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Made in it
Contagious Dreadnought of Nurgle





i play 3 pure demons battalion nothing mixed
nurgle batt
90 Pb's
scrivener
N Dp

korne batt
56 letters
bloodmaster with crown
skullreaver Dp

nurgle batt
3x3 nurglins
sloppity
poxbringer
18 Cp to deepstrike anything you need, both locus active, tons of board control.

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Made in us
Stealthy Space Wolves Scout





Florida

Im new to daemons and posted this in the lists thread but then thought id get better/ more timely help here. my tactics are listed at the bottom.
So Im participating in a team tournament tomorrow with my brother and I gave into using his daemons because he didn't want to use my Orks or imperium armies. Rules of the tournament require us to have equal amount of pts per list ( within 20 pts of each other) and must be able to be used as a sinlge list and share command pts. So no mixing chaos and imperium. He decided he wanted to make a Smash Bros. type list. This is just my FLGS and we aren't going super optimized but it appears he cares about winning more than I do. Ill be using his Nurgle daemons ( because I painted them for him) and he will be using thousand sons. Ive never used chaos before and have been trying to do research before I play. Here is the lists we made to deal with hordes and big thing alike. what do you guys/gals think?

Spoiler:
His list:

Outrider Detachment- 279pts
Warlord: Daemon Prince of Tzeencth
Relic- helm of third eye Spells: temporal manipulation, warptime
Trait- otherworldly prescience
wings, hellforged sword

3x Chaos Spawn

super heavy detachment-445pts
Magnus the Red

My list-

Super heavy detachment- 470pts
Mortarion - Blades of putrification, curse of leper, plague wind

Patrol detachement- Nurgle 302pts
Poxbringer- miasma of pestilence
Spoilpox scrivener

Plaguebearers x 21 instrument of chaos


Plan is for all my stuff to move up and then cast miasma on morty with poxbringer, morty cast blades on himself and either smite or antihorde spell based on opponent. My brother will warptime morty and boost invul of magnus followed by smite. I know we will be facing guard tank armies and orks with the new dex. I don't anticipate to many knights as our meta doesn't use that many.

The bearers will have decent speed now with +2 speed and +1 to advance. Ill stretch them to coherency to help block off field against deep strike and control objectives. They will begin with -1 to hit and after morty gets away from them and stuck in. turn 2 Ill cast miasma on them making them -2 if they are still at full number of models. If they fight they will be S5 with buffs to hit, wound, and dmg from my HQ units and Loci.

This message was edited 2 times. Last update was at 2018/11/02 15:24:25


 
   
Made in se
Ferocious Black Templar Castellan






Sweden

So I'm dead set on making a list with a Bloodthirster. I'm aware it's not the optimal choice, but whatever, I like the model. I came up with the following list:

--Khorne Daemons batallion, +5 CP--

Bloodthirster of Insensate Rage, Armour of Scorn - 340 - Warlord, Oblivious to Pain

Skarbrand - 360

Daemon Prince, Skullreaver (-1 CP)

19x Bloodletters, Icon, Instrument - 158

10x Bloodletters, Icon, Instrument - 95

10x Bloodletters, Icon, Instrument - 95

--Superheavy Detachment, +6 CP--

Renegade Knight, 2x Heavy Stubber, Reaper Chainsword, Rapid-Fire Battle Cannon, Titanic Feet - 423

Renegade Armiger, 2x Armiger Autocannon, Heavy Stubber - 174

Renegade Armiger, 2x Armiger Autocannon, Heavy Stubber - 174

1999 points and 13 Command Points, 6 of which will be spent buying banners and Deep Striking the Bloodletters. That leaves me with 7 to do cool things with, 5 if I want to Deep Strike Skarbrand too. With a Knight, 2 Armigers and at least one Bloodthirster on the board (and the Prince, but he's not getting shot) turn one there should be plenty of big targets to mess with target priority and nothing that attracts anti-infantry shooting.

Within the confines of having to run at least one Bloodthirster, how does it look?

