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Daemons of Chaos Overview - My Opinions

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Hello all and welcome to my write up for the Daemons of Chaos book.This army is suppose to be all about randomness and what not but just fails at that. The gods are suppose to be random but generally punish themselves more than anything.To give my background on this army I have played them for about a year and a half now. I "play" a mono-tzeentch list and 2 of my friends also run daemons, a mono khorne and a Nurgle/Slannesh army. So I am pretty exposed to every facet of Daemons. My opinion on this book is pretty 50/50.  They have really come down since last book , maybe to much ;). I know I will be complaining a lot but understand that's only because I had such high hopes for this book and it feels very rushed and not that well thought out. 5/10 for this book and I will explain along the way.

Army Special Rules

Daemonic Alignment - Most of the daemons in the army belong to 1 of the 4 Gods of Chaos and as such gain special bonuses for it. Daemons from different gods cannot benefit from Stand your ground or Inspiring Presence. So a Bloodthirster will only give his LD to other Khorne demons.
Khorne - Hatred vs DoSlannesh, and they gain +1 strength on any turn they successfully charge. MEH!
Tzeentch - Hatred vs DoNurgle, and they may reroll channel attempts AND wardsaves of 1. Great for Tzeentch
Nurgle- Hatred vs DoTzeentch, and things attacking them in combat get -1 to hit. Your usual nurgle goodness.
Slannesh - Hatred vs DoKhorne, and have the armor piercing rule. Decent enough

Daemonic Gifts - Instead of getting to pick items from the warhammer book daemon characters are bestowed gifts. These are in 3 different ranges (25/50/75) and are random. You roll for them at the start of the game. My thoughts on this was it was a great idea but the gifts are not nearly good enough to back this type of a thing up. But we will get into that later.

Loci of Chaos - These are given to the heralds. They give varied bonuses to the units that the herald is in. They can give you a good edge in the game but you really have to pay for them. Also if you have 2 in the same unit the highest one is used and the lower one is ignored. 

Daemonic - This applies to everything in the book. Demons are Immune to Psyc, all of their attacks are magical, they all have a 5+ ward base, AND they suffer from Daemonic Instability. Now Daemonic instability is much like the undeads crumble except instead of losing wound = to what you lost combat by you take the leadership test and suffer wounds = to what you lost by. HOWEVER when you roll the test if you roll double ones you immediately regain all wounds lost in the combat. HOWEVER if you roll double 6's the the unit goes POOF. This is a double edged blade. You lose by 1 and roll double 6's POOR there goes that unit, however you lose all by 1 model and roll double 1's BAM all those wounds back. This doesn't happen very often but when it does :P.

REIGN OF CHAOS
When you roll winds of magic you consult this chart and depending on what you roll fun happens
2- All demons immediately suffer an Instability test on their UNMODIFIED LD.
3- One random demonic character must make an Instability test
4- All models with the Demonic Instability suffer -1 to their wardsave
5- Roll a d6 for all enemy units and all friendly DoN. On a 6 place the small template on the unit and scatter d6, all models hit suffer a S4 hit.
6- Roll d6 for all enemies and DoTz, on a 6 the unit suffers a d6+3 S3 hits, no armor saves.
7 - Nothing happens
8 -  Roll d6 for enemies and DoK, on a 6 the unit takes a LD test on 3d6 and suffer a wound for each point failed by, no armor saves.
9 - Roll d6 for enemy units and DoS, on a 6 place the small template on the unit and scatter 3d6. Stone thrower shot S9/s3
10 - All demons get +1 to their wardsave.
11 - Randomly pick 1 enemy wizard, it takes a LD test. If it fails it dies no save of any kind allowed AND you get a free Herald of your choice up to 6" away. If you choose a tzeentch then you generate 1 spell immediately.
12 - Immediately summon a new unit of Letters/Horrors/Demonettes/or Beareres ANYWHERE on the board. The new unit is 2d6+3 big.
My thoughts on the chart is so so. It looks much more intimidating than it is. I know when the book came out a lot of people were complaining about this but that mellowed out pretty quick. I do feel that the 12 should perhaps be 3d6+3 due to the 2 having the possibility of ending the game. Other than that its a pretty fair list. Also i did not add this but on the units engaged in combat cannot suffer from the 5/6/8/9 rolls. This adds a nice twist to the demons but wont give them enough power to be overpowered .  It does feel a little tacked on tho so .
MORE TO COME FOLKS!!!

