Warhammer 40,000/5th Edition Tactics/Chaos Daemons: Difference between revisions
(→Elite) |
|||
Line 1: | Line 1: | ||
==Why Play Chaos Daemons== | ==Why Play Chaos Daemons== | ||
Do you like bitchin awesome huge models? Want an army that entirely deepstrikes? Are you totally unconcerned with the fact that you very well may never win again? Chaos Daemons might just be the army for you. In all seriousness, these guys are pretty awful and the only reason to play them is a fluff army. So go nuts, take the most questionable upgrades and field the most expensive units. One way or another things are going to be '''FUN'''<font size=5>*</font>. | Do you like bitchin awesome huge models? Want an army that entirely deepstrikes? Are you totally unconcerned with the fact that you very well may never win again? Chaos Daemons might just be the army for you. In all seriousness, these guys are pretty awful and the only reason to play them is a fluff army. So go nuts, take the most questionable upgrades and field the most expensive units. One way or another things are going to be '''FUN'''<font size=5>*</font>. Well unless you're playing against the Daemonhunters since they have abilities that can render your entire army utterly useless. Then things won't be '''FUN'''<font size=5>*</font> at all. | ||
==Unit Analysis== | ==Unit Analysis== | ||
===HQ=== | ===HQ=== |
Revision as of 12:45, 16 November 2010
Why Play Chaos Daemons
Do you like bitchin awesome huge models? Want an army that entirely deepstrikes? Are you totally unconcerned with the fact that you very well may never win again? Chaos Daemons might just be the army for you. In all seriousness, these guys are pretty awful and the only reason to play them is a fluff army. So go nuts, take the most questionable upgrades and field the most expensive units. One way or another things are going to be FUN*. Well unless you're playing against the Daemonhunters since they have abilities that can render your entire army utterly useless. Then things won't be FUN* at all.
Unit Analysis
HQ
- Bloodthirster - Your basic big stabby HQ. He has wings to get him into close combat where he will invariably wreck shit before getting taken out. Take unholy might if anything, the other powers are pretty questionable.
- Skarbrand, the Exiled One - Basically a wingless fleet bloodthirster who allows all units around him to reroll attacks in close combat. Why you would want to give rerolls in close combat when its the only place you have an edge is beyond me, but if you have to use it with high initiative slaanesh units to run the board.
- Great Unclean One - Fifth edition pumped these guys up. Tough as mutated nails and scary in close combat with a variety of decent upgrades you don't need (but might want). His only downside is that he's ungodly slow, but its not as much of a liability as you'd think. Even if he rolls a bad scatter on his deep strike he can run towards the fight in fifth edition, which is both hilarious and effective.
- Ku'gath, The Plaguefather - Schizophrenic. A good explosive shooting attack on a unit that should in close combat. His create nurglings ability is fun but questionable based on the game. An expensive variant of a cheap HQ choice, pass on him unless you really like his disgusting, rotten, flavor.
- Keeper of Secrets - Similar to the bloodthirster except fleet and tricksy instead of flying and beefy. Has a host of very interesting abilities including the ability to move units (say, right in front of a bloodthirster for example). Unfortunately every turn you're using this you aren't fleeting, which is bad. Pair him up with a bloodthirster and go crazy.
- Lord of Change - What bloodthisters are to stabbing LoCs are to shooting. Up to three ranged attacks per round if you upgrade him to. The ability to fly, decent melee, and a good invulnerable save are just more frosting. Unfortunately he's also one of the most expensive cakes around, and can (will) go down to light weapons. Handle with care.
- Fateweaver, Oracle of Tzeench - One way or another this guy will turn your game into a circus of hilarity. Either he will let your close combat units rampage across the board or he will die to a single low strength attack. FUN*.
- Herald of Khorne - Give him a chariot to turn him into a finely tuned murder machine. Sure chariot makes him lose his independent character status, but who the hell cares when your whole army is fearless anyways?
- Skulltaker - 4+ rending and instakill are nice, but at this point level you may as well take a bloodthirster.
- Herald of Nurgle - Don't stack up well despite their good set of upgrades (unholy might excluded). Passable in every sense of the word.
- Epidemius - In high point all nurgle army (lolwut?) he could quickly pump your units to absurd levels, otherwise his pathetic statline and price make him a pass.
- Herald of Slaanesh - A decently balanced faster unit. Still suffers from pavane's inherent problems.
- The Masque - The ability to basically puppeteer the opposing army is tempting, but since she isn't an IC you'll have to make an extraordinary effort to keep this expensive choice alive. Another FUN* unit.
- Herald of Tzeentch - A lot of dakka in a small package. Upgrade and put them on a chariot and they'll be both shooty and survivable. A solid choice.
- The Blue Scribes - Expensive long range shooters who should be kept out of melee at all costs. Having every spell is fun but not nearly as cost effective as buying its herald version. I dunno, stick it with some horrors or something. Whatever.
Elite
- Beasts of Nurgle - It's a pile of Puss. Know those "Spawn" that are in the Chaos marine codex, that everyone laughs at? Yep, That's what a Beast of Nurgle is... They're T5, with FNP,and eternal warrior, that's cool, but they're slow (Infantry, with slow and purposeless) not really that durable (only a 5++) and you can't count on them to *do* anything (1d6 S4 attacks, lol) One of them can be given Noxious Touch, but with random attacks, that might never make any real difference. As only FIVE more points gets you a freakin' Bloodcrusher, why would you ever (seriously) take these? Easily the worst elite option. But if you like bags of puss, fuck it, you're playing Chaos Daemons!
- Bloodcrushers of Khorne - One of the best units you have access to. WS5 S5 T5 I4 with 3 Power-Weapon Attacks, Furious Charge, 2 wounds, and a 3+/5++ all for the cost of a terminator? Sweet Khorne YES!
Only downside? Those hoof's were made for walkin', and your opponent will shoot everything he can at them. Murderously destructive should they make it into h2h, draws so much fire it gives your other units a chance to make it to the party to. The best elite choice, but really expensive $$ wise for the models.
- Fiends of Slaanesh - These guys look *weird*. They're the cheapest of the elite options, and adequately killy. they're pretty fast (Hit and run, beasts) with an impressive 5 S5 rending attacks at a good initiative (5)
The downside? T4, with no armor save. They'll drop like flies to lasguns.
- Flamers of Tzeentch - 35 point flamethrower from hell, but frail as they come. (T4, W1, with only a 4++) Absolutely pathetic in hand-to-hand (WS2, with 2 S4 attacks) and they'll get charged if they don't wipe out their target in the first volley. And even if they do, something else will usually charge them.
Troop
- Bloodletters of Khorne -
- Daemonettes of Slaanesh -
- Nurglings -
- Pink Horrors of Tzeentch -
- The Changeling -
- Plaguebearers of Nurgle -
Fast Attack
- Flesh Hounds of Khorne -
- Karanak -
- Furies of Chaos -
- Screamers of Tzeentch -
- Seekers of Slaanesh -
Heavy Support
- Daemon Prince -
- Soul Grinder -
Building your Army
- Mount your army on round bases, and make properly sized regiment bases for them, so you can easily swap them into a Fantasy army, where they're actually good.
Tactics
Pray that chaos doesn't abandon you. Realize that this is a shit army, and just have fun with it. Seriously, 1/3 chance of getting turn 1 raped does not make for a competitive army.
*The chaos gods do not guarantee fun. Fun subject to early termination at Tzeentch's discretion.