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==Chaos Daemons (White Dwarf July 2019)== ''Republished in Kill Team Annual 2019'' === Why Play Chaos Daemons === *'''Pros''' **Daemons **Spam a lot of cheap units **Pink horrors may be one of the best objective catchers in the game **Cheap Psykers **All units may prove useful depending on opponent and mission *'''Cons''' **Undersupported **Units will die under fire **Pathetic shooting phase **No multiwound heavy bosses === CD Special Rules === *'''Split:''' You don't make injury rolls for Horrors. Instead, they're automatically taken out of action when reduced to 0 wounds and they "split". Pinks and Iridescent are replaced by a pair of Blues. A Blue is replaced a Pair of Brimstone Horrors (which despite the name is 1 model). The resulting blue and brimstone horrors are not considered models in your team for broken tests, nor as friendly models for nerve tests, meaning that Horror spam can make it easier to break and shake you. **Something to keep in mind, the Split ability includes the line "If these models cannot be set up, this ability has no effect". And "this ability" is all of Split, not just the placing of the Blue Horrors. Which means if you cannot fit 2 Blues within 1/2" or your Pink or Iridescent when they're hit, then they still get the injury roll, as the entire ability is cancelled and the ability is what makes you skip Injury Rolls in the first place. === CD Faction Attributes === Despite coming out after Elites and a God-specific subfaction for each of the 4 being a perfect fit, you get nothing. Remember what we said about undersupported? === CD Ranged Weapons === *'''Coruscating Flames:''' Your only ranged weapon, and exclusive to the Horrors. But don't get too excited given its an 18" flashlight that trades Rapid Fire 1 for Assault 2. === CD Melee === *'''Hellblade:''' For your Bloodletters. Your best/most reliable source of AP and only source of Multidamage - doing D2 on a 6+ wound roll, and an additional point of damage with the tactic. *'''Piercing Claws:''' For your Daemonettes. AP-4 on a wound roll of 6. Not exactly reliable, you're definitely not taking Daemonettes for access to this weapon. *'''Plaguesword:''' For your Plaguebeares. The only thing separating it from his fists is rerolling hit rolls of 1. === Icons === Taken by an Icon Bearer of the Dark God's daemon type - Khorne by Bloodletters, Nurgle by Plaguebearers etc. *'''Icon of Nurgle:''' Same as the CSM Icon of Despair. -1 to the Ld of enemies withing 6" of the Icon. *'''Icon of Tzeench:''' Same as the CSM Icon of Flame. At start of your turn in the psychic phase, roll 1d6 for each model equipped with an Icon of Flame. on a 6, you cause a mortal wound to the nearest enemy within 12" of the icon bearer. *'''Icon of Khorne:''' Basically the same as the Icon of Wrath. Any BLOODLETTER models within 6" of the icon bearer can re-roll charge rolls *'''Icon of Slanesh:''' The only one that's not a copy of a CSM icon. If a DAEMONETTE within 6" of the icon rolls a 6+ on a wound roll, they also inflict a mortal wound in addition to normal damage. === Instruments === Taken by an Hornblower of the Dark God's daemon type - Khorne by Bloodletters, Nurgle by Plaguebearers etc. They all grant the same effect. +1 to charge and advance rolls for their model type within 6". === CD Units === *'''Bloodletter (Combat, Veteran):''' Your anti MEQ melee infantry. +1 attack on charge means basically any Bloodletter is a Zealot. Wounding on 6 means dealing multidamage. Combo it with the Cleaving Blow tactic and watch your opponent rage as you take down his expensive Intercessor in one fight phase with a 7pts model. **'''Bloodletter Icon Bearer (Combat, Comms, Veteran):''' Fights just like a normal Bloodletter plus it makes sure your melee blob reaches that fight as soon as possible instead of dying under enemy fire. **'''Bloodletter Hornblower (Combat, Comms, Veteran):''' Add +1 to charge and advance and start spilling blood for the blood God ASAP. **'''Bloodreaper (Leader, Comms, Veteran):''' For an additional 1 pt you get 1 attack more. You do want that. *'''Daemonette (Scout, Combat, Veteran):''' Your anti horde melee infantry. 2 attacks each with Quicksilver meaning it attacks in the Hammer of Wrath phase, regardless if it charged or not. On a wound roll of 6 your AP is -4 so deny that pesky scion any save whatsoever. You are fast with M7 so you should be in melee most times already from round 2. **'''Daemonette Icon Bearer (Scout, Combat, Comms, Veteran):''' Give your melee blob a fighting chance with an additional mortal wound handed out to on a wound roll of 6. **'''Daemonette Hornblower (Scout, Combat, Comms, Veteran):''' Just like all hornblowers, this one makes sure you reach your opponent as soon as possible. **'''Alluress (Leader, Scout, Combat, Veteran):'''1 more attack for 1 point. *'''Horrors:''' **'''Pink Horror (Demolitions, Veteran):''' Oh, so this is the reason why everybody is losing their minds. It shoots (poorly but does), it is psyker, it has 4+ invuln AND when it loses that 1 wound it does not take a flesh wound but disappears right away leaving behind two Blue Horrors on the spot. Watch your opponent try to kill it, get mortal wounds from psybolt in return, run to contest the objective and kill the Pink one just to lose control of objective due to two Blue Horrors appearing there instead and chuckle