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Made in us
Oozing Plague Marine Terminator





So, Should you always take Corruption (relic) on a Nurgle prince, or is a Hellforged Sword good enough with its damage 4 on 6s?
   
Made in us
Regular Dakkanaut




 Nightlord1987 wrote:
So, Should you always take Corruption (relic) on a Nurgle prince, or is a Hellforged Sword good enough with its damage 4 on 6s?


So for your so you have the option of running virulence bles which is a good take if you need to hunt tanks.

Of the base weapons I think against most targets the claws pretty much always win. That said curroption is slightly better against tanks. As such is honestly only ever run the claws and take a different relic for something else.
   
Made in us
Oozing Plague Marine Terminator





mmimzie wrote:
 Nightlord1987 wrote:
So, Should you always take Corruption (relic) on a Nurgle prince, or is a Hellforged Sword good enough with its damage 4 on 6s?


So for your so you have the option of running virulence bles which is a good take if you need to hunt tanks.

Of the base weapons I think against most targets the claws pretty much always win. That said curroption is slightly better against tanks. As such is honestly only ever run the claws and take a different relic for something else.


Yeaa, I'm using the older GUO model as a second daemon prince, so that is why I'm stuck with the sword. The reroll to would seems great on Str 8, but I'm not sure about trading the 3 damage for d3.
   
Made in gb
Longtime Dakkanaut




I'm stuck with the sacrifical dagger on my GUO. Should I swap it for corruption? (Other hand is the bell)

This message was edited 1 time. Last update was at 2018/01/24 14:46:50


DFTT 
   
Made in us
Oozing Plague Marine Terminator





Captyn_Bob wrote:
I'm stuck with the sacrifical dagger on my GUO. Should I swap it for corruption? (Other hand is the bell)


Id say Corruption is a good upgrade, since most wont be using the Bell as primary melee.
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

With the demon codex out it seem like the book really encourages combos and thus bombs. I thought it would be helpful to share a few and get other players ideas.

Cheap Horror bomb:
20 pinks
Change caster (with flickering flames)

218 points. Despite being cheap it only costs 2 CP to deepstrike them and it puts out 60 bolter shots. Uses are focused on chaff clearing.


Plague block:
30 plaguebearers: full command
Poxbringer
Scrivener

380 points. Can be deepstruck or just walked. These guys move fast (for nurgle) and hit like a brick.

I've tested both of these together and they are great. What are other people finding effective?


This message was edited 1 time. Last update was at 2018/01/24 15:36:07


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Made in us
Longtime Dakkanaut




Northridge, CA

I've tried both one wave 1x30 Bloodletter Bombs and two wave 3x20 Bloodletter Bomb supported by Herald. I'm still on the fence about which one is better because they were both very useful, I simply misplayed them during my games so I was unable to get a clear grasp of what they are truly capable of. I feel if you want to clear a screen, you need to throw 30-40 Bloodletters at it to ensure its destruction. It gets a little murkier from there because obviously using 350 points to clear 180 points is not gud. All I know is 30 Bloodletters killed three units of out of position Fire Warriors but 20 failed to clear 20 Hormigaunts (attacks were also split between that blob and a Carnifex, to be fair). Another unit of 20 wiped out 3 Warriors, and another 20 wiped another 3, then they got pounced on. That should have been my chance to charge with the rest of the army but I got gummed up by Hormigaunts.

All in all I think it just depends on what else you are bringing to the table to dictate how many Bloodletters you should bring.
   
Made in us
Longtime Dakkanaut




Fiend block. I have had good results dropping 4 Fiends of Slaanesh in and charging an entire gunline. It can shut down a gunline very quickly like guard or tank spam. It has enough wounds to get in and if the charge does fail somehow you still have a big threat on their front line which causes the opponent to focus fire until they are dead.

I also use changecaster to get gaze of fate off for the reroll, then I have the ability to reroll one or both charge dice to make sure I get in.

Total cost : 262 and 1 command point.
   
