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Made in us
Oozing Plague Marine Terminator





The CD Prince has 10 wounds so is gonna be targetted. Wings arent as necessary for Movement, since Foot princes still move 8, but Wings help you fall back from combat without penalty which is their big advantage.

With the CSM Prince, his aura of rerolls benefit slower shooting <Legion> units, so wings may not be neccesary for him as a babysitter, and for staying bubble wrapped.

Question, how are people playing Quicksilver Swiftness? Ive seen Batreps where daemons took first rounds always, but it sounds like following the second part of the rule, if its your opponents turn, they can choose one of their charging units first.

Edit after re-reading:

If it is your turn, the daemonettes strike first, but if the enemy is charging you and it is in their turn they can choose the unit to fight with first, then it goes to daemonettes correct?

This message was edited 3 times. Last update was at 2017/06/08 06:32:36


 
   
Made in gb
Longtime Dakkanaut




There are a fair few things which get bonuses against Fly, so certainly worth rethinking it.


Automatically Appended Next Post:
Your interpretation sounds correct. Basically they always count as having charged, in terms of priority.

This message was edited 2 times. Last update was at 2017/06/08 07:32:51


DFTT 
   
Made in lt
Mysterious Techpriest






Anyone wanna do a unit analysis? I'd do it but I've only played daemons once in a joke game. I've played against them a few times. In 8th I haven't touched or seen them. Plus I did the summaries and list builders so you do it

here's a list I found on FB. Actually doesn't look awful

Spoiler:
2000pts Chaos 7CP
Supreme Detachment +1CP
Magnus the red 415pts
Daemon Prince sword and talons wings 212pts
Daemon Prince sword and talons wings 212pts
Daemon prince Wings Talons 180pts
Battalion Detachment +3CP
Keeper of sercrets 223pts
Herald on seeker 82pts
The Masque of slaneesh 78pts
11 Seekers of slaneesh instrument 209pts
20 Daemonettes instrument 190pts
28 Blue horrors 112pts
40 Brimstone horrors 80pts
Wanted to use Magnus and dont own alot of CSM so i filled it up with Daemons, the Princes are CSM for the Thousand sons keyword to get some buffs from magnus. Also if he is flying first, they cant target them, and if the enemy dont kill magnus they will be in a world of hurt.
Horrors to pick backfield objectives, and the Slaneesh Daemons will be the second wave.

This message was edited 1 time. Last update was at 2017/06/08 08:50:25


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in ca
Grumpy Longbeard





Canada

 rvd1ofakind wrote:
Why are daemons so dead. It's like almost no one plays them anymore. The other threads are bursting with activity... =/

Have they been completelly gutted?
The loss of summoning
The loss of deepstrike
The loss of the Psychic phase...


It is unfortunate that daemons relied on things that made 7th bad.
We'll have to play differently in the NEW edition. 8th summoning is our new deepstrike, with built in list flexibility. There are still psychic powers.

Nightstalkers Dwarfs
GASLANDS!
Holy Roman Empire  
   
Made in lt
Mysterious Techpriest






 DarkBlack wrote:
 rvd1ofakind wrote:
Why are daemons so dead. It's like almost no one plays them anymore. The other threads are bursting with activity... =/

Have they been completelly gutted?
The loss of summoning
The loss of deepstrike
The loss of the Psychic phase...


It is unfortunate that daemons relied on things that made 7th bad.
We'll have to play differently in the NEW edition. 8th summoning is our new deepstrike, with built in list flexibility. There are still psychic powers.

How in denial are you? Daemons used to dominate the psychic phase with riddiculous spells. And a silly amount of dice.
Summoning now is a joke: loss of movement, loss of flexibility, still random chance with even more wounds at risk and no free pts. Even with free pts it wasn't that great

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Auspicious Daemonic Herald





 rvd1ofakind wrote:
 DarkBlack wrote:
 rvd1ofakind wrote:
Why are daemons so dead. It's like almost no one plays them anymore. The other threads are bursting with activity... =/

Have they been completelly gutted?
The loss of summoning
The loss of deepstrike
The loss of the Psychic phase...


