Wednesday, June 14, 2023

Warhammer 40,000 - Chaos Daemons Index

Alright!  The Kansas City Open was filled with reveals for the big datasheets in this Index, but we've got a lot of information we still need to fill in.  I'm probably not going to retread ground unless I spot some new synergy between unseen strats and enhancements.  With that, let's go ahead and get started.


STRATAGEMS AND ENHANCEMENTS

We've already seen both the core army rules and the detachment rules.  They're going to create an interesting mix of play where you're always going to be trying to expand your board presence so that you can more reliably Deep Strike your big pieces to get them stuck in.  I'll be curious to see if any other units have the ability to automatically expand the Shadow of Chaos like Be'lakor can.  We've also already seen one strat that expands your Shadow to an objective marker and another that greatly improves the ability of Daemons to Deep Strike.  But let's see what other tools we have.

Draught of Terror

Improved AP and the ability to re-roll wounds against Battle-shocked targets is very much welcome.  Although not called out as a Tzeentch Stratagem, there isn't a whole lot of shooting in Daemons otherwise.

The Endless Gift

A nod to the classic Disgustingly Resilient and then some!  Not only does this grant the bearer a 5+ FNP, but it goes up to 4+ while in your Shadow.

Soulstealer

This feels significantly nerfed from prior incarnations, but the ability for your big models to regain lost wounds is always nice.


DATASHEETS

Skarbrand

How's this for a datasheet to start on!  We've already seen his weapons and just how destructive they are.  His new rules are similar but slightly changed, one for the better, one for the worse.  He now only grants +1 Attacks to your side, making him all around a safer buff piece.  But he's not as good at keeping units trapped in combat as he used to be.  Still, he will absolutely wreck things and helps make sure your other daemons get in on the fun too.

Skulltaker

No one should be surprised that Skulltaker looks like he can just pick off characters in combat.  Like many characters with similar abilities, he gets a CP if he succeeds in his given role.  He also gives DEVASTATING WOUNDS to his unit to help clear away screens.

Bloodmaster

The Bloodmaster grants his unit a +1 to Wound instead, as well as a 6" Consolidate.  Note, there doesn't appear to be any requirement that his unit Consolidates towards an enemy, so he can get his Bloodletters onto an objective.

Skullmaster

Mounted units are already pretty tough, and this guy looks like he hits like a train.  He can also grant DEVASTATING WOUNDS to his unit, so that looks like Khorne's schtick in this Index, though his is only on the charge.  Plus he forces a Battle-shock test when he charges too.

Rendmaster on Blood Throne

Wow!  This guy can really just mark something for death!  +1 Strength, AP, and Damage is a lot!  And 18" is a pretty good distance for something that he's likely to be trying to get to grips with.  As a bonus he gets re-roll wounds against Character and Monsters, and regains D6 wounds when he kills one.

Karanak

Re-rolling advance and charges for Flesh Hounds is nice, especially since you want them stuck in as soon as you can.  You also get to mark a target for Karanak to hunt, greatly helping the less imposing combat profiles of his unit.

Bloodletters

Khorne's rank and file hit hard!  They also get one of those rules that lets them re-roll 1s and also just gets full re-rolls when targeting a maimed unit.  Paired with Skulltaker, they are going to destroy things!  Bloodletters are no joke!

Bloodcrushers

Just wanted to point out that both this unit's ability and Skullmaster's all go off on Charges.  That is one Charge you do not want to be on the receiving end of.

Skull Cannon

It's honestly not that bad if you're trying to soften up a Vehicle or Monster before you charge in.  They can also force a Battle-shock test on their target.

Skull Altar

Well that's one way to do a Datasheet for a fortification.  Not only does the area around this piece count as being in your Shadow, but you get to re-roll Battle-shock tests for a better chance at healing your units.

The Changeling

This is definitely a fantastic target for Fire Overwatch.  It's also got a fantastic defensive ability, forcing a Battle-shock test on anything that targets it and potentially stopping the attack outright.  It can also debuff units in shooting, potentially even stopping them completely.

Fateskimmer

Screamers are usually a combat unit, but this thing can use its Psychic attacks to soften things up a bit.  Then when they finally get stuck in, they also get LETHAL HITS.  It can also put your Screamers in Strategic Reserves to try and strike elsewhere.  An interesting bag of tricks here.

Fluxmaster

Do you like screening with Horrors?  Would you like those screens to be even more frustrating for your opponent to clear?  Here's your model!  It not only grants -1 to Hit, but it can just choose to make some of its attacks or saves 6s.  I can see a lot of players hating this one.

The Blue Scribes

Only Tzeentch gets to have fun with spellcasting!  Psychic attacks on the whole have been slightly underwhelming, the PSYCHIC rule basically being a drawback in all cases but KSons.  And even then, I'd argue KSon would probably love to have a way to turn that rule off!  This duo continues that trend, making all nearby Psychic Attacks -1 to Wound.  Then each turn he also gets to blast nearby units with some mortals.  This is all pretty situational though, so they might never make the cut.

Changecaster

On the whole, I think most players prefer to use their Horrors for screening than actually trying to put in work with them.  Still, giving a horde SUSTAINED HITS 1 is always potentially destructive.  As a bonus, it gets to hand out a Battle-shock test to his target.

