Daemons are the direct agents of the four major chaos powers that threaten the Old World. It is only when the Warp gates created by the Old Slann expand do the forces of Chaos threaten to take over the world. It is unusual to find Daemons within the world of men the Daemons presence in our world is difficult for the chaos powers to sustain. When the Warp gates expand the effort required to bring Daemons into the world and to sustain their presence is greatly reduced thus Daemon incursions can and do occur.
The Chaos gods are made by the shadow selves of those living within the physical world of the Old World. The shadow selves emotions fuel the chaos powers and give their daemons life, the bloodthirsty warriors that battle on the Old Worlds battlefields give Khorne power. The diseased farmer who prays for salvation so that he may live on forever fuels Nurgles power in the void. Similarly those mages seeking forbidden knowledge and arcane power give Tzeentch form in the void, and those nobles who indulge in all forms of depravity power the will of Slaneesh.
Khorne is the blood god, a hugely proportioned warrior with the head of a savage beast. He is the mightiest of the Chaos gods, sitting atop an ever-growing mountain of skulls on his brass throne. In the war like world of the Old World it is easy for warriors to turn to Khorne bloodthirsty and even dedicated warriors of the Old World can easily succumb to the power of Khorne. Warriors and Daemons of Khorne are not evil as such but are dedicated to the singular purpose of killing in the name of Khorne. Khorne is the sworn enemy of Slaneesh who he sees as a cowardly fop.
Tzeentch is the changer of ways the most cunning and devious of the Chaos powers. Tzeentch is the master of magic and many wizards in their pursuit of arcane knowledge have been entranced by the power that Tzeentch can offer. Tzeentch is also known as the great mutator and as such is held responsible for the mutations that are found within the Old World. It is said that Tzeentch knows all and can see through time and space, often his plans are convoluted and intricate but always serve to further his own power. Tzeentch is the sword enemy of Nurgle where Tzeentch immortalizes continual change Nurgle represents the staunch resistance to change.
Slaneesh is the newest of the Chaos powers, he is the prince of Chaos to experience all forms of stimulation and perversion are Slaneeshs desire. His followers come often from amongst unknowing nobles who begin their worship of Slaneesh innocently enough but soon have gone too far and cannot turn back. Slaneesh is often portrayed as a hermaphrodite half man and half women, and thus Slaneeshs daemons are often similarly formed. Slaneesh is the sworn enemy of Khorne who he sees as a simple barbarian unable and unwilling to experience any pleasures other than the sensation of battle.
Nurgle is the lord of pestilence and decay the master of disease, a huge bloated disease ridden mound of corpulent flesh. Nurgle is a jovial enough fellow, he represents the stubborn will of those in the Old World who refuse to die they want to continue on unchanging forever. Nurgles wishes to make all of those living within the Old World experience the joy of living forever thanks to Nurgles rot they can be one with Nurgle and live on as a Plague bearer Daemon of Nurgle. Nurgles sworn enemy is Tzeentch the forever-changing path of Tzeentch conflicts with Nurgles vision of a forever-unchanging form.
It was with the collapse of the warp gates to the north and south of the Old World that allowed Chaos to enter the Old World. The Slann once used the warp gates to travel to other worlds via the void but the Slann were toying with power even beyond their control, the warp gates eventually collapsed and the beings beyond the void gained physical form and their Daemons could enter the world of man. Every so often as Chaos gains dominance in the Old World the gates expand covering the landscape with a horrid mutating warp dust that destroys and mutates everything it touches it is at these times that the Chaos Gods send their minions to do battle and over throw the mortals of the Old World.
1.1 Daemon Warbands
Either the Greater Daemons of a particular chaos power or powerful Daemon princes who have served the power throughout their mortal life and have achieved Daemon-hood command the Daemon army. The Daemon commanders are served on the battlefield by their retinue. The retinue is made up of lesser daemons that will fight for the commander.
Greater Daemons can only command a retinue of lesser Daemons of their god; i.e. a Lord of Change can only command lesser Daemons from amongst Tzeentch Daemons. Daemon princes who are unmarked by a particular god can command lesser Daemons from any of the chaos powers but Daemon princes who bear the mark of a power must like greater Daemons only command lesser Daemons from their patron god.
2.0 Daemonic Rewards An Overview
Daemonic rewards are abilities granted to greater daemons and daemon princes by their chaos power. Daemonic rewards are what make daemons unique no two daemons can have exactly the same combination of rewards. For example a Lord of Change may have the daemonic gifts of daemonic robes and daemonic arrogance and another daemon prince may take the daemonic robes and daemonic strength.
Daemonic rewards cannot be destroyed (i.e. Ring of corrin) or negated (Sword of Destruction) they are gifts from the Chaos Gods and thus not affected by such items. There are some rewards which are Patron specific that is only for Khorne or Tzeentch etc these rewards can only be given to the relevant greater daemon or daemon prince bearing the mark of that god. There are also several daemonic rewards that are not allowed to be duplicated in the army so only one daemon can ever have that gift in an army.
2.1 Khorne Only Rewards
Whip and Axe of Khorne
This Daemonic Reward arms the mighty Daemon with the weapons of Khorne, a mighty whip and a blood drenched axe that has the power to slay even the mightiest heroes of the Old World. The Daemon receives an extra attack due to the whip and his hits with the Axe do D3 wounds each.
Suggested Uses This is one of the best Daemonic rewards to give to the Bloodthirster or Daemon prince of Khorne. No character alive can laugh at 10 attacks that cause D3 wounds each. The whip also adds to the casualties that the Daemon can cause when fighting a large unit by itself.
Spellbreaker
Khorne hates and despises magic and its users, he instills some of his hatred into the Daemon commander the Daemon can dispel enemy dispels as though he were a 4th level sorcerer and even can re-roll his failed dispels once. No other spell casting Daemons or creatures can be included in the warband if the Spellbreaker is taken.
Suggested Uses You must take this reward if you are fielding an all Khorne warband you will suffer in the magic phase if you do not. I frequently give this reward to a Daemon prince but rarely to the Bloodthirster as his job is to kill units and/or powerful characters.
2.2 Tzeentch Only Rewards
Flames of Tzeentch
The Daemon can shoot a jet of flames up to 24" hitting the first unit in its path doing D6 strength 5 hits (use the Daemons BS to determine whether it hits or not).
Suggested Uses Considering that all Daemons that are eligible for this gift has a minimum BS of 7 (daemon prince) this gift is much underrated. In a larger game with 3 Daemon princes of Tzeentch for example you can quite a bit of damage with the 3D6 strength 5 attacks that they can generate. More commonly though this is a good reward for taking out chariots, units of lightly armored cavalry or war-machines.
