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===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>...
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