Tiberius501 wrote:So I've heard Chaos Daemons are a fun army to play, and I have a few questions:
1) possibly the dumbest of the lot but I'll ask it anyway: are daemons literally all just horrible monsters of death? Or can you play them as... Good guys?
As mentioned, Nurgle is actually the super affectionate Chaos God, who actually 'loves' his children.
Tzeentch can be seen at times as working for a possible "good guy" type outcome, as his grand schemes are so convoluted that at times he actually can appear to be working against his own goals!
Tiberius501 wrote:2) is the randomness fun or annoying? I do like me some random to add some flavour and it can add interest to a game. But is it the sort of random that just gets frustrating? Or is it the sort that's almost always fun and/or funny?
There is a built-in level of control over most of the "random" aspects of the army... For example, if you don't like the Gift you just rolled up, you can just default it into a basic ap2
ccw or the relevant God-specific weapon of that level.
If you're *really* paranoid about the Warpstorm table kicking your teeth in, then you can take Kairos who comes with the Warlord trait that allows you to re-roll. Or else take your Primary Detachment as say your Radical Inquisitor, or a Chaos Sorcerer + 2 units of human Cultists, at which point, you won't have to roll on the Warpstorm table at all! (though in truth, it typically helps you out a helluva lot more than it hurts you!)
Taking Instruments is also a way to help control the various "God 'X' throws crap about" results, as Instruments that match the corresponding God-Storm can allow for re-rolls to ensure you don't nuke your own guys.
Tiberius501 wrote:3) are they competitive as a stand alone army or do they need to be taken as allies? I've always liked the look of blood letters, and like the idea of a full Khorne Daemons army.
The book still has some extremely competitive lists, despite its now seriously old age. Screamerstar is infamous for simply never dying (it's damage output however is now crap due to how powers work in 7th)
Summon spam, or, Tzeentch Clown Car as it's colourfully known, is annoying as gak for opponents to face, but is extremely vulnerable to anyone capable of brings a strong Alpha Strike list.
The D-Thirster + Be'lakor for guaranteed Invis is plain rude, and will smoke even obnoxious
BS like Wraithknights about.
Seekerstar/Houndstar are fast & hit like a tone of bricks, however they're not quite as survivable as other 'true' Deathstars... The Slaany one is the superior version, as though it lacks the ability to bring Instant Death attacks, it can re-roll to-hits every single turn, throws out more Rending than is truly sane, and can readily gain Invis + Psy Shriek.
Khorne overall is easily the 'worst off' of the 4 powers, but even though the Daemonkin codex does mono-Khorne better, the Daemons codex can still make a fun list for more casual play, and has tricks such as using Karanak to give Scout to Bloodcrushers, D-Thirsters, Khannons, Soul Grinders, Hounds & Princes w/Blade of Bloodshed.
Tiberius501 wrote:4) are they the sort of army that only has a couple of units that are good? Or do they have a good selection to choose from
Most units are definitely usable, especially in non-competitive play...
That said, Pink Horrors are a complete disaster now, as they really no longer function as they should due to 7th ed's Psychic rules, such as not being able to attempt the same psychic power multiple times in the same unit, coupled with Flickering Fire costing a boatload of power dice to cast...
They do better with Malefic sadly, and there's no longer any reason to be super fluffy with them and take those big squads of 18.
Tiberius501 wrote:5) can I have lots of psykic goodness? I've always been a fan of psykic powers and stuff, especially the daemonology where you can summon hordes of free daemons haha
No other army in the game can come close to Daemons when it comes to owning the Psychic phase!
If you really, really want to overpower opponents with mind tricks, then Tzeentch is where it's at, as he can flood the table with Lv3 Heralds, and squad of 11 Pink Horrors can bring 2WC's to the party instead of just the one like almost every other Brotherhood of Psyker unit is limited to.
Tiberius501 wrote:6) are there also cultist units and/or psyker humans and such in their dex? I thought it would be cool to have a group of cultists who I could say are summoning them to fight chaos (ironically)
Nope. Everything is a proper Daemon.
To get access to mortals to tag along, you'll need an allied detachment...
CSM's & the
FW Renegades & Heretics counts as Battle Brothers. Inquisitors - even Radical ones - are sadly considered 'Come the Apocalypse' level allies.
Half the freaking book is filled with either 'Jump Infantry', 'Beasts', 'Cavalry' and/or 'Jetpack Cavalry' type units! Slaanesh even gets additional bonuses to their Run move! This army can be shockingly fast, with the bulk of the plain old 'Infantry' found within the Troops section & basic Heralds. Plus there's also numerous Chariots to choose from as well.
Even Tau can find themselves with just a single Shooting phase in which to thin out the hordes before they get hit by your assaults.
So while everything 'foot slogs' along and there's no option for Transports, (beyond a Herald on a Chariot), the army is definitely one of the only 'Assault armies' in the game that isn't completely hopeless!
Everything in the army also comes with Deep Strike rules by default, so between Icons + Instrument shenanigans, you can also play a decent alpha strike.
Tiberius501 wrote:I kinda had this idea of an Inquisitor siding with a daemon, in order to fight something he can't fight without the help of this daemon, while the daemon also wants something in return (basic concept) - how would I ally the Inquisitor to the army?
You'd ally in an Inquisition detachment like normal, they'd simply be CtA level allies.
Otherwise, you can simply have your Inquisitor 'count as' say a Chaos Sorcerer or else use a 'counts as' detachment from the R&H list in
IA13.
Tiberius501 wrote:Also, if you have any tips you'd like to share or any cool stories about your own daemon armies, I'd be very interested to hear
Cheers
Automatically Appended Next Post:
Oh, is a full Tzeench army also viable?
Outside of Screamerstar, I would say that mono-Tzeentch is basically now better off as just a non-competitive army. 7th ed has really kicked Tzeentch's damage potential in the teeth, as the majority of your shooting is all Psychic based. Coupled with the Warpflame rule, which necessitates you to focus fire with all your Warpflame type attacks, and Tzeentch is hurting quite a bit nowadays...
Large squads of Flamers are still buckets of fun, and that many templates all aimed at a single unit will still erase most T3/4 single wound units out there.
A Lord of Change with Boomstick, a pair of Greater Gifts for protection, and max spells in Divination can be massively cruel. If he lands Precog, simply laugh at anything that's not a GMC/
SH Walker.
While not exactly competitive in any way, you can't help but giggle with glee as you watch a TzHerald w/Mutating Warpsword + Greater Locus of
D6 Str and his large unit of Horrors potentially flip battle tanks about like toys, while punching Space Marines senseless!
(or else feebly slaping Grots about in a wet noodle fight!

)
Hope this helps!
Cheers