All-Seeing Eye
The Daemon is wise beyond imagining and can see into the hearts and minds of its enemies, therefore after deployment but before the battle begins the Daemon can see the Magical Items and mundane equipment carried by a single character. If the character is a wizard then the Daemon can see his spells also such is the power of the Daemon that one spell can be plucked from the mind of the wizard at random.
Suggested Uses This is a powerful gift, it gives you the advantage of knowing exactly what a character is carrying (i.e. Talisman of Ravensdark, Black amulets etc). More importantly can give you an edge if you can get rid of an important spell (i.e. Van Hals Danse Macarbe, Banishment, etc). If no other target is open then you can make a lower level wizard almost useless by removing his one spell or halving his spell count.
2.3 Slaneesh Only Rewards
Tormentor
An amazingly cheap gift for the Daemons of Slaneesh that is also very effective against certain armies. When the Daemon kills a character in Hand to Hand fighting all enemy units within 6" must take a panic test.
Suggested Uses - Against any armies with low leadership like Empire, Skaven, Bretonians, Orcs and Goblins this gift can make massive segments of an army run off of the table disrupting your opponents battle plan.
Aura of Slaneesh
At the start of the Hand to Hand combat phase any enemies in base contact with the Daemon must make a Ld test to attack the Daemon.
Suggested Uses Against high leadership opponents this reward isnt that effective, but it can be against certain forces. The reward when combined with Radiance of Dark Glory is more effective as the Radiance gives all enemies within 6" 1 Ld.
2.4 Nurgle Only Rewards
Cloud of Flies
The Daemon is surrounded by a mass of black flies that not only obscure the Daemon but also get into the enemies eyes; nose and throat give him 1 to hit the Daemon. All troops in base contact are affected when fighting against the Daemon.
Suggested Uses A must have for most Daemon princes of Nurgle, with their high WS most models will be hitting them on 5+ and with there toughness 6 wounding them is not easy.
Plague Flail
The plague flail is a massive rusting ball and chain that causes immense damage to creature hit by it.
Suggested Uses The plague flail is very good for taking out more powerful characters or monsters for the matter. Daemon princes are strong enough to wound anything with relative easy and so the flail makes it that much easier to kill their opponent.
Stream of Corruption
The daemon breathes a stream of maggots on his enemies use the dragon fire template, any models under the template must roll less than their I to avoid taking 1 wound a roll of 6 always fails. No armor saves allowed.
Suggested Uses Against slow armies like undead, goblins and Orcs, humans and lizard men this reward can wreak havoc. Lizard men are very badly affected as they generally have initiave 2 or 3.
Radiance of Dark Glory
All enemies within 6" of the Daemon have 1 Ld.
Suggested uses The Daemon army can be devastating if its psychological factor is used against the enemy. This reward increases the chances of a failed terror test, takes away the Ld 10 of generals and more importantly reduces the effectiveness of the Crown of Command. This gift is very useful when combined with the Tormentor reward for Slaneesh Daemons.
Withering Gaze
The Daemon gazes upon a single character or unit within 12" and that target takes a strength 6 hit, once again Daemons that use this gift almost always hit automatically.
Suggested Uses A very cheap gift, you could possibly use it to take down a chariot or wound a monster, treeman etc.
Master of Sorcery
Daemons can buy multiples of this reward and it still only counts as a single reward. Maximum level that can be bought is four. For each level the Daemon is dealt one spell from his patrons spell deck or in the case of UN-aligned Princes from the Dark Magic deck.
Ward of Chaos
This reward give the Daemon a 4+ special save Vs all missile weapons be that cannon balls, bolts or arrows.
Suggested Uses This reward is useful against armies that can probably kill your greater daemon or daemon princes on turn one, such armies as Dwarves, Empire, High Elves, Dark Elves all have deadly war machines that can quite possibly kill your Daemon commander. In use though because Daemons are so fast I find that unless your opponent gets the first turn this reward is almost always wasted as you are involved in Hand to hand combat very quickly.
Daemonblade
The Daemon is armed with a living daemon weapon, the blades wounds cannot be saved only by magical armor.
Suggested Uses Against Bretonians, or other troops with fixed saves (Like lizard men) this weapon causes untold destruction. I usually field two daemon princes of Khorne, one with a daemon weapon and the other with the Axe and Whip of Khorne.
Daemonic Strength
The Daemon is stronger than others of his kind and has +1 strength.
Suggested Uses This is one of my favorite rewards as it ensures that any armor saves are greatly reduced and that the daemon prince can wound even the toughest opponents with relative ease. In a lower points game the daemonic strength reward can often be used instead of the Daemon blade reward.
Lord of Chaos
The daemon can stop any animosity from breaking out from amongst lesser daemons of different powers. His ability even spreads to rival greater Daemons. His ability is effective up to 12".
Suggested Uses If you have a non-aligned Daemon prince with lesser daemons from different powers you must have at least one Daemon prince bearing this reward or you will find that your army will start fighting itself. This is one of the reasons why you must be very careful about sending daemon princes off to destroy enemy units if at the start of your next turn rival daemons are within 12" there is a good chance that they will charge each other causing much embarrassment on your part.
Massive Stature
The daemon is exceptionally hardy and has +1 wound on its profile.
Suggested Uses Once you have played with Daemon princes a few times you will find that they arent as hard as they first appear, they are large targets and are easily taken down with bolt thrower fire or even cross bow fire. Adding the extra wound gives a two-fold benefit firstly they can live longer and secondly they disrupt ranks if they charge on foot into a units flank.
Battlemaster
Simply the daemon can improve its WS by buying this reward, multiple purchases only count as one reward.
Suggested Uses I certainly very rarely use this reward, but I would suggest that if you are fighting high elves or any other troop that has a general with WS 7 it might be worth upgrading the Daemons WS to 8 or 9.
Daemonic Arrogance
The daemon cares little for mortal kind and thus is immune to all psychology and has a Ld of 12 for the purposes of break tests.
Suggested Uses This is an excellent reward, especially if you like throwing your greater daemons and daemon princes into combat against units with 3 ranks and a standard, it means that most of the time your commander will remain in combat.
Warp Staff
Any enemies in hand to hand combat with the Daemon are subject to the rules for stupidity.
Suggested Uses Against low Ld opponents this reward can be devastating if the enemy fail there stupidity test they are more than likely going to do nothing whilst you pound them into the dirt. This reward can be effective when combined with the Radiance of Dark Glory.