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in sg
Longtime Dakkanaut





You need more dakka to clear away chaff and bubble wrap. Else you will waste your blood letters charging into them and then they get shot off the board the next turn.

I would suggest changing the Renegade knight to twin avenger gratling cannon or at least one avenger. You will need to find points from somewhere though.

Leave it to your bloodthirsters and scarbrand to kill the heavies. One rapid fire battle cannon on its own won't do much anyway.
   
Made in se
Ferocious Black Templar Castellan






Sweden

If I cut down the Bloodletter squad to 10 I'll be able to afford double gatlings, that was the other variant of the list I had in mind. What other chaff-clearers that work on turn 1 (so not Horrors or Flamers or the like) are there if I don't go for the Knight?

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Been Around the Block




Hello you don't get 6 cp unless you have 3 big knights with the armigers it's only 3 cp!
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 AlmightyWalrus wrote:
What other chaff-clearers that work on turn 1 (so not Horrors or Flamers or the like) are there if I don't go for the Knight?


Pinks are actually pretty good chaff clearers. They have an effective range of 24", so if you deploy directly on the line and go second you will most likely reach the enemy. With assault guns, you can even advance, although hitting on 5s isn't great. Putting a Tzeentch Prince next to them greatly improves their accuracy.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Regular Dakkanaut





If you're deploying them on the board might as well go Alpha Legion cultists at that point for cheap 24" rapid fire . You get nearly 2 cultists per pink as well as the option for a pre-T1 9" move which can potentially put you in rapid fire range on T1. You can also use the 9" to reposition them more defensively if you don't get first turn.

I feel like pinks are a little expensive to deploy on the front lines with no defensive buffs and no way to surge them to 3++.

This message was edited 2 times. Last update was at 2018/11/06 00:05:35


 
   
Made in se
Ferocious Black Templar Castellan






Sweden

taetrius67 wrote:
Hello you don't get 6 cp unless you have 3 big knights with the armigers it's only 3 cp!


Shoot, I completely misread that, you're right.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in fi
Locked in the Tower of Amareo





 Elric Greywolf wrote:
 AlmightyWalrus wrote:
What other chaff-clearers that work on turn 1 (so not Horrors or Flamers or the like) are there if I don't go for the Knight?


Pinks are actually pretty good chaff clearers. They have an effective range of 24", so if you deploy directly on the line and go second you will most likely reach the enemy. With assault guns, you can even advance, although hitting on 5s isn't great. Putting a Tzeentch Prince next to them greatly improves their accuracy.


If opponent doesn't move forward you cannot reach them on T1 without advancing. Apart from minimum gap at the start being >24" even if you were to play it EXACTLY 24" as minimum gap opponent would have to be idiot to deploy EXACTLY on line when 1mm behind would be enough to negate that shooting(albeit in practice in these cases I deploy ~half an inch back and DECLARE they are 1/2" away so no matter how enemy moves it's going to be clear with just moving normally 18" gun with 6" movement he won't reach. This way I also bullet proof myself against some "creative" measurements from the enemy in T1)

This message was edited 1 time. Last update was at 2018/11/06 07:18:17


2024 painted/bought: 109/109 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Has anyone had any experience with summoning as opposed to Deep Strike?

I have a Fire Bomb (30 Pink Horrors) that I usually Deep Strike on T2. However, using a summons (with the 4d6 stratagem) would let them avoid enemy fire T1, and be on the field T1.

The downside is that the range is severely limited compared to Deep Strike.

I have a TSons Prince with Warptime who would do the summoning, so he could "move" afterwards and stay close. And he also has Temporal Manipulation and 8W, so he won't die from this tactic, and can heal himself.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in au
Furious Raptor




Sydney, Australia

I love the idea of summoning, but unless you're really (and I mean REALLY) pressed for CPs that you can't afford the Deep Strike stratagem from the daemon book, it's a very weak alternative. Even with Warptime, I think you're better off combining Warptime AND your normal move to give your character mobility. You shouldn't need to sacrifice a psychic power in the turn you summon to make up for an inherent weakness in the summoning rules. Plus, if you're using a stratagem to summon them with 4D6, you're still burning CPs? It seems a very niche benefit - getting them on the board in T1 and not T2 without having to deploy them.

