Should i play chaos daemons




















Posted on July 27, by Reecius in 40K , Tactics , videocast. Tags: 40K daemons tactics. Name Required. Mail will not be published Required. Email address:. How to play Chaos Daemons in 9th edition — Tips from 40k Playtesters.

Funnily enough; the only Troop that is still arguably effective as an actual combat unit are Bloodletters. And once again; the T5 troops out there is imo threatening their position. Good job Daemons are immortal really, they go down faster than a prom dress otherwise.

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Notify me of new posts via email. Close Menu About. Tournament Reports. Tournament Report: Going with Daemons. Review of the 9th Edition Forgeworld Daemons Updates. Other Recommended Content. Daemons fighting one of the few matchups they are still favored in.

Model Credit: Games Workshop. A Chaos Knight to ally in with your Daemons. Get it? Share this: Twitter Facebook. Like this: Like Loading Leave a Reply Cancel reply Enter your comment here Fill in your details below or click an icon to log in:.

Email required Address never made public. Name required. Daemonettes also really want to have the Locus of Swiftness active requiring a pure Slaanesh detachment , as it gives them the ability to Advance and charge, letting them rush around the battlefield and get into combat without having to teleport in. They can use the aforementioned Locus of Swiftness to close gaps quickly and engage enemy units, and then use the abilities of either the Contorted Epitome or Fiends to keep units locked in combat with Daemonettes and prevent them from being shot.

The upside is that three units of Daemonettes can form the backbone of a very competitive list. Once an absolute menace on the competitive circuit, Plaguebearers are the hardest to kill of the lesser daemons with 4 Toughness, Disgustingly Resilient, and Cloud of Flies to make them difficult to kill and making removing a unit of 30 of them a nightmare, especially if they have an Icon and a Sloppity Bilepiper nearby to give them a good chance of getting models back.

Unlike Nurglings, they can also perform actions. Bloodletters on Juggernauts. Faster and tougher than Bloodletters, but neither fast enough nor tough enough to be a build-around unit. The extra wound they picked up combined with some points drops has made them ever more tantalizing but never good enough to see the table. Mike P : I so, so badly want to recommend Bloodcrushers. The lack of multi-damage attacks means they can really underwhelm against high value targets.

Costing 2 CP to deepstrike for any unit larger than 3 is also rough. Flamers are interesting, durable units that can cover large distances and belt out significant amounts of very respectable AP-1 shooting. They really benefit from being near a Herald in order to bump their shooting up to S5, and like Horrors can benefit from multiple buffs to their Strength and To Wound rolls.

Fiends flew under the radar for a long time but thanks to several points drops and a new datasheet are now one of the cornerstone units in a Slaanesh Daemons army. Every Slaanesh army wants at least one and probably small units of Fiends to run alongside Daemonettes and Keepers to help protect those units by keeping enemy units locked in combat with them.

Engine War was also a huge boon for them, adding the Acidic Slobber Stratagem to boost their damage output. Khorne dogs are a solid, but overpriced, harassment unit. For over double the cost of a Bloodletter, you get more speed, higher toughness, an extra wound, an extra attack, and the ability to attempt to deny one psychic power per enemy phase. Unfortunately you give up having AP-3 and the ability to do multiple damage on an attack. Fast and surprisingly deadly, Screamers are an underrated unit in the Codex: Daemons arsenal.

Seekers saw some play in mono-Slaanesh lists at the end of 8th edition, but have largely been eclipsed in 9th by large blobs of Daemonettes and Fiends, leaving them without a strong role. The free re-rolls on charge rolls and ability to get -1 to be hit with Sinuous Undulation are nice, but not enough to make this unit worth taking in most lists. Plague Drones are tough flying units with 4 wounds apiece and the ability to do some nasty attacks thanks to the 4 attacks they get from their mounts, which are 2 damage each and re-roll failed wound rolls.

Furies get an extra upgrade from being devoted to one of the four Chaos gods; these are just the standard rules that daemons of each god get and so the most useful ones are Nurgle and Slaanesh. The former makes your furies very tough for their cost and the latter gives you the ability to fight first and benefit from a number of good Slaanesh abilities such as Locus of Swiftness. At 90 points, this can make them somewhat inexpensive backfield objective holders with the upside of having some ranged fire and a base big enough to screen out deep striking enemy units.

