Warhammer/Tactics/8th Edition/Daemons of Chaos: Difference between revisions
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== Update this mutha fucka right now!!! == | == Update this mutha fucka right now!!! == | ||
Due to the delay of updates for the new Daemon army book, this section is getting out of date | Due to the delay of updates for the new Daemon army book, this section is getting out of date very quick. If you have the book, then please help 1d4chan by donating your free time and explain what the units do now in the new edition. | ||
==Unit Analysis== | ==Unit Analysis== |
Revision as of 00:15, 31 March 2013
This article is a stub. You can help 1d4chan by expanding it |
Update this fucking page.
Why Play Daemons of Chaos
There are a number of reasons to play daemons of chaos, so we'll deal with the minor ones first. The Daemons are pure, concentrated evil - destruction incarnate, really. They have some pretty slick models and a lot of options in the army, however, these reasons are overshadowed by the premier reason to play the Daemons.
Do you hate losing? I mean, do you REALLY hate losing to the point where you enter a fugue state immediately after you rage quit when a turn doesn't go your way? Well then Daemons of Chaos is the army for you! This is the army book written by the infamous dickface himself, arguably his first attempt to break an entire game system and utterly buttrape its canon. Yes, he did it in Fantasy before 40K. With Daemons of Chaos, you can field generic lords that can tear apart special characters of other armies, magic items that are immune to things that affect magic items, the most fuck-off troops in the game, and did we mention that the entire army at least causes fear, is immune to psychology and has a 5+ ward save? Play Daemons and you may never lose again.
Note that a popular choice with this army is magnetizing the models to both the square and round bases (Or simply using the round movement trays of whatever they seek best), so that you can have two armies in one. This gives you an advantage and disadvantage, the first is you have a army that can be used in both games. The disadvantage is, while you may win alot with Daemons in Fantasy, with Daemons in 40k, you will NEVER FUCKING WIN! Oh, and you got the Grey Knights that happens to rape you on turn one with Warp Quakes, so you'll more than likely not even bother playing Daemons in 40k.
Important Note: The above may not be 100 percent accurate anymore. Daemons were apparently so broken that fantasy required a complete revamp of the rules to take them off the top. Daemons are still a powerful tournament army, but they are getting edged out by armies more suited to the new rules set, armies whose special rules got a huge boost under the new rules set and armies who recently got brutal updates. Also, as for the 40k Daemons, they were so underpowered against many armies that after the launch of 6th edition and the White Dwarf update, it brought them back up from the bottom of the list, with the ability to field up to 10 flying monstorous creatures, Flamers and Screamers getting a buff, and the hull point system so you can glance vehicles to death. Still, Daemons remain a favorite of powergamers and can easily compete in most tournaments if you use them right. (Except against Grey Knights in 40k. Also the 40k Daemons will be getting a new army book (Codex), so keep an eye out for that!)
The new Fantasy Armybook is written by Matt Ward again. 'Nuff said, it'll either be a hideous nerfing to everything involved, more of the same, or greater levels of BS than ever before.
The new Daemons book is split into two sections: wtf this unit sucks and wtf this unit kicks ass
I'm still waiting for new tactics. What ever happened to 1d4chan getting shit done?
I bet they comitted suicide due to fear of nerfing/overpowering of the new army book.
Update this mutha fucka right now!!!
Due to the delay of updates for the new Daemon army book, this section is getting out of date very quick. If you have the book, then please help 1d4chan by donating your free time and explain what the units do now in the new edition.
Unit Analysis
At first, Daemon units might seem frail with their lack of armour and few available options... until you look at their stat lines and their special rules. The power of the Daemons lies here and access to Daemon gifts only buffs them further. That said, these are not the 40K Chaos Daemons and so you don't get to deep strike your entire army. In fact, you deep strike none of it - you setup just as other armies. Remember that supposed frailty issue we were murmuring about earlier? Turns out Daemons can at least be shot at to keep them at bay, with almost nothing to contribute with in the shooting phase. Although unlike other armies, they all get ward saves against it.
A note on gifts: they do NOT count as gear, which means anything that counters gear does not counter them (like the lore of metal Law of Gold spell). Furthermore, weapon gifts stack while armour gifts do not.
Important Note Part 2: Under 8th edition, you are capped at 1/4th of your army spent on Lord choices, which at 2k means 500 points. If you have the book in front of you, you can already spot the issue, if not let me spell it out for you: Your Greater Daemons start at 450 points, which restricts the amount of stuff you can trick them out with (50 points max bucko). In addition, you should be careful with them: They are huge, obvious targets that can't join units and a few Cannons or Ironblasters can mean you've just spent 500 points on an expensive cannonball holder.