Blue Horrors

The slightly more angry version of Tzeentch's children, they're normally thought of as a nuisance unit.  But with that Aura of -1 to Leadership, many Daemon armies are going to be taking them.  The fact that split Brimstones can bomb things is even better.

Burning Chariot

Combining an Exalted Flamer with a Screamer Chariot is just evil!  Not only can this thing shoot really well, but it gets to burn a target out of cover to boot!

Rotigus

Our gnarliest of Nurgle boys is a threat in both ranged and melee with a Strength 7, -2 AP Torrent.  He's actually setup pretty well for board control too.  In addition to being a great target for Fire Overwatch, he halves the OC of nearby enemy units.  But to top it off, he gets to mark a unit for +1 Damage in melee!

Poxbringer

Plaguebearers honestly look like they can be made into credible melee threats to rival their Khornate counterparts.  With this one leading them, they get Critical Hits on 5s.  Get them an appropriate weapon buff, and then go to town!  It also gives you a nice way to make your enemies more reliably fail Battle-shock.  It's too bad you can't have both it and the Scrivener in the same unit.

Epidemius

Wow!  Not only does he grant his unit a 4+ Invuln, he reliably gets you CP every 7 models slain!  Not too bad!

Horticulous Slimux

Another of my favorite models, the Plague God dominates much of that ranking, this beast has the potential to destroy things it gets to grips with.  And with free Heroic Interventions, your opponent will need to plan around it best they can.  But they can't just let it keep doing what it wants either, as it's one your best tech pieces for spreading your Shadow.

Nurglings

Like many swarms, Nurglings are unable to hold objectives and act as a nuisance unit that can tie up your opponent.  But they also come with an Aura that puts the units trying to get rid of them at -1 to Hit.  Excellent option to Deep Strike in and make a mess of things.

Beasts of Nurgle

If you thought Slimux might be difficult to deal with, now imagine it flanked by two T9, W7 models with a 5+ Invuln that heal all their damage each phase.

Plague Drones

The Nurgle equivalent of Fast Attack hits okay, but you're mainly using it to mark targets for full re-rolls to Wound.

Feculent Gnarlmax

A Fortification you can Infiltrate!  This one comes with a nice Stealth buff for your Nurgle units.

Shalaxi Helbane

Like the other Greater Daemons, Shalaxi is no slouch in combat.  She can throw out a decent number of AP-1 attacks in Shooting, and her claws have DEVASTATING WOUNDS.  But her big draw is Soulpiercer has S14, AP-3, D6+2 Wounds with PRECISION.  So she will reliably pick off Characters in any unit she fights.  She can also force -1 to Attack on a unit she's fighting, but her true terror is full re-rolls to Charges, Hits, Wounds, and Damage against Monsters, Vehicles, and Characters!

Infernal Enrapturess

Unlike most Slaanesh units, this model is mostly focused on delivering some devastating firepower.  She also can regenerate D3 Daemonettes a turn and makes all enemy Psychic attacks around her HAZARDOUS.

The Masque of Slaanesh

While decent in combat, and equipped with Advance and Fall Back and Charge, her main draw is that she can pick a target and mark it for +1 to Wound against it, or a -1 to wound debuff for its attacks.  She's okay.

Syll'esske

This duo is a bit more potent, not only having decent combat stats themselves but also granting their unit Critical Wounds on 5s.  Evil, with the amount of DEVASTATING WOUNDS Slaanesh has.  They also just get back up on a 2+ if you chew through their Daemonettes and kill them.

Tranceweaver

Right off the bat, she gives her Daemonettes Fights First.  But if you can reliably Battle-shock units, she can mark one with full re-rolls to hit and wound.

Daemonettes

The main Slaanesh infantry comes with a Shock Assault style rule for Hit rolls.  These are likely going to be very good.

Fiends

While the larger assault beasts of Slaanesh may not force Desperate Escapes, they do force the opponent to take them at -1 to the role.  Again, if you can reliably Battle-shock your targets, this is very good.  They also hand out -1 to Hit to nearby enemies in melee.

Seekers

While they don't innately have Advance and Charge, Seekers do get to re-roll them.

Hellflayer

Not only does the mid size Slaanesh chariot come packed with a ton of attacks, but it gets to just hand out Mortals each Fight phase.  Lots of fun!

Seeker Chariot

The light Chariot meanwhile still packs plenty of attacks and comes with ANTI-INFANTRY 4+ when it charges.  Why yes!  The Daemonettes riding it do have DEVASTATING WOUNDS!

Exalted Seeker Chariot

And here's how you'll get Battle-shock tests.  In addition to, you know, 22 Attacks in Melee.

Daemon Prince of Chaos with Wings

Again, you'll probably want to take this one with a Mark of Khorne more often than not.  But maybe the meta will surprise me.  It gets to pick one of the Crit rules every time it fights, and also has a once per game ability for 3 more Attacks in melee.


FINAL THOUGHTS

Honestly, what more is there to say than Daemons slam!  Obviously we won't know their point costs until Friday.  But if you can establish board control, you'll easily get to grip with your favorite assault units.  Then you will just start tearing things to pieces.  And honestly all flavors feel like they can put in work this time.  So whether you worship a single member of the Pantheon, or want to soup up your own personal blend of Daemons, I think you'll have fun.

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