It is unfortunate that daemons relied on things that made 7th bad.
We'll have to play differently in the NEW edition. 8th summoning is our new deepstrike, with built in list flexibility. There are still psychic powers.

How in denial are you? Daemons used to dominate the psychic phase with riddiculous spells. And a silly amount of dice.
Summoning now is a joke: loss of movement, loss of flexibility, still random chance with even more wounds at risk and no free pts. Even with free pts it wasn't that great

Daemons also used to be at the top of the broken armies in 7ed. We were going to get toned down regardless

You don't even play daemons apparently

This message was edited 1 time. Last update was at 2017/06/08 10:28:07


 
   
Made in ca
Grumpy Longbeard





Canada

 rvd1ofakind wrote:
 DarkBlack wrote:
 rvd1ofakind wrote:
Why are daemons so dead. It's like almost no one plays them anymore. The other threads are bursting with activity... =/

Have they been completelly gutted?
The loss of summoning
The loss of deepstrike
The loss of the Psychic phase...


It is unfortunate that daemons relied on things that made 7th bad.
We'll have to play differently in the NEW edition. 8th summoning is our new deepstrike, with built in list flexibility. There are still psychic powers.


How in denial are you? Daemons used to dominate the psychic phase with riddiculous spells. And a silly amount of dice.
Summoning now is a joke: loss of movement, loss of flexibility, still random chance with even more wounds at risk and no free pts. Even with free pts it wasn't that great


Ahem:

It is unfortunate that daemons relied on things that made 7th bad.


It's good for the game that we lost the "ridiculous spells". As far as I can tell armies have been put on the same level (to the extent that GW can do so), obviously that involves bringing daemons (and others) down a notch; this does not make us a bad army, just not a "too good" army either.
Sorry, but we're going to actually play the game well to win now. If that upsets you I don't care that you're upset.

Nightstalkers Dwarfs
GASLANDS!
Holy Roman Empire  
   
Made in lt
Mysterious Techpriest






I've played and beaten daemons in 7th. The only actually good daemon lists were screamerstar and magnus. Summoning almost never won games.
Now daemons are a joke. What skill is there involved in not getting shot lol. 72'' ignore los shots. GL dude

I've never played daemons. I bought them because they seemed really complicated. Now they're the simplest army in the game with almost 0 utility. Just run to the enemy and hope you roll advance, charge and invulnerable well


Automatically Appended Next Post:
If I see a Daemon only army do well that is not pure cheese spam of 3 units - I'll concede that they're good. Until then they belong in the trashcan


Automatically Appended Next Post:
Every army got taken down a notch but daemons were taken down an fn mile. They lost every single one of their tools and got 0 compensation for it. The current summoning is completelly useless

This message was edited 4 times. Last update was at 2017/06/08 11:02:20


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 ZergSmasher wrote:
I'm curious as to whether wings are mandatory on Daemon Princes or not anymore. I don't think FMC's are a thing anymore, so I'm not sure. I ask because I've got a monopose metal Daemon Prince and I don't know whether to use greenstuff to add some plastic wings to him or not.
The difference between a 16" threat range and a 20" threat range is 201.06" vs 314.16" (Area of a circle)
Wings are always worth it.


Automatically Appended Next Post:
 rvd1ofakind wrote:
I've played and beaten daemons in 7th. The only actually good daemon lists were screamerstar and magnus. Summoning almost never won games.
I've got a burning skyhost / warpflame host that would disagree with you. I won more than one RT with this list.

 rvd1ofakind wrote:
I've never played daemons. I bought them because they seemed really complicated. Now they're the simplest army in the game with almost 0 utility. Just run to the enemy and hope you roll advance, charge and invulnerable well
I suggest going to the dakka swap shop and seeing if someone will swap armies with you.
When presented with a challenge, you can either focus on the problem or focus on the solution. Resolution never ends well from the prior. It's far more effective to focus on the latter.

