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Chaos Daemons codex review

Chaos Daemons codex review. This is a living document and will be updated as I progress through the codex.

This review has been taken from my blog www.imperiusdominatus.com

HQ

Bloodthirster

The Bloodthirster is the ultimate bad-ass and now fits the background of ass kickery with profile skull crushing. The 'Thirster is WS10 BS10 S6 T6 W5 I9 A6 LD9 SV3+ all for 250 points.

The Bloodthirster comes with a lash of khorne (assault 1 S6 AP2) and an ax of khorne (AP2 wound to roll of 6+ inflicts instant death). Don't forget this dude can fly as well.

You can take 50 points worth of daemonic rewards in any combination: lesser rewards, greater rewards and exalted. Note that these rewards are like psychic powers and are randomly rolled for. You can of course switch them for a 'primaris' reward if you do not like the result. I would probably take greater rewards as they offer some great benefits i.e +1 wound, it will not die, feel no pain, re-roll invulnerable saves, S8 AP1 lance weapon, armourbane and fleshbane - plenty of juicy bonus's the greater rewards are only 20 points each.

Note that the Bloodthirster is a force multiplier and Daemon Princes who have the daemon of khorne upgrade are heavy support instead of HQ choices.

Summary

The Bloodthirster is an expensive animal but is well worth the cost. In close combat the Bloodthirster is going to maul basic troops with ease and chop up characters in challenges. Don't forget that the 'Thirster gets furious charge as it is a daemon of khorne.

Rating: 8/10

Lord of Change

The Lord of Change is pretty much same profile as the Bloodthirster (which is funny as you'd thought the 'Thirster would be stronger), though doesn't has as good WS, BS, I and A. It does cost 20 points less though.

You can also have daemonic rewards, which the greater rewards are probably best considering the LoC only has a 5+ inv, though can re-roll 1's when saving as it is a daemon of Tzeentch. In addition the daemon if Tzeentch rules gives +3 when using psychic powers, though the giant daemon bird is LD9 anyway.

The LoC (Lord of Change) is a flying monstrous creature and is a mastery level 2 psyker, you can pay 25 points and make it a mastery level 3. LoC can use divination and change disciplines. The change discipline is unique for Tzeentch Daemons and as you can guess is all shooting based. The bad news about these shooting powers is all have this silly warpflame rule; if the enemy unit suffers an unsaved wound, then the unit must take a toughness test, if it passes it gains feel no pain (this stacks)!If failed the unit suffers D3 wounds no armour or cover saves.

Here's the powers:

Flickering Fire of Tzeentch - 24" S5 AP4 assault 2D6, soul blaze - you can use 1,2 or 3 warp charge points to use this power, for each warp charge point you use you add an extra D6 - so 3 warp charge points would fire 4D6 shots! Add in prescience and that re-roll armour save one from divination and you're laughing.

Tzeentch's Firestorm - 24" SD6+1 AP- assault 1, blast

Bolt of Tzeentch - 24" SD6+4 AP2 assault 1

Infernal Gateweay - 18" SD6+4 AP1 assault 1, blast

Like the Bloodthirster, Lord of Changes makes Princes with the daemon of Tzeentch upgrade heavy support choices.

Summary

Personally I do not think the standard Tzeentch powers are that good and find them very unreliable. Taking a big ass Daemon with a 5+ inv save costing 255 points just to fire a crap load of S5 shots is a bit much. Sure there's some good divination powers i.e prescience and some other powers, though you are hoping you get good luck. If you add in greater rewards this Daemon-Chicken gets more survivable, but costs a lot more points - you're talking close to 300 points!

Rating: 5/10

Great Unclean One

I believe the GuO's (Great Unclean One) points have increased in the new Chaos Daemons codex. You get a not so good shooty but more wounds LoC for 190 points.

The GuO does have poisoned attacks (wounds on a 4+), handy for those re-rolls against weaker stuff and against other monstrous creatures. The GuO is also a psyker, you can upgrade to mastery level 3 for 25 points a level. You can take powers from bio-mancy and plague disciplines. Here are the plague powers:

Stream of Corruption - template S- AP3 assault 1, poisoned (4+)

Plague Wind - 12" S1 AP2 assault 1, large blast, poisoned (4+)

Miasma of Pestilence - blessing which targets the psyker. Start of each fight sub-phase roll a D3, all enemy units locked in close combat with the target suffer penalties to weapon skill and initiative equal to the result.