Made in nl
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

 buddha wrote:
With the demon codex out it seem like the book really encourages combos and thus bombs. I thought it would be helpful to share a few and get other players ideas.

Cheap Horror bomb:
20 pinks
Change caster (with flickering flames)

218 points. Despite being cheap it only costs 2 CP to deepstrike them and it puts out 60 bolter shots. Uses are focused on chaff clearing.
[...]
I've tested both of these together and they are great. What are other people finding effective?


I have no experience with Nurgle, so I will not respond to that.
If you drop in the warlord trait daemonspark as well, you'll wound on a 2+ against space marines.

I'm planning on trying this out as a static gun-line. A blob of 30 pinks, with a herald (I choose the chariot one with the endless robe), daemonspark and flickering fire. To be a threat to targets further away, I add some CSM predators (lascannons) with a CSM daemon prince (as it buffs CSM and Daemons). The prince makes my pinks even more dangerous and a couple of flamers or screamers can be used to claim objectives.

Anyone tried anything like this? Anyone have tips?

12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) 
   
Made in us
Longtime Dakkanaut




Northridge, CA

Sounds god damn terrifying.
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

I thought demonspark just have re-rolls ones to wound like a SM lieutenant?

This message was edited 1 time. Last update was at 2018/01/24 16:16:26


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Made in us
Monster-Slaying Daemonhunter






Dimmamar

 Hansisaf wrote:
To be a threat to targets further away, I add some CSM predators (lascannons) with a CSM daemon prince (as it buffs CSM and Daemons).


Pred autocannons do more work than the Twin las, taking into consideration Killshot and the DP aura. The las does avg 4.78dmg, while the autocannon does 4.15 against T7Sv3+. Also consider the minimum and maximum damage each weapon can do (assume everything hits, wounds, and saves are failed). The las can do a minimum of 4dmg, a max of 14dmg, and an avg of 9dmg. The autocannon does a min of 8dmg, a max of 24dmg, and an avg of 16dmg. They're nearly equal statistically, but the mins and maxes of the autocannon far outclass the same categories on the las. We're playing a dice game, so trust your luck and hope to go big!
It's cheaper, and it has more shots so it's able to do work against both big things and units.

Here's a calculator so you can test it yourself: http://mathhammer.thefieldsofblood.com/

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
Longtime Dakkanaut




Northridge, CA

Huh, that mathhammer site just helped me realize Skullreaver and A'rgrath on a Daemon Prince have pretty much the same chance to do the same amount of wounds on a tank: 60%~ to deal 12 wounds. The Axe simply has a much, muuuch lower min and higher max compared to the sword. Well I'm not playing Chaos for nothing I guess.

This message was edited 2 times. Last update was at 2018/01/24 18:16:08


 
   
Made in nl
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

 Elric Greywolf wrote:
 Hansisaf wrote:
To be a threat to targets further away, I add some CSM predators (lascannons) with a CSM daemon prince (as it buffs CSM and Daemons).


Pred autocannons do more work than the Twin las, taking into consideration Killshot and the DP aura. The las does avg 4.78dmg, while the autocannon does 4.15 against T7Sv3+. Also consider the minimum and maximum damage each weapon can do (assume everything hits, wounds, and saves are failed). The las can do a minimum of 4dmg, a max of 14dmg, and an avg of 9dmg. The autocannon does a min of 8dmg, a max of 24dmg, and an avg of 16dmg. They're nearly equal statistically, but the mins and maxes of the autocannon far outclass the same categories on the las. We're playing a dice game, so trust your luck and hope to go big!
It's cheaper, and it has more shots so it's able to do work against both big things and units.

Here's a calculator so you can test it yourself: http://mathhammer.thefieldsofblood.com/


Thanks for the tip. I'll deffo keep that in mind

12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) 
   
Made in us
Nurgle Chosen Marine on a Palanquin






 buddha wrote:
With the demon codex out it seem like the book really encourages combos and thus bombs. I thought it would be helpful to share a few and get other players ideas.