Edit : I see you are looking at other lists. Try the Magnus list and let us know how it works.
Why do you think that it will perform well?

This message was edited 2 times. Last update was at 2017/06/08 12:31:46


 
   
Made in gb
Longtime Dakkanaut





I feel like I really don't understand the wording on Quicksilver Swiftness.

I first though it meant Slannesh stuff always goes first.
But not if they get charged?

Very confusing for me.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 rvd1ofakind wrote:
If I see a Daemon only army do well that is not pure cheese spam of 3 units - I'll concede that they're good. Until then they belong in the trashcan
Have you seen the best AM lists?
They are spamming the following units.
* Scions
* Taurox Prime
* Heavy Weapons teams.
Most lists spam a few different kind of units. That might change as 8th goes on, but those 7th edition habits run deep.


Automatically Appended Next Post:
 dan2026 wrote:
I feel like I really don't understand the wording on Quicksilver Swiftness.

I first though it meant Slannesh stuff always goes first.
But not if they get charged?

Very confusing for me.
I read it as "Even if they have been charged"
The idea is that unless fighting an opponent who also has quicksilver swiftness, the slaanesh go first.
It makes for a very sad 'nid player.


Automatically Appended Next Post:
 Nightlord1987 wrote:
If it is your turn, the daemonettes strike first, but if the enemy is charging you and it is in their turn they can choose the unit to fight with first, then it goes to daemonettes correct?
"slaanesh Daemon units with this ability always fight first in the Fight phase"
Seems pretty clear cut to me. All the slaanesh units with this (unless fighting someone with a similar ability) always go first.


Automatically Appended Next Post:
 DarkBlack wrote:
We'll have to play differently in the NEW edition. 8th summoning is our new deepstrike, with built in list flexibility. There are still psychic powers.
I've been putting some thoughts into this, and I've not found a way to make summoning good. It's that phrase "Instead of moving" that really limits it IMHO.
If you have some ideas on how to get good mileage out of it, please let me know.

This message was edited 3 times. Last update was at 2017/06/08 12:30:57


 
   
Made in gb
Longtime Dakkanaut





I think the strength of summoning is in banking a unit you dont want damaged and placing it on the field at an appropriate time.
The unit can then be placed within 12" of the model then pull off a charge or sit on an objective or whatever.

The lack of movement is problematic. I think the key might be using fast units to burn across the field turn 1 or 2. Then summoning the unit start of turn 2 or 3 up in the enemies grill.

It's going to require some finesse to get it right. But I have it sort of straight in my head.

I think the biggest boon this ed is that Deamons can now charge after summoning. Instead of standing around for a turn getting shot like in 7th.

   
Made in ca
Grumpy Longbeard





Canada

 rvd1ofakind wrote:

 DarkBlack wrote:
We'll have to play differently in the NEW edition. 8th summoning is our new deepstrike, with built in list flexibility. There are still psychic powers.
I've been putting some thoughts into this, and I've not found a way to make summoning good. It's that phrase "Instead of moving" that really limits it IMHO.
If you have some ideas on how to get good mileage out of it, please let me know.


This has been argued about for AoS since GHB came out.
You put points, not units, in reserve. This means you can bring the most appropriate tool for the job and deepstrike it. Summoning is 12" from the psyker, so you effectively move 12" (plus how far you can string the unit out while keeping coherency).
This gives some good tactical flexibility.

This message was edited 1 time. Last update was at 2017/06/08 13:10:17


Nightstalkers Dwarfs
GASLANDS!
Holy Roman Empire  
   
Made in us
Longtime Dakkanaut





Connecticut

I disagree with the notion of lost speed that was brought up earlier.

My list uses a large amount of Screamers, Heralds on Discs, Chariots and Exalted Flamers, and all of them move at a pace that I'm happy with.

