Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Recentally, scrolling through the Daemons book and reviews several army lists online, and my own, I was wondering where everyone stands on the lesser and greater children of the Chaos God's.
Anyone who has remotely looked at a book regarding Daemons of Chaos or has experience in Warhammer world knows that Chaos is comprised of two sets of polar opposites in personality and function:
Nergal- Slow, hardy, and clumbsy, and on the other hand we have Slaanesh- fast, fragile, and precise.
Tzeentch- Careful beings who perfer magic to change the environment and decimate their foe at a range. Polar opposites of Khorne- Wild, bloodthirsty maniacs who do not hesitate to bring the battle to their opponents.
The only thing that the sects of the Chaos Daemons have in common is their need for battle, and their desire to spread the influence of Chaos on the entirety of the world.
There is no doubts that the army book design is built so our Daemons fill specific rolls, meant to deal with certain situations, and rely on each other to compensate for inevitable weaknesses. This natural synergy, if used right, wins Daemons games. Only one question about these creatures is left in our minds as players with the coming of 8th edition. Which combinations of troops do you like, and which combination allows for games with your Daemons that are not only rewarding in the Victory Points category, but also fun, and make you feel that your army is really truly your Daemon force?
On another note, I have a question of my own that I would like to add for personal clarity. Nergal and Slaanesh seem to be good, but could I get some insight on their core (Plague Bearers/Daemonettes) and rare choices (Fiends/Beasts), and how you as players use them to drastically sway battles?
P.S. It seems that there are several staples in Daemon armies that players seem to have trouble getting rid of in their lists. The first is Bloodletters and Pink Horrors. Personally I would never leave home with out them, but I would love to hear some cool success stories with Plague Bearers and Daemonettes. Next is the Lord of Change. He is amazing, I understand that, and he is a phenominal caster which gives him huge appeal. I would love to hear some tales of victory with Great Unclean One's and other Nergal characters, and Slaanesh Keeper of Secrets/special characters.
Well as far a 8th goes I think you are just hard pressed to do better then bloodletters for core choice. Although a 50ish horde of pink horrors is close but you only need 1 such unit. My problem with nurgle is they are not as tough now with only getting the one save but they are also very weak in that purple sun and pit of shades can wipe an entire unit in one cast. Daemonettes are simply just bad bloodletters in my mind since they are just as weak but don't pack nearly the same punch.
As for the other greater daemons I think they are all good in 8th just most like the lord of change as he is really the only way you can get a level 4 that can still have a good amount of gifts and take a lore other than his gods. But have seen a great unclean one just wreck stuff lately as the bale sword is very powerful with so many people running monstrous infantry. Also it could one shot a steamtank which is funny.
- You must set fire to water or you will be extinguished.
One thing I will say about Plague Bearers:
Icon of Eternal Virulance, Epedemius, Icon of great Despair...
I gave my friend a -20 combat res once and it was AWESOME! xD
That being said, beast of Nurgle are amazing. They're fast (M6) and have d6 S5 poisoned attacks. I I used to include lore of light before I switch to Khorne with my Tzeentch and let me tell you what a group of 4x10 PBs is like with 10 WS and 10 I xD
40k: Silver Angels of Our Martyred Lady 7/2/3 - Daemons of the Great Squiggle! 3/1/0
Fantasy: Windhost of Athel'Loren 2/0/0 - Daemons of Another Great Squiggle! 0/0/0
Warmahordes: Legion of Everblight (Absylonia)
A block of Nurgle (not Nergal) Plaguebearers with a Herald is still a powerful unit. With poison you usually get cause enough wounds to out damage your opponent.
It does really depend a lot on who you're fighting. For example, if you're fighting High Elves you would be hard pressed to find a better unit than a block of Plaguebearers containing a Herald with Noxious Vapours, which gives the High Elves the Always Strikes Last rule. With a frontage of 6 that's 15 attacks with poison before the enemy can even get a look in, making smaller units of Swordmasters (and other nasty High Elf combat units) a cakewalk.
You can't beat Daemonettes when it comes to lightly armoured and weak foes, big blocks of Goblins or other units with similar stats. Always Strikes First with a Herald and lots of attacks.
In these cases Plaguebearers and Daemonettes would be preferential to Bloodletters/Horrors.
Having said this I usually take Bloodletters/Horrors, the main reason being that I give Lore of Life to my Tzeentch Herald, the Horrors provide a bunker for him and I can make my Bloodletters Toughness 7, combined with their WS5, S5, Killing Blow and Hatred, they are just an excellent all-round combat unit. Daemonettes and Plaguebearers are just far more situational, so you don't see them as often.
Plaguebearers are not as nerfed as people say. Yes you can't take ward and regen, but you still have a 4+ regen which is better than what most other daemons have. Yes flaming attacks negate it, but you are just splitting hairs then. There are not as many flaming attacks in this game.
Lore of life is awesome on plagueberaers or any other core for that matter. Flesh to stone make them more tough, Regrowth brings back dead models, and throne of vines not only enhances those spells, but you then ignore miscasts on a 2+
If a Million Guardsmen die, that's a statistic. If one marine dies, that's a tragedy.
The problem with the noxious fumes is that it only effects the models in base contact with the user... so 3 of them...
Also the nurgle lore contains something that makes it harder for the enemy to even hit you... like make them hit on
6's or something... which would be awesome against elite shizz
WORSHIP THE VINDICATOR!!! (And a Drop Pod full of Combie-Melta Sternguard never hurts either)