Cheap Horror bomb:
20 pinks
Change caster (with flickering flames)

218 points. Despite being cheap it only costs 2 CP to deepstrike them and it puts out 60 bolter shots. Uses are focused on chaff clearing.


Plague block:
30 plaguebearers: full command
Poxbringer
Scrivener

380 points. Can be deepstruck or just walked. These guys move fast (for nurgle) and hit like a brick.

I've tested both of these together and they are great. What are other people finding effective?




Sounds pretty awesome. Do you do 2 waves, or drop both the Tzeentch and Nurgle units at the same time?

   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

 gwarsh41 wrote:
 buddha wrote:
With the demon codex out it seem like the book really encourages combos and thus bombs. I thought it would be helpful to share a few and get other players ideas.

Cheap Horror bomb:
20 pinks
Change caster (with flickering flames)

218 points. Despite being cheap it only costs 2 CP to deepstrike them and it puts out 60 bolter shots. Uses are focused on chaff clearing.


Plague block:
30 plaguebearers: full command
Poxbringer
Scrivener

380 points. Can be deepstruck or just walked. These guys move fast (for nurgle) and hit like a brick.

I've tested both of these together and they are great. What are other people finding effective?




Sounds pretty awesome. Do you do 2 waves, or drop both the Tzeentch and Nurgle units at the same time?


I've run them both ways and I like the wave method better. The plague block is a bit too CP heavy since it needs all the support characters to deepstrike. I should also note I'm dropping units like obliterators, flamers, etc with the horrors.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Savage Khorne Berserker Biker





 Elric Greywolf wrote:


Here's a calculator so you can test it yourself: http://mathhammer.thefieldsofblood.com/


Does this incorporate the whole re-rolls before modifiers thing?
   
Made in us
Regular Dakkanaut




 andysonic1 wrote:
I've tried both one wave 1x30 Bloodletter Bombs and two wave 3x20 Bloodletter Bomb supported by Herald. I'm still on the fence about which one is better because they were both very useful, I simply misplayed them during my games so I was unable to get a clear grasp of what they are truly capable of. I feel if you want to clear a screen, you need to throw 30-40 Bloodletters at it to ensure its destruction. It gets a little murkier from there because obviously using 350 points to clear 180 points is not gud. All I know is 30 Bloodletters killed three units of out of position Fire Warriors but 20 failed to clear 20 Hormigaunts (attacks were also split between that blob and a Carnifex, to be fair). Another unit of 20 wiped out 3 Warriors, and another 20 wiped another 3, then they got pounced on. That should have been my chance to charge with the rest of the army but I got gummed up by Hormigaunts.

All in all I think it just depends on what else you are bringing to the table to dictate how many Bloodletters you should bring.


I've been bringing 1 x 30 letters with 2 x 30 pinks turn one(one pink starts on the board) and 2 x 19 letters(to prevent itc secondary of 2 cp for.20 model unit) turn 2 to deal with adjusted board state
   
Made in us
Fresh-Faced New User




Ecdain wrote:
 andysonic1 wrote:
I've tried both one wave 1x30 Bloodletter Bombs and two wave 3x20 Bloodletter Bomb supported by Herald. I'm still on the fence about which one is better because they were both very useful, I simply misplayed them during my games so I was unable to get a clear grasp of what they are truly capable of. I feel if you want to clear a screen, you need to throw 30-40 Bloodletters at it to ensure its destruction. It gets a little murkier from there because obviously using 350 points to clear 180 points is not gud. All I know is 30 Bloodletters killed three units of out of position Fire Warriors but 20 failed to clear 20 Hormigaunts (attacks were also split between that blob and a Carnifex, to be fair). Another unit of 20 wiped out 3 Warriors, and another 20 wiped another 3, then they got pounced on. That should have been my chance to charge with the rest of the army but I got gummed up by Hormigaunts.

All in all I think it just depends on what else you are bringing to the table to dictate how many Bloodletters you should bring.