All in all I'm okay with where I'm at. I'll admit I'm very confused that my Tzeentch list went from casting loads of spells to suddenly being an assault army, but I'm confident I'll make it work.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in au
Regular Dakkanaut




 dan2026 wrote:
I feel like I really don't understand the wording on Quicksilver Swiftness.

I first though it meant Slannesh stuff always goes first.
But not if they get charged?

Very confusing for me.


Treat it as if they are counter-charging the unit that charges them. Since both units are charging and are attacking at the same time, it defaults to the player whose turn is taking place. There aren't many cases when you can charge outside your turn, so usually the player who charged will get to go first anyway.

Quicksilver Swiftness is really good in the 2nd round of combat, because you'll get to hit before your opponent no matter what. If you charge and can kill the enemy unit in 2 turns, you've basically halved the damage you receive back. QS is also great if you get charged by multiple units, as usually your opponent hits with both before you can attack, but with QS you can hit the unit they didn't activate to reduce the incoming damage. I think QS really shines with units that are big enough to scare of multi-charges and will destroy anything if they get the charge off.
   
Made in lt
Mysterious Techpriest






 DarkBlack wrote:
 rvd1ofakind wrote:

 DarkBlack wrote:
We'll have to play differently in the NEW edition. 8th summoning is our new deepstrike, with built in list flexibility. There are still psychic powers.
I've been putting some thoughts into this, and I've not found a way to make summoning good. It's that phrase "Instead of moving" that really limits it IMHO.
If you have some ideas on how to get good mileage out of it, please let me know.


This has been argued about for AoS since GHB came out.
You put points, not units, in reserve. This means you can bring the most appropriate tool for the job and deepstrike it. Summoning is 12" from the psyker, so you effectively move 12" (plus how far you can string the unit out while keeping coherency).
This gives some good tactical flexibility.


Have you read both games' rules? In sigmar its a spell. Here you need to sac the movement phase, may get hurt AND have reduced flexibility in summoning only your god's daemons. And the whole point is summoning any daemon for the situation.

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in gb
Longtime Dakkanaut





Do the aura abilities of Heralds effect themselves?
For example does a Herald of Nurgle gain +1 strength from his own ability.

My first though was no, but after reading the section in the rulebook on aura abilities, I'm thinking he does.

After all he is a friendly Nurgle Deamon unit within 6".
   
Made in lt
Mysterious Techpriest






yes

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 dan2026 wrote:
The lack of movement is problematic. I think the key might be using fast units to burn across the field turn 1 or 2. Then summoning the unit start of turn 2 or 3 up in the enemies grill.
Remember in matched play, if a unit does not arrive by the end of turn 3, it counts as destroyed.

 dan2026 wrote:
I think the biggest boon this ed is that Deamons can now charge after summoning. Instead of standing around for a turn getting shot like in 7th.
Agreed. I think that's the way to get units like bloodletters into assault. Pop down 20 'letters and then charge.
You have a 8" charge to make (since the instrument gives +1) and you can use a command point to reroll a dice.
That gives a pretty good chance of making the charge.

The problem here is "How do you get a khorne/slaanesh/Nurgle character into position to do this"?
Seeker Chariots? Daemon princes?
If a plague drone unit could summon, for example, it would be a lot easier. The problem is that you need something like a GUO to summon, which is a slow moving unit.
Lets take the GUO. It moves up 8"-13" on turn one with an advance. On turn two it summons a unit of plaguebearers 12" away, for a total distance of 20"-23".
The plaguebearers on their own would be able to move 7"-12" on turn 1. On turn two, they could move 12"-18" away before advancing.
The difference is that in the second case, the GUO would be able to keep up.
I think summoning is neat, but I don't think it's really limited to the movement restriction. Edit : See below. I am wondering if C:SM could be used to make this more effective.

Automatically Appended Next Post:
 Cephalobeard wrote:
I disagree with the notion of lost speed that was brought up earlier.