Lords & Heroes
- Bloodthirster: Khorne's greater daemon, an absolute close combat powerhouse! On top of the usual daemon awesomeness, he comes with a hand weapon and heavy armour, can fly, has magic resistance (2) and quite possibly the hardest stat line for generic characters. Ever! Seriously, it's mostly 6's and 8's with a WS of 10 thrown in for good measure. This guy is susceptible to shooting, given that he will attract ALL war machine and general ranged attacks from your opponent, because if doesn't, he has to face a fucking Bloodthirster in close combat and get raped. This guy is also the only greater daemon that can't use magic, which has the strange ability of making him the potentially cheapest of the lot - you don't even have to buy this guy much, but if you must, Obsidian Armour for magic resistance, although Armour of Khorne is better for coping with arrows, muskets and other mundane attacks. Dark Insanity is hilarious for giving your 'Thirster a potential 14 attacks especially coupled with immortal fury (re-roll misses). Awesome Strength (of 10), sounds cool, but not worth it at 75 pts., but if you must, pair it with soul hunger and go character hunting. Firestorm Blade makes a nice companion to this guy too, although not really worth it unless being spammed by regenerating foes. Axe of Khorne (+1S, killing blow) is VERY useful if you have 25 pts. to spare on this guy.
- Lord of Change: This guy is a spellcaster. DEFINITELY worth sinking the 85 pts. to make this guy a level 4 wizard (unless you're in 2k, in which case you're capped at Level 3) as he comes preloaded with all the spells from the Daemon Lore of Tzeentch, thus giving him immediate access to one of the most broken spells in the game: Glean Magic! This little fucker allows you to hijack spells from enemy wizards and cast them against him, WHICH THEN CAN'T BE DISPELLED (can't be used to summon stuff, though)! Your opponent has to dispell glean magic first, which can be cast again because of its low casting cost. Oh, did we mention that this guy is a greater daemon with fly, flaming attacks and WS, BS, I and A scores that lord-level mages would turn gay for? Some really expensive options that dabble with its already amazing magic abilities; avoid Spell Destroyer unless you're going against Vampires or Tomb Kings. Twin heads is pretty slick though, and iridescent corona is a great, dickish way to defend yourself in hand to hand.
- Keeper of Secrets: Probably one of the best choices here, solid magic ability, excellent close combat skills and a ton of wacky gifts that can really fuck with your opponent! On top of being a greater daemon, it's fast (M10, I10, always strikes first) and has armour piercing. The Daemon Lore of Slaanesh can be amusing, especially against low-Ld armies, but it can also make this guy's ability jump from good to cheating. Speaking of which, avoid the urge to drop the 100 pts. for Spirit Swallower; the KOS' isn't a longevity monster (see below), s/he's a morale rapist. That said, one of the funniest configurations is the "come at me, bro," whereby you tool your KOS with Siren Song + Soporific Musk and/or Allure of Slaanesh, march 20" out towards your opponents hardest cavalry unit, cast Phantasmagoria if you rolled it (enemy Ld tests on 3d6 choosing the highest) and use Siren Song. This forces a unit to either flee or charge the Daemon and since most cav units will be able to charge, they will rush at the daemon and strike AFTER the KOS - that's if they pass their leadership test due to Allure of Slaanesh! Then once they break, they roll an extra D6 and choose the lowest. For additional fun, grab the Temptator gift and if your opponent was smart/dumb enough to have a character (or even his general) in that unit, you can have the satisfaction of making said character your bitch and using him to attack the unit he's in - serious fun!
- Great Unclean One: He's fat, ugly and slow. He also has 10 motherfucking wounds (not anymore, DAMNIT MATT WARD!) Also throws down with poisoned attacks and comes stock with a flail. The Daemon Lore of Nurgle is pretty slick for shredding low T/S units, but no need to really splurge here. This tubby motherfucker's gifts can be hilarious, and by that we mean will make your opponent rage quit in a cloud of cheese. If you should be facing Ogres, kit this guy out with the Balesword and you will mow through the army with auto-d6-wounding ease! Yes, this will make him wound automatically and cause d6 wounds per wound but 75 pts., it doesn't have much use aside from this. The best way to tool up a GUO is by taking the Trappings of Father Nurgle, giving him heavy armour and regeneration (4+). Other hilarious gifts include Noxious Vapours (GREAT for high elves, removing always strikes first and replacing it with always strikes last) and slime trail (denying charging enemies rear or flank bonuses since now). Pestilent mucous and stream of bile are also awesome for extinguishing tarpits.