Lords and Heroes

Bloodthirster - The big red machine in all its glory. Khorne sure knows how to bring it ;) and this guy is hell on wheels. Well hell on wings to be precise as he has the Fly ability as well as Terror,MR2 and your usual demon fun. He is the only lord with armor so that helps protect him a bit. As for statline you wont find anything in all of warhammer better than he. WS10/S6/T6 with 5 attacks (6 with EhW) he rips through entire units like they were nothing. Now for the sour notes, he is the only lord that cannot be a wizard AND like all lords he is very expensive for something with such a little save :P Now he does have the best saves out of all the Lords so he is in my opinion at least tied for best Daemon lord. 8/10  He is my personal favorite Daemon Lord for good reason, I have seen 1 of these hit the flank of an army and just kept going.

Keeper of Secrets - The keeper of secrets is considered the best and for very good reason. Access to the best lore in the book and a statline almost on par with the Thirster makes the Kipper a very dangerous adversary. If you want staline just look at a thirster and if you want to see why his wizarding is amazing just look at his lore. The downsides to this beast is he cannot fly altho he has movement 10 so pretty close. 8.5 There is not much wrong with the Kipper other than his save, but that's pretty much any demon lord.

Greater Unclean one - Big fat Nurgly goodness. He's hard to hit and even harder to wound. He is probably the best protected Demon Lord even tho he still only has a WS of 5+ with no armor. Most everything needs 5's to hit and with T7 most everything will need 5+ to wound. Lore of nurgle is a pretty good lore to. He is a bit slow but prices you pay for being a big guy I suppose ;). As for how he ranks up with other Lords he is more laid back. Think dragon stats with a higher toughness. 7/10 Hes no smasher but he is good in his own way.

Lord of Change - Now with this guy I will be going on a bit of a rant but that's only because what they did to Tzeentch should be illegal. I have enjoyed tzeentch for a very long time, I actually didnt pick it up until after the new book came out and it was on more of a challenge because they all said how mono tzeentch ( once considered one of the most over powered armies out there ) was unplayable and now I can honestly say it really is. Now his problems are not his staline ( infact I like his statline ), his problem is is that he is meant to do wonderful things in the magic phase... and then they go and take away his tools to do it.They give him access to only 2 lores (Tzeentch and Metal) one of them being very underpowered and the other not really having the spells to truly change things in the magic phase. Also he is not mainline WLvL4 which I take as an insult. He is suppose to be the left hand of the God of all Magic and he only starts at level 3 and ONLY knows 2 lores? This guy should be able to pick all lores from the book and if he chooses Tzeentch should be a Loremaster. Also starting at level 4 with the upgrade to level 5 would be nice ;) But who knows maybe in 9th edition he will be back to his old self. ANYWHO so yeah as the game stands right now he doesn't really have a place. The other 2 wizards in the book have better lore choices and his combat prowess is really only good if he can get the Wand of Whimsey rolling. 4/10 There is pretty much no reason to choose him unless you are going for fluff.

Demon Prince - Oooooh the demon prince how you make me scratch my head. This guy is a little more what he should be then that overpowered Warriors of Chaos prince. You are paying an extra 15 points for him... and losing Unbeakable. Yep you pay MORE and you lose the one ability that made a demon prince overpowered :P. Now don't get me wrong the prince is still a really strong option and in most cases the better choice. Able to take chaos armor and has all the tricks of the other lords if your willing to pay for it. 8/10 A prince can do the job of the Greater demons for half the price. Another great thing about princes is you can kit them to be what you like, you do still have to put up with the random equipment but at least you can have a 4+/5+ save.

Heralds - I am going to just lump all the heralds into 1 group as they are pretty much just a lesser version of their respectable Lords. So I will do a very short write up for each and list the loci they can take.They are all very good bargains for the cost.I will list the Loci's from lesser to Exalted.