My list uses a large amount of Screamers, Heralds on Discs, Chariots and Exalted Flamers, and all of them move at a pace that I'm happy with.

All in all I'm okay with where I'm at. I'll admit I'm very confused that my Tzeentch list went from casting loads of spells to suddenly being an assault army, but I'm confident I'll make it work.
This is a 2001 point tzeentch list I was toying around with earlier today. I might test it out this weekend. It's using a Vanguard and Outrider Detachment. It might be better to grab a CSM DP to give the screamers the ability to reroll 1s. I need to test screamers on paper. At first they look mediocre, but with a Herald casting Boon of Change on the squad, they can get much better. STR 8 Lamprey Bites get scary quickly.

Spoiler:
HQ
Tzeentch Herald on Disk
Tzeentch Herald on Disk

Elites
Exalted Flamer
Exalted Flamer
Exalted Flamer
9 Flamers of Tzeentch
9 Flamers of Tzeentch
9 Flamers of Tzeentch

Fast Attack
9 Screamers
9 Screamers
9 Screamers


Edit : I've been reading this again. It reads as any CHAOS CHARACTER can summon. That includes CSM. Yes, Cypher can summon daemons.
If a Khorne Chaos Lord rides up in a rhino. Can it summon a squad of bloodletters 12" from the rhino? Page 183 of the core rulebook suggest against it.
However, the same lord on a bike is a different story.... Turn one it could turbo boost 20" forward, then on turn 2, it could drop off a squad of 'letters 9" from the enemy models. Bring up a helldrake next to the lord, and you have a decent chance of making it happen. How good it is, I don't know.

This message was edited 9 times. Last update was at 2017/06/08 15:55:22


 
   
Made in gb
Longtime Dakkanaut





 labmouse42 wrote:
 dan2026 wrote:
The lack of movement is problematic. I think the key might be using fast units to burn across the field turn 1 or 2. Then summoning the unit start of turn 2 or 3 up in the enemies grill.
Remember in matched play, if a unit does not arrive by the end of turn 3, it counts as destroyed.


I don't think the reinforcement points and adding new units to your army are the same as the tactical reserves.
In this case I don't believe the end of turn 3 limit counts.

The units you are summoning aren't actually in reserves.
You don't need to decide what you are summoning until you actually perform the roll.
You just need to make sure you have the points in the bank to cover it.

I might be wrong, but this is how I read it.
   
Made in us
Longtime Dakkanaut





Connecticut

 labmouse42 wrote:


Edit : I've been reading this again. It reads as any CHAOS CHARACTER can summon. That includes CSM. Yes, Cypher can summon daemons.
If a Khorne Chaos Lord rides up in a rhino. Can it summon a squad of bloodletters 12" from the rhino? Page 183 of the core rulebook suggest against it.
However, the same lord on a bike is a different story.... Turn one it could turbo boost 20" forward, then on turn 2, it could drop off a squad of 'letters 9" from the enemy models. Bring up a helldrake next to the lord, and you have a decent chance of making it happen. How good it is, I don't know.


Daemon models specifically have the rule for summoning listed on their sheets.

Edit: Unless this means they can be summoned? Idk. It's a weird rule. I don't intend to do much summoning.

In regards to fast moving lists, I made this one earlier I'm relatively happy with. Fast, Spams Smite, abuses Characters, feels good.

Spoiler:
Supreme Command: +1 CP


Herald on Disc, Staff (104)
Herald on Disc, Staff (104)
Be'Lakor (240)


Elite: Exalted Flamer (70)


Supreme Command: +1 CP


Herald on Disc, Staff (104)
Herald on Disc, Staff (104)
Herald on Disc, Staff (104)


Elite: Exalted Flamer (70)


Batallion: +3 CP


The Changeling (100)
Herald on Disc, Staff (104)


Troops:

1 Blue, 9 Brimstone (23)
1 Blue, 9 Brimstone (23)
1 Blue, 9 Brimstone (23)
1 Blue, 9 Brimstone (23)

Elite:

Exalted Flamer (70)
Exalted Flamer (70)

Fast Attack:

Screamers (3) 93
Screamers (3) 93
Screamers (3) 93
Screamers (3) 93
Screamers (3) 93

Heavy Support:

Burning Chariot (98)
Burning Chariot (98)

Torn between the Burning Chariots or just using other Exalted Flamers, but we'll see as we play.