I've been bringing 1 x 30 letters with 2 x 30 pinks turn one(one pink starts on the board) and 2 x 19 letters(to prevent itc secondary of 2 cp for.20 model unit) turn 2 to deal with adjusted board state


Itc already changed the cp cost?
   
Made in us
Regular Dakkanaut




Darksteve wrote:
Ecdain wrote:
 andysonic1 wrote:
I've tried both one wave 1x30 Bloodletter Bombs and two wave 3x20 Bloodletter Bomb supported by Herald. I'm still on the fence about which one is better because they were both very useful, I simply misplayed them during my games so I was unable to get a clear grasp of what they are truly capable of. I feel if you want to clear a screen, you need to throw 30-40 Bloodletters at it to ensure its destruction. It gets a little murkier from there because obviously using 350 points to clear 180 points is not gud. All I know is 30 Bloodletters killed three units of out of position Fire Warriors but 20 failed to clear 20 Hormigaunts (attacks were also split between that blob and a Carnifex, to be fair). Another unit of 20 wiped out 3 Warriors, and another 20 wiped another 3, then they got pounced on. That should have been my chance to charge with the rest of the army but I got gummed up by Hormigaunts.

All in all I think it just depends on what else you are bringing to the table to dictate how many Bloodletters you should bring.


I've been bringing 1 x 30 letters with 2 x 30 pinks turn one(one pink starts on the board) and 2 x 19 letters(to prevent itc secondary of 2 cp for.20 model unit) turn 2 to deal with adjusted board state


Itc already changed the cp cost?


Phone auto corrected VP sorry, the secondary objective where you get 1 VP for.killing a unit of 10+, 2 VP for killing a unit of 20+. So taking 19 makes them still only worth 1 vp
   
Made in us
Regular Dakkanaut





 Wolf_in_Human_Shape wrote:
 Elric Greywolf wrote:


Here's a calculator so you can test it yourself: http://mathhammer.thefieldsofblood.com/


Does this incorporate the whole re-rolls before modifiers thing?


seconding this, if it does it just became a very handy tool.
   
Made in au
Fresh-Faced New User




 Hansisaf wrote:


I have no experience with Nurgle, so I will not respond to that.
If you drop in the warlord trait daemonspark as well, you'll wound on a 2+ against space marines.

I'm planning on trying this out as a static gun-line. A blob of 30 pinks, with a herald (I choose the chariot one with the endless robe), daemonspark and flickering fire. To be a threat to targets further away, I add some CSM predators (lascannons) with a CSM daemon prince (as it buffs CSM and Daemons). The prince makes my pinks even more dangerous and a couple of flamers or screamers can be used to claim objectives.

Anyone tried anything like this? Anyone have tips?



This list sounds like a lot of fun tbh. I'm new to Daemons and the hobby in general so sorry if this is a dumb question, but how do you keep the horrors safe without some sort of screen? Or is it that people are too occupied dealing with the daemon prince and predators to focus on them?

Also would you be able to post this army in the list format? I would really appreciate it.
   
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Fresh-Faced New User




I'm looking for an aggressive Nurgle list: must have epidemius DP drones gou obl nurglings and gnarlmaw.
I'm in doubt about how invest the test of the point.. mortarion or more body
   
Made in us
Regular Dakkanaut




Paikkio wrote:
I'm looking for an aggressive Nurgle list: must have epidemius DP drones gou obl nurglings and gnarlmaw.
I'm in doubt about how invest the test of the point.. mortarion or more body


I'd say take more bodies over Mortarion. He can't deep-strike in with the Daemon stratagem, so he'll be foot-slogging it up the board in the face of all of your opponent's artillery, and he ain't THAT tough (especially if you don't have the points to bring his Deathshroud bodyguard with him).
   
Made in it
Fresh-Faced New User




Maybe 2 battalion with 30 plaguebearers and and 12-15 nurglins
   
Made in us
Regular Dakkanaut




 Hansisaf wrote:
 buddha wrote:
With the demon codex out it seem like the book really encourages combos and thus bombs. I thought it would be helpful to share a few and get other players ideas.