merrily in Tzeentch. **'''Pink Horrors Icon Bearer (Comms, Demolitions, Veteran):''' Hands out mortal wounds to the nearest enemy in 12" range on a 6. Experience the sweet feeling of payback when that Deathwatch model with a storm shield and 4+ invuln dies. Expensive though, so take depending on opponent. **'''Pink Horrors Hornblower (Comms, Demolitions, Veteran):''' +1 to charge and advance. Since you do not want to charge with horrors anyway and use them to secure objectives in the back it is pretty useless, really. **'''Iridescent Horror (Leader, Demolitions, Veteran):''' Your potential leader to sit in the back, shoot and psybolt. **'''Blue Horror (Demolitions, Veteran):''' Loses shooting, 1S, 1 invuln (is now 5++) and any specialty your Pink Horror might have had. Silver lining: still counts for controlling objectives and retains Psyker. **'''Pair of Brimstone Horrors (Demolitions, Veteran):''' No shooting, just 1S, save 6++. Your last ditch of hope for that objective. Still a psyker though. *'''Plaguebearer (Combat, Veteran):''' Only T4 model in the faction. Rerollable 5++ save (5+ invuln combined with 5+ Disgusting Resilience). Potential tarpit. **'''Plaguebearer Icon Bearer (Comms, Combat, Veteran):''' Add +1 to enemy Nerve rolls. **'''Plaguebearer Hornblower (Comms, Combat, Veteran):''' Once again, get your slow walkers into the fight faster. **'''Plagueridden (Leader, Combat, Veteran):''' +1 attack for 1 pt and a good material for a resilient leader sitting in the back and farming CP's. ==== CD Commanders ==== Another fuck you after waiting so long. No commanders for you. Not even thematically correct ones from other factions. === CD Tactics === *'''[WD2019July/Annual2019] Reality Blinks (3 CP):''' Use this Tactic when a {{W40kKeyword|CHAOS DAEMONS}} model (other than a HORROR model) from your kill team is taken out of action. Roll one D6. On a 4+ that injury roll is ignored and the model is restored to 1 wound. *'''[WD2019July/Annual2019] Cleaving Blow (1 CP):''' Use this Tactic when you pick a {{W40kKeyword|BLOODLETTER}} model from your kill team to attack in the Fight phase. Add 1 to the Damage characteristic of that model’s Hellblade, until the end of the phase. *'''[WD2019July/Annual2019] Pestilential Aura (1 CP):''' Use this Tactic at the start of any battle round. Pick one {{W40kKeyword|PLAGUEBEARER}} model from your kill team. If this model is obscured, attacks that target this model suffer an additional -1 modifier to their hit rolls, until the end of the battle round. *'''[WD2019July/Annual2019] Warp-Spawned Terror (2 CP):''' Use this Tactic at the start of the Morale phase. Add 1 to Nerve tests for enemy models that are within 3" of any {{W40kKeyword|CHAOS DAEMONS}} models from your kill team. **Pricey and niche but at least you only use it in the morale phase, so its unlikely to be wasted. *'''[WD2019July/Annual2019] Deadly Dance (1 CP):''' Use this Tactic before making a charge roll for a {{W40kKeyword|DAEMONETTE}} model from your kill team. You can roll 3D6 and pick which two rolls to use when determining this model’s charge distance in this battle round. *'''[WD2019July/Annual 2019] Mutating Fire (1 CP):''' Use this Tactic when you pick a {{W40kKeyword|HORROR}} model from your kill team to attack in the Shooting phase. Until the end of the phase, change the Armour Piercing characteristic of this model’s Coruscating Flames to -3. === CD Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''CD Strategies:''' <div class="mw-collapsible-content"> Strats for playing as this faction go here </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Strats for playing against this faction go here. </div> </div> ===CD Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> *The Virgin Mono-god Team: Rather than type out the same list 4 times, its 1 of the respective leader unit, iconbearer and hornblower and then filling out the rest with however many normal models you can take. Only exception is maybe ditching the Horror Hornblower because it doesn't do much for them. Don't take this. Its fluffy but its making a bad thing worse. *The Chad Undivided Team: 11 models 100pts: ** 1 Iridescent Horror (leader) 13pts ** 1 Horror Icon Bearer with Icon of Tzeentch (comms) 16pts ** 1 Bloodletter Icon Bearer with Icon of Khorne 11pts ** 1 Bloodletter Hornblower with Instrument of Khorne 10pts ** 1 Bloodreaper 8pts ** 1 Bloodletter (Combat) 7pts ** 1 Bloodletter (Veteran) 7pts ** 4 Bloodletters 28pts The 2 Horrors provide some shooting for an otherwise melee-only faction. Having 2 doubles up on psykers when you can only use one at a time, but it also allows you to keep your CP gen out of the grinder while also having the Icon's psychic damage and a target to use the Comms buff on. Your Bloodletters provide the bodies. With the +1 to charges and rerolls from the Instrument and Icon, they should get good use out of their Unstoppable Ferocity rule. The Bloodreaper gets you an extra attack for a single point and putting the Combat spec on the other means theres no one target for the enemy to focus on. You have room on your roster to swap all the Bloodletters for Daemonettes one for one, for when you want mobility, such as when facing melee-weak glass cannons like Guard and Tau. In that case, a Scout might be worth taking as well just to lock down those gunners even faster. </div> </div>
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