Age of Sigmar/Tactics/Old/Warscrolls Compendium/Daemons: Difference between revisions

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===Heroes===
===Heroes===


'''Great Unclean One:''' Your greater daemon and the only choice you have to evoke other units. Your standard general on bigger games (90+ wounds). Hard to kill and one of the best attacker of the Nurgle army.
'''Great Unclean One:''' Your greater daemon and the only choice you have to evoke other units. Your standard general on bigger games (90+ wounds). Don't let his meh Wound-count of 10 fool you, the GUO is still one of the toughest fuckers around. He has the same basically-40k's-Feel-no-Pain rule of a 5+ save after his save but for him, if he rolls a 6 and is in melee, he actually inflicts Mortal Wounds. He also has a regeneration of D3 Wounds per turn, has a strong though short-ranged shooting attack and a melee profile worthy of a monster, but what really makes him shine is his unique spell, a 14" line that damages enemy units under it and heals Nurgle units under it. It can't resurrect, but is perfectly able to make the obscenely tough Plague Drones even harder to remove.


'''Herald of Nurgle:''' Your gamechanger. You will need at least two of these to sheperd your units properly.
'''Herald of Nurgle:''' Your gamechanger. You will need at least two of these to sheperd your units properly. Is oddly choppier than a Herald of Khorne is ever going to be and can heal himself. If you play any Nurgle daemons, at least have one of these guys in reserve so that you can summon him if need be. Beasts of Nurgle especially turn from ''okay'' to ''murder on no legs'' if a Herald is around.


===Troops===
===Troops===

Revision as of 11:27, 28 August 2015

Same shit from Fantasy and 40K, just in a new setting

Daemons of Chaos summary

Daemons of Chaos Warscrolls

Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.

This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt.

Khorne

Named Characters

Heroes

Bloodthirster of Insensate Rage: Wields the biggest axe you've ever seen. Sure he only Hits on 4+ cause it's so big, but he gets to reroll 1s is he charged, so it's not too bad. Besides, it's not like you've got much to complain when you get four swings that Wound on 2+, have a Rend of -2 and inflict D6 damage per hit. In fact, the axe is so goddamn big that enemy units within 8" suffer a bunch of Mortal Wounds whenever you roll a 6 To Wound. His Command Ability also lets Khorne Daemons reroll their charge distances. Doesn't sound like much, but it can win you the game.

Bloodthirster of Unfettered Fury: Almost as dangerous at range as he is in combat. The lash draws Monsters and Heroes closer so he can hit them with his axe and he has an 8" aura in which enemy units have to roll a D6 in each of your Hero Phases. On a 6, they take a Mortal Wound and half their Move value. Combine with his Command Ability that doubles Pile In-movement for Khorne Daemons and his lash and you can easily decide where the fighting is going to go.

Wrath of Khorne Bloodthirster: This one is just plain bullshit. His Hellfire Breath and the flail both deal good damage at range and the axe is the same the Unfettered Fury gets. Can also reroll To Hit against Heroes and Monsters and practically guarantee a charge for a Khorne Daemon unit.

Herald: As Choppy as can be expected off most hero's the Herald comes with a bit of a meh worthy weapon. at 4 attacks,3+/3+/-1/1 the blade of blood isnt going to win any "best weapon evah" awards and with a fairly average statline, neither is the herald for the "best hero evah" Like All bloodletters or khorne equivilents though your big bloodletter comes with the decapitating strike ability, meanign they might just mortal wound their way to victory. These guys are very tag team with the rest of the khorne units in your army, letting you fight two combats for the price of one!

Troops

Nurgle

Plaguebearrer heroes are the keys to make a Nurgle army works since they buff almost every unit.

Named Characters

Epidemius: A boosted herald that give benefits to every Nurgle unit on the battlefield based on the number of models slain. Keep it hidden.