This message was edited 1 time. Last update was at 2017/06/08 16:33:51


Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

That is an interesting thought. Reinforcement points != tactical reserves.
That does make grabbing or holding those turn 6 objectives a bit easier.

Here is another thought. Could you use summoning as a 'variable power pool' depending on the opponent you are facing?
Is it viable to start with 1-2 heralds of a few gods, a group of cultists to hide behind (or maybe a fortification) and then pop out and summon an army based upon your foe.
For example, slaanesh units make for very unhappy 'nids. You might want to bring a ton of flamers, etc...

This message was edited 3 times. Last update was at 2017/06/08 16:41:34


 
   
Made in ca
Longtime Dakkanaut





Toronto

 Cephalobeard wrote:
 labmouse42 wrote:


Edit : I've been reading this again. It reads as any CHAOS CHARACTER can summon. That includes CSM. Yes, Cypher can summon daemons.
If a Khorne Chaos Lord rides up in a rhino. Can it summon a squad of bloodletters 12" from the rhino? Page 183 of the core rulebook suggest against it.
However, the same lord on a bike is a different story.... Turn one it could turbo boost 20" forward, then on turn 2, it could drop off a squad of 'letters 9" from the enemy models. Bring up a helldrake next to the lord, and you have a decent chance of making it happen. How good it is, I don't know.


Daemon models specifically have the rule for summoning listed on their sheets.

Edit: Unless this means they can be summoned? Idk. It's a weird rule. I don't intend to do much summoning.

In regards to fast moving lists, I made this one earlier I'm relatively happy with. Fast, Spams Smite, abuses Characters, feels good.

Spoiler:
Supreme Command: +1 CP


Herald on Disc, Staff (104)
Herald on Disc, Staff (104)
Be'Lakor (240)


Elite: Exalted Flamer (70)


Supreme Command: +1 CP


Herald on Disc, Staff (104)
Herald on Disc, Staff (104)
Herald on Disc, Staff (104)


Elite: Exalted Flamer (70)


Batallion: +3 CP


The Changeling (100)
Herald on Disc, Staff (104)


Troops:

1 Blue, 9 Brimstone (23)
1 Blue, 9 Brimstone (23)
1 Blue, 9 Brimstone (23)
1 Blue, 9 Brimstone (23)

Elite:

Exalted Flamer (70)
Exalted Flamer (70)

Fast Attack:

Screamers (3) 93
Screamers (3) 93
Screamers (3) 93
Screamers (3) 93
Screamers (3) 93

Heavy Support:

Burning Chariot (98)
Burning Chariot (98)

Torn between the Burning Chariots or just using other Exalted Flamers, but we'll see as we play.




The rule reads that Any Chaos Character can summon a unit with the rule (daemonic ritual), not "any Chaos Character WITH this rule". So yes, CSM can summon any of the daemon index units. They don't need to have the ritual rule to do it.
As for the movement discussions, there's nothing stopping summoning from happening while a character is in combat. Good news for khorne!

   
Made in gb
Longtime Dakkanaut





I am also thinking Be'lakor might be a good choice to summon with.
He moves 14" basic and has FLY.
He also isn't locked into any of the 4 Gods, so I believe there is nothing stopping him from summoning whatever he wants.

   
Made in us
Longtime Dakkanaut





Connecticut

 dan2026 wrote:
I am also thinking Be'lakor might be a good choice to summon with.
He moves 14" basic and has FLY.
He also isn't locked into any of the 4 Gods, so I believe there is nothing stopping him from summoning whatever he wants.



