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===Special Units=== *'''Bloodcrushers of Khorne:''' These guys got moved from the Rare units to Special, probably because GW noticed they weren't selling and they adjusted them in the book updates. They dropped in price and in strength: Bloodletters will only be hitting at S4 along with the usual Khorne swag in Magic Resistance and Scaly Skin and stuff. However, they did gain a wound in the trade off and as long as they charge (which they should be doing anyways) they get that lost S back. 65 points a model for 1 less point in Strength and 1 more toughness and wound. There are a few rather large downsides however include the fact that their rather pricey, at Β£33 for 3, and as good as they are at combat they only pump out a max of 10 attacks (7 with killing blow) so you might want think about spending that Β£33 on something a bit more productive. '''Alternative take''' : Do consider adding a Herald of Khorne with Greater Locust of Fury. It greatly increases their damage potential! ( Both the mount and the rider gain +1 attack). Add a Banner of Swiftness and you get a nice, hard hitting unit, with DECENT numer of attacks (2 per rider, 4 per mount). Sadly, its kinda expensive. Nevertheless, I would strongly recommend NOT using this unit without a Herald backup. *'''Seekers of Slaanesh:''' Daemonettes on Steeds of Slaanesh with a bit of a buff. Fast Cav, and the Steeds have Poison. But Fiends of Slaanesh still get the job done better. Still, not bad if you're playing on a budget, as they're roughly a third the cost of a Fiend. 9 of them and a herald can be rather fun. *'''Flesh Hounds of Khorne:''' A cheap little way to wizard snipe your enemy. Magic Resistance (3), M8 and a fistful of high initiative/strength attacks. Not a bad choice. *'''Furies:''' These birds from hell finally found a home in the Special Unit selection, and you have the option of dedicating the unit to a particular god for 2 points a model. Now we have a fast warmachine-hunting unit that even Dwarfs fear (if taking the Mark of Khorne). *'''Flamers of Tzeentch:''' Flamers are an oddity in the case that they fulfill a similar role to outriders in the empire book, namely maneuvering to a position on a units flank and pestering that unit until it devotes time and effort into chasing your flamers. Why do I come to this conclusion? Well, it is clearly obvious that you will be paying a premium for flamers, 40 pts. each, and while there are a number of special rules tied to them(I will address them later) they are still only T4 with a 5+ ward save, making them comparable to a slightly singed marshmallow. In addition, their main form of attack has a moderately short range of 18" and the "multiple shots(D6)" special rule, these two factors combine to result in a hefty "Roll to hit" penalty if the flamer unit is doing it's utmost best to stay out of combat. However, with a movement value of 6" it is fairly easy to get into a unit's flank, and from their you can get as close as possible without fear of receiving a charge. If on the odd chance your opponent ignores them you can remain stationary next turn, allowing you to deliver quite a formidable broadside. Luckily, Flamers come with one key special rule that allows them to achieve this, "Skirmishers". This special rule allows the unit to twist a wriggle it's way through small gaps, reform to face a new direction and still move to reduce the number of hits from ranged attacks that will inevitably come it's way. Their major down side, courtesy of [[matt ward|Smurf lover]] , is the rule Warp Flame, it means that if the unit being shot by the flamers takes an unsaved wound it must take a T test, if it fails the test it takes D3 wound with no armour saves and if it passes the unit gets a +1 increase to their FUCKING REGEN saves, that's a stackable 6+ WWWWWAAAAARRRRDDDD save, for the rest of the game. *'''Screamers of Tzeentch:''' Screamers are a unit designed to pester and harass, with the ability to fly and a formidable amount of attacks and S/T 4, you can easily wipe flak away, but the beauty of this unit is it's ability to inflict reliable damage without a chance of any returning to it. You may elect a single unit the screamers have moved over, and for every screamer in the unit, you will inflict D3 S4 attacks that hit on a 4+. Granted it might not seem great but they sure soften up special units between 10 and 20. When in CC with a large target they have D3 multiple wounds, bear in mind they get 3 CC attacks each, so say bye to that rare monster your enemy invested 200+ points in. *'''Nurglings:''' They still scout and skirmish, but lost Poison. Best to tie up things in the backfield or screen and hope a bad Instability roll doesn't kill them all. Fun pitting them against 20-30 zombies. *'''Fiends of Slaanesh:''' Wanna run down your opponents army on a flank charge? Bring some Fiends! S/T4 with 3 armour piercing attacks at I6 and a move of 10. Oh and they come stock with Soporific Musk. Use these creepy fuckers to flank and break basic and armoured infantry regiments with ease. *'''Beasts of Nurgle:''' WE 60 POINTS NOW. Welcome to the new masters of never dying ever. Still get their d6+1 random attacks, still have 4 wounds, but also have Regen, Slime trail, Poison, and with Attention Seeker, they can take challenges and give them, meaning your solo Greater Daemon rape machine won't get stuck by that chump Skeleton champion over there. Take em home in boxes, take em home in cases. IF YOUR TZEENTCH OVERLORDS TRY TO STOP YOU, JUST THROW IT IN THEIR FACES *'''Seeker Chariots:''' Scythed chariot with a rather skimpy armour save that does get bolstered by the standard daemon ward save. Crewed by Daemonettes and pulled by Steeds of Slaanesh. For more info look at the Daemonettes and Seekers entries above. * '''Pox Riders ([[Forge World]])''': Fucking traps. For 11 points more than a regular Plague Toad you get what equals out to one more attack. That's it. You might as well pay the extra two points to get an actual Plaguebearer (which is his own separate wound) or you could pay some more to get another Plague Toad. If you absolutely must use these, use them like a regular Plague Toad and wonder why you spent the extra points on these overcosted abominations. *'''Putrid Blightkings (End Times)''' : cannot be fielded in a pure Daemon army (Legion of Chaos or Warriors of Chaos only). These are not the droids you're looking for.
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