A few weeks ago I got nostalgic for my old Flying Circus Monster Mash list from many moons ago. Plaguebearers can also still be an absolute slog to remove as well, and their costs haven’t increased so much that they’re un-fieldable. Subscribe to our e-mail newsletter to receive updates. The much-maligned Heavy Support slot for Chaos Daemons saw a collection of 10-point increases for every unit. This was writte… Slaanesh is, broadly speaking, an anti-melee melee army. They’re still some of the faction’s best shooting, though. Don’t miss all our other 9th edition launch coverage including battle reports and tactics videos covering nearly all factions in the game. Overall Chaos Daemons did pretty well in the points adjustment! A 10-point turn will usually mean holding two and sometimes three objectives at the start of your turn, and a 15-point turn will mean holding more than the opponent. He is the puppet master with strings all across the 40k universe, pulling on heartstrings and wooing those seeking knowledge, power, and magic. Without any secondary that punishes you, Nurglings have become an amazing go-to Troops choice and something that has a strong case for showing up in every Daemons army. Death Grip (1 CP): Same as the loyalist version. Chaos Space Marines - sorry, Freedom Fighters - are the main antagonists of the Warhammer 40,000 setting, with the Horus Heresy arguably being the most pivotal moment of the W40K timeline. 9th edition is here, and with it a whole raft of changes to the factions of Warhammer 40,000. Generally speaking, you want to pick secondary objectives that align with your existing game plan (so secondaries like Domination are good because you already want to capture objectives), and build an army that can accomplish/score 10+ points in two secondaries for sure every game and then plan to pick a third based on your opponent. The net impact is that you’ll need a way to protect daemons more from being shot and you’ll likely want to take a harder look at Daemons units that don’t come in massive blobs. The big downside here is Abhor the Witch, which is going to be used against you in almost every game you come up against an army with no psykers, and will typically be combined with Assassinate/Bring It Down to make each Greater Daemon kill worth an insane 8 Victory Points, and that’s for killing a unit that can’t be protected by Look Out, Sir and was already part of your opponent’s game plan. While Chaos Daemons have the ability to put units into the warp to teleport onto the battlefield with the Denizens of the Warp Stratagem, this ability is a bit limited since it costs you 1 CP for a single unit of PL 8 or less, or 2 CP for a unit of PL 9+. From a fluff-perspective, a Chaos Space Marine army can be a warband derived from one of the nine original Traitor Legions, or a more recent chapter of loyalists that has gone Renegade, or a mixture of both. It happens my Chaos-themed armies are much more narrative-inspired. OK, I’ve spent enough time covering the mortal slaves to darkness of the 40k universe. I, too, will totally be starting with Daemons in 9th ed, because of the Crusade system. This may give you a more economic way to to hold units, since you can likely fit 3 units into 19 PL depending on what units you pick. The Feculent Gnarlmaw is the only option really worth discussing here; those went up 10 points and per the Daemons FAQ now give Light cover, plus an extra +1 to save rolls. New Chaos Points - 9th edition. Going Battalion + Patrol is OK, but 5 HQ slots may still not always be sufficient and so double Battalion Daemons armies may be more common. Going first this means you need units that can move quickly to capture objectives and then stay alive while holding them. Or just pushing a few piles of Nurglings around some Daemon Princes. I took Ann'grath, 2 Bloodthirsters, a DP, a bunch of bloodletters, and a spined chaos beast along with a MSU of hounds and a skull cannon. The Bloodthirster and Great Unclean one are still overpriced and the Great Unclean one suffers from the new terrain rules, which make it visible through obscuring terrain. Points discussion is also in tactics discussions. The best news is you can have more than one. The new edition of Warhammer 40,000 has plenty of treats in store for Chaos Daemons, and joining us to talk you through them is … Although Daemons have cheap Psykers and the ability to take more thanks to Horrors, Psychic Actions can only be done by CHARACTERS, and because those are all in the HQ slot and powerful units, you’ll want them casting psychic powers and smiting rather than spending their psychic phases on actions. The Keeper of Secrets and Lord of Change came out of this the best, since they were useful before and haven’t gone up by enough to make them bad. 18-point Seekers seem a bit more palatable than 18-point Flesh Hounds, especially given how 9th edition is going to push toward fewer armies with 1-2 Psykers. I remember debuting a kinda bad one at the year I top 16 Adepticon to only face GK … Comparatively, Strategic Reserves gives you less freedom with regard