Chaos Armor
The daemon is gifted with a suit of arcane chaos armor giving him a 3+ save (replaces the normal 4+ daemonic save).
Suggested Uses Good for any daemons as it gives them a save against magical weapons, and against the Daemon slayer sword it works well because the Daemon slayer doesnt add to the users strength when wounding daemons.
Daemonic Robes
All attacks made against the daemon are at 1 Strength.
Suggested Uses This is another excellent reward, magical attacks, bolt throwers, crossbow bolts etc are all affected by the robes. Effectively a strength 4 attack can not wound toughness 7, with the robes people need strength 5 to wound the daemon at all.
3.0 Greater Daemons An overview
Greater daemons are the most powerful of the Chaos powers creations, they are vast monstrosities that are powerful beyond imagining. I would tend to steer away from greater daemons in battles up to 3000 points, however in larger games they can easily swing the balance of the game to your favor.
Greater Daemons are hard to kill but beware those anti character items like the black gem, talisman of Ravensdark, van horstmans speculum can spell doom for you greater daemon. Even though they are very powerful I would still tend to not attack the enemies main units with them unless either a Daemon prince or a regiment of lesser daemons backs them up.
I tend to use my greater daemons to initially cause terror tests and to destroy units that can hurt my advancing lesser daemons (chariots, war machines, archers etc). In the end though he must pay for himself, and that involves attacking the enemies main combat unit. By the time you have wreaked some havoc amongst the enemies line you should still have time to flank or rear charge the enemies most powerful unit but backed up by princes or lesser daemon units.
The only greater Daemon that can be readily sent into attack a strong unit (Standard and 3 ranks) is the Bloodthirster, remember though what I said earlier though about anti character items. When thinking about the charge you must consider three things, 1. Are there any characters in the unit and what are they likely to be carrying, 2.How many hits am I likely to get (Usually you will require 3+ to hit) and 3. How many wounds can I rely on?
Look at this for example:
Lord of change Vs a unit of empire halberdiers lets assume that the halberdiers have 3 ranks and a standard led by a hero using the jade amulet.
The daemon charges and the unit holds its ground The hero challenges and the Daemon must accept. The daemon strikes first and gets an above average number of hits say 5 (out of 6). The daemon only needs twos to wound and gets 4 wounds (already the combat is drawn), the hero cant normally save but uses his jade amulet and saves 1 wound. The greater daemon of Tzeentch has lost the combat by 1. So you can see most units can hold up against greater daemon attacks so its a matter of coordinating attacks with either Daemon princes, fast daemonic troops like flesh hounds etc or lesser daemon units who add their own ranks and standard to the result.
3.1 Bloodthirster of Khorne
The Bloodthirster is the most deadly of the greater daemons of the chaos powers, he has superior statistics and also has the ability to fly enabling him to cross the battlefield in a single turn. It is true to say that almost no character in the Warhammer world could withstand the charge of the Bloodthirster, true only if the presence of magical items is not considered. Items like the Black gem, talisman of Ravensdark, scarecrow banner, van horstmans speculum and even the black amulet can greatly hamper the success of your greater daemon of Khorne.
It is a horrid thought to entertain and your opponent will shudder at the sight but you can easily field the Bloodthirster in a 2000 point game. I would rarely suggest this option as you are limiting the speed of the daemon army by simply only having a single flyer. The aspect of psychology comes to the fore when using the Bloodthirster firstly against the troops of your enemy (he can cause many panic tests through the use of terror), and secondly never forget that your opponent is human and will probably be really quite worried about throwing anything in his army at the Daemon. When I field the Bloodthirster I rarely concern myself with enemy war-machines (lets face it they can gets shots off from ranges of 24" to a massive 60" for the empire great cannon) so toying around with the Bloodthirster is a waste of his time. The Bloodthirster should be used firstly to cause terror amongst enemy troops like archers and war machine crews. Secondly the Bloodthirster should be used to take out units that can kill you daemonic infantry and cavalry like chariots, large blocks of archers and monsters/treemen and especially lone characters.
If at all possible you should attempt to charge on foot into the flank or rear of the enemy as this negates their rank bonus and probably means that their will be no characters to face in the first round of combat. It is not often that the combat will extend unless some magical influence stops the unit from running (i.e. crown of command, Rune of courage).
Daemonic Rewards I always give my Bloodthirster the Axe and Whip of Khorne, it gives him an extra attack and all his other attacks do D3 wounds per hit. For the Bloodthirster second reward I often give him chaos armor as that is excellent when you draw the chaos gift Boon of a god (gives the daemon a 2+ save). Against magic intensive armies like undead, high elves, lizardmen I would consider the Spellbreaker reward. The ward of chaos is a good investment against dwarves or the empire, and the reward Daemonic arrogance means that even if the talisman of Ravensdark comes out the daemon should still stick around for subsequent combat rounds.
3.2 Lord of Change Greater Daemon of Tzeentch
The lord of change is the wisest of the greater Daemons of the chaos powers. The lord of change can fly and even has a high land based movement for use under the conditions of a Tempest. The lord of change although a powerful fighter cannot be sent to kill large units with ranks and standard however, but his great mobility means that you should be charging from the flank or rear anyway.
The lord of change can gain access to the Tzeentch spell deck and should buy the Daemonic reward master of sorcery as the spell deck of Tzeentch is quite powerful. His high-speed means that the Daemon can position himself for effective delivery of the nasty Tzeentch spells in the magic phase (bolt of change, Tzeentchs firestorm etc.) You can form a very potent magical army with the use of the lord of change and one or more units of pink horrors the lesser daemons of Tzeentch. You can retain a large number of magic cards with the help of the drum of change that comes with the musician in a pink horror unit (more on that later).
The lord of change more than any other greater daemon needs backup in hand to hand combat, whether it be a daemon prince or a unit of lesser daemons you must support him in combat or he will loose. To balance this relative weakness in combat Tzeentch daemons can be given a good shooting reward. After several shooting phases of flames of Tzeentch most units will have their ranks reduced to a more reasonable level so that the lord of change can charge in and finish the enemy off.
Daemonic Rewards The lord of change doesnt need to be given a magic level at all but he isnt combat effective enough to rely on in that regard. The Tzeentch spell deck is good and so I always buy 4 magic levels for my lord of change. The flames of Tzeentch reward can be surprisingly useful for whittling down ranks, destroying war-machine crew or disabling chariots. The all seeing eye is a great reward and can reduce the effectiveness of enemy wizards and/or at least let you know what a particular character is carrying and I recommend using it.