- Daemon Prince: The other generic lord-level unit. Cheapest by far, clocking in at a basic 300 pts. plus an additional 75 pts. of gifts and buffs up to a level 2 wizard. Similar to the prince from the Warriors book, but it doesn't fly, only causes fear and can join regiments. Decent lord choice in smaller point games and can be the greatest wizard ever due to its awesome stat-line. Seriously, there are very few army books where the wizards have 5's and higher for most of their stats! An interesting quirk, you can give these guys a mark and in doing so, they can take up 50 pts. of their 75 pts. limit of gifts from the greater daemon of that particular Chaos god. Is however, generally overlooked by many players in favor of the Greater Daemons since spending points on the Daemon Prince pushes its cost towards fielding them bare, and they have all have better overall stats (yes, even the Lord of Change).
- Heralds: Your generic hero choices that come in 4 flavors as below. Note, all the heralds have an ability called "Locus," which makes them share their special power with a unit of troops of that Chaos god. They can also ride mounts or chariots of their gods.
- Herald of Khorne: Close combat awesome! WS7, S6 and lots of killing blow attacks WITH HATRED! His locus power shares Hatred with any bloodletter or bloodcrusher squad he joins. Can also take 50 pts. of gifts, recommended are the Firestorm Blade, Soul Hunger and unless mounted on juggernaut or chariot of Khorne, take Armour of Khorne. Keep in mind that this is the most expensive generic herald.
- Herald of Tzeentch: Magic awesome! Not much of a stat line, but he comes as a level 2 wizard with a 4+ save base. His locus power shares his ward save with units of horrors. Advisable to take the Master of Sorcery gift, giving him instant access to every spell from any of the 8 lores of magic. You could instead put him on a Disc or Chariot of Tzeentch, but you're wasting the locus power.
- Herald of Slaanesh: A very cost effective herald, comes with a pretty kickin' rad stat line with armor piercing, but the true awesomeness comes with the locus power: this guy/girl bestows ALWAYS STRIKES FIRST on him/herself AND a unit of daemonettes or seekers. Put this thing on a Steed of Slaanesh, stick him/her in a unit of seekers and give it the torment blade. Enemy cavalry will rush it thinking it a light target only to be struck first and having to take a leadership test in order to strike back. Can be made a level 1 wizard but not really worth it.
- Herald of Nurgle: Tough as nails! T5, regeneration and poisoned attacks, his locus power shares regeneration (4+) with a unit of plaguebearers. Best to give this guy a palanquin of nurglings to give him more poisoned attacks and he can still be put in a unit of plaguebearers. Give him noxious vapours and/or slime trail and your unit of plaguebearers suddenly becomes terrifyingly awesome!
Named Characters
Like the ones from 40K, only better and considerably so. There are three Greater Daemon and four herald characters.
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
- Skarbrand, the Exiled One: 655 pts. for the angriest sonnova bitch of a bloodthirster ever! He also has three stats maxed out to 10 (M, WS and I) whilst re-rolling wounds and bypassing armour with his axes. He also has S5 breath weapon while bestowing friendly and non-friendly units with hatred. Keep in mind that unlike other bloodthirsters, Skarbrand does not fly.
- Kairos Fateweaver: 625 pts. for the greatest magic user in the game - seriously, even compared to Slann! He's a level 4 wizard that knows no less than 14 spells that you may CHOOSE, not roll for, you CHOOSE which spells you want before the game from Daemon Lore of Tzeentch or basic battle lores. His stat line is god-awful for his cost, apart from a 3+ ward save (coupled with a spell or two from the Lore of Life, this can make him extremely hard to kill), but you're taking this guy for the magic phase rape.
- Ku'gath, the Plaguefather: 650 pts. for a nigh-indestructible monstrous, poisoned stone-thrower that wounds on a 2+. He also rides a Palanquin of nurglings, but the real cool feature is, again, the fact that he hurls nurglings fit to burst from sucking his fatass off! They drop an artillery dice of wounds on a 2+ on an enemy unit in range (with no effect on a misfire). Can effectively neutralize war machines that would otherwise be shooting at him.