Rancid Visitations - nova power with 12" range. Enemy unit takes a toughness test and if fails suffers a wound with no armour or cover saves. If an enemy model is slain the unit must continue to take a toughness test and suffer wounds until test is passed or unit is destroyed.

You can also take the daemonic rewards, one again I suggest greater rewards, which will make the GuO very tough to tackle.

Like all Greater Daemons, the Great Unclean One can make Daemon Princes heavy support if they have the daemon of Nurgle upgrade.

Summary

The Great Unclean One can be a serious tough cookie if given the right powers and daemonic rewards, perhaps take the template standard plague power and then two powers from biomancy (hope for iron arm and endurance, if not smite is fine as can fire two weapons) and then throw on greater rewards. Deep strike the GuO down and mooch into combat and trash infantry.

Rating: 7/10

Keeper of Secrets

The Keeper of Secrets (KoS) is the last of the Greater Daemons and also the cheapest. It has +1 initiative over the Bloodthirster, though rest of it's profile is about same as the LoC. The KoS costs 190 points.

As the KoS is a daemon of Slaanesh it has the fleet rule and can run an additional 3" (remember the KoS is a single unit model).

You can take daemonic rewards and as the previous Greater Daemons the greater reward is probably the better one.

As standard the KoS is a mastery level 1 psyker, you can make it a mastery level 3. The KoS can generate powers from the telepathy and excess disciplines. Here are the excess powers:

Lash of Slaanesh - 24" S6 AP- assault 1, rending

Acquiescence - malediction which targets enemy unit within 18". Unit suffers -5 to initiative and cannot use counter-attack or over-watch.

Pavane of Slaanesh - focused witchfire 24". Model must take a leadership test, if it fails no armour or cover saves. If target is slain randomly select another model in the unit, continue to do this until leadership test is passed or unit is destroyed.

Cacophonic Choir - nova 12". Each target unit must rolled 2D6 and subtract leadership, unit suffers number of wounds equal to difference with no armour or cover saves. Units must take a pinning test.

Summary

As the Keeper of Secrets is pretty damn quick and Daemons are a horde army now, I can see the KoS being a popular choice. If you roll well on the telepathy table you could get invisibility, add this with those greater rewards and you have a tough fast monster coming your way.

Rating: 7/10

Daemon Prince

Ok, the Daemons Daemon Prince is the same as the CSM Daemon Prince and costs the same points, 145 points!

You have to upgrade the Prince to be a daemon of one of the four gods, this costs 10-25 points. If you're going foot I would consider the Slaanesh daemon as this can make your Prince pretty quick. If you want a super psyker then go Tzeentch. Nurgle and Khorne are interesting, especially for flyers.

You can give the Prince wings (becomes flying monstrous creature), warp forged armour (3+ armour save), 50 points of daemonic rewards and up to mastery level 3 psyker. If a psyker can generate powers from the respective disciplines.

Summary

I keep looking at the Daemon Prince and shaking my head, why G.W, why? Doesn't G.W like selling Daemon Prince models or something? The only decent way I can think to run the Prince is on foot (flying Prince is way too expensive) and take the 3+ armour save along with daemon of Slaanesh or daemon of Nurgle; these give the best survivability options and speed to get into close combat. The standard Nurgle power maybe useful, without a psyker upgrade I can't see what the Prince is going to do.

Rating: 3/10

Herald of Khorne


For 55 points this little angry red dude of choppy death isn't too bad.

Take some daemonic gifts and you can get something extremely hard to kill, or something which offers some interesting benefits, though I wouldn't say they are a must.

More interestingly the HoK (Herald of Khorne) can take three loci, these range from 10-25 points and unlike the daemonic rewards they are set in what they do - this makes Heralds very attractive. You can get adamantium will, rage and also hatred special rules - these effect the unit the Herald is with. Rage and hatred would be very useful in a unit of Khorne Daemons.

You can also take a Juggernaut, which maybe an option as the Herald becomes T5 and cavalry. You can take a Bloodthrone which is an av12-12-10 3 hull point open topped vehicle. If the Bloodthrone causes an unsaved wound from hammer of wrath attacks, then on a 4+ it can re-gain a single hull point. Note that daemon of Khorne models are S7 when doing hammer of wrath. Also the loci rule extends 6". Though the chariot does cost 75 points which is a lot considering what you get.

