Warhammer Army Project/Daemons of Chaos

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Daemonss of Chaos: Warhammer Army Project, 9th Edition Tactica[edit]

Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.

It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it later on, go ahead.

Why Play WAP Daemons of Chaos[edit]


  • Play the biggest big bads in the game.
  • Get the giants super fighters as Lords


  • Daemons of alternate factions now treat each other less like allies, which will ruin things for coordinating multi-god armies. Just like their mortal kindred.
  • Magic took a hard whack by god-aligned casters being banned from taking non-god lores.

Special Rules[edit]

  • Daemonic: Your core rule. Every unit in your army comes stock with Magical Attacks, Fear, Immunity (Psychology, Poisoned Attacks), and a 5++ Ward Save.
    • Daemonic Instability: However, they are far from invincible. Instead of a break test, they must test for instability, a special test where you roll 2d6 and deal a number of wounds equal to the difference between this roll and the unit's Leadership score (rolling a double 1 has any wounds the unit suffers that turn undone, while a double 6 outright kills the unit without question).
    • Alignment: Each of the 4 gods (Khorne, Nurgle, Tzeentch and Slaanesh) all grant their respective daemons a unique trait as well as Hatred for their opposite number.
      • Daemons of Khorne: Grants +1S on a turn where they charge, Magic Resistance (1), and Hatred (Daemons of Slaanesh)
      • Daemons of Nurgle: Enemy models suffer -1 to hit in CC vs Daemons of Nurgle and Hatred (Daemons of Tzeentch)
      • Daemons of Tzeentch: Grants a re-roll of channeling and ward save results of 1 and Hatred (Daemons of Nurgle)
      • Daemons of Slaanesh: Grants Armour Piercing (1) and Hatred (Daemons of Khorne)
  • Reign of Chaos: The RANDOM* party that has become synonymous with Chaos, also a reason not to take too many gods. When rolling for Winds of Magic, take the two highest rolls and read here:
    • 2-The Winds Recede: Your army tests Instability. If you have a re-roll, use it now.
    • 3 - Punished by the Gods: A random character with Daemonic Instability must test Leadership, losing a wound for each point this test is failed by.
    • 4 - Chaotic Ebb: All models with Daemonic Instability are reduced to a 6++ Ward. Avoid.
    • 5 - Storm of Fire: Roll a d6 for each unengaged Nurgle unit on board. On a 6, they're targeted by a scattering S4 flaming magical blast.
    • 6 - Rot, Glorious Rot: Roll a d6 for each unengaged Tzeentch unit on board. On a 6, they take d6+3 S3 magical hits that ignore armour.
    • 7 - Eye of the Storm: Nothing. Proceed as normal.
    • 8 - The Dark Prince Thirsts: Roll a d6 for each unengaged Khorne unit on board. On a 6, they must test Leadership on 3d6 and must take a wound for each point it is failed by, no saves allowed.
    • 9 - Khorne's Wrath: Roll a d6 for each unengaged Slaanesh unit on board. On a 6, they're targeted by a magical S9(3) Stone Thrower shot with 3d6" scatter, which just might harm the other side as well.
    • 10 - Chaotic Surge: All models with Daemonic Instability get a 6++ Ward Save, which can stack with your own to make it a 4++ save. You want this one.
    • 11 - Daemonic Possession: One random wizard without Daemonic Instability must test Leadership. If they fail, they die and you get to place a naked Herald (if available) in their place. With how good most Wizards are at Leadership, don't expect much unless your enemy's army is known for crap Leadership.
    • 12 - Summoned from Beyond: Summon a pack of d6+3 lesser daemons with a front rank of 5+ models. Congrats, you now have a mob of disposable minions who won't even award VP for dying!
  • Allies rules: to make it easier to reference, daemons treat units from a different god as suspicious Allies, causing them to not benefit from most leadership and magic support. Also, the opposites Khorn and Slaanesh, and, Nurgle and Tzeentch, treat each other as Desperate allies, causing them to also consider them expendable and enemies for a few spells(have not found any that care). This encourages to pick one god to make up the majority of your front lines while your free to take other units that don't need to stand near your generals like flankers and artillery.