- Uzhul Skulltaker: RAPE INCARNATE! Essentially a herald of Khorne without the locus ability, a WS and I of 9, flaming attacks, magic resistance and heroic killing blow on a 5+! Great for hiding in a unit of bloodletters or bloodcrushers - just watch out for those always strikes first characters and dragonhelm, he's no better at taking hits than a normal Herald.
- The Masque of Slaanesh: Although better than her 40K incarnation, still not really worth it as she cannot join units. Pretty good in close combat with her unnatural reflexes and awesome at disrupting units with her eternal dance.
- Epidemius: The Nurgle version of Skulltaker, with T6, regeneration (no locus) and gives continuous buffs to Nurgle units in your army. Pretty sweet if you have the points to spare.
- The Blue Scribes: A tougher herald that randomly generates bound spells. Not really worth it.
Core Units
- Bloodletters of Khorne: At 12 pts. per model you are VERY hard pressed to find better core units in all of Warhammer Fantasy.
What about the Empires knightly orders?BLAM! Shut up Sigmar. Ever heard of Warriors? They have a M, WS and S of 5, magic and killing blow attacks, Magic Resistance 1, a 5+ ward save, immune to psychology. Take them in 10-wide hordes, equip with a Skull Totem, sneak a herald of Khorne or two or Skulltaker inside, march them out anywhere and DARE your opponent to charge them with whatever he's got. Fucking dare him!
- Pink Horrors of Tzeentch: Where bloodletters shine in close combat, horrors excel at magic. A unit of horrors is essentially a wizard that hurls bound spells from the Daemon Lore of Tzeentch depending on the unit's size. Obviously best taken in large blocks as to generate more horrors with the Firestorm of Tzeentch spell. Hide a Herald in this unit for added longevity and some additional spells.
- The Changeling: special character unit upgrade for your horrors instead of an iridescent horror, that can shore up the lack of close combat ability in a squad of horrors. Basically a horror with Van Horstman's Speculum, he swaps stats with an enemy in base contact/a challenge.
- Daemonettes of Slaanesh: 12 pts. for M, WS and I of 6 and 2 attacks base with armour piercing make for some good fun in small units. Take a siren standard and a herald for some low point rape-tastic fun!
- Plaguebearers of Nurgle: Unique in fantasy battle, these guys' stats are almost entirely 4's. They have poisoned attacks and a crippling initiative of 1 but can be a very daunting prospect when marched in a horde. Stick a Herald inside with Noxious Vapours and/or slime trail and, like the bloodletters above, dare your opponent to charge them!
- Furies: You have to take another unit of troops in order to field these failures, but they aren't that bad all things considered. Their big advantage is their ability to fly coupled with a mediocre stat line and (surprise) 12 pts. per model. Be careful with them as their atrocious Leadership (2) means they will take a ton of wounds from Instability if they ever lose a combat.
Special Units
- Seekers of Slaanesh: Daemonettes on Steeds of Slaanesh with a bit of a buff. The only reason to take them is to hide a Herald inside the unit mounted on a steed. Otherwise, fiends can do their job better.
- Flesh Hounds of Khorne: A cheap little way to wizard snipe your enemy. Magic Resistance (3), M8 and a fistful of high initiative/strength attacks. Not a bad choice.
- Karanak, Hound of Vengeance: an upgrade for one of your hounds, makes your hounds scarier and dishes out more attacks with Hatred. Designate a character as his target and he can re-roll any hits and wounds against them.
- Screamers of Tzeentch: The cheese portion of the special slot in an army renowned for being the most cheesy army ever. If you take these guys, take a bunch. Then do NOT charge anything: instead, fly them over as many units as you can, zig-zagging as you go dropping one S5 flaming hit per model on every unit they pass over. Yeah, it's like that.
- Nurglings: MUCH more useful here than in 40K, they scout, skirmish and poison all while being multi-wound swarms with a 5+ ward save and immune to psychology. What's not to like?
Rare Units
- Bloodcrushers of Khorne: Toned-down heralds of Khorne riding juggernauts. Goddamn expensive but HOLY FUCK these guys bring the pain dishing out 4 high-strength (2 S6 from the bloodcrusher, 2 S5 from the juggernaut), magical killing blow attacks per model! Stuffing a Herald in this unit gives them Hatred and a special banner is pretty useful. Also note that they roll with a T4, M7 and 4+ armour save, they will attract buckets of ranged fire unless you have a Greater Daemon to distract your enemy. If you have the points to spare, totally worth it!