Summary

Not too bad to boost some Bloodletters with the loci abilities. Some of the rewards maybe useful, particularly if you roll well on the daemonic reward and get it will not die, especially if you have a chariot.

Rating: 6.5/10

Herald of Tzeentch

This little guy is only 45 points and is also a mastery level 1 psyker.

You can take the daemonic rewards, though I am not sure if they will be useful for the HoT (Herald of Tzeentch), though a mutating warp blade from under the greater daemonic gifts maybe interesting. You can make up to a mastery level 3 psyker though.

You can take one of three loci which can give you; when a model is slain add D3 Blue Horror counters; roll a D6 at start of turn and all models switch this for their strength; +1 strength to all hits caused by psychic powers.

The HoT can take a disc of Tzeentch or a burning chariot. The disc gives +1 attack and also makes the Herald become a jetbike. The chariot is av10-10-10 open topped and also a fast vehicle, which for 50 points costs a lot and you do not get a lot in return.

Summary

A cheapo mastery level 3 HoT zooming around on a disc blasting out shots would be very useful. If not add in the loci which gives +1 strength to hits from psychic powers and throw in a large unit of Pink Horrors and make them bad boys S6.

Rating: 7/10

Herald of Nurgle

The Herald of Nurgle costs the same points as the Herald of Tzeentch and is a tough dirty cookie.

Usual daemonic gift options, I would consider greater rewards as the balesword isn't too bad though the greater etherblade is nice. You still have the nice greater reward options as well.

You can make the HoN (Herald of Nurgle) a mastery level 2 psyker, I would consider a mastery level 1 and take that AP3 template power.

Loci options are; to hit rolls in close combat of a 6+ are poison 2+; all models have feel no pain; to hit rolls of a 6+ in close combat immediately causes additional S4 poisoned (4+) hit.

You can take a palanquin which gives +2 wounds and +1 attack.

Summary

A mastery level 2 HoN on a palanquin with the loci gift which gives feel no pain would be very nice at tarpitting units in the back field i.e objective holding units, Devastators, Long Fangs etc. Also brilliant for boosting survival rates of Plaguebearers.

Rating: 7/10

Herald of Slaanesh

Ok, last of the Heralds and the Herald of Slaanesh also costs a cheapo 45 points.

You can take the normal daemonic rewards, the lash of torment is interesting (2D6 shots) and of course the greater rewards are always nice.

You can make the HoS into a mastery level 2, might be useful, most powers in the excess discipline are okay.

Loci abilities are; move through cover; +5 to initiative; re-roll to hit in combat plus challenges cannot be refused and can only be accepted by model's of the Daemon player's choice.

You can also take a Steed or options for either of the Slaanesh chariots. The exalted chariot maybe worth it (costs 80 points) as the shredder war-gear on it inflicts D6 hammer of wrath with rending rule for each hull point is has; the chariot has 4 hull points and is av11-11-10.

Summary

Not a too bad Herald. You could take a nice greater reward (greater etherblade +1 strength AP2) and then take the loci which means no refusing challenges and if you fancy it throw the HoS onto a chariot and start doing a billion hammer of wrath attacks with the rending rule.

Rating: 7/10

Overall

The Daemon Prince has got the sad end of the stick and is probably the worst HQ in the book. It's a real shame as it is a cracking model plus I just brought one.

Lord of Change is unreliable due to strength of powers and gives feel no pain. This applies to the Herald of Tzeentch too, but this guy costs a lot cheaper.

Keeper of Secrets would fit nicely with Daemons as they have gone the foot route now and will fit in chariot lists.

The Bloodthirster is the most killy Greater Daemon, though the Great Unclean One isn't far behind and probably might be harder to kill if you get some good psychic powers and greater daemonic rewards.

Out of the Heralds a Herald of Slaanesh seems the most interesting on a chariot along with the Herald of Tzeentch on a disc. HoS can zoom up and mash things up in close combat, is basically a Rhino with four hull points while a HoT can zoom about and blast side armour of vehicles, just hope you roll well for strength!

Troops

Bloodletters


The Bloodletter has changed slightly in the new Daemon codex and is now only T3 and for some reason is BS5, which I am not sure why as it has no shooting weapons - please correct me if I am wrong. The Bloodletter has also taken a points reduction and now you can get a unit of 10 for 100 points.

