Daemons should focus on secondaries that emphasize board control and play to their strengths and focus on objectives that are difficult for an opponent to interfere with, either because they’re scored at the end of your turn or don’t rely on an opponent putting a unit in harm’s way. Assassinate is also an OK pick if your opponent has 5+ characters and likely something that will get picked against you if you have a psyker-heavy army. What’s more, if you intervene against a unit that didn’t charge this turn, you can fight before they do, significantly weakening them before the counterattack. Engage on All Fronts is very doable with faster daemons like Fiends, Seekers, or Screamers, and the ability to teleport daemons in or walk them on from another table edge with Strategic Reserves means you can place units further downfield and easily score for them at the end of your turn. From a fluff-perspective, a Chaos Space Marine army can be a warband derived from one of the nine original Traitor Legions, or a more recent chapter of loyalists that has gone Renegade, or a mixture of both. Still, there’s a lot here to say about how the game has changed and with it, how Daemons play. Bloodletters went up to 8 points, which pleases Khorne. The rules for several whips like Effluvior and the Scourging Whip changed to no longer explicitly allow the wielder to attack in combat and out of combat; they are now subject to the MONSTER rules in 9th edition. Overall Chaos Daemons did pretty well in the points adjustment! They’re still some of the faction’s best shooting, though. ... Dan Savage’s Chaos Daemons – 1st Place. It was Khorne Daemons vs Eldar, the Eldar taking a very classic 8th ed list of guardians, dark reapers, Eldrad and Shining spears, along with some other stuff. Army construction has changed significantly in 9th edition, making soup lists much more costly and difficult to create. With the new coherency rules these long chains of models aren’t as useful and if you’re not careful about how you remove casualties and pick targets you can find yourself losing a significant number of models to coherency checks. Not far behind (or even ahead) you have the huge threat of the Keepers, with the extremely hard to kill Lord of Change throwing out psychic firepower from behind. Note that if you’re rolling for random Exalted traits for your Greater Daemons, those rolls happen before you make decisions about placing units in Reserves. There’s a lot to like about Chaos Daemons following the points changes, and they have some great Troops that can be real monsters in 9th edition’s board control game. The other thing to consider is that the emphasis on holding objectives in forward positions and controlling the middle of the board makes sitting back and shooting with gunlines much less feasible, especially with only five turns to max primaries and top-of-turn scoring. This volume was not not followed by the other deities, nor revised for 8th edition; instead, the rules for Chaos forces are now written with mortal-daemonic pacts in mind. Exalted Lords of Change and Keepers of Secrets can also take some great abilities from Engine War and have enough good ones that it might be worth rolling for them at random to get two. Otherwise, the HQs that were good before are still mostly good now. But I totally noticed what you guys are talking about as I was putting together my lists. ​Nurgle Patrol Detachment (0 CP, 520 Points), HQ: Death Guard Daemon Prince of Nurgle [9 PL, 195pts]: 1. Linebreaker on the other hand is a risky pick that requires keeping units in your opponent’s deployment zone for 4 turns to max out and just isn’t that likely. With the Munitorum Field Manual out in the wild and the Faction FAQs released, now’s a good time to start taking a look at what’s changed for all of our favorite armies.Today, Robert “TheChirurgeon” Jones is talking about Chaos Daemons. Even if their cost is increased to 20 points per model, Nurglings have suddenly become one of the game’s best units. Monster Mash with the New Chaos Daemons. Goatboy here to see if a horde of ANGRY, ANGRY giant monsters can win in 9th Edition. We have no idea yet as to how Chaos Daemons will land. I took Ann'grath, 2 Bloodthirsters, a DP, a bunch of bloodletters, and a spined chaos beast along with a MSU of hounds and a skull cannon. This forces armies into a position to be charged by daemons, and benefits the daemon game plan. 40k Discussion. Perhaps the biggest change is top-of-turn scoring for primary objectives, i.e. Daemon Allegiance: With the exception of Be’lakor, all Chaos Daemons owe allegiance to one of the four Chaos Gods.Most datasheets specify which Chaos God the unit owes allegiance to (e.g. in 40K, Tactics, videocast. This list, which Alex Petford piloted to a 5-1 2nd place finish at the Vanguard Tactics Grand Series this past weekend, is more emblematic of how I expect to see Daemons run in these early days, using them as a way to supplement Death Guard, Thousand Sons, or Chaos Space Marines using Nurglings to occupy objectives. Raise the Banners High is the best of these since it “goes off” at the end of your turn and doesn’t require living through a turn of shooting, but you’ll need to make sure you have three objectives tagged with it all game to max it out. I, too, will totally be starting with Daemons in 9th ed, because of the Crusade system. On the other hand, Beasts of Nurgle benefit from the loss of Gangbusters while their ability to Heroically Intervene with Attention Seekers makes them incredibly dangerous and resilient threats who can move off-turn if an opponent doesn’t charge them, ruining enemy plans and flipping objectives off-turn. Because you need to be on an objective at the start of your turn, this means that 9th edition rewards taking units