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Warhammer 40,000/10th Edition Tactics/Chaos Daemons
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==Why Play Chaos Daemons== ===Pros=== * Army-wide, deep strikes * Removal of all Invulnerable save ignoring attack, returns the importance of Daemons' immunity to armour pricing. ** As sufficient AP is an important factor in weapon choices, in this Isometric game, rendering that factor inert, denying potential DPS value if your opponent didn’t expect daemons. ===Cons=== * Melee focused when shooting has aways been strong. * Only a maximum of 25% of army points can start in strategic reserves. * Depending on the game mission, Deepstrikeing daemons may become unreliable if not allowed until late in the game. * Lack of reliable Ranged weapons out of Tzeench and lack of massable anti-vehicle weapons. ** want a tank dead; only a few greater Daemons can do so reliably. * Benefit of cover is worthless to Most of your roster as the normal saves are so bad it's practically a placeholder. You only got a save stat for the sake of avoiding weird interactions. ** only Skarbrand, Bloodthirster, Skulltaker, Skullmaster, Rendmaster on Blood throne, Skull Cannon, Horticulous Slimux, Be’lakor, and Soul Grinder are the only units with Saves equal to or greater than thier invul that can benefit from Crover. * in a strange way army wide invulnerability saves better than thier unused normal saves making certain weapon picks ignored in favor of other choices because of lack of sufficient Armour piercing shine when building against Daemons, as AP doesn’t matter in this matchup. * Most units are engineered to perform one job with a lack of wiggle room in stats or customization to do anything else well. ** Understanding your game plan is beforehand is even more important when building your Daemon roster.
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