3.3 The Keeper of Secrets Greater Daemon of Slaneesh
The keeper of secrets is the first of the two land based greater daemons, which can be an advantage in certain circumstances. The keeper of secrets unfortunately has only move 6 and in my opinion this is too slow, in a four to six turn game he is unlikely to be able to get into a position of charging flanks easily and also cannot quickly finish off war machine crew or archer units. The keeper of secrets can be bought magic levels also and it is well worth investing in them to give your opponent something else to think about apart from which cannon to fire at him. The thing to keep in mind when looking at the keeper of secrets however is the speed of the other troops likely to be supporting him, Fiends and mounted Daemonettes are very fast and can take care of archers, war machines and chariots before they can inflict too many casualties on the Daemon horde.
So then it must be said that the keeper of secrets has the job of smashing the enemies toughest unit, but I wouldnt recommend doing this without the support of either fiends or mounted Daemonettes or better still a unit of Daemonettes with ranks and standard. The keeper of secrets is very comparable to the lord of change in regards to combat effectiveness so must be supported.
If you do support the greater daemon with daemon princes this can work out well also Daemon princes of Slaneesh are immune to break tests and if the unthinkable happens and the Keeper of secrets is broken then at least the enemy will not be able to pursue.
Daemonic Rewards The aura of Slaneesh is an excellent reward as it stops all enemies in Base contact from striking blows against the daemon unless they pass a Ld test. This is where you can utilize another gift called the radiance of dark glory (which further reduces the enemies Ld by 1); thus even characters can have a hard time striking the daemon.
3.4 Great Unclean One Greater Daemon of Nurgle
The greater daemon of Nurgle is a massive monstrosity horrendously tough and difficult to kill. The great unclean one can be given magic levels but depending on your army make up you may go for a more combat orientated unclean one. This daemon is the most challenging one to use effectively, simply because he is slow, he is intended to wade across the battlefield absorbing fire as he goes and supporting the plague bearer infantry when they enter combat. For this reason most armies including a great unclean one will be supported by two other daemon princes to take care of war machines, chariots, archer units and then supporting the daemons as they charge into combat.
When using a great unclean one there is one thing you must not do and that is to hide him and attempt to avoid enemy fire (you just simply will not avoid it). He can absorb immense amounts of damage and with the right rewards can kill the toughest characters, as he is statistically the second best fighter in the Daemon army.
Daemonic Rewards The plague flail gives the daemon the ability to devastate other monsters, dragons and characters. The stream of corruption is good but it is better served with a daemon prince as they can fly around to breathe death on their opponent. Clouds of flies is a must for a combat orientated unclean one and also consider Daemonic robes (even cannons need a 3+ to wound).
3.5 Greater Daemon Tactics
Although greater daemons are powerful characters in their own right you must never consider them invincible. It is simply a matter of supporting them with Daemon princes, fast daemonic troops and even better in the later stages of the battle daemonic infantry.
Whenever possible charge from the rear or flanks to disrupt ranks. If your opponent knows what you play with and always takes anti daemon equipment (talisman of Ravensdark, black gem of gnar etc) simply destroy the rest of his army leaving the power unit alone altogether or until you can charge with several units at once. Your must use the speed of the greater daemons to help out across the battlefield wherever necessary.
I would rarely hide greater daemons, they are best deployed with the rest of the warband cannons are surprisingly ineffective due to the various random elements involved and you can always go for the Ward of chaos for the player with 3 or 4 Organ guns.
Always get to your enemy as soon as you can thereby causing the greatest number of terror tests with greater daemons, every unit that panics is one less that you have to fight later in the battle. You must use the frightening appearance of the greater daemon to dictate your opponents moves, even if his power unit contains some form of anti-daemon items he will be very reluctant to allow himself to be charged by the daemon.
Notes on flying high I generally avoid flying high with my greater daemons, it is better to have them taking a couple of cannon shots than other units on the battlefield unless your opponent foolishly sends a character on a flyer up high. I would tend to recommend moving around the battlefield causing terror checks and charging units that threaten your core troops. If you always send your flyers up high your opponent will begin to field the anti high flyer magic items (orb of thunder etc.), and remember a unit charged from high always gets to escape as you simply cannot pursue from high if they choose to flee.
4.0 Daemon Princes An Overview
Daemon princes will be in the main your army leaders, they are much cheaper than greater daemons but can be just as effective if used correctly. Daemon princes can be given a mark of chaos, and thus they gain the special ability granted by the chaos power. Bear in mind though that a daemon prince with a mark of chaos must choose a retinue from amongst that powers lesser daemons.
For example a Daemon prince of Khorne must choose from amongst only Khornate lesser daemons to form its retinue. Non-aligned daemon princes however can choose their retinue from amongst any of the chaos powers lesser daemons this makes them very flexible when choosing an army. Due to the rules for daemon animosity I would strongly recommend fielding armies dedicated to one particular chaos power, if you decide to mix lesser daemons you will need to buy the Lord of chaos reward for your prince and posses two problems.
One word of caution never over estimate the power of daemon princes they are large targets and can be taken out by archery and cannons can certain pose a serious threat to them. You need to give more thought to equipping daemon princes than you do to greater daemons, they simply are no where near as tough.
Daemon princes can be bought magic levels like greater daemons; they may choose spells from their patron powers spell deck or the dark magic deck if they are UN-aligned. You can build a frighteningly powerful magically biased army with lower level Daemon princes and several units of spell casting lesser daemons. You can often find that you are storing up to six cards in the magic phase and this leads to a problem for your opponent -he had better hope he receives drain magic.
Khornate aligned daemon princes are the only ones I would send into combat against a tough well equipped unit (3 ranks and standard), with their increased attacks due to frenzy they can inflict enough casualties to win the combat. Other daemon princes need to use magic and shooting attacks to reduce numbers in units before engaging in hand to hand combat. Tzeentch daemons can get access to a very effective rank killer in the form of Flames of Tzeentch not to mention the other spells that Tzeentch sorcerers can receive. Slaneesh princes are a bit of a different prospect because they never break an immensely powerful trait as we all know in the Warhammer game. Thus you can send a Slaneesh prince into any unit if you feel that the characters are unlikely to kill the daemon too easily.