Lore of Tzeentch[edit]

Attribute: Fires of Change: Whenever you successfully cast a damaging spell, pick a unit of Screamers or Horrors within 12". Roll a d6 for every wound this spell inflicted, on a 5+ a Horror is restored and on a 6+ a Screamer is restored.

  • Signature: Blue Flame of Tzeentch: d6 flaming Sd6+1 hits. Yeah, see that randomized strength? That's why this sucks. Sure, you'll never have to deal with useless S1 fire, but that doesn't mean that your fire's actually going to hurt those monsters.
  1. Pandemonium: Treason of Tzeentch under a new name. Forces the enemy to take their lowest leadership value, ignoring all Inspiring Presence and Hold Your Ground. If you're looking to begin a domino reaction by forcing a unit to break with their shit Ld of 6, then you've got a way. But Shadows and Death have similar spells and don't demand you to buy a mark. Or be Archaon, Galrauch, or Vilitch.
  2. Pink Fire of Tzeentch: Shoots out a flamer template and hits anyone under it with a Sd6+1 flaming hit, making it just as bad, if not worse, than Blue Fire.
  3. Bolt of Change: A powerful, single shot magic missile that acts as a bolt thrower shot, penetrating ranks and causing multiple wounds. Has a respectable if random strength, and can chew up a unit of monstrous things. With Warpflame being no more, you can actually make use of this one without worrying about it backfiring.
  4. Glean Magic: Another awful spell because there is so much that can go wrong with it. If cast, you duel an enemy wizard by rolling a D6 and adding your respective wizard levels. If you win, he loses a wizard level, eats an S4 flaming hit, and you steal one of his spells. It can screw up your opponent if you steal the right spell, but the spell you nick is (say it with me) random. Also, the caster has to have a high wizard level if he wants a chance at winning the duel. Note that this spell can be hilarious against VC. Lick up tears as you pluck away Invocations from his supporting necromancers. Emphasis on 'can be.' You've gotta get the spell off, hope it isn't dispelled, win the wizard duel, and be lucky enough to get Invocation as the random spell you steal.
  5. Treason of Tzeentch: Now a somewhat different spell! Now you can make an entire unit hit itself, though it's not factoring anything that falls into effect during the first round of combat and fails against steeds, characters, and those immune to psychology. Sure, it can wipe out a unit of greatswords or dual-wielders, but it's meaningless against spears, lances, and bows.
  6. Infernal Gateway: A bigger version of the signature spell of the lore. If you roll 11 or 12 for the strength, it’s Strength 10 and does 3D6 hits. Far too unreliable and not quite as threatening as its previous version, where it could nuke a unit on a lucky roll.

Lore of Nurgle[edit]

Attribute: Children of Nurgle: Whenever you successfully cast a damaging spell, pick a unit of Nurglings or Plaguebearers within 12". Roll a d6 for every wound this spell inflicted, on a 5+ a Plaguebearer is restored and on a 6+ a Nurgling swarm is restored.