EDIT: Just saw akaean post a much better reply in the Chaos Tactica thread, so yeah, go with that reply instead of mine, haha.

This message was edited 1 time. Last update was at 2018/11/07 21:16:49


 
   
Made in us
Thrall Wizard of Tzeentch




How bad is skarbrand, really? I like his buff aura but having a hard time justifying the purchase
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

 AlmightyWalrus wrote:
So I'm dead set on making a list with a Bloodthirster. I'm aware it's not the optimal choice, but whatever, I like the model. I came up with the following list:

--Khorne Daemons batallion, +5 CP--

Bloodthirster of Insensate Rage, Armour of Scorn - 340 - Warlord, Oblivious to Pain

Skarbrand - 360

Daemon Prince, Skullreaver (-1 CP)

19x Bloodletters, Icon, Instrument - 158

10x Bloodletters, Icon, Instrument - 95

10x Bloodletters, Icon, Instrument - 95

--Superheavy Detachment, +6 CP--

Renegade Knight, 2x Heavy Stubber, Reaper Chainsword, Rapid-Fire Battle Cannon, Titanic Feet - 423

Renegade Armiger, 2x Armiger Autocannon, Heavy Stubber - 174

Renegade Armiger, 2x Armiger Autocannon, Heavy Stubber - 174

1999 points and 13 Command Points, 6 of which will be spent buying banners and Deep Striking the Bloodletters. That leaves me with 7 to do cool things with, 5 if I want to Deep Strike Skarbrand too. With a Knight, 2 Armigers and at least one Bloodthirster on the board (and the Prince, but he's not getting shot) turn one there should be plenty of big targets to mess with target priority and nothing that attracts anti-infantry shooting.

Within the confines of having to run at least one Bloodthirster, how does it look?


This list is going to get destroyed in a lot of matchups, sadly; Skarbrand really is weak for 300 points.

Secondly, Renegade Knights best loadouts I find are double gatling (24 shots) or double Thermals (up to 12 melta shots). The melee options for our knights arent that great without strats, and the battle cannons realllllyyy expensive.

I'd remove Skarbrand, and beef up the units to 20 each. I'd also find room for getting a Herald in there for the Crown relic which is extremely good. You only get 11 CP overall (-3 for relics), so I'd spend the rest wisely (DS at least one bomb). Just my thoughts!

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Made in us
Regular Dakkanaut





I got to use my Skarbrand this weekend but didn't build around him. In all 3 games he failed his charge after deep striking and the reroll. Statistically improbable but nevertheless it happened. Got dropped to 1 wound by a 2 gat gun knight and 8 lascannons and then stepped on first game, 2nd game killed a very brave assassin that charged me and got a slam cap down to 1 wound before the captain made his LD9 roll to run away and order 8 lascannons into skarbrand to being him down, and 3rd game was exposed to 4 unmolested russes that took him down.

If he had gotten in to combat, or if I was able to tie up shooters in melee when he deep striked in, it would have maybe gone differently.
   
Made in gb
Longtime Dakkanaut





I wish all the greater daemons were better on the table top.
But I have no real idea how to improve them rules wise other than giving them more wounds and better saves.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 dan2026 wrote:
I wish all the greater daemons were better on the table top.
But I have no real idea how to improve them rules wise other than giving them more wounds and better saves.

I would like an aura for the Greaters: lesser daemons of their god are immune to morale, but every time the GD takes a wound, on a 4+ remove a lesser daemon of your choice that's affected by the aura.

It would not fall into the same problem as the immovable conscripts bc the GDs are so expensive. But when you have a 30-block of Pinks, you now have a large incentive to take a LoC to support them.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in it
Contagious Dreadnought of Nurgle





yesterday at league tournament 3nd place with triple demons battalions
90 Pb winged dp scrivener
3x3 nurglins poxbringer sloppity
Korne Dp skulllreaver
Korne herald wirth crown
28+28+10 letters
i won 2 games for wipe out (tau and Sw) and lost one with guard+admech full anti infantry hammer and anvil deployment ouch.... but was anyway a close game.