Khorne - A baby thirster with MR6 and Scaly Skin. I like them on Juggernauts to bump up their save. 7/10
Loci of Abjuration - This model and all models in the unit gain MR2 .. MEH
Loci of Fury  - Simple, the unit gains Frenzy. Pretty darn good
Loci of Wrath -  Gives the unit Hatred. Rerolling is always a good thing

Slannesh - One of the best choices you can make.Wizard level upgradable with amazing lore and is a very devastating combat character. 7/10
Loci of Grace - This model and all model in its unit autopass all Look out Sir and Dangerous terrain rolls. Mkkay
Loci of Swiftness - This model and all others in unit gain Always Strikes First. This makes a unit of Nettes AMAZING
Loci of Beguilement - Any challenges made by this model cannot be refused, and YOU choose who accepts is. Also all models touching this one reduce their Initiative by 3 to a min of 1. Great for hunting down Wizards.

Nurgle - Toughest herald and tied for strongest ( don't ask me why Nurgle gets S5 ) and a good wizard. 8.5/10 A very strong choice
Loci of Virulence - All poisoned attacks made by this model and all models in the unit auto wound of 5+. This is a CRAZY good ability.
Loci of Fecundity - This model and all models in the unit get Regen. Going from 5+ to a 4+ is decent.
Loci of Contagion - If this model or any other model scores a 6 on To Hit with a poisoned attack the target immediately suffers an automatic hit resolved at S4.

Tzeentch - More in line with the caster hero is is ( or should be >.> ) It suffers the same problem as the LoC. Unlike other heralds its horrible in combat. 5/10
Loci of Transmogrification - Your pink horrors BLUE horror effect now generates d3+1 instead of just 2.
Loci of Change - At the start of your turn roll a d6. This model and the unit its in's strength becomes equal to the roll. This is a really fun ability and can completely catch your opponents off guard. Or it could horribly blow up in your face.
Loci of conjuration - The strength on the spells from Lore of Tzeentch get +1. So your spells become d6+1 Strength.. OOOOO. Its actually not as good as it sounds. Maybe if it added d3 :D ok then.

CORE

Bloodletters - Khornes foot troops these have come down quite a bit since last edition. S4 T3 they still have Killing blow which can help a lot. They get MR1 and Scaly skin so decent enough saves. High WS for core is great to. There khorne buff is on the turn they charge they get +1S, so spears for Cav. This really should be a first round of any combat or every round after the first. As for score they are a 7/10. They can do good work but will die in droves from low T and unless you get the charge off they are not really the prime choice. Toss a herald in with them and they go crazy tho :D

Demonettes - I like demonettes, they are very fast and throw out a ton of S3 Armor piercing attacks. Give them ASF and watch them cut through Rank n File like mad. 7.5/10 If they were S4 they would be broken but they sit pretty comfortably for cost ( Demon cost anyway ;) )

Plaguebearers - These are easily the best core you can get for demons. S4T4 poison attacks YEESH. Add on to that that they are nurgle so they are hard to hit. Base WS tho so they don't have as easy a time hitting as other stuff :P 8.5/10

Pink Horrors - Tied for best core are pink horrors. These can only be summed as up throw away casters. My army ran 5 units of them and its goal was to get Gateway and Firestorm on units of them and then toss 6 dice every turn. S3 T3 their power lies in that they are LvL1 Wizards that cast at +1 per each rank they have past 1 to a max of Rank 4. So with 5 units, 2 herald AND a LoC I was ALWAYS channeling at least 2 extra dice. I will have my mono tzeentch posted at the very bottom of this write up. I liked the army it just lacked spells you can rely on to do the trick.  8.5/10

Bloodcrushers of Khorne - Another of those units that Warriors just got the better deal of. But that does not mean juggies don't do the job;)  Quick and they pack a pretty mean punch and with the +1 strength on charge affecting both the mount AND rider it can make a devastating hit. They are pretty expensive but you don't ever see see a MC with a 4+/5+ save AND MR1 so 4+ vs spells :P. 7/10 They are pretty strong but can be pecked away at an alarming rate due to lower AS, but that ward save does help a ton.