4.1 Daemon Princes Tactics
In a 2000 point game you can comfortably field two daemon princes, two fast moving terror causing monstrosities that your opponent will learn to hate. Similar to greater daemons you must race across the battlefield with daemon princes to cause as many terror tests as you are able to. They should destroy war machines, chariots and archer units that can cause big problems for your expensive lesser daemons.
Daemon princes are often best used on opposite flanks of the battlefield, this Pincer as I call it can then work its way from both flanks to the center causing the maximum number of terror tests, whilst throwing your opponents center into disarray. He will either have to turn his power units to face the flanking threat or ignore it and have daemon princes crashing into his flanks. Meanwhile your infantry are moving forward as quickly as they can and any fast daemonic units are moving forward to back up the daemon princes.
This tactic works even if you include different lesser daemons in your army as they can be setup at opposite flanks more than 12" apart, and of-course by including different lesser daemons you have obviously given both daemon princes the Lord of chaos reward.
A good idea is to give at least one daemon prince the massive stature reward thus giving him the ability to disrupt ranks if it charges a unit in the flank. You can start to see the disadvantage in having mixed daemons wouldnt you much rather that daemon blade or magic levels instead of that pesky Lord of chaos reward. I field Khorne daemon armies and in a 2000 point game I will field 2 daemon princes, I mention this mainly because Khorne daemon princes cannot be used the same way as other princes. Due to their frenzy they must be positioned so that you can charge your intended target when you want them too. For example you have set your frenzied Khorne prince on the 12" line at the front of your deployment zone. All well and good if you get the first turn, but if you dont your opponent will lure him across the battlefield with some type of sacrificial unit and then hit him with his elite unit or chariots etc. Thus you must deploy them either behind cover or better still behind your units, this way they can still make it across the battlefield to cause terror tests but are not forced to charge a lonely squig hopper and end up in deep trouble. After the first turn you can advance to a point where you will be able to A). Cause terror and more importantly B). Be able to charge your desired target in your next turn.
5.0 Lesser Daemons An Overview
The lesser daemons are actually what should end up doing the most killing in your daemon army, sure there will be some battles when terror will remove many of your opponents units but for the main your daemonic infantry will break your opponents elite units winning you the game. In games where your opponent fields more balanced units with lesser characters spread out evenly throughout his army, your infantry will perform to an even higher level as it will crush these units with little effort.
All daemonic infantry are expensive but that said they are all elite troops, they have a high WS, S, good save and most importantly cause fear. Undead players will realize the power of fear and they will also realize that daemons are actually good fighters to go with it a powerful combination.
Daemonic infantry need to have the support of ranks and standard, but more importantly the units should be large enough to make use of fear. This is expensive when fielding Daemonettes, plague bearers and pink horrors but if you dont have the numbers you will loose the combats every time.
Take it from me, your opponent is often so worried about greater daemons and Daemon princes rolling down his flanks that he will all but forget about the infantry marching towards his center all the better as you can often charge his flanks to aid a embattled Daemon prince or greater daemon.
Missile troops are somewhat of a problem for lesser daemons as they are only toughness 3, but they do have a 4+ save and this will greatly reduce missile casualties. Bolt throwers are another matter and these deadly machines will often be the first targets of any magical assaults or daemon prince attacks, as without ranks your daemonic infantry has a smaller chance of defeating your opponents elite units.
With the exception of Nurgle all of the chaos powers have daemons that are fast and deadly fighters, Bloodcrushers, flamers of Tzeentch and last of all mounted Daemonettes. These troops will be a necessary element to any daemon army you field, they can react quickly to cover holes in your line and more importantly can aid greater daemons or daemon princes in combat with a timely flank charge.
5.1 Bloodletters of Khorne
Bloodletters of Khorne are the most numerous of Khornes daemons, they march tirelessly across battlefields killing in the name of Khorne. They are predominately Red to Dark crimson in color and carry arcane blades that inflict deadly wounds in combat. Bloodletters are comparatively cheap when compared to other lesser daemons but get no magical abilities at all.
Bloodletters carry hell blades that inflict d3 wounds per hit. Like all lesser daemons Bloodletters cause fear and have a 4+ daemonic aura saving throw.
Bloodletters are allowed to take a magic standard and a musician if they take a musician the Bloodletter unit receives a free Bloodhorn, this lets the unit make march moves even if a enemy unit is within 8".
Bloodletter units can include a Bloodletter champion known as Blooded ones; they are better fighters than others of their kind are. You should always include a champion in a unit of daemonic infantry.
Bloodletters are cheap enough that they can be formed into units up to 20 strong including a champion, musician and standard bearer. As far as magical standards go I would advise for either the Banner of Rage, War banner or Banner of Might.
5.1 Bloodcrushers of Khorne
Bloodcrushers of Khorne are Bloodletters mounted on giant juggernauts of Khorne. Juggers as they are known are daemonic engines of war part flesh and mostly metal, they are ferocious and almost unstoppable in combat.
You are only allowed one unit of Bloodcrushers in a daemon warband and I always take one unit numbering 5 strong it is a feared sight on the battlefield.
The Bloodletters fight with the same skill as their daemonic brethren but the Juggers are another matter entirely. Juggers have two attacks the first is to represent the crush attack of the jugger as it tramples over the unit, if this attack hits it will wound regardless of the toughness of the target and also no armor save is allowed at all. The Juggers second attack is resolved at strength of 5 if it hits. Combine this with the banner of rage and you have the following (based on a unit of 5 Juggers) 10 attacks at WS 3 any hits are auto wounds with no armor save, followed by 10 more at strength 5, not to mention the 20 attacks that the Bloodletter riders will have.
Shooting at Bloodcrushers is relatively ineffective hits are randomized between the Juggers and their riders (on a 1-2 the Bloodletter is hit and on a 3-6 it is the jugger who is hit), normal arrow fire is ineffective against the Juggers due to their toughness 5 and 4+ save.
Nothing can charge Bloodcrushers and have a guaranteed victory and the high wound total of the Juggers means that they will keep fighting on and on.
5.3 Flesh Hounds of Khorne
Flesh hounds of Khorne are Khornes hunting hounds, they are the fast attack force of the Khornate daemons, they are savage canines who are strong, tough and immune to the effects of all magic spells. Even spells cast with total power do not affect flesh hounds. Flesh hounds are dark and ruddy in color, with brass collars that protects them from enemy magic.
I would recommend having two units of 5 flesh hounds in any Khorne daemon warband as they are excellent for flanking enemy units, destroying archer blocks, destroying war machine crew and last but not least chariots. Flesh hounds have a massive move of 20" so in the first movement phase they can be positioned to charge flanks of enemy that advance towards your daemonic infantry.
