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====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!
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