  • Signature: Stream of Corruption: Flamer that forces Toughness tests or take save-ignoring wounds. While not a breath weapon, it will melt down mobs of light or mid infantry all the same.
  1. Miasma of Pestilence: A simple augment spell that nerfs any and all enemy units in base contact with the target. Considering the loss to Initiative Nurgle-marked models have, this will knock enemies down to your level. You can boost the spell to cause a debuff of D3, but it’s often not worth going that far unless you really need to land your combat hits.
  2. Blades of Putrefaction: Makes the unit's attacks poisoned or makes the poison trigger on a 5+ to wound. Considering how melee-centric you are, you'll be bound to push some wounds in there.
  3. Curse of the Leper: Either ads +d3 to a friendly unit's Toughness or robs an enemy unit of d3 Toughness. Either way is helpful, but since Stream of Corruption, Rancid Visitations, and Plague Wind rely on your targets failing their Toughness tests, this is a good spell to open a magic phase with if you’re heavy on the Nurgle theme.
  4. Rancid Visitations: This is a potentially powerful magic missile. After causing its hits, it can potentially carry on going if the target fails its Toughness test. Of course, this combos with Curse of the Leper to cause the most amount of damage possible. Makes Elves cry, if you get it past their Wizards. Cast it on a block of spearelves and enjoy drinking your opponent's tears.
  5. Fleshy Abundance: Nurgle’s final augment spell suffers an increase in difficulty and a reduction in effect from the last WoC book, granting 5+ regeneration to a unit for a turn. However, this time it stacks with any existing regeneration the target has, and oh, it appears Festus gives regeneration to his unit.
  6. Plague Wind: Nurgle’s final spell is one of those wacky vortexes. It can go Night Goblin Fanatic through your own army if you’re unlucky, but WoC can at least withstand this one if it goes wrong. Plague Wind forces toughness tests on its victims and inflicts armour-ignoring wounds on those that fail. Get in close and fire it off into a horde for maximum carnage, but Plague Wind is overshadowed by the utility of the rest of the lore.

Lore of Slaanesh[edit]

Attribute: Born of Damnation Whenever you successfully cast a damaging spell, pick a unit of Daemonettes or Fiends within 12". Roll a d6 for every wound this spell inflicted, on a 5+ a Daemonette is restored and on a 6+ a Fiend is restored.

  • Signature: Lash of Slaanesh: Draws a line from the caster, and anybody under that line takes a S$ hit with armour piercing 1. Awkward to use and unlikely to affect many models, this is a rather flimsy signature spell compensated by the addition that makes a unit who suffers casualties incapable of movement. Thus does an awkward magic missile turn into a means of locking up a unit from fleeing or charging.
  1. Acquiescence: Useful in and out of combat, this hex spell gives the target Always Strikes Last and Random Movement (d6"). Easily stalls an impending charge, and can severely nerf enemy units in combat, as well as being easy to cast.
  2. Pavane of Slaanesh: This spell targets a single enemy model and forces them into a LD test on a 3D6. If they fail, they take a wound with no armour saves. Good for attacking enemy characters and sniping unit champions, but you might wonder why WoC have this spell when they're so geared towards challenges. Well, this spell allows you to kill a unit champion outside of combat, thus stopping the Eye of the Gods rule forcing your Chaos Lord into a challenge with some single wound sergeant when you’d rather he go rampaging through the unit, or having that chump accept a challenge instead of the character you want to kill, so it’s more useful than it looks.
  3. Hysterical Frenzy: Like Curse of the Leper, Hysterical Frenzy can be cast on your unit or an enemy unit, granting Frenzy and a small amount of hits at the end of each magic phase. The hits the spell causes really shouldn’t bother a WoC unit, so you can Frenzy up non-Khorne units. Hysterical Frenzy stacks with existing Frenzy too. So why would you want to give Frenzy to an enemy unit? Firstly, it can force a unit into charging you, great for pulling in units of shooting guys that would rather stay out of combat. Secondly, having Frenzy stops you from using the parry save granted by shields, which can assist you in cutting down any annoying shield users. Cast it on a war machine crew for Maximum Fun. Thirdly, D6 S3 hits might not sound like much, but they will cause trouble for small flimsy units like the average fast cavalry or skirmisher unit. Note that because the hits are not melee attacks, they will roll to wound against a War Machine's Toughness, not the Toughness of its crew. Unfortunately, since these hits are caused after the spell is cast, this spell does not count towards the Lore Attribute.
  4. Slicing Shards: Slicing Shards functions in the same way as Rancid Visitations. The target takes a few S4 Piercing 1 hits, then has to pass a LD test or take some more. Not quite so effective as Visitations as the target will likely have their General and/or Battle Standard nearby, but this spell combos with Phantasmagoria below or Tzeentch's Pandemonium. Catch a unit of zombies or other undead away from their general and laugh as he loses that meatblock until he manages a roll of double ones.
  5. Phantasmagoria: Essentially inflicts a unit with the opposite of the Cold Blooded rule. They roll an extra D6 when taking LD tests, discarding the lowest dice. Very helpful at breaking enemy units, this spell can be boosted so it hits all enemy units within a certain distance of the caster. As the Lore of Slaanesh is Leadership focused, consider using this spell first to get the most out of your spells. Actual Cold-Blooded units (aka Lizardmen) will be rolling 4D6 for their LD tests, and discarding both the highest dice and the lowest dice if they're affected by this spell.
  6. Cacaphonic Choir: Holy shit this is powerful. A hex spell, the Choir can cause quite a lot of damage even when the caster is in combat. Causes a bunch of hits that wound on a 4+, regardless of toughness, and ignore armour saves. On top of that, the target is slapped with Acquiescence’s effects too! Bliss in Torment gets the most use out of this spell, and if you’re feeling really mean you can boost the Choir to hit all enemy units in range as well. Can often finish a game by itself and will totally cripple units hit by it. Get it on a Prince, fly him in there, and start yelling.