They are good at soaking up arrow fire as they have toughness 4 and two wounds each with a 4+ daemonic aura. Flesh hounds are almost like the elite knights of other human armies so you could get away with making larger units for added rank bonuses but I wouldnt suggest this, they are best used as a lightning fast response force for backing up daemon princes, other fast daemonic troops (Bloodcrushers, flamers or Daemonettes) with a timely flank or rear charge.
Flesh hounds only have one attack so be careful not to send them into a unit with ranks and standard, as they are likely to be beaten by numerical superiority.
5.4 Pink Horrors of Tzeentch
Pink horrors are the most numerous of Tzeentchs daemons they are whirling dervishes on the battlefield a blur of magical energy. Horrors are different from other lesser daemons as they receive no daemonic save at all when they take a wound the horror splits into two blue horrors. Blue horrors are much weaker than pink horrors but still cause fear and this is the key to using horrors successfully.
Horrors are potent sorcerers and have a variable magic level depending on there number, and draw spells from the Tzeentch spell deck. They can take magic standard and when joined by a musician they receive the drum of change where they may store two magic cards.
In smaller games you will find it difficult to field large units of pink horrors because at 35 points each they are quite expensive, always buy a champion of the unit with standard and musician. I strongly recommend the banner of defiance for these daemons as they turn into blue horrors your ranks get deeper and deeper.
If you play with horrors you will learn to fear archers as they can do some real damage to these lesser daemons, so it is very important that your fast daemonic troops and princes take out war machines, archers and chariots whilst your horrors deal with the enemies elites.
If you can afford two units of horrors then with the two musicians you will end up holding 4+ magic cards from phase to phase and if you take spell casting daemon princes also you will have a very magically potent army.
5.5 Flamers of Tzeentch
Flamers are a bizarre and much-feared daemon of Tzeentch; they are super tough and very fast only slightly less than flesh hounds of Khorne. They are creatures of pure magic and bound across the battlefield on a super strong mushroom of muscle that can take them through difficult terrain with no penalty.
Flamers of Tzeentch are the only lesser daemons that can shoot they do this by projecting a short but powerful gout of magical fire that can cause massive damage on low toughness models. Flamers have high BS but a relatively low WS you will find however that more often than not their flame throwing ability is very rarely used.
Flamers are tough hand to hand combatants due too their 2 attacks and strength of 5, each wound does d3 wounds and counts as flaming against targets like mummies and treemen. Flamers can bound great distances with their move of 9 and ignore terrain (such as forests and difficult ground) for the purposes of movement modifiers.
Flamers can hold their own against units of archers and most infantry and can even take out small units of knights (providing a small number of characters in the unit).
5.6 Daemonettes of Slaneesh
Daemonettes are the mot numerous of Slaneeshs daemons they are the best fighters from amongst the lesser daemons of the chaos powers. Daemonettes like Pink horrors are able to cast spells and their magic level depends on the number of models in the unit they must draw their spells from the Slaneesh magic deck. Like other lesser daemons Daemonettes cause fear and due to their extra attack (3 in total) they are a fearsome infantry unit to field.
It is certainly worth fielding a Daemonettes champion in a unit of Daemonettes, and I would once again always opt for a standard bearer and musician. Daemonette units should be large to take advantage of the effect of fear on a beaten enemy, but considering their slightly superior stats when compared to other lesser daemons I would reduce unit size to gain more units of Daemonettes on the battlefield.
Daemonettes can take the Slaneesh rapturous standard and although not making the unit immune to break tests anymore it still makes them immune to panic and all psychology. Other banners worth considering include Banner of might, standard of shielding and the war banner (especially for small units).
5.7 Mounted Daemonettes of Slaneesh
Mounted Daemonettes are without equal when it comes to charge range and move rate, mounted on steeds of Slaneesh they can march and charge a massive 24". They have an improved daemonic save as they are mounted and the steeds also attack giving them an extra bite in combat. I would suggest setting mounted Daemonettes on extreme flanks as they will be well within charge range in turn two, mounted Daemonettes still get magic levels like infantry but are expensive so the unit will be smaller.
I would recommend a standard and especially a musician as the sirens flute makes it impossible for the enemy to stand and shooting at the entrancing Daemonettes. Your opponent should not be able to engage your Daemonettes in hand to hand combat with a unit of his choosing you must engage units that you know you can beat, consider this
A unit of 5 Mounted Daemonettes charges a block of Dwarf longbeards led by a hero with 3 ranks and a standard, the Daemonettes have a total of 15 attacks which hit on 3+ and wound on 4+, the steeds hit on 4+ and then you resolve the attack using the riders WS and S (re-roll to hit and then wound). You should be looking at 10+ hits of which 4 to 6 should wound + the steeds attacks, as you can see winning this combat is not a sure thing as the dwarven hero is likely to kill a Daemonette and he may even save a couple of wounds.
Daemonettes cannot take out heavily armored, large units easily, they must flank to disrupt ranks and then they can beat almost any unit in the game.
5.8 Fiends of Slaneesh
Perhaps the most bizarre of all daemon kind are the fiends of Slaneesh, a strange mix of the steed of Slaneesh and some other creature. They exude a strange musk smell that makes it hard to strike at them. Fiends are faster than other lesser daemons and combined with mounted Daemonettes form a deadly assault force that can react quickly to enemy movements.
Fiends have low strength and toughness but have numerous attacks, best used for attacking archers and other lower quality troop types they certainly will not win against elite troops, creatures with a good save or troops with multiple attacks.
5.9 Plague Bearers
Plague bearers are said to be so numerous that they are literally numberless, they are the worshippers of Nurgle who have died and gone to Nurgles realm. Plague bearers count the souls and diseased of Nurgle their drone like counting never ceases. They are like walking rotting corpses of daemonic appearance with a rusty diseased sword known as the plague sword. Plague bearers are normally of a green hue and often have brown splotches on their diseased skin. Plague bearers are slightly less expensive than the lesser daemons of Slaneesh and Tzeentch so larger units can be comfortably fielded.
Plague bearers are spellcasters like the daemons of Slaneesh and Tzeentch, their magic level is determined by the number of plague bearers in the unit. They are surrounded by a think cloud of black flies that make it difficult for the enemy to fight them in hand to hand combat. Plague bearers are armed with a deadly plague sword if a wound is scored and not saved then the target is killed on a 4+ regardless of the number of remaining wounds left.