to your placement but will give you more units, costing you 1 CP for up to 9 PL worth of units held in Reserves, 2 CP for up to 19, 3 CP for up to 29, and so on. We take you through all the biggest nerfs and buffs to the Chaos Daemons army along with the core strategies and thoughts on list creation. I say “appear” because they are listed at 20 points per model under the Death Guard section of the Munitorum Field Manual and while it seems insane to suggest that might be the real cost, there’s a chance GW could change either entry in an upcoming FAQ. Hi everyone, my name is Camden Jansen, guest writer for Art of War, and I love playing Chaos Daemons and assault armies in general. Putrescent Vitality, Relic: Ironclot Furnace (-1 CP), Troops: Plague Marines [13 PL, 180pts] x10 w/Bolter, Plague Knife, FA: Chaos Spawn [6 PL, 69pts, -1CP]: Chaos Spawn, Chaos Spawn, Chaos Spawn, Contaminated Monstrosity (-1 CP), HS: Plagueburst Crawler [8 PL, 160pts, -1CP]: 2x Entropy cannon, Heavy slugger, Accelerated Entropy (-1 CP) HS: Plagueburst Crawler [8 PL, 160pts]: 2x Entropy cannon, Heavy slugger HS: Plagueburst Crawler [8 PL, 160pts]: 2x Entropy cannon, Heavy slugger, DT: Terrax-Pattern Termite Assault Drill [8 PL, 136pts] w/2x Storm Bolters, Chaos Daemons Patrol Detachment (-2 CP, 460 Points), HQ: Daemon Prince of Chaos [9 PL, 200pts]: Malefic talons, Wings, Fleshy Abundance, Nurgle, Troops: Nurglings [6 PL, 100pts] x5 Troops: Nurglings [6 PL, 100pts] x5 Troops: Nurglings [6 PL, 100pts] x5. Blast weapons represent a huge problem for horde strategies in 9th edition, giving said weapons a minimum of 3 shots against units of 6-10 models and maximum shots against units of 11+ models. 4 3 3 334. Posted on July 27, 2020 Tzeentch is the master of schemes amongst the chaos gods, sometimes creating new schemes just for the sake of it. The Plague Marines pile into the drill with a pair of characters – typically this will probably be the Sorcerer and the Biologus Putrifier, though you could swap in the Blightspawn as needed depending on the threats and if you wanted the Plague Marines to focus more on melee. Shadow Operations present a series of actions that you can perform to score points. by Reecius Some minor-but-probably-a-bit-too-high adjustments here, with Beasts of Nurgle and Bloodcrushers going up 5 points each. The Feculent Gnarlmaw now confers the benefits of Light Cover, plus an extra +1 to the armor save. Melee combat has changed a bit in 9th; the ability to trap units has been significantly reduced, charges have become slightly more difficult thanks to the CP re-roll change, multi-charging has become much more difficult, units that Heroically Intervene can be attacked by chargers, and vehicles are able to shoot in combat, preventing them from being “turned off” by melee units that reach them. Unlike many factions, the core strength of Chaos is in its troops, leading to builds that see players marching large hordes of lesser daemons across the table. Kind of – they have some other issues to sort out, which we’ll talk about in the Secondary Objectives section. Domination also works well here, since it rewards your ability to clear and occupy an objective in the same turn with melee units. Purge the Enemy secondaries are going to depend on the opponent, where Titan Hunter is a no-brainer against Knights and Bring It Down will be something you bring against vehicle- and monster-heavy armies (and may be something opponents bring against you). Their biggest disadvantage here is their slow speed. Note that if you’re rolling for random Exalted traits for your Greater Daemons, those rolls happen before you make decisions about placing units in Reserves. The other half of the game are Secondary Objectives, which make up another 45 points you can score in Matched Play and GT missions. The real question is how they play. Subscribe to the Frontline Gaming email list! in 40K, Tactics, videocast. Models with Gauntlet-type weapons only. players score for holding objectives in their Command phases, which means that a unit has to already be on your objective holding it before your turn starts to score. This list makes heavy use of Nurglings to get out in front of the otherwise slow-moving Death Guard units and hold objectives early on. Engage on All Fronts is very doable with faster daemons like Fiends, Seekers, or Screamers, and the ability to teleport daemons in or walk them on from another table edge with Strategic Reserves means you can place units further downfield and easily score for them at the end of your turn. Some opponent swill be able to chew through the wall of giant Daemons, but especially on the smaller boards, many will be overwhelmed. It still has the issues with Abhor the Witch being taken against it, though that will often be your challenge working with Chaos Daemons. So as we sit down to evaluate the faction in 9th edition, we’ve got more question marks than with most factions, since we’re evaluating and speculating on their Engine War upgrades as much as their general performance in 9th. 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