The Bloodletter has a hellblade as standard (AP3 close combat weapon) and naturally is a daemon of khorne, which gives the 'Letter furious charge.

You can take a squad leader (Bloodreaper) and take a choice of lesser or greater daemonic rewards. Lesser rewards maybe useful.

You can also take an instrument of chaos and an icon of chaos;

The former lets you tag along another Daemon unit of the same daemons when rolling for reserves, providing both units are in reserve and the first unit is deep striking. In addition the instrument lets you re-roll Warp Storm Table results.

While the latter stops deep striking scattering if both units have the same daemonic alignment i.e both daemons of Khorne, if not only scatter 1D6". You can upgrade the icon to a banner of blood, this gives 6+D6" for charge distances (instead of normal 2D6), but can only be used once.

Summary

The Bloodletters aren't too bad unit and a Herald of Khorne can give them some more combat out put with the loci abilities. The problem I see is when this unit either deep strikes or walks across the table it is just going to get blown to bits, they are only T3 with a 5+ inv and no one in their right mind is going to let the Bloodletters reach combat.

I guess what you could do is take a basic unit and have them camp mid field on objectives; this way they can deter would be assaults who wish to claim objectives and also get stuck in if the time is needed.

Rating: 5/10

Pink Horrors

Like the Bloodletters, the Pink Horrors have seen a massive point drop - you can now get a unit of 10 for 90 points while in the old codex the same unit would cost 170 points! The Pink Horror is also the overall 'weakest' Daemon troop, when I say weakest I mean it is just as weak as Daemonettes and Bloodletters but it's combat skill is no where near as good as these.

Horrors have the brotherhood of sorcerers, blue horrors and magic made manifest rules. Blue horrors puts some counters down when a Pink Horror is killed in close combat which attacks at S2 I1. If you take Pink Horrors in unit 11-15 they generate 2 warp charge points and 16-20 generates 3 warp charge points.

You can upgrade one Pink Horror to an Iridescent Horror, who can access lesser and greater daemonic rewards. I wouldn't bother with the greater rewards as they aren't worth it for a single model while the lesser might be interesting if you get the right rolls.

Horrors can take an instrument and an icon of chaos; the icon can be upgraded to a blasted standard which gives an additional 2D6 S4 AP- hits. This can only be done once per game and is done before the unit makes a shooting attack (including over-watch) and before psychic tests.

Summary

As a shooty player I've always had a little soft spot for the Pink Horrors' shooting ability and over time the models have grown on me. I would load up on Pink Horrors units of 20 and then they can knock out 4D6 shots from the primaris Tzeentch psychic power, of course you still get the choice of other powers too.

I can see Pink Horrors been handy with Daemonettes, Daemonettes run up while Pink Horrors come behind and lay down fire power.

Rating: 6.5/10

Plaguebearers

The poor Plaguebearer took a nerf in the new Chaos Daemons codex; lost feel no pain and toughness 5, though still the Plaguebearer is the toughest among the Chaos Daemons troops.

Though it is not all gloom, as a daemon of nurgle they gain the shrouding special rule and also have defensive grenades. In addition their blades can glance any vehicle on a 6+ when rolling to penetrate - rust them Land Raiders up! Also you can do now get 10 Plaguebearers for 90 points, previously they would cost 150 points.

You can make one Plaguebearer a Plagueridden, the Plagueridden can access lesser and greater daemonic rewards. I would consider lesser rewards though would probably leave the greater rewards for the same reason as the other troop choices - only a single model.

You also have the option for an instrument and icon of chaos. You can upgrade the icon to a plague banner which gives poison (2+) for close combat. The banner must be popped at the start of the fight sub phase and can only be used once per game.

Summary

The Plaguebearer is still probably the best close combat orientated troop choice - Bloodletters hit hard but can't take punishment and Daemonettes can't take punishment and hope for lucky rends. The plague banner is also in combat if you really want to destroy the enemy unit, well worth the 20 points.

I can still see Plaguebearers been the default troop choice, though Pink Horrors and Daemonettes may get a look in.

Rating: 8/10

Daemonettes

Like the Pink Horrors and the Plaguebearers, the Daemonette also costs 90 points for a unit of 10. I might be wrong but I do not think the Daemonettes took a nerf.