Plague bearers can get musicians and standard bearers, which I would strongly recommend purchasing. If the unit includes the musician then he is equipped with the gong of despair this makes enemys re-roll any successful break tests that are in combat with the plague bearers. Plague bearers need to be used in large blocks to give them a decent magic level and to take advantage of their fear causing aspect. The plague sword is surprisingly useful and I have seen it down many a treeman in various battles.
Suggested Standards include the Plague banner or the banner of might.
5.10 Plague Riders
Plague riders are plague bearers mounted on Beasts of Nurgle, the beast is a large
tentacled beast that moves along the ground using a snail like motion. The beast of Nurgle
has been made into a nastier daemon now as the movement rules now give it extra movement
in the compulsory movement phase which can be used to take it into combat against
an enemy unit.
Shooting is randomized between the beast and the rider with results of 1-2 hitting the
rider whilst all others hit the beast, as the beast is toughness 5 plague riders are
surprisingly resistant to arrow fire. In combat beasts get d6 attacks at WS 3 and strength
3 with no armor save at all even for magic armor. You can only include one unit of
plague riders in a warband but that unit is capable of inflicting heavy damage on any
unit.
Plague riders shouldnt be your main combat unit however due to the nature of the beasts attacks, but they are excellent for killing units of knights, infantry or archer blocks. Beasts should advance with the rest of the Nurgle horde charging in combination with plague bearers or helping out Nurgle daemon princes in combat with large units.
Suggested standards Banner of might.
5.11 Nurglings
Nurglings look like smaller versions of the great unclean one, the form a mass of figures on a single monster base, they are very numerous so cannot be lapped round as other units can. Nurglings are slow and weak, other than a missile screen for other more expensive lesser daemons there arent many uses for them in the daemon army. They can be used in a suicide roll that is blocking the charges of powerful units in the hope that they will be wiped out in the first turn of hand to hand combat then your units under the cover of the Nurglings can counter charge.
5.12 Chaos Spawn
Chaos spawn are champions of chaos that have become so mutated with the chaos powers gifts that they turn into mindless gibbering monstrosities. Chaos spawn can take any shape or size but are represented by a monster base sized creature. Chaos spawn move in the compulsory movement phase and if their movement takes them into contact with an enemy then they are considered to have charged. Spawn get d6 attacks in hand to hand combat at strength 4.
The most important feature of chaos spawn is that the are immune to break tests ideal for screening more expensive units or better still to hold up enemy elite units. Due to their high wound total a small unit of spawn can last an entire battle against a powerful enemy, and often against your expectations end up winning the combat. Spawn are excellent for protecting your flanks and also for holding your center.
6.0 General Daemon Tactics
The daemon army consists of powerful characters and tough infantry with fast moving units to assist in close combats. It is essential that all of these components be used correctly to win with the daemon army. It is rare that a lone daemon prince will defeat any strong hand to hand unit, therefor it is essential that fast daemons and/or other daemon princes support them. You must fight with a daemon army using a four-stage process and if you avoid varying too much from this plan you should win battles if you loose your losses shouldnt be too bad either.
Stage one Flying terror causing daemon princes, flying greater daemons must cross the board to ensure that the maximum number of terror tests are taken in your opponents next turn. Obviously you are not going to position yourself where the Bretonian wedge can charge but certainly in front of archer blocks, weak to medium infantry you are relatively safe. You will be facing either war machines, chariots or last of all if no other option is available archer blocks. At the start of your opponents turn terror tests should be taken and with some luck a unit or two should have panicked.
Fast daemons positioned on flanks should run up the flanks to threaten the enemies center, try at this stage to avoid the charge of elite troops or troops with excessive ranks etc, at this stage you are simply trying to get into position with your fast daemons.
Blocks of daemonic infantry move forward, avoiding chariot charges or troops with high movement that could charge in the next turn. Ground based greater daemons should be moved forward to support the daemonic infantry.
Stage two The daemon princes, flying greater daemons should charge enemy war machines, chariots or lastly archer blocks in theory and in practice these combats should be over in this turn the worst that can happen is a pursuit move off the table.
Your fast daemons then charge enemy that may be blocking flanks or charge units making up the center of the enemies line. What you charge here will depend purely on what fast daemons you are using mounted Daemonettes and Bloodcrushers can charge elites whilst flamers, flesh hounds and fiends should choose archers, remaining chariots and softer infantry units. You are not really expecting your fast attack daemons to beat elites at this stage they may get beaten back but you should be able to make it past your supporting Daemonic infantry and land based greater daemons.
Your blocks of daemonic infantry and land based greater daemons should advance to support the fast daemons in case they loose the combat (in play you will find that if the elite fast daemons like Bloodcrushers rarely loose the combats but only occasionally break the elite unit at this stage.) Your infantry is moving forward in preparation to charge other units in the enemies force and to aid the fast daemons if they are counter charged.
Stage three Victorious daemon princes position themselves to charge in the next turn, into the hand to hand that should involve you elite fast daemons they should also try to include any units in a terror test that havent already taken one so far.
Your daemonic infantry should now charge to aid the elite fast daemons in the center of the enemies line, similarly they can counter charge any flanking unit that has hit your elite fast daemons.
Stage four Daemon princes should now be in position to support daemonic units fighting in the center of the battlefield.
Obviously anything can and will happen when playing a game of Warhammer that is one of the things that makes the game so interesting. You will also notice that I have assumed a certain type of set-up of the enemies army, you will find that the majority of players that have fought against daemons before will realize that their general must be in the center to give his troops a Ld bonus. Players that dont do this are asking for trouble for example:
Bretonian sets up his army in a oblique line formation (Elite units on flank, then less powerful units in descending order), because his general is likely to be on an extreme flank your terror causing princes will make most of the army run before they have even moved.
6.1 Khorne Tactics
Khorne daemon armies are the most potent in the hand to hand combat, Bloodletters are much cheaper than the other lesser daemons allowing you to field almost twice the number for the same point cost. Khorne daemon princes and the Bloodthirster are certainly very combat effective. Bloodcrushers give the Khorne daemon warband great speed and killing power and the flesh hounds of Khorne are very fast indeed.
Khorne armies are best played without the aid of another chaos power, with no sorcerers you can get access to rewards like Spellbreaker to combat enemy magic. If the warband consists only of Khornate daemons then you can use the terror causing abilities of the daemon princes and greater daemon to the utmost, with no chance of animosity you can wreak havoc against war machines, chariots, archer blocks and even elites. In battles less than 3500 points I would advise against the Bloodthirster as two or three daemon princes can do almost as much damage in the 5-6 turns available.