Automatically Appended Next Post:
 dan2026 wrote:
I wish all the greater daemons were better on the table top.
But I have no real idea how to improve them rules wise other than giving them more wounds and better saves.

in this edition to make GD better they should drop half their price, nothing more to say, or give them 3++ save.

This message was edited 1 time. Last update was at 2018/11/12 17:56:16


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Made in us
Regular Dakkanaut





Congrats man. Good to see daemons doing well. Anti-infantry + anvil deployment sounds like bad news for daemons given our limited army composition options. But it's certainly great to see an army full of Khorne daemons placing in the top 3 at an event. Was it ITC scoring?
   
Made in it
Contagious Dreadnought of Nurgle





nope was ETC, i play in europe, btw the match against that admech+guard was anyway close, he won just cause mortars in his last turn took out my letters, or we was at that moment 10-10 so a tie, for me was a great intersting match if i could face a list like that and have chance to win im pretty sure it is very solid, not easy find so much anti infantry in a list, 108 re roll to hit hits lot of mortars and heavy bolters.

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Made in us
Longtime Dakkanaut




I like the idea of converting wounds into lesser deamons myself, but that could be easily broken. Lower cost / 3++ save is the only real option. Gd's dont have guns, they are cc tanks in a game that at the moment doesnt like cc.

Or stop letting everyone just walk out of cc. If there was a run away roll (roll d6+ add movement vs opponents movement +d6. If you get higher you move that far. If same or lower your stuck in cc).

But that is all wishful thinking...
   
Made in it
Contagious Dreadnought of Nurgle





demons are one of the most viable CaC army in the game if they want and setup properly, they can release close to enemy any heavy hitters they have, drop 60 letters+crowded herald with rage incarnated in face of enemy and see....you wreack havocs.

This message was edited 1 time. Last update was at 2018/11/12 23:00:24


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Made in us
Nurgle Chosen Marine on a Palanquin






I would be really interested to see a fallback prevention as a beta rule. I wonder what GW would come up with. Surprisingly to me that isn't something you can do in AoS, which is where I originally thought the rule was adapted from.

   
Made in us
Dakka Veteran






Supposedly on Friday there will be Slaanesh Daemons vs World Eaters on the WarhammerTV Livestream. Kind of excited to watch it as a Slaanesh player... they probably won't show any new goodies though.
   
Made in it
Contagious Dreadnought of Nurgle





 gwarsh41 wrote:
I would be really interested to see a fallback prevention as a beta rule. I wonder what GW would come up with. Surprisingly to me that isn't something you can do in AoS, which is where I originally thought the rule was adapted from.

would be intersting but doubt they will do if they will ever do i doubt they let you charge from ds for example.

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Made in us
Pestilent Plague Marine with Blight Grenade





I got a Herald of Tzeentch today, and I was wondering, is the Irritating Chant worth using the three Blue Horrors with my Herald, or should I just add them to a general Blue Horror unit?
   
Made in us
Dakka Veteran






Hah! Slaanesh crushed the World Eaters.
   
Made in us
Longtime Dakkanaut




Delicious! Love it when slaanesh crushes.

What were the lists? I am at work so cant see the video atm.
   
Made in ca
Painlord Titan Princeps of Slaanesh





Hamilton, ON

 gwarsh41 wrote:
I would be really interested to see a fallback prevention as a beta rule. I wonder what GW would come up with. Surprisingly to me that isn't something you can do in AoS, which is where I originally thought the rule was adapted from.


Fiends prevent fall back except for units with FLY.

The Fall of Kronstaat IV
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Made in it
Contagious Dreadnought of Nurgle





fiends sucks they are unplayable, seldom they survive enough to use their deny fall back ability, if they reach CaC.

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