As daemon of slaanesh the Daemonettes get the fleet rule, rending rule and can also run an additional 3".

You can upgrade a Daemonette to an Alluress, who can take lesser and greater daemonic rewards. Out of these I would only take the lesser rewards, I personally don't think the greater of worth it as they add survivability and it isn't worth the points cost just for a single model.

Daemonettes can also take an instrument and icon of chaos, this icon can be upgraded to a rapturous standard. The standard issues an -D3 penalty to weapon skill to ALL models in close combat - this doesn't effect daemons of slaanesh or models which have mark of slaanesh. Like other standards this can only be used once. As Daemonettes are WS5 they will be hitting on a 3+ most of the time, though the enemy could be hitting on anything from a 3+ to a 5+ depending on how good your roll is.

Summary

The Daemonettes aren't too bad, though I still worry about their lower toughness and invulnerable save and I can see them just not making combat or when they do they won't have enough numbers.

For example 10 Daemonettes charge 10 Tactical Marines. The Daemonettes strike first 30 attacks - hit with 20 - wound with 7 (one rend) - 2 dead Tacticals plus the rend = 3 dead Tactical Marines.

The Tacticals strike back with 9 attacks (Sgt) - hit with 5 - wound with 3 - 2 dead Daemonettes.

I think next turn the combat maybe a draw, if not Daemonettes may pull a victory.

Rating: 6.5/10

Nurglings

Nurglings are now 15 points a swarm, I think they have stayed the same points and profile wise (maybe got an extra wound?) from the previous codex.

Naturally the Nurglings are daemons of nurgle (shrouding, slow and purposeful and defensive grenades). They also have the infiltrate rule and of course are swarms. These two rules go hand in hand as the Nurglings can infiltrate into terrain and aren't slowed in terrain because they are swarm and then add shrouding, the little buggers will have a 2+ cover save!

Summary

Handy for tarpits but that's about it. Without feel no pain and a bite back the Nurglings won't last as long as they used to.

Rating: 5/10

Overall

The Bloodletter sports the most killy power with the AP3 choppy sword, however T3 and 5+ inv means you won't see loads of them in combat. I think you will need 20 of them and start on the field and take the banner to give you the super assault range. You could deep strike loads of units of 10 if you wanted. I don't expect Bloodletters to be that popular due to the weaknesses they have and they also have the higher points cost of all Daemon troops.

Pink Horror is an interesting unit and fairly costs. Can be unreliable with the primaris psychic power (3D6 assault S4 if using 20 Horrors) and the general Tzeentch powers aren't mega reliable either. I would say the Pink Horrors are just meh and that's all they will ever be. The exalted locus from a Herald maybe useful, though adds up in points just to get a +1 strength bonus.

Plaguebearers I still think are the best troop unit. Sure they cannot shoot, but they can take some damage thanks to being the toughest Daemon troops and can look after objectives like a boss. Thanks to the poison weapons they are not too bad in combat and can deal with vehicles.

Daemonettes suffer the same problem as Bloodletters; can't take punishment well and need numbers to achieve some real damage. At least they have fleet and run 3" extra as standard. These benefits put them over the Bloodletters.

Nurglings are fun if you have some points left and a spare troop choice. I don't think they make as good tarpit as they did before thanks to loss of feel no pain.

Elites

Elites

Bloodcrusher of Khorne


The Bloodcrusher has taken a bit of a nerf in the new codex; it has lost the T5, 3+ armour save and like all Daemons has lost eternal warrior. The 'Crusher however has been changed to cavalry, which means these things can move 12" and get hammer of wrath.

Nothing too fancy, there's the hellblade (AP3) and of course daemons of khorne, so get furious charge.

One Bloodcrusher can be upgraded to a Bloodhunter and take lesser or greater rewards.

Bloodcrushers can also take an instrument and banner; both of these were covered in the troop review. The banner can be upgraded to a banner of blood, which can be pretty scary as it gives 6+D6" assault range instead of the normal 2D6".

Summary

Bloodcrushers have been taken down a peg or two, well a lot in fact. The loss of 3+ armour save and T5 means they are boltgun fodder. FYI a unit of 10 x Tactical Marines rapid firing will fire 20 shots - hit 13 - wound 7 and the Bloodcrushers will fail 5 wounds - a unit of min Bloodcrushers cost 135 points and come in a unit of 3, that would leave a two Bloodcrushers left, one with a single wound. Due to their large size they are asking to be smacked about with large blasts i.e Vindicators, Manticores, Leman Russes etc not to forget they are krak missile bait too.