Heroes

Great Unclean One: Your greater daemon and the only choice you have to evoke other units. Your standard general on bigger games (90+ wounds). Don't let his meh Wound-count of 10 fool you, the GUO is still one of the toughest fuckers around. He has the same basically-40k's-Feel-no-Pain rule of a 5+ save after his save but for him, if he rolls a 6 and is in melee, he actually inflicts Mortal Wounds. He also has a regeneration of D3 Wounds per turn, has a strong though short-ranged shooting attack and a melee profile worthy of a monster, but what really makes him shine is his unique spell, a 14" line that damages enemy units under it and heals Nurgle units under it. It can't resurrect, but is perfectly able to make the obscenely tough Plague Drones even harder to remove.

Herald of Nurgle: Your gamechanger. You will need at least two of these to sheperd your units properly. Is oddly choppier than a Herald of Khorne is ever going to be and can heal himself. If you play any Nurgle daemons, at least have one of these guys in reserve so that you can summon him if need be. Beasts of Nurgle especially turn from okay to murder on no legs if a Herald is around.

Troops

Plaguebearers of Nurgle: Basic Nurgle troop. Really hard to kill but not so good in melee (average of 0,33 damages). Take 20 to 30 in every unit to make them harder to be hit.

Plague Drones of Nurgle: Your flyers.

Nurglings: These things are weak: no save but they heal every wounded model at the end of the turn and low damage (average of 0,55 per model) but if you manage to inflict a wound they could do D3 mortal wounds after a 5+ roll. Skip or use only as wizards/priests/warmachines with high save hunters. Also, they cannot be summoned.

Beasts of Nurgle: With an average of 1,82 damages per model, the Beast of Nurgle it's fast but not exactly strong; it compensate for that with the chance of damaging nearby models on a roll of 6.

Tzeentch

Named Characters

Heroes

Kairos fateweaver:

Lord of change: Has a lovely command ability if you've got lots of of tzeentch daemon wizards.

The changeling:

Herald of tzeentch:

Herald of tzeentch on disk:

Burning chariot (herald of tzeentch): When deciding how to build the model, do consider that this unit doesn't get the magical flames shooting attack that other heralds get, or the blue horrors close combat attacks that the exalted flamer gets.

The blue scribes:

Troops

Pink horrors:

Exalted flamer: Has twice the wounds and twice the attacks of a normal flamer, and that's basically it. I'd just take two normal flamers and put this chap on the chariot for the extra stuff that can do.

Flamer: Pretty bloody great. Die very easily, so keep them in cover, but their ranged flame attack is possibly the best thing tzeentch daemons can bring you, massed shots (10 from 3 of them) causing D3 wounds on anything that gets through is awesome. Bonus flaming is nice too - remember "healing" in AoS only affects models that are still alive, if flaming one-wound stuff it doesn't mean models get up again if you roll a one afterward. In summary using a wound-based comp system (or no comp system) you'd be a fool not to bring at least three of these.

Screamer: A bit pillow-fisted overall. Three of them won't do much, they want to be in bigger units to achieve anything (even lone wizards might not die quickly to them otherwise) and you're unlikely to put plenty of wounds on monsters even with the D3 thing. Do remember you can do the slashing fins attack if you "retreat" from a combat they're not going to win by flying over the unit they were fighting.

Burning chariot (exalted flamer):

Battalion

Daemon cohort of Tzeentch: Could be fairly nasty. Extra spells means you could reliably be casting arcane bolt and mystic shield with every unit (including your three horrors) every turn. Having most of your army with +1 saves while throwing multiple sets of D3 mortal wounds across the field, plus normal shooting, could be nasty. You'll probably want to borrow some speedbumps from somewhere to keep enemy units at arm's length.Lord of Change probably best for his command ability giving a bonus to cast.

Slaanesh

Named Characters

Heroes

Troops

Neutral

Named Characters

Heroes

Troops

Formations

Army Building

Nurgle

At 30 wounds you should go for something easy and straightforward:

-1 Herald of Nurgle

-10 Plaguebearers of Nurgle

-3 Plague Drones of Nurgle

At 60 wounds it's time to expand your Plaguebearer unit to make the army work well.

-1 Herald of Nurgle

-28 Plaguebearers of Nurgle

-3 Plague Drones of Nurgle

-3 Nurglings

To go at 90 wounds you can add a Great Unclean One, a Beast of Nurgle, Epidemius and other 7 plaguebearers.

External links

Rules are here [1]