Faction Preview: Chaos Daemons

The trickling of information for 2018 begins with Chaos Daemons (expect Tau and Necrons to be next). Interestingly all units from Chaos Daemons get their full book bonuses (i.e. objective secured) and full access to traits and stratagems; however, need to specialise a detachment entirely on a particular God to get further benefits. This is an odd mix of what other multi-trait books such as Aeldari, Space Marines and Chaos Space Marines have but it is what it is. Looks like all units with get bonuses as well akin to everything but Space Marines and Chaos Space Marines.

All of the auras are keyed to characters so the bonuses are also something that can be sniped out while other armies just get them flat. They are also all combat orientated. Khorne getting re-roll charges is obvious and not a bad thing but the combat oomph of units will need to be looked at. Tzeentch is some odd fangled roll 2D6 and pick the lowest number – all of your opponent’s hit rolls of that number then miss. I mean, what? Just give them a -1 like everyone else has but combat key it. This could be insanely useful when you roll boxcars (aw all your trigger on 6+ effects are unlikely to happen!) to useless (roll 1/2 plus anything). Just sigh @ random. Nurgle gets a +1 damage bonus when you roll a 6+ on wounds and Slaanesh get to charge after they advance which is strong. We know how fast Kraken Tyranids are, here’s some more in the form of Daemons.

Anyway, let’s see what unit changes / additions there are over the coming days.

Faction Focus: Chaos Daemons

The Chaos Daemons are coming.

We’ve seen codexes for the Adeptus Astartes (both loyal and traitor), and the xenos, and next year, some of the 41st Millennium’s most terrifying inhabitants will be joining the fray.

The Daemon hordes may be innumerable, but they’re certainly not faceless; the legions of each god are rich in character and follow their own arcane patterns of organisation, utilising unique tactics on the battlefield. The new Codex: Chaos Daemons is designed to balance the terrifying spectacle of a diverse horde of Daemons tearing into realspace with rules that properly reflect the personalities of each Chaos God and how their armies go to war.

To this end, Chaos Daemons forces possess a new kind of detachment-wide special rule that falls somewhere between codexes with a single faction (like the Death Guard) and multi-faction codexes (like the Space Marines). When taking a pure Daemons of Chaos detachment, you’ll be rewarded with Warlord Traits, Stratagems, psychic powers, scoring priority on your Troops choices and so on. Focus yourself further, however, and commit yourself to a specific Dark God, and you’ll receive special rewards in the form of Daemonic Loci. Daemonic Loci are powerful aura abilities gained by the Characters in your army. Excitingly, unlike previous editions, these Loci affect every single Daemon unit in your detachment, including your Greater Daemons! For today’s preview, we’ll be taking a look at what each Chaos God can expect to see.

The Locus of Rage is one of the simplest in the Daemons codex, but it’s doubtless very effective – after all, the last thing you want when playing a Khornate force is to miss a key charge!

Whether you’re looking to engage your enemy with an overwhelming horde of Bloodletters, or just ensure that Skarbrand gets into combat as quickly impossible, this locus makes pure assault armies very viable indeed.

The Locus of Trickery is an appropriately devious ability that can, with a lucky roll, make your units much harder to hit:

In practice, as long as you don’t roll a 1, you’ll find yourself ignoring a healthy portion of hit rolls, helping everything from Brimstone Horrors to Lords of Change survive an enemy onslaught.

The Locus of Virulence provides some very helpful offensive bonuses to your Nurgle armies:

Traditionally, Nurgle Daemons are tremendously durable, but units like Plaguebearers can lack a little offensive punch. With this Locus, you’ll be a lot deadlier in melee, particularly against larger creaturesvehicles and elite infantry like Primaris Space Marines and Terminators.

Nurgle armies are particularly well-served by the new codex thanks to a host of new units, from new Heralds to the debut of Horticulous Slimux in the 41st Millennium – check some of them out in our 7 Days of Nurgle previews.

Slaanesh’s Locus of Swiftness provides a natural counterpoint to Khorne’s by allowing you to advance and charge, letting you close the distance between you and the enemy with horrifying speed.

This is particularly deadly on a unit of Seekers (who have bonuses to their advance and charge rolls) or even just Daemonettes, allowing you to tie up a ranged army in melee early on.

That’s just a hint of what you’ll find in Codex: Chaos Daemons – we’ll have some detailed previews for each individual Chaos God in the new year for you to check out. In the meantime, follow along with our Nurgle previews and let us know what you’re most excited about on the Warhammer 40,000 Facebook page!

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15 responses to Faction Preview: Chaos Daemons

It should be born in mind for Slaanesh that the unit that most cared about the advance+charge already had it, so this effectively places a restriction on a rule they previously had baseline.

Plus, y'know, every other codex gives you options for different types of army build (unbalanced as the bonuses are). This one gives…restrictions. Hm.

Not necessarily – some units may have this ability to advance + charge – but this gives an option for all units to do so perhaps?

It explictly calls out Seekers as gaining a lot from this. Seekers had the ability. Therefore, Seekers will have lost the abiliyt.

Yes, you can then get it on the other stuff, but….Removing abilities in order to force even more narrow focus in an already incredibly narrowly focused codex does not seem sensible.

Doubtful…..The implication is they've given them some form of bonus to charge rolls instead, which is..ok, I guess, but even if it works out as a net gain, it doesn't change the fact that this is a very, very restrictive way of doing things.

I mean, sure, they do, but to that degree? In order to screw it up THAT much, they have to have not actually read the Seeker rules at all, which seems bizarre given that they reference Seeker bonuses to advance/charge

As I read it, I think the Seekers will get a new ability instead of charging and advancing. The Sentence in brackets implies a AG-esque ability, in my eyes.
I Could be wrong of course, as I have no acces to the Index, and because of that dont know of that would be a new thing?!
Just My 2 Cents.

Yeah, they currently have no (major) bonus to advance/charge – they DO have one, but so do Daemonettes (their musician), so the implication is that they'll get something there.

As I said above though, it still seems really poor design to tie major abilities into further restricting one of the most restrictive codexes in the game. All of hte other army bonuses are designed to benefit specific types of troops (albeit often the wrong ones, like Raven Guard Devastators), but they don't stop you taking other stuff. This actively stops you getting other stuff….plus since it's a locus, it likely will be bubbling out from a character, rather than being inherant as well.

Did I miss 8th Daemons being overpowered and needing toned down, or something?

It's really hard to guess at how powerful they will or won't be until we see what they did with the book. I mean, if they got the Eldar treatment and most of their units went down 10-30% in price, they may be making a lot stronger showing (and Chaos in general is already a very powerful metafaction.)

Sure, but my point isn't that the new codex may be underpowered – as you say, we don't know that.

My point is that EVERY other codex has had permissive, expansive build options. (Yes, practically, they may be more effective on specific units). Daemons having restrictive build options is wierd.

Yes, on the one hand, it's good that GW is allowing for mono-god builds. On the other, it guts the number of unit options available, which is very problematic, especially for the infantry, because they are designed to do different things (other than Daemonettes and Bloodletters, who kind of do the same thing).

Tzeentch is needlessly complicated with a chance of dicking over your opponent and a greater chance of doing nothing. So, appropriately fluffy, I guess.

It fits. It is just a weirdly complicated rule in a game that otherwise simplified things so much, no matter how much it had to flatten things to get there.

I think the real secret is that this book was being written around the time people were going nuts about Horrors and whatnot, so GW intentionally kept Tzeentch tuned down as a preemptive mitigation.

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