- Flamers of Tzeentch: If you aren't fielding flamers in your Daemon army, you're doing it wrong! They are the armies only shooting unit with their BS4, S4 multi-shot D6 flaming attacks at 24". Oh, did I mention that they move 6 and suffer no penalties for multiple shots? And just when you thought that they will go down in close combat, that jackass gave them a S5 with 2 flaming attacks, albeit on a WS2. Still, you should be taking these things or else you're missing out.
- Fiends of Slaanesh: Wanna run down your opponents army on a flank charge? Bring some Fiends! S/T4 with 4 armour piercing attacks at I6 and a move of 10. Oh and they come stock with Soporific Musk. Use these creepy fuckers to flank and break basic and armoured infantry regiments with ease.
- Beasts of Nurgle: At 100 pts. per model, these things are the most expensive choice here. They move 6, attack randomly throwing down D6+1 poisoned attacks, have 4 wounds per model with regeneration and can't be flanked due to slime trail. These things are the tarpit kings!
- Soul Grinder: An over glorified massive monster quasi war-machine expensive piece of junk that has no right being in fantasy. At a base cost of 250 pts. with many 50 pt. options this thing is a total rip off. Its biggest problem isn't even its cost, its that it has WS 3, S 6 and 4 Attacks meaning it will not be killing much of anything by itself thus losing combat and killing itself slowly.
- Blood Throne of Khorne:
- Plague Drones of Nurgle:
- Burning Chariot of Tzeentch:
Building Your Army
The Daemons battle force is a good place to start, otherwise start with a Herald and a block or two core. Bloodletters and Plaguebearers are good starts, expand with a Prince or a greater daemon and some supporting units like Daemonettes, Horrors or special/rare choices.
Army Composition
At 12 pts. per model, your cores are best put to use in Hordes with the possible exception of Daemonettes as they lose their attacks in the back ranks. Bloodletters are THE horde unit followed by Horrors and Plaguebearers. You also want to sneak Heralds into these units plus a special standard, though that last one is superfluous. Take Flamers or you're doing it wrong and either a Daemon Prince or a Greater Daemon (a KOS or LOC is recommended).
Daemonic Gifts
Daemons do NOT get access to magic items, which in 8th edition can be a bit of setback. However, they have a lengthy list of Daemonic Gifts available to them in their army book and just like magic items, it's easy to go overboard with them. Your Greater Daemons get 100 pts. worth, Daemon Princes 75 and Heralds 50.
- Undivided: Available almost exclusively to daemon princes (because heralds and greater daemons may come with the gifts or their effects base). One of the more mundane choices, you may wish to take Daemon Robes on one of your heroes/lords if you expect a lot of high-strength or 2+ wounding shit coming your way. As such, it's not a bad idea if your opponent is trigger happy with cannons, bolt-throwers or both as it forces the lowest to-wound dice score against the bearer to 3+. Trouble is that this particular gift competes with other choices so if you can get away with it, avoid it. You can also slap wings on either a Prince or a Herald of Tzeentch.
- Khorne: These gifts focus almost entirely on combat, with a couple of anti-magic gifts thrown in for good measure. Axe of Khorne is actually pretty nifty on Bloodthirsters or Princes (+1S and killing blow) and the Firestorm Blade is a nice addition for fighting armies of trees or mummies. There are two armors available: armor of Khorne and obsidian armor. Obsidian armor flat out ignores magic weapon attacks for 50 pts. whereas armor of Khorne is a cheap, 15 pt. 3+ save; NEITHER stack with existing armor. Also, if your opponent spams magic, you could drop 25 pts. for Spell Breaker. Awesome strength you should just use if play causally, 75 points is too much to spend on raising a Bloodthirster's strength to a level it won't need.
- Tzeentch: Mostly magic and defense abilities. Twin Heads is pretty useful as is power vortex. Staff of change is a hilarious gift to hide on a herald of Tzeentch (wounded enemies must pass leadership test or die) albeit not particularly useful. Fate of Tzeentch on the other hand helps a lot by allowing a re-roll one die per round, which is nice. Flames of Tzeentch is also cool if you REALLY want to give another shooting attack to a LOC or HOT, but flamers will do it better and you should be taking them anyway.
- Nurgle: generally gifts that buff resilience or dish out wounds. The Balesword is a nasty fucker for Great Unclean Ones, but not really worth it due to its price (unless you're fighting ogres). Trappings of Nurgle is worth it on Princes and GUO's but not so much for HON's. Stream of Corruption is also slick, dishing out a nasty breath weapon attack. Nurgling Infestation is fun for spamming additional S3 poisoned attacks in close combat to hose those tarpits, as is pestilent mucous. Slime trail and noxious vapours go well with any of above!