that can quickly move onto and capture objectives and are durable enough hold them for an entire turn, such as Nurglings (who can deploy onto objectives), and units that can clear and capture an occupied objective in the same turn (melee units) or, even better, move and capture objectives outside your turn (units that can Heroically Intervene such as Characters and Beasts of Nurgle). Get Free Daemons Of Chaos 8th Edition Army Book controlling it regardless It’s also notable that you can’t usefully stack them to -2 to hit any more. © 2018 Frontline Gaming. Daemon Allegiance: With the exception of Be’lakor, all Chaos Daemons owe allegiance to one of the four Chaos Gods.Most datasheets specify which Chaos God the unit owes allegiance to (e.g. 9th edition is on the way, and with it a whole raft of changes to the factions of Warhammer 40,000. The Winged Daemon Prince was already a rare sight in Chaos Daemons and so that’s not likely to change now. Warhammer/Tactics/ 8th Edition/Daemons of Chaos - 1d4chan Daemonic Legions: Objective Secured, 8th Edition Daemons style. This was a bit of a nerf, as it means that the Effluvior can’t attack units outside the bearer’s Engagement Range if the bearer is locked in combat. 9th edition is here, and with it a whole raft of changes to the factions of Warhammer 40,000. This may give you a more economic way to to hold units, since you can likely fit 3 units into 19 PL depending on what units you pick. Unlike many factions, the core strength of Chaos is in its troops, leading to builds that see players marching large hordes of lesser daemons across the table. Close. Have any questions or feedback? The Feculent Gnarlmaw now confers the benefits of Light Cover, plus an extra +1 to the armor save. Built using WordPress, Click to share on Twitter (Opens in new window), Click to share on Facebook (Opens in new window), Goonhammer Hot Take: General’s Handbook 2020 and Lumineth FAQs, incredibly official Goonhammer store on RebBubble, The Keeper of Secrets’ datasheet got updated. Also, I asked Davis about which Exalted Traits he chose, and this was his reply: So i never really picked them. This was writte… Despite their points increase, Pink Horrors also have a case to be made if you’re packing sufficient psykers. With the Munitorum Field Manual out in the wild and the Faction FAQs released, now’s a good time to start taking a look at what’s changed for all of our favourite armies.Today, Robert “TheChirurgeon” Jones is talking about Chaos Space Marines. However, a single Battalion only gives you three HQ slots to work with, which will seldom be enough for what you want. Chaos Space Marine Squad: Plague Marines: Khorne Berzerkers: Thousand Sons Marines: Noise Marines: Chaos Space Marine Terminators: Veteran Chaos Space Marine Squad: Chaos Space Marine Bikers: Support . Longtime Dakkanaut Interesting, ... but I also don't use any of those units / tactics because of the same reason. This list uses Nurglings to occupy objectives early and often, quickly followed up by Daemonettes pressing the middle of the table. But i got extremely lucky on the rolls for the Bloodthirster. This isn’t that big an increase, but most of the Daemons Heavy Support choices are hampered by being Chariots and not Vehicles or Monsters, meaning they get nothing out of the new rules. Today, Robert “TheChirurgeon” Jones is talking about Chaos Daemons. Exalted Flamers get the worst of this, with a 10-point increase and little to show for it. So be aware that you may need 6-20 points to free up for Nurglings. I always rolled. A few weeks ago I got nostalgic for my old Flying Circus Monster Mash list from many moons ago. Comparatively, Strategic Reserves gives you less freedom with regard to your placement but will give you more units, costing you 1 CP for up to 9 PL worth of units held in Reserves, 2 CP for up to 19, 3 CP for up to 29, and so on. Don’t miss all our other 9th edition launch coverage including battle reports and tactics videos covering nearly all factions in the game. You can only exalt each greater daemon once. The big potential winners here are Furies (+2 ppm) and Screamers (+3 ppm), the latter of which may be a bit more useful with the addition of the Warp Jaws Stratagem to help shore them up against heavier targets. The list packs a massive psychic wallop, able to cast from all three disciplines with some powerful casters, while having some powerful melee threats. They’re an efficiently-costed Troops choice that can eat a significant amount of D1 firepower, they can replenish their numbers with Nurgling Infestation, and they can start the game on objectives thanks to the Mischief Makers rule. This improves some units considerably… but almost all of them are in other factions. For Chaos Daemons this means that monofaction lists will probably have more CP to work with than they did in 8th, but soup lists will feel the costs, and lists are more likely to use two detachments (a Battalion + a Patrol) rather than three. Battlefield Supremacy secondaries are going to be your bread and butter. Investigate Sites may be OK for faster units but the big challenge is that your opponent can stop that by moving to the middle as well. Whilst Chaos Daemons and Chaos Space Marines have always been factionally aligned - and, for many years, shared a Codex - Daemonkin’s origin is in a 7th edition Codex focussing on Khorne. Hi everyone, my name is Camden Jansen, and I love playing Chaos Daemons and assault armies in general. I say “appear” because they are listed at 20 points per model under the Death Guard section of the Munitorum Field Manual and while it seems insane to suggest that might be the real cost, there’s a chance GW could change either entry in an upcoming FAQ. Troop-wise, Chaos Daemons did alright. The GT mission