 4d6 worth of heavy bolter shots. This is madness level of dakka from one model even if you roll all ones you're still ahead of the curve as far as most shooting HQ's go. Take eight (you can only have four Herolds for each Force Org Chart) heralds of Tzeentch, upgrade them to level three for mind bullets(That's telekinesis, Kyle.), for all of them roll two of your three powers on the Tzeentch psychic powers and the third where you like in the main book *cough*Divination*cough*. Tzeentch has two anti infantry powers, (flicking fire and firestorm) and two anti tank powers (bolt and infernal gate). You want one anti tank power, and you want to swap the other power for flickering fires. This alone nets you the ability to fire between 32(all ones) to 192 (all sixes) worth of heavy bolter shots, from your HQ section alone! *'''Molon Labe:''' One (or more) unit(s) of Bloodletters with (at least) one attached Herald hunkering down in a Fortress of Redemption with heavy bolters and Krakstorm Missiles. Man the TL-Icarus and Heavy Bolters with Bloodletters while the Herald mans the missile silo. The Herald's BS7 will more often than not prevent the blast marker for the missile silo from scattering. This setup will do 3 things: first, it gives you a very good AA option (a twin-linked, double-ranged lascannon that skyfires and intercepts can down most aircraft with a single shot. TL-BS5 is also effectively BS10); second, it'll provide artillery support that obviates the need for a Nurgle Grinder and even outdoes an allied Defiler's battle cannon. Lastly, it's gonna be a very hard thing to deal with: between the building's AV14 and 4 HP per section and the cover save granted to occupants, it's a very tough cookie shooting-wise; anything brave enough to assault it will get a thorough gunning from its occupants and then has to fight Bloodletters in cover in close-combat. To that end, tool up your Herald and/or Bloodreaper for challenge duty or just give them a Blade of Blood if they're gonna be facing down numerous foes (or both if you have the points); this might also be one of the few times where the Exalted Locus of Wrath is useful on foot-slogging Bloodletters. *'''King D-Thirster''': Take Fateweaver, a D-thirster with two greater rewards, a DP of Tzeentch with Grimoire, and Ally in Be'lakor. Cast Invisibility and the Grimoire on the D-Thirster and have the other guys fly around doing shenanigans. Summon some Daemonettes. King D-thirster will kill anything he comes into base contact with, and will be impossible to kill for your opponent. Watch out for stomps. *'''Tzeench Cheese to infinity and beyond''': Pink horrors with an aegis defence line going to ground around your objectives or just to be a bullet sponge. You win either way. They shoot at you or you shoot at them. Anyway, let's get to the fun parts, shall we? When you go to ground behind a defence line you get +2 to your cover saves. Tzeench daemons can reroll all saving throws of 1. 2+ rerollable cover save. I can't believe we aren't funding this. *'''Cheesy cheese (Soo much cheese):''' (Please note the following: You should probably never play this if you still want friends. This is only possible with the mighty unbound rules. This requires an insane amount of (same) model spam which only rich people can afford). Fill up all your points with level 2 heralds of Tzeentch. Roll on malefic table only, you are aiming for sacrifice, possession and summoning with cursed earth being a bonus. Then the formula is easy. Deploy as much out of sight as possible. Everyone that knows sacrifice should use it to lose a wound and double up on the amount of level 2 heralds of Tzeentch. Everyone that doesn't know it should use possession to turn into greater daemons (your choice at this point). The rest should use summoning to bring in fresh sacrificing bodies in the form of pink horrors. REPEAT. This game will take forever to play and require an entire notepad to keep up with the new models and their powers but '''FUN'''<font size=5>*</font>... ===Tactical Objectives=== *'''11 - Delight In Despair:''' Score 1 Victory Point if at least one enemy failed a Fear or Morale check in assault during your turn. Score 2 Victory Points if a Daemon of Slaanesh caused it. *'''12 - The Cycle Of Life:''' Score 1 Victory Point if at least one enemy was completely destroyed in assault during your turn. Score 2 if a Daemon of Nurgle caused it. *'''13 - Touched By The Warp:''' Score 1 Victory Point if at least one friendly model maifested a psychic power during your turn. Score 2 if a Daemon of Tzeentch caused it. *'''14 - The Glory Of Khorne:''' Score 1 Victory Point if at least one character killed an enemy in a challenge. Score 2 if a Daemon of Khorne caused it. *'''15 - The Dominion of Chaos:''' Score D3 Victory Points at the end of your turn if you control more objective markers than your opponent. *'''16 - The Great Game:''' Roll a dice at the end of your turns after generating this card. Score that number of Victory points if you control that many objectives. <font size=1>'''*The [[Chaos Gods]] do not guarantee fun. Fun is subject to early termination at Tzeentch's discretion. Fun is to be taken in context of [[Dwarf Fortress]].'''</font> [[Category:Warhammer 40000 Tactics(7E)]] [[Category:Warhammer 40,000 Chaos]] {{Warhammer_40k_Tactics}}
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