One of the big winners of the January points update, Soul Grinders dropped 15 points, down to Either dramatically improves their durability and makes them much more efficient for their points cost. Basically an Exalted Flamer riding on a pair of Screamers. That said, whether you actually need a chariot to help with hordes is going to depend a lot on your local meta. The Feculent Gnarlmaw has some interesting abilities that potentially making it worth having around despite having to jump through the usual hoops to actually get it on the table.

The nature of the bonuses, particularly the extra cover save benefit, are generally more helpful to Chaos Space Marines than Daemons. Generally, there are six key aspects of the Daemons army to explore:. Bloodletters will be what wins you the game. Investing in 3 or 4 big units of Bloodletters with some support characters a Herald, Daemon Prince, or Blood Throne with the Crimson Crown is a great start is the strongest core to a list.

From there, you have a lot of room for creativity in filling out the rest of your list. Tzeentch Daemons are an army that can score lots of Secondaries reliably.

From there you have a few different options. A block of Flamers either 9 to maximize buffs, or 6 so you can deepstrike them for a single CP will help provide some damage, while some units of Screamers will provide some harassment ability and Marine-crunching 2 damage attacks. Slaanesh Daemons have arguably the strongest suite of HQs in the entire game.

In fact, Slaanesh Daemon HQs are so strong compared to the rest of the faction that traditional 9th Edition list-building rules can be thrown out the window. Keepers of Secrets are amazing units and the best of the large Daemons to spam — running up to 3 Exalted Keepers and Shalaxi Helbane is a great start to a list. The Contorted Epitome and Fiends make great additions to the list by keeping your expensive Monsters locked in combat with the opponent, where they can avoid being shot and then use Quicksilver Swiftness to fight their way out of combat before the opponent gets to swing.

In addition to being an incredible model, he provides 3 excellent buffs for your Daemonettes while being an absolute beast in combat. Nurgle Daemons have surprisingly complicated decisions to make when writing their lists. Nurglings are too pricey to max out on these days, but units are still an excellent way to gain early board control. You can also bring a block or two of Plaguebearers.

While they are no longer arguably the best Troop in the game like they were for large parts of 8th Edition, Plaguebearers remain a solid choice for sticking around back and mid-field objectives while performing Actions. Large units of Beasts of Nurgle are excellent for grabbing objectives and disrupting enemy plans, and a unit or two of Plague Drones to give you some more mobility and ability to get over Difficult Ground or around non-Breachable terrain quickly is a great idea.

A Great Unclean One with the Revoltingly Resilient Exalted reward and the Doomsday Bell to revive dead models is a great pick for most Nurgle armies, along with a Poxbringer for a cheap cast. A single Bloodletter bomb is a great tool even without any other Khorne buffing elements, as they are still deadly enough to require your opponent to expend resources screening them even unsupported.

Several units of Nurglings also bring an element of pre-game board control that the other Gods lack, which can be a huge boon when facing armies like Raven Guard.

You can also dip into Nurgle to bring some Plague Drones and Beasts of Nurgle to provide some beef on mid-board objectives. Bringing in Tzeentch requires a bit more forethought, as their shooting really relies on synergies with a Herald and Flickering Flames to become dangerous. Most of the time this will mean mixing Daemons with Chaos Space Marines and Thousand Sons, though there are some opportunities for mixing them with Death Guard and Chaos Knights as well.

The three Chaos Marine factions each bring different things to the table: Chaos Space Marines proper add ranged attacks and durable midfield objective holders in the form of Noise Marines, Obliterators, and Terminators, and can have synergy with Chaos Daemons through their own Daemon units, notably Obliterators and Daemon Engines.

Thousand Sons bring powerful additional psykers to the mix, and both they and Chaos Space Marines give you access to the Dark Hereticus discipline, which has some powerful effects to work with. Chaos Marines of all legions also give you access to Chaos Cultists, the cheapest ObSec unit you can take across any Chaos book and capable of performing actions.