Be'Lakor is absolutely amazing. Perfect wounds, amazing rules (Rerolling failed saves?), high damage... I love him.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

"If they do so, first choose one of the four Chaos Gods -- Khorne, Tzeentch, Nurgle or Slaanesh. A character who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron -- for example, a Khorne Character can only attempt to summon Khorne Daemons"

What is interesting about this, is that you can take unaligned characters in CSM. Page 10 of the index states "You do not have to choose a Mark of Chos for a unit if you do not want to"
This means that you can take an unaligned CSM lord or sorcerer on a bike and use it to summon any of the 4 chaos god troops.

For ~450 points you could lay down 4 units a turn, specifically laid down to counter your opponent. You would have to bring an ass-ton of models with you, but it might be kind of cool.
"Oh, look, you bright a ton of knights, let me start cranking out screamers"
"Oh look, orks. Here are some tzeentch flamers"
"Hey, nids again. Here are some daemonettes"

How feasible is that?

   
Made in gb
Longtime Dakkanaut





 labmouse42 wrote:
"If they do so, first choose one of the four Chaos Gods -- Khorne, Tzeentch, Nurgle or Slaanesh. A character who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron -- for example, a Khorne Character can only attempt to summon Khorne Daemons"

What is interesting about this, is that you can take unaligned characters in CSM. Page 10 of the index states "You do not have to choose a Mark of Chos for a unit if you do not want to"
This means that you can take an unaligned CSM lord or sorcerer on a bike and use it to summon any of the 4 chaos god troops.

For ~450 points you could lay down 4 units a turn, specifically laid down to counter your opponent. You would have to bring an ass-ton of models with you, but it might be kind of cool.
"Oh, look, you bright a ton of knights, let me start cranking out screamers"
"Oh look, orks. Here are some tzeentch flamers"
"Hey, nids again. Here are some daemonettes"

How feasible is that?



Seems perfectly feasible to me.
If you have the models of course.
The fact that you don't have to declare what you are going to be summoning beforehand to your opponent means they can't really plan to counter it.
   
Made in gb
Longtime Dakkanaut




Could be an alternate use for ol' Fabius..

DFTT 
   
Made in lt
Mysterious Techpriest






How awful is this: 2k pts
+1
Keeper of Secrets
Masque
Herald on steed
Magnus

+3
daemon prince of chaos wings claws
daemon prince of chaos wings claws
2x 4 blue 10 brimstone horrors
30 Daemonettes with instrument
14 seekers
Heldrake baleflamer

Princes, magnus and heldrake fly in first. Slaanesh comes after. horrors camp

This message was edited 2 times. Last update was at 2017/06/08 17:51:01


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

The drawback to that concept is you are limited by power levels.
As I mentioned earlier ~10 is the only number you can reasonably expect.

This gives the following as options
Khorne
* Karanak
* SkullTaker
* Herald
* Herald on Blood Throne
* 10 Flesh Hounds
* Herald on Juggernau
* 20 Bloodletters
* 3 Bloodcrushers
* Skull Cannon

Tzeentch
* Changling
* Blue Scribes
* Herald of Tzeentch (on Chariot, Disk or Foot)
* 20 Horrors
* 6 Flamers
* Exalted Flamer
* 6 Screamers
* Burning Chariot

Nurgle
Epidemius
GUO (12 is a bit high, but it's doable)
Herald of Nurgle
20 Plaguebearers
9 Nurgling Swarms
5 Beasts of Nurgle
3 Plague Drones

Slaanesh
Masque
Keeper of Secrets
Herald of Slaanesh (Foot, Chariot, Steed)
5 Fiends
Hellflayer Chariot
Seekers
Seeker Chariot
Exalted Seeker Chariot
20 Daemonettes

Unaligned
Be'Lakor (12 is high but doable)
Daemon Prince of Chaos
Furies
Soul Grinder (11 is high, but doable)
   
 
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