The real question is how they play. Drop us a note in the comments below or email us at contact@goonhammer.com. The Keeper of Secrets and Lord of Change came out of this the best, since they were useful before and haven’t gone up by enough to make them bad. The Daemons are pure, concentrated evil - destruction incarnate, really. Thousand Sons is probably going to go up quite a bit in the meta (depends on point changes TBH) once Chaos Space Marines get +1W to all units, since that will make Rubrics and SOTs absurdly difficult to move (they are already tanky as hell) meaning that only Death Guard can rival you on being able to hold objectives, which is what this edition is all about. This improves some units considerably… but almost all of them are in other factions. Army construction has changed significantly in 9th edition, making soup lists much more costly and difficult to create. Exalted Lords of Change and Keepers of Secrets can also take some great abilities from Engine War and have enough good ones that it might be worth rolling for them at random to get two. The rules for several whips like Effluvior and the Scourging Whip changed to no longer explicitly allow the wielder to attack in combat and out of combat; they are now subject to the MONSTER rules in 9th edition. Overall Chaos Daemons did pretty well in the points adjustment! I took a Magnus and Mortarion list to a 5-1 record at LVO during the Knight Castellan and Ynarri meta (a sorrowful time in 8th edition for anyone not playing those particular factions), and I have a number of thoughts and tactics that I feel might be taking a look at in 9th edition. I remember debuting a kinda bad one at the year I top 16 Adepticon to only face GK … 9th edition is here, and with it a whole raft of changes to the factions of Warhammer 40,000. Shadow Operations present a series of actions that you can perform to score points. Chaos Space Marine Squad: Plague Marines: Khorne Berzerkers: Thousand Sons Marines: Noise Marines: Chaos Space Marine Terminators: Veteran Chaos Space Marine Squad: Chaos Space Marine Bikers: Support . This list is patterned after the one that Davis Frye recently piloted to a 1st-place finish at a 9th-edition release party RTT in Virginia, and focuses on threat saturation with big daemons (Frye has given credit to Seth Riggins for coming up with the list). The other thing to consider is that the emphasis on holding objectives in forward positions and controlling the middle of the board makes sitting back and shooting with gunlines much less feasible, especially with only five turns to max primaries and top-of-turn scoring. Fiends got off with only a 3-point increase, making them another decent choice given how their Soporific Musk ability has become even stronger – enemy units within 1″ can’t use the Desperate Breakout Stratagem to Fall Back and not working on FLY units is less of a big deal now they don’t get a free Fall Back and shoot. The Feculent Gnarlmaw now confers the benefits of Light Cover, plus an extra +1 to the armor save. Chaos Daemons are an army that at first glance, may seem very straightforward and limited. He had +2 charge every game. Even if their cost is increased to 20 points per model, Nurglings have suddenly become one of the game’s best units. Subscribe to the Frontline Gaming email list! The GT mission pack changes things significantly for 9th edition, changing how missions are scored and what player priorities will be on a turn-by-turn basis. Author’s Note: Unless I’m missing something I think there’s an issue with this list’s relics situation (the Ironclot Furnace can’t be taken unless the Warlord is from the Poxmongers, which can’t be the case because as listed, the Warlord is in a Poxmongers detachment. ​Nurgle Patrol Detachment (0 CP, 520 Points), HQ: Death Guard Daemon Prince of Nurgle [9 PL, 195pts]: 1. Let's be honest. The net impact is that you’ll need a way to protect daemons more from being shot and you’ll likely want to take a harder look at Daemons units that don’t come in massive blobs. New Chaos Points - 9th edition. Servants of the Ruinous Powers, rejoice! So let’s dive in. Longtime Dakkanaut Interesting, ... but I also don't use any of those units / tactics because of the same reason. Let’s build some daemons lists we can start playing with. 18-point Seekers seem a bit more palatable than 18-point Flesh Hounds, especially given how 9th edition is going to push toward fewer armies with 1-2 Psykers. We can’t go deep on every option, but these are a few more things you might want to think about when building armies. Get Free Daemons Of Chaos 8th Edition Army Book controlling it regardless Hello, New to warhammer in general and have taken a liking to chaos daemons. Otherwise, the HQs that were good before are still mostly good now. The most notable changes however are the changes to the army construction and the changes to missions that have shifted a number of priorities, making the game even at a casual level about accomplishing Primary and Secondary Objectives. This is a big deal for Chaos Daemons, who often rely on units with 20+ models and made a habit of running long strings of models in 8th in order to hold multiple objectives simultaneously. Going second this means you need to be highly conscious that only have four scoring turns and you need units that can whip an enemy unit off an objective while simultaneously moving onto that objective to occupy it. On the subject of large units…. We've been talking about matched play points, but even Power Level-wise, we seem a little bit underpar. Chaos Daemons Battalion Detachment (-3 CP, 1,035 points), HQ: Keeper of Secrets w/Shining Aegis, Exalted (-1 CP), Powers: Delightful Agonies, Phantasmagoria HQ: Lord of Change w/Baleful Sword Exalted (-1 CP), Powers: Infernal Gateway, Bolt of Change, Gaze of Fate HQ: Bloodthirster of Insensate Rage, Exalted (-1 CP), Troops: Nurglings x5 Troops: Nurglings x5 Troops: Nurglings x5, Super-Heavy Auxiliary Detachment (-3 CP, 495 points), LoW: Mortarion (495), Powers: Miasma of Pestilence, Blades of Putrefaction, Thousand Sons Supreme Command Detachment (+3 CP, 465 points), LoW: Magnus the Red (465), Warlord, Powers: Warptime, Doombolt, Weaver of Fates, Tzeentch’s Firestorm. They are not the same army as they were in 7th. With the Munitorum Field Manual out in the wild and the Faction FAQs released, now’s a good time to start taking a look at what’s changed for all of our favourite armies.Today, Robert “TheChirurgeon” Jones is talking about Chaos Space Marines. The Plague Marines pile into the drill with a pair of characters – typically this will probably be the Sorcerer and the Biologus Putrifier, though you could swap in the Blightspawn as needed depending on the threats and if you wanted the Plague Marines to focus more on melee. Subject: Chaos Daemon Tactica - 8th Edition. Sign up today! Long chains of Brimstone Horrors were already dead thanks to the new coherency rules, so the big impact here is the number of reinforcement points you’ll need to set aside for splitting, which we’ll talk about later. We posted this in the Thousand Sons Faction Focus, but it’s worth reposting here where it’s less of a troll for readers. 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