I think a unit of 5 might be worth it, though will cost 200 points +. They can absorb some fire power but will need supporting units i.e Fiends of Slaanesh who can move fast along them or maybe Daemonettes?

Rating: 4/10

Flamers of Tzeentch


Thanks to the past White Dwarf update, Flamers were an auto include in your army. Flamers had the answer to everything; anti armour - check; anti infantry; check; anti 2+ armour save: check - they could also threaten flyers if they rolled well. Then G.W went and screwed all the Daemons players who picked up boxes of Flamers last year and nerfed the Flamers hard, so hard they go the nerf bat turned that sum bitch sideways and sticked it straight up their candy asses!

Ok, I now have that out my system :P

Flamers then, their flamer template attack is now S4 AP4 and has a silly rule which if the enemy unit takes an unsaved wound, then the unit must take a toughness test, if this test is passed then the enemy unit GAINS feel no pain. This also stacks by the way. If the test is failed then the unit takes D3 wounds with no armour or cover saves.

Lets do a little go compare.com;

10 x Tactical Marines are attacked by a unit of 5 x Flamers, lets say the templates each cover 4 Marines and if positioned correctly you can get 4 Flamers to fire. The Flamers cause 16 hits - 8 wounds - 3 dead Marines. The Space Marines have a 33% chance of failure for the toughness test, so more than likely they will get feel no pain.

Lets take the above and use the old Flamers; 16 hits - 8 wounds - 8 dead Marines.

Before pointing out the obvious, lets do another go compare.com

10 x Fire Warriors/Eldar/Guardsmen are attacked by a unit of 5 x Flamers this time. The Flamers cause 16 hits - 11 wounds - 11 dead xeno scum/imperium dogs. The xenos/imperium have 50% chance of failure for toughness test, though the point is moot in this case as the unit is destroyed.

In case you haven't caught on, my point with Flamers is they are still very good at destroying xenos or anything not in a 3+ armour save or better. In fact they are even better than before as wound on a 3+ instead of a 4+, well against T3 anyway.

You can take a Pyrocaster who can take lesser and greater daemonic rewards, that's about all the options Flamers gets, though it matches their background so I am not complaining. I wouldn't take take any of the rewards by the way, not worth it for Flamers.

Summary

Tis true the Flamers got nerfed, but they deserved it, but going from one extreme to the other is very bad treatment by G.W of it's customers. The Flamers has not only lost the ability to tackle armour but also lost ranged fire power. Though as mentioned above, the Flamers are excellent xeno killers and anti horde.

Rating: 6.5/10

Beast of Nurgle


I have never used a Beast of Nurgle, though I have been told they have taken a points reduction, which is good. I also think they are an interesting unit...

Beast of Nurgle has the attention seeker rule, which basically lets the Beast charge in the opponent's assault phase! In addition it has the slime trail, which if an enemy unit charges it counts as a disorientated charge (no bonus attacks).

The Beast is of course a daemon of nurgle so it has the shrouding and slow and purposeful special rules along with defensive grenades, not that the defensive grenades matter (unless already locked in assault). Also has 4+ poison attacks (D6+1) and has it will not die.

Oh, as per title, the Beast of Nurgle is a beast, which means this guy is moving 12" and not caring about terrain (shrouding!) and re-rolling those assault distances thanks to fleet.

Summary

The Beast of Nurgle is an interesting unit thanks to it's counter charge ability, however an opponent isn't likely to charge your unit when the Beast is near, though it could be some distance away and the Beast may not make the random assault charge distance.

Maybe you could use the Beast with some Nurglings? Infiltrate the Nurglings and let them get assaulted, Beast then chases up. Of course this is situational. You could use the Beast with Plaguebearers, Plaguebearers get assaulted while on objective and Beast runs up to help them.

Rating: 6/10

Fiends of Slaanesh


I believe in this codex the Fiends have taken a slight nerf and got more expensive (cost 105 points for a unit of 3) and also lost an attack - can someone confirm? They are also only S4 now and used to be S6.

Naturally the Fiends are daemons of slaanesh so they get rending and also the 3" run gig. Keep in mind they are beasts so can move 12", have move through cover and fleet - insanely quick.