FleshHounds - These are in my opinion the better choice for Khorne. At under half the cost of a crusher and close enough statline you can easily employ lots of these for a quicker shock troop. Not to mention they boast an impressive MR3 so magic is never a problem. They don't have that great of an armor save but that's not much of a problem :p An added bonus they can be upgraded with Ambushers. 8/10

Flames of Tzeentch - Oh tzeentch you poor mistreated god. And it all starts with flamers. Whatever they had going for them before was ripped away form them. 18" range just is not enough in a world of 24" ranges. Also at 18 inch range that means for short range you have to be within 9"... not ideal for a ranged unit. Factor that with most most likely having to continually move to stay within range but out of harms way AND Multipleshot(d6) and you are pretty much always hitting on 6's. You pretty much have to not move to get some reliable numbers. Also their battle prowess has gone down a bit so you cant really get them into skirmishes either. Also they have that ugly Warp Flames ability which is more of a detriment than a bonus. Look at magic section for what Warp Flame is. 3/10 If they did not have to have warpflame tacted on and MAYBE could move and shoot without minus these would be great.

Screamers of Tzeentch - Not much wrong with this choice. S4T4 flying with the slashing attack ( when they move over units they may slash at 1 of them dealing d3 ST4 each that hit on 4+.) This actually does not get as many wounds as you may think but they are more meant for annoyance and they play that role well. They also have a fun ability called Lampreys bite, all close combat attacks against Large Targets deal d3 wounds. Any SERIOUS demon list should have at least 1 unit of these ;) 7/10 They can annoy no end and the only reason they should die is because you put them in the position to die. They are also surprisingly great in combat situations .

Nurglings - Baby nurgles that are adapt at bogging down the enemy long enough for the main force to arrive. They are pretty much 3's across the board and a little expensive for what you get. Like all nurgle harder to hit :P There are better choices but nurglings can be quite the little pests if you have enough of them :P 6/10

Beasts of Nurgle - These are one of the (if not THE) best choices in the demons book. Great movement, standard WS and your usual demon strength. The big things about these is they boast a T5 with 4W so they are HARD to bring down and they toss out d6+1 attacks EACH. They also have a ton addons like Slimetrail ( enemies don't score flank or rear vs them) and Attention hogs (not actually its name but they can issue and accept challenges). They also have true regen. So they throw out a lot of attacks that hit decently hard and are very VERY hard to hurt. 9/10 Easily. Taking these in mass is the norm so be prepared to put up a fight them.

MORE TO COME
When maw gives you lemons, APPEASE HIM!

W/L/D Tourney List
14/5/0

Latest win/s - Warriors of Chaos x 2
Latest loss/s- Dark elves, Lizardmen
Looks great! Want more! :) I'm a big fan of the Daemons, and am always intrigued to see people's thoughts on them since getting beaten to death with the nerf bat...

JJ
Resident Smiley Spam Artist and Fastest Fingers in the Stronghold.

Raising the forum's smiley count, one post at a time, since 2008

Quote from: Shadowlord on Mar 11, 2013, 01:57:18 PM
After all, painting 100 night goblins is something you do in the morning just before you are off to work.

And I think you missed a 0 when you wrote 11 armies. The correct nr should be 110 armies I would think, based on your painting speed.
Me too. I played them thoroughly before the aforementioned nerd bat hit us right in the gogglier and now the sit in the ether just waiting to burt through at us once more...

I haven't played with the newer book so am a little behind to say there least.

Keep it coming!
NEW?
Please read the Forum Primer to get to grips with the Stronghold!
http://www.ogrestronghold.com/forum/index.php?topic=7241.0

MY OLD GNOBLOGS - Warriors of Chaos gnoblog
http://www.ogrestronghold.com/forum/index.php?topic=25064.0
Daemons gnoblog
http://www.ogrestronghold.com/forum/index.php?topic=9274.0
Ghark Ironskin and tribe
http://www.ogrestronghold.com/forum/index.php?topic=8002.0
I've played with and against the new daemons (but never the old book) and so far the only thing that I have found to be messed up is the reign of chaos - which can mess up the game turn one and surely introduces chaos and variance almost beyond what is sane to play a decent game of warhammer : )

But the rest seems solid but I think it takes some play testing to find the synergies and true strengths, although the army has some lackings. eg. only infantry core, dependence of monster-type lords (cannon bait) and innate unpredictability can wreck some fun/face. And the skullcannon is butt ugly from a fantasy point of view : )
Gnoblar Gnoblog
Any idea when the next part will be up?
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
Very nice overview!

I will always be a khorne and burgle fanboy when it comes to the gods

YOUTUBE: http://www.youtube.com/user/Connman613
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