Most great soup lists incorporate the Exalted Lord of Change as their warlord, liberally use Beasts of Nurgle and Nurglings to clog up the middle of the table, add Daemonettes and Keepers of Secrets for a deadly swift punch, and use Noise Marines or Chaos Terminators as ranged support or add in Thousand Sons sorcerers for extra psychic power.

Because Daemons can be built a number of different ways, they have a lot of options when it comes to choosing secondary objectives. Generally speaking, when you build an army in 9th edition you should build toward a set of secondary objectives that you plan to score every game — plan around at least two that you can reliably score and have some backups in mind. Because you can cover a lot of ground, have lots of troops, and may potentially have Nurglings sitting on objectives from turn 1, Domination can also be a solid pick for Daemons, particularly against slower armies.

For armies running lots of Plaguebearers or Horrors Grind Them Down can be a solid pick since your opponent will be unlikely to tear through those in a single turn. Raise The Banners High can be a strong pick on tables with several objectives near your deployment zone, as units like Furies and Exalted Flamers can quickly get to forward objectives while your units like Beasts Of Nurgle move up to hold the objective and farm Victory Points.

On the Shadow Operations side, Deploy Scramblers can also be a good pick for armies that are running minimum-size units of troops, but will not typically be something that model blobs want to do. It synergizes well with Engage on All Fronts since it wants you to have units in multiple zones on the table. This list, which Nathan took to a 9th place list at the Objective Secured GT in Perth in February, is pretty much a prototypical Undivided Daemons list, running a Slaanesh Patrol alongside an Undivided Daemons detachment as a way to have both best-in-breed daemons from the faction and the Locus bonuses that Slaanesh Daemons depend on.

Random exalt. This list pulls out a lot of the standard Daemon tricks. The Nurglings sit on objectives early and help force an opponent to choose between trying to pry them off objectives and taking care of the greater daemons. The Bloodletters use the Banner of Blood to reliably charge out of deep strike, and the Horrors make use of those 74 reinforcement points to split as much as they can and keep spitting out Assault 3 shots while holding the middle of the table.

For something completely different, Bjorn took this to a fifth place finish at the Warzone: The Dark Times event back in November. This list is a bit of a blast from the past, running both the smash DP — a Daemon Prince of Khorne with the Skullreaver axe — and 90 Plaguebearers backed by the bilepiper and scrivener.

The Scrivener shores up their lousy Movement and boosts their damage output significantly. The Bloodletters can all reliably make charges the turn they arrive from being placed in the Warp, and the Daemon Prince works well as a counter-charge threat to take out anything threatening your Plaguebearer blobs. Death Hex helps weaken key targets, Doombolt can help slow down key targets, and Diabolic Strength is there in case Ahriman has to get his hands dirty. So as you run this list, think about pairing up your Keepers to ensure they get the bonus.

Beasts of Nurgle x5 [] Beasts of Nurgle x5 []. It gives them 41 S4, AP-2 wound re-rolling attacks that when paired with the Veterans of the Long War Stratagem means they can even put a hurt on T8 targets. Honour the Prince and Excess Violence also make them reliable and deadly melee combatants out of teleport and the Sorcerer can protect them with Delightful Agonies. They end up being extremely effective brawler units, coming down into gaps that need filling and rolling around the board until stopped.

While the Terminators take out hordes and get stuck in to longer brawls, the other hammer units in the list can take out more elite targets. This disgustingly cost-efficient sacs of wounds are great for providing a stable foundation while more mobile elements get the killing done, and as covered this list has plenty of those. Imagine Nurgle and Tzeentch high-fiving over that one.

Finally, a unit each of Daemonettes and Cultists provide some units that can handle Actions or hold objectives as needed. Exalted Flamer [60] Flamers x5 [] Flamers x5 []. Furies x5 [45] Screamers x5 [] Screamers x5 []. This list doubles up on the Lord of Change, which makes a lot more sense in a mono-Tzeentch list and gives you cause to take the Warpfire Blade. Daemons are the rare faction that is incredibly fun to both paint and play, while also being very strong on the tabletop.



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