pack changes things significantly for 9th edition, changing how missions are scored and what player priorities will be on a turn-by-turn basis. Plus really quick ObSec units is even more useful on 9th edition boards and missions. While not able to deploy forward like Nurglings, Pink Horrors can take advantage of the new morale rules: Splitting into Blue Horrors increases the unit size without increasing the unit’s starting size, ensuring you won’t have to worry about going below half strength for the purposes of Combat Attrition Tests (you’ll only lose models on a roll of 1 instead of a 1 or 2 unless even with blues you’re below half of your starting strength), should you fail a morale test. Some minor-but-probably-a-bit-too-high adjustments here, with Beasts of Nurgle and Bloodcrushers going up 5 points each. Death Grip (1 CP): Same as the loyalist version. David will gather is Chaos Daemons of Khorne horde to face Ross and his Ryza Adeptus Mechanicus. Chaos Space Marines - sorry, Freedom Fighters - are the main antagonists of the Warhammer 40,000 setting, with the Horus Heresy arguably being the most pivotal moment of the W40K timeline. This list is patterned after the one that Davis Frye recently piloted to a 1st-place finish at a 9th-edition release party RTT in Virginia, and focuses on threat saturation with big daemons (Frye has given credit to Seth Riggins for coming up with the list). The much-maligned Heavy Support slot for Chaos Daemons saw a collection of 10-point increases for every unit. Translated: If your army is battleforged, all Troop Choices in range of an objective marker count as controlling it regardless of how many enemy models are close, unless Does this mean Greater Daemons are back? The Nurglings are there to occupy objectives from the beginning of the game and come in units large enough to be a real pain to move, especially since they can use the Nurgling Infestation Stratagem from Engine War to regenerate after they take losses. So let’s dive in. New Chaos Points - 9th edition. Chaos Daemons have some great options for ensuring they’re holding objectives early, and lots of troops that can push onto them in the charge and fight phases. Let’s build some daemons lists we can start playing with. Thin Their Ranks isn’t liable to be something you’ll look at and is really more something you want to make sure you’re not giving up inadvertently – taking 90 pink horrors with splitting is going to make this one a no-brainer against you. It’s potentially better than it was, and summoning can also be a way to move slower Nurgle units like Beasts onto objectives, though on the whole Summoning is probably a better strategy for Chaos Space Marine factions adding daemons than for a daemons army looking to bring in more HQs. Or just pushing a few piles of Nurglings around some Daemon Princes. Allies: Chaos Space Marine Dreadnought: Chaos Space Marine Rhino: Chaos Space Marine Predator: Chaos Space Marine Land Raider: Daemons . So let’s dig into each of those individually and see what we can divine about the army. With the new points leak for 9th edition, we updated our lists and my Chaos Daemons tried to invade a Necron Tomb World. 18-point Seekers seem a bit more palatable than 18-point Flesh Hounds, especially given how 9th edition is going to push toward fewer armies with 1-2 Psykers. It still has the issues with Abhor the Witch being taken against it, though that will often be your challenge working with Chaos Daemons. Chaos Daemons Special Rules. The rest of the HQs made out OK with 5- and 10-point adjustments with the exception of the  Winged Daemon Prince of Chaos (+30), who is the big loser here as a result of the inexplicable need to make every Daemon Prince cost the same amount of points despite having different statlines, rules, and powers. They are not the same army as they were in 7th. Subject: Chaos Daemon Tactica - 8th Edition. Get the latest info, sweet deals, and additional Frontline content through our email list. Where they’ll struggle a bit is with killing large targets (though hopefully shifts in the meta will make knights less of an issue), and having psyker-heavy armies will mean that Abhor the Witch is an easy take and very max-able against daemons armies every game. That’s not the case anymore, meaning that we have to be much more laser-focused with our pre-game strategy, and it means that a lot of traits and powers that we’d have used conditionally now just aren’t likely to make it into our lists. The upside is that abilities that prevent enemies from making a Fall Back move will prevent Desperate Breakouts (how these interact likely needs an FAQ but as written it appears they can’t attempt a Fall Back move and so won’t be wiped out), but on the whole, these are tough changes for an army that relies heavily on melee combat. The Bloodthirster of Insensate Rage Can already have 2 attacks each with his sweeping blow. Purge the Enemy secondaries are going to depend on the opponent, where Titan Hunter is a no-brainer against Knights and Bring It Down will be something you bring against vehicle- and monster-heavy armies (and may be something opponents bring against you). New Codex Necrons Vs Orks 9th Edition Warhammer 40k Battle Report. The Tabletop Titans crew brings us more play-tester insights into how to handle Chaos Daemons in 9th ed 40k. The Daemons are pure, concentrated evil - destruction incarnate, really. Fiends got off with only a 3-point increase, making them another decent choice given how their Soporific Musk ability has become even stronger – enemy units within 1″ can’t use the Desperate Breakout Stratagem to Fall Back and not working on FLY units is less of a big deal now they don’t get a free Fall Back and shoot. 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