They have two new rules; disruptive song and soporific musk. The song gives -1 penalty to enemy psyker's leadership test when taking psychic tests if the Fiends are within 12". The musk gives a -5 initiative penalty to units which are successfully charged by Fiends, Fiends lol at nemesis halberds.

Summary

I can see Fiends working very well with Keeper of Secrets, Bloodthirster, Daemonettes and Bloodcrushers - everything can move up quickly while the more vulnerable units i.e Keeper and Crushers stay protected as they do not get shot at so much. Other than that they are just infantry and basic transport killers.

Rating: 6/10

Fast Attack

http://www.imperiusdominatus.com/2013/03/chaos-daemons-codex-review-fast-attack.html


Rolling out with the Chaos Daemons fast attack today. If you missed the last part of the review you can find it here: Chaos Daemons codex review - elites

Flesh Hound of Khorne

I believe the Hounds got have a buff in the new Daemons codex and are now 2 wounds each. I think they may have also got a points change, but I might be wrong. For 80 points you get 5 choppy Daemon dogs who are Space Marine profile except with WS6, W2 and a 6+ armour save (don't forget invulnerable save).

Rules wise they are beasts, daemons of khorne (so furious charge) and also have scout.

Wargear wise they have collar of khorne which gives a 2+ bonus to deny the witch rolls, so they are denying psychic powers on a 4+.

Summary

The Hounds are a very cool choppy fast attack unit and can support slower moving units such as chariots, Bloodletters and chariots. They can also provide multiple fast targets when paired with Bloodcrushers.

Rating: 8/10

Screamers of Tzeentch

Like the Flamers, Screamers took the nerf bat hard and were brought all the way down to china town. While they did need reigning in, I feel they have gone from one extreme to the other.

Screamers have a slashing attack rule which works exactly the same as before and like Dark Eldar Reavers slash attack. The lamprey's bite is still S5 AP2 armourbane however you substitute ALL attacks for ONE lamprey's bite attack.

Here's a little mathammer how Screamers will work against Space Marines now:

6 x Screamers charge 10 x Tactical Marines. Marines overwatch with 20 shots - hit with 3 - wound with 2 - 1 failed invulnerable save.

Screamers get 24 attacks - hit with 12 - wound with 6 - 2 dead Tactical Marines.

Marine are I4 so strike at the same time; they will get 11 attacks - hit with 7 - wound with 4 - 3 failed saves

Lets do the same but try lamprey's bite instead:

Screamers get 6 attacks (will they get charge attacks with lamprey's bite?) - hit with 3 - kill 2 Tactical Marines.

So combat with lamprey's bite is the same with normal attacks when fighting against Space Marines. Of course against xenos or anything not in power armour or better is going to be taking the pain. Also Screamers will still chew up vehicles or basic transports, though this is going to be a close call as they will only hit 4 times.

Summary

While Screamers have taken a beating with the nerf bat they are still not that bad; you just need to be more selective with them and they are no longer a point and click unit. What Screamers are best used for is tackling armour without transport ability and decking camping units or small weak troop numbers.

Consider Screamers in support of fast moving HQs, Bloodcrushers, Fiends and Daemonettes.

Rating: 7/10

Plague Drones of Nurgle


And the weird ass model award goes too....add in weird fluff too, something about mutating from a Beast of Nurgle or something.

These rot flies are 126 points for a unit of 3. You basically get a W3 A3 T5 Plague Bearer who is jet back cavalry.

Only wargear as standard is the plague sword, which isn't a bad weapon.

You can change one Plaguebearer to a Plaguebringer and take daemonic gifts from lesser and greater choices; some maybe useful others maybe not.

Instrument and icon are options, the upgraded banner isn't too bad to give the units 2+ poison attacks for a single turn.

Plague Drones do get the options of taking deaths heads, rot proboscis and venom sting. Death heads aren't too bad and useful for softening up a unit prior to assault, these are 12" S:User assault 4 poison 4+ ranged attacks. Rot proboscis gives 3+ poison attacks in close combat. Venom sting has instant death rule; put venom sting on the Plaguebringer and a etherblade (AP2) and you're going to kill stuff.

Summary

Like the previous two fast attack choices, the Plague Drones aren't a too bad unit and can make up some great support elements with elite units and slower moving units.