- Slaanesh: Used for wreaking sweet havoc on enemy morale and forcing leadership tests. DO NOT get Spirit Swallower for your KOS unless you expect it will take way too much fire and/or will not survive after 1 round of close combat (in other words, if you expect to fight Dark Elves a lot). Siren Song is just WONDERFUL on KOS's, but only if you're going up against someone with a lot of cavalry; not so useful for HOS's. Temptator is great on either, forcing an enemy character to potentially kill the squad he's in! Allure of Slaanesh is good on any Slaaneshi character due to preserving characters from attacks back, as is the torment blade which is the cheapest gift of all at 5 pts. Both will force a leadership test before any attacks are directed at the model, but the blade requires you to hit and wound with it first.
Magic
There are 3 Daemon Lores, one each for Nurgle, Slaanesh and Tzeentch.
- Daemon Lore of Nurgle: mostly spells that force toughness tests and cause wounds without armour saves. They range from poisoned missiles to spawning nurglings from wounds.
- Daemon Lore of Slaanesh: like the DLoN, except it forces Ld tests instead of T tests. Slicing Shards of Slaanesh will throw down a number of S5 hits with no armour saves equal to the result the unit failed a Ld test by, followed by more attacks if they fail another Ld test. Also has a spell that forces all Ld tests to be rolled on 3d6 choosing the highest
- Daemon Lore of Tzeentch: Mostly magic, flaming missiles like flames and bolt of Tzeentch, but also with a spell similar to the one in the DLoN, but instead of spawning nurglings, it spawns horrors; best used by large units of horrors (preferably in a horde). Lords of Change get to throw down with a potentially game-breaking spell (in a game-breaking army no less) called Glean Magic. This spell, should it be successful, hijacks one of your enemy wizards' spells and instantly casts it. It can't summon units, but it can augment yours or your enemy's units, hurl magic missiles and the like. Though Glean Magic can be dispelled, the spell it casts cannot and with a casting value of 9+ from a LOC means it's likely to be cast more than once to burn through your enemy's dispell dice!
Tactics
COME AT ME, BRO!
Take one Keeper of Secrets, L3 or 4 wizard optional, Siren Song with either Temptator, Allure of Slaanesh, Soporific Musk and/or Torment Blade (points permitting). March the motherfucker out towards enemy heavy cavalry. Cast Phantasmagoria if you have it then use siren song on the enemy heavy cavalry unit. Made more entertaining by supporting the KOS with Fiends or Seekers with a Herald of Slaanesh. Works even better if the masque is kept lurking nearby along with BSB with Great Icon of Despair. Enemy hero says, "What's that Slaanesh? You want me to kill my friends? I understand."
EDIT# don't skimp on fodder, while it is tempting to kit out game breakingly hilarious monsters enough ranked infantry can bring down even the biggest of them with a round of good rolls.
Daemon Horde
Take a core unit 10 wide and 4-5 deep (40-50 models for 480-600 pts.!) and load with one herald. Tactics differ depending on the core choice:
- Bloodletters: Insert Herald with firestorm blade and armour or standard and/or Skulltaker. March out into the middle of the board and wait for your opponent to charge the unit. Be sure to support the flanks (preferably with BoNs), but not a big deal because the bloodletters will take it. This is the best horde as far as hordes go due to the fact that anything charging such a big squad of bloodletters will be torn apart - I mean it! Few things can survive one round with a bloodletter horde and NOTHING can survive more than one round - NOTHING!
- Plaguebearers: Insert Herald with Palanquin, Noxious Vapours and/or Slime Trail and/or standard and/or Epidemius. As above, dare your opponent to charge, flanks don't matter but watch out for fire.
- Horrors: Insert a Herald with Master of Sorcery and/or standard. You ideally want a HUUUUUUGE unit of horrors so you can use that nifty DLoT spell that spawns more horrors at the expense of your opponent's army.
- Daemonettes: Daemonettes are iffy for this tactic as every rank not in the front is giving up 2 of its 3 base attacks. If you must though, insert a Herald with Many Armed Monstrosity, and go tear up your opponents flank.
Slippery Slopes
Two regiments of Beasts of Nurgle (if you can afford it) on your armies extreme flanks. Keep them ahead of the central force of your army. Works well with the above Horde approach.