Daemonic Loci[edit]

These are the special buffs your Heralds can equip to augment their units.


  • Abjuration: Magic Resist (3) is just the thing you need to shut down any pesky spells to ruin your day.
  • Fury: Frenzy. Extra attacks are what you need if you ever intend on having Bloodletters do any heavy work.
  • Wrath: Hatred gives a slight guarantee that your first round will make a mark.


  • Transmogrification: Your Pink Horrors can now re-roll their split tests, in the event that you really need to drown the enemy in Horrors.
  • Change: Your Herald and any attached unit roll d6 for their strength. On the plus side, you have a 50% chance of being a little more dangerous than before. On the downside, you have a 33% chance to be even more useless than before and besides, why are you using a Herald of Tzeentch for combat?
  • Conjuration: Your herald's unit gains +1 to casting, which is more than worth it.


  • Virulence: You regain the old-school Poisoned Attacks rule. Auto Wound on a 6+ hit roll.
  • Fecundity: Your unit gains a 4+ Regen, giving extra protection.
  • Contagion: When your unit rolls a 6+ to hit, the enemy takes an immediate extra S4 hit.


  • Grace: All LoS, Dangerous Terrain, and Characteristic tests (that aren't Leadership, sorry brah) are automatically passed. Well, hoo-frickin-rah.
  • Swiftness: ASF is something you want, and you want it three seconds ago. Now that it's out of Elf hands, you can now guarantee someone's day getting ruined by a tide of armour-mulching re-rollable hits.
  • Beguilement:' The other side of the Swiftness coin. Enemies in base contact now suffer ASF, and with the new re-roll rule, you're guaranteeing that they'll be helpless against you.

Daemonic Gifts[edit]

Gone are the random-ass tables of 8E. Now you can buy the gifts you want for your HQs, though they can't be used on more than one model and they compete with magic items.


  • Chaos Disruption: -1 to hit with missiles, which every single one of your monsters needs, and can even help a Herald stuck in a group.
  • Soulhunger: Hatred on steroids, your first round now allows to a re-roll on hit and wound rolls.
  • Ward of Chaos: The alternative to Chaos Disruption, this grants a 3++ Ward against missiles, though this is only for the model who bought it. Not like a Daemon Prince or Greater Daemon.
  • Radiance of Dark Glory: Friendly like-aligned Daemons suffer one less wound from Instability, which can occasionally help, especially on a support HQ.
  • Radiance of Dark Glory: An extra wound will always be welcome.
  • Daemonic Arrogance: Stubborn's pretty useful if you're trying to keep your boss in a fight. Sadly, no unit joins in on this.
  • Withering Gaze: A quick to fire S6 missile? That's pretty awesome.
  • Diabolic Splendour: Since most daemons only have a ward save to rely on, you'll need something to ensure that it can work. The 15 point price tag just guarantees it.