Rating: 7.5/10

Chaos Furies

Think of the Fury as a T3 Space Marine with WS3, they are jump infantry and you get 5 for 35 points.

Furies have the option be a daemon of a chaos god. I would probably take the daemon of slaanesh upgrade as gaining fleet, run extra D3 and rending for 2 points is great.

Summary

The Chaos Furies may seem a bit of a deal, but they are still pretty meh. Even with a daemon of slaanesh upgrade I don't expect them to do a lot, if you want them to lay the smack down you would seriously have to invest in them. Another issue is they are LD2 and it isn't hard to punch their faces in.

Best use to to sweep them down a flank and tie up small units which can hurt your bigger and more important units.

Rating: 5/10

Seekers of Slaanesh

I think the Seekers have taken a points reduction in the Chaos Daemons codex as you can get a unit of 5 for a bargain 60 points - please correct me if I am wrong about the points cost.

Seekers are cavalry and have the outflank and acute senses rules.

You can upgrade one Seeker to a Heartseeker and take lesser and greater daemonic rewards; lesser rewards might be useful.

Seekers get access to instrument and icon upgrades; you can upgrade the icon to a rapturous standard, though I am not sure if it is worth the points cost for a single turn.

Summary

While the Seekers are cheap enough, the more better fast attack units have multiple wounds and it's the single wound low toughness and not so good save which lets the Seekers down. The outflank and acute senses ability it nice, but standing there for a turn ready to take bullets to the face isn't good. If you could position them right, then they would be good for adding another threat and tackle those annoying units who are dicking with your big monsters etc.

Outflank the Seekers while your faster elites and fast attack units move up with supporting troops and Greater Daemons, Seekers arrive adding some 'on the doorstep' threat which must be dealt with or risk losing units holding back field objectives or guns which are blowing up your rushing Daemons.

Rating: 6.5/10

Hellflayer of Slaanesh

The Hellflayer is a 60 point 2 hull point Rhino which is a fast open topped chariot.

Hellflayer has two main rules; fleshshredder and soulscent. Fleshshredder does S4 rending hammer of wrath attacks (remember D6 as chariot) and inflicts D6 hits per hull point remaining. Soulscent gives a number of bonus attacks equal to the number of unsaved wounds caused by the hammer of wrath attacks - the Alluress riding the chariot has 4 attacks, so 5 charging and of course are rending. Time for a little bit of mathammer!

Lets presume the chariot has 2 hull points remaining and is charging a unit of 10 x Tactical Marines.

Chariot charges and gets 7-8 attacks from hammer of wrath (depends if you roll the dice separately or as 2D6), will wound 4 Marines if you're lucky you will get one rend and another Marine will snuff it - so 2 dead Marines and the Alluress gets a total of 7 attacks.

Alluress strikes first and hit 5 times - wound 2 times - one dead Marine.

7 x Tactical Marines strike back at the Alluress with 8 attacks - hit with 4 - wound with 3 - Alluress fails 2 and dies..

Summary

After a bit of mathammer and looking how weak these chariots are, I really cannot see them doing a fat lot. They are either lascannon/krak fodder or in combat the Alluress will probably die, though the chariot will remain and can carry on doing the hammer of wrath stuff.

Could go nicely in a chariot list, but it is so easy to take out and even in combat it is a bit meh. Use it for bashing weak troops like Tau, Eldar, Dark Eldar, Guardsmen etc and nothing more. If you're lucky maybe tackle av10 rear vehicles too with those rends, maybe.

Rating: 4/10

Overall Summary

The fast attack section seems to start off strong and then go down hill.

Flesh Hounds are a nice cheap fast attack unit and they will compliment any Daemon army. For the points you really can't go wrong.

Screamers took a nerf but still are good at vehicle hunting - just go for vehicles without transport ability so then nothing can get out and shoot you in the face.

Despite shite models, the Plague Drones offer an alternative to Flesh Hounds. I personally would take the Drones over the Hounds as that toughness and poison attacks are nice.

Furies, Seekers and Hellflayers are the weaker parts of the fast attack.

Furies aren't too bad but the LD2 really hurts them, it's not like they are killing machines is it?

Seekers are very fragile, but outflanking them will keep them protected and make cheap distraction units.

Hellflayer is probably the worst fast attack unit. It is pretty weak and not that mega awesome sauce in close combat. Might be useful in a chariot list but do not expect wonders.


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