About this deal
Durability: The army-wide durability here is like almost nothing we’ve seen before, with only Custodes coming close to rivalling it. In particular, Plague Marines are finally going to feel as resilient as they always should have. Flash Outbreak (2 CP) is potentially the most busted Stratagem in the book. You use it in the Command phase to give a single
Acidic Malady (20pts): +1AP. Surprisingly great on a Malignant Plaguecaster, as pushing their staff to S8 AP-2 makes it much, much more dangerous for opponents to wander into bonk distance. Chaos Lord • Exalted Champion • Chaos Champion • Aspiring Champion • Sorcerer Lord • Daemon Prince • Daemon Prince of Nurgle • Daemon Prince of Tzeentch • Death Guard LordThe other way around this is Summoning. By choosing to summon certain HQs, you can circumvent the restrictions and save some CP, though this requires building a plan around how and when to summon, and works best for cheaper HQs like the heralds. It’s potentially better than it was, and summoning can also be a way to move slower Nurgle units like Beasts onto objectives, though on the whole Summoning is probably a better strategy for Chaos Space Marine factions adding daemons than for a daemons army looking to bring in more HQs.
Terminators: Both flavours of Terminators are now some of the nastiest in the game, and should be incredibly satisfying to use on the table. It’s time to put this into practice. Let’s build some daemons lists we can start playing with. Slaanesh and Nurgle Viscous Death (10pts): you can re-roll the number of shots fired by the weapon. Combined with the +1S, near mandatory on your first Foul Blightspawn at the price. There’s a lot to like about Chaos Daemons following the points changes, and they have some great Troops that can be real monsters in 9th edition’s board control game. Where they’ll struggle a bit is with killing large targets (though hopefully shifts in the meta will make knights less of an issue), and having psyker-heavy armies will mean that Abhor the Witch is an easy take and very max-able against daemons armies every game. And, among this cavalcade of madness, the Chaos Space Marines of the Death Guard march stolidly forwards, plague-ridden bodies impervious to the puny weaponry flung against them by terrified defenders.You get a +1 on the To-Wound rolls due to Veterans of the Long War. (so effectively 5,6s on your to-wound rolls, trigger the bonus Mortal Wounds) Now you got them within 6″ of the badguys – you will spend 2 command points on these two stratagems: Overall Chaos Daemons did pretty well in the points adjustment! I was probably a bit too harsh on them in our original assessment of factions immediately following our review of the Munitorum Field Manual points update. The real question is how they play. These are the light and dark color pairs used for the ampoules, plus gray and white for reflections. I chose all cold shades, which seemed to me more suited to the character, but there are also those who color the ampoules all as if they contained the classic green slime of Nurgle. As always, the choice is up to you. Wargamer Character: The Army Painter brush used in the tutorial Buff Characters: Inventive re-writes for a whole lot of the various Foetid Virion units plus rules that reward you for having characters about mean that almost all of these have a real role in lists.