Cheap Horror bomb:
20 pinks
Change caster (with flickering flames)

218 points. Despite being cheap it only costs 2 CP to deepstrike them and it puts out 60 bolter shots. Uses are focused on chaff clearing.
[...]
I've tested both of these together and they are great. What are other people finding effective?


I have no experience with Nurgle, so I will not respond to that.
If you drop in the warlord trait daemonspark as well, you'll wound on a 2+ against space marines.

I'm planning on trying this out as a static gun-line. A blob of 30 pinks, with a herald (I choose the chariot one with the endless robe), daemonspark and flickering fire. To be a threat to targets further away, I add some CSM predators (lascannons) with a CSM daemon prince (as it buffs CSM and Daemons). The prince makes my pinks even more dangerous and a couple of flamers or screamers can be used to claim objectives.

Anyone tried anything like this? Anyone have tips?


Don't forget to keep a Daemon Prince nearby for the rerolls and to help out in case melee units get too close to the Horrors. If you're using the herald primarily to buff the Horrors, I'd consider ditching the chariot (so the herald can't be targeted if it stays behind the Horror line) and the Robe (if the herald can't easily be targeted, it won't need the Robe). If you give the herald Soul Bane instead, it can help out the Daemon Prince in defending your gun line with what amounts to potentially 3 mortal wounds coming from the herald in melee (the herald isn't very accurate in melee, but the Daemon Prince helps with that a little).
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Paikkio wrote:
I'm looking for an aggressive Nurgle list: must have epidemius DP drones gou obl nurglings and gnarlmaw.
I'm in doubt about how invest the test of the point.. mortarion or more body


You’re going NURGLE soup, so why not some CSM Outriders? Blight-Haulers, Bloat-Drones, led by a Daemon Prince Warptiming a bunch of Warp Talons to jump over and entangle units who’d have horrific overwatch. Hardly any LEGION tactics benefit these units anyway, so you may as well enter the spirit of a Green Crusade. Drop a Gnarlmaw near the Warp Talons next turn and they can have a go at assassinating an important support character.


Automatically Appended Next Post:
*thinks* ...OKAY, WE NEED TO TALK ABOUT GNARLMAWS AND WARP TALONS. MAJOR SHENANIGANS SUSPECTED


Automatically Appended Next Post:
Also, Decimators are an excellent Epidemius booster. A literal bucket of mortal wounds with medium range and BS2+ is a fine way to finish off a nearly dead unit

This message was edited 2 times. Last update was at 2018/01/25 20:58:39


   
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Fresh-Faced New User




Bloat drones are My fav unit, already tried 3 near drones and DP but i think obli can make more damage and a mettere trigger for epidemius. Falling from the Sky with a Bell guo able to revive them.

Personally i dont like any tipe of dread-thing. Talons can be a cool deal. But i dont have point.

With the correct alignment of the Planet (or not too much)

Nurglings take obj, gou obli down kill (i Hope) 2 units drone Advance and maybe charge with double damage thanks to the tree and the Psy. Turn 1, 3 soul for the tallyman

Sweet dream.
   
Made in us
Regular Dakkanaut




It took me awhile, but I've seen the light with respect to Plaguebearers. It's dead-easy to protect them with a -2 penalty to hit them, they've got T4 and 5+ FNP (plus a 4++ if you use Warp Surge), and with the right mix of support from Scriveners and heralds and judicious use of various Loci, stratagems, and spells, they can pump out a truly obscene number of wounds per model (if my math is correct, under the right circumstances a Plaguebearer that rolls a 6 to wound can do 5 wounds). That's even before getting into Epidemius' Tally ridiculousness.

True, their weapons don't have any rend and they can't take advantage of Blades of Putrefaction to do mortal wounds, but still...ouch.
   
Made in us
Oozing Plague Marine Terminator





Yea, Nurgle is doing very well. A Prince with a hell forged sword, the +1 to wound trait, and the +1 wound power is getting 4 damage on on a 4+ to wound, and 7 damage on a 5+ (if I understand correctly)
   
 
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