Like most strategies in Warhammer the simple ones work the best you have read my tips on the four stage daemonic assault but with Khorne princes thing change slightly. If your opponent forces you into the position of charging a unit that you would not normally have charged then respond in kind charge him with two or three princes and see his face change. A van horstmans speculum in a unit spells doom for a single daemon prince but for two it is a mere inconvenience.
You cannot ignore frenzy, it makes the daemon prince into a killing machine but takes away some of the control from you. A smart enemy will force the daemon prince to charge taking him either into the path of elites that can deal with him, or tie him up for the main part of the battle. Position your princes behind Bloodcrushers and blocks of troops so that he cannot see the enemy, then in your turn you can move to a point where you are spoiled for choice on what to charge. Remember though that if you must charge an enemy that you can charge any enemy within charge range it doesnt have to be the closest target.
6.2 Tzeentch Tactics
Tzeentch is an interesting army to play successfully it doesnt have the lightning speed of the Khorne army but in the magic phase it is the most powerful of the four powers. In an all Tzeentch army you are more than likely to have up 3 4th level sorcerers and storing something in the range of 6 magic cards from phase to phase. Tzeentch daemon princes desperately need to take out enemy war machines, chariots and archers as they can do some major damage to pink horror infantry (although they will certainly not destroy it). Tzeentch Warbands does have access to a fast daemon in the form of flamers of Tzeentch, but you cannot expect them to take out heavy or elite troops without support. The lord of change is commonly thought of as one of the worst greater daemons, but think he flies, disrupts ranks and causes terror there certainly is no need to always make him a 4th level mage, you can treat him as a massive monster if you like. Buy the lord of change daemonic arrogance and daemonic robes and he will not be running anywhere in a hurry. In fact I frequently make the lord of change a second level sorcerer and have two other princes as 4th level this gives him two spells and the ability to use the escape card.
The ability of the pink horrors to split into two blue horrors is often commented on as a weakness, it isnt it is a benefit. Through casualties your unit is getting bigger, its magic level may drop but that doesnt change the fact that your fear causing unit is getting bigger and bigger. A nasty banner to include with pink horrors is the banner of defiance, as they will rarely get low on ranks, you should always include a musician to gain the drum of change (to store two magic cards).
The Tzeentch spell deck is strong with spells like Bolt of change, Tzeentchs firestorm, shield of fire etc if you play your magic phases wisely you should be able to make a horror for your enemy.
6.3 Slaneesh Tactics
Slaneesh Warbands are strong on magical power, lesser daemonic infantry, fast hard hitting mounted Daemonettes and the daemon princes who are immune to break tests. Daemonettes of Slaneesh can go toe to toe with most enemy elite troops with no problems, they have many attacks and reasonable strength. All units apart from fiends of Slaneesh have a magical level and gain access to the Slaneesh spell deck. One of the most dreaded troops that a Slaneesh army can field are the mounted Daemonettes of Slaneesh, they are ultra fast and maneuverable and have a reasonable armor save to protect them from arrow fire.
Apart from strong Rank and file lesser daemons and ultra fast mounted Daemonettes the
Slaneesh warband is made up of Daemon princes of Slaneesh that are immune to break tests,
this ability is great for winning combats against units that would be normally too large
for the daemon princes to defeat. Secondly the daemon prince is able to hold its ground
against any foe, never fleeing giving the rest of the army time to march across the
battlefield unhindered.
Against low Ld opponents like empire, Skaven and Orcs you should use the Slaneesh only
rewards like Tormentor (that will cause massive panic tests when enemy characters are
killed in Hand to Hand). Also useful against these types of armies is Radiance of Dark
glory to lower their leadership and Aura of Slaneesh so that you are harder to strike at
in hand to hand.
6.4 Nurgle Tactics
Nurgles daemon Warbands are a little different to the other daemon armies simply because the army as a whole is not as fast as the other powers. Nurgle has no fast attack daemons and must rely purely on the daemon princes to take the fight to the enemy quickly. Large blocks of plague bearers are difficult to break as most enemies will require 5+ to hit with some characters requiring 4+ due to the cloud of flies that surrounds the plague bearers. Plague bearers receive magical powers like the other lesser daemons and some of the Nurgle spell deck is quite powerful (miasma of pestilence, Plague wind, Rancid Visitation). And with two units of plague bearers with daemon princes you should have most of the Nurgle spell deck.
Plague riders can be a powerful unit if matched up against the enemies heavy to elite troops, the beasts of Nurgle can cause massive casualties if a large number of attacks are rolled. However they are best used against blocks of archers, small units of knights or medium infantry. Your main backbone to this army is the plague bearers.
Once again daemon princes of Nurgle must take war machines, chariots and archer blocks out of the picture to ensure the survival of the plague bearers. It is unlikely that a daemon prince of Nurgle will beat well-defended units so they must use magic and the support of other infantry to win combats. The toughness 6 of daemon princes certainly makes them a harder kill for bolt throwers and you will soon find that this is a big advantage.
7.0 Sample Armies
2000 Point Khornate Warband
Talon Bloodheart Daemon prince of Khorne Cost: 420 Pts
Daemon Blade +50 Massive Stature +50
Retinue:
5 Bloodcrushers with standard and musician Cost: 540 Pts
Banner of Rage +50
15 Bloodletters with standard and musician Led by Blooded One Cost: 425 Pts
War Banner +25
15 Bloodletters with standard and musician Led by Blooded One Cost: 425 Pts
Standard of shielding +25
5 Flesh hounds of Khorne Cost: 175 Pts
3000 Point Tzeentch Warband
Ahk, Tzeesh Lord of Change
Daemonic robes +40 Daemonic Arrogance +30 Cost: 595 Pts
Retinue:
15 Pink Horrors with standard and musician led by Horror champion Cost: 720 Pts
Banner of Defiance +50
5 Flamers of Tzeentch Cost: 250 pts
Mordain Bright Blade Daemon Prince of Tzeentch Cost: 410 pts
Master of Magic +100 Flames of Tzeentch +25
Retinue:
5 Flamers of Tzeentch Cost: 250 Pts
11 Pink Horrors with standard and musician led by Horror champion Cost: 580 Pts
Blasted Standard +50
2 Chaos Spawn Cost: 150 Pts
Disclaimer: The above information is based on the Warhammer: Realm of Chaos book, published by Games Workshop. You will find the complete stats for all of the above in the aforementiuoned book. All rights to the Warhammer Realm of Chaos book are the sole property of Games Workshop Ltd.
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