  • Dark Insanity: 2d6+2 Attacks. Fortunately, this is pretty decent as the Princes/Thirsters have a good chance of getting more attacks. It is pretty expensive though.
  • Awesome Strength: Makes Heralds hit like Bloodthirsters and makes Bloodthirsters hit like ultra-roid-raging armour-busters. In all honesty though, the jump from S6 to S9 will only matter when fighting monsters or war machines. Shame it's using up the Herald's entire magic item allowance.
  • Might of Khorne: Another monster-killer in the form of HKB.
  • Spell Destroyer: 25 points lets you get a chance to dispel any spell targeting your model and then remove the spell from the caster's memory.
  • Spell Breaker: Essentially gives the Khorne boys a dispel scroll.
  • Immortal Fury: Perpetual hatred with the caveat of always pursuing an enemy. For 25 points, that doesn't sound too shabby.
  • Battlemaster: A flat +1 to hit in cc will never not help, especially since this isn't basing itself on WS or anything.


  • Tzeentch's Will: Considering how many d6s you'll be chucking with a Prince/LoC, having the ability to re-roll one of them sounds nice. But for 60 points...well, maybe a bit less.
  • Twinned Heads: +2 to all casting for being a faker Fateweaver? For 55 points? Really? Maybe if the daemons of Tzeentch could cast other lores, but otherwise this is an overpriced guarantor of casting random-ass spells.
  • Power Vortex: You can add a die in your power pool for a rather decent price.
  • Master of Sorcery: You know how Your HQs are all trapped in Tzeentch Lore? This becomes your escape hatch. Not only are you a Loremaster, but you're a Loremaster in any CRB lore you want or in Tzeentch lore.
  • Dark Magister: Your first miscast is nullified. Hooray.
  • Irridescent Corona: Anyone in b2b with your boy takes an instant S3 flaming hit. Don't expect it to count for much, but that's one thing you made without worrying about rolling WS.
  • Flames of Tzeentch: You can now spit out like a flamer, which isn't too shabby all things considered..
  • All-Seeing Eye: 15 points lets you see all the magic items one unit within 24" has.


  • Stream of Bile: An S4 breath weapon, and unlike Stream of Corruption this won't backfire and can be used in combat.
  • Nurgle's Rot: Anyone in b2b with this model (unless Nurgle Daemon or animated construct) takes an S2 hit that bypasses armour. Don't expect this to do much in a challenge, but it might do the trick against mobs.
  • Pestilent Mucus: If wounded in cc, anyone in b2b that isn't a Nurgle Daemon or animated construct must test toughness or take an instant wound.
  • Nurgling Infestation: GUO only. This lets your fatasses heal Nurgling mobs within range, but this sadly won't help him in combat.
  • Noxious Vapours: Anyone in b2b that isn't a Nurgle Daemon or animated construct takes ASL. Well, that's how you settle a fight.
  • Slime Trail: Protects the unit from any bonuses given for flanking or rear attacks. For 10 points, it's practically a steal.


  • Spirit Swallower: Allows the ability to recover lost Wounds for each wound dealt in cc. Is this good? Fairly so. Is it worth a Herald's allowance? Less so.
  • Temptator: Anyone in b2b with the model gets to test Psychology or else allow you to target whoever you want in priority removal of a particularly annoying banner.
  • Soporific Musk: Hijack the fiend's debuff aura.
  • Siren Song: An enemy unit must test psychology in order to charge them.
  • Unnatural Swiftness: More ASF? Well, if you don't grab the locus for it, you can take this.
  • Allure of Slaanesh: 10 points less than Temptator, and the difference is that the enemy unit must test Psychology or be utterly helpless, which is actually better.
  • Enrapturing Gaze: An enemy unit in b2b must use their own Leadership, thus robbing any Inspiring Presence or any BSB. Save it for the armies where such things really matter.
  • Tormentor: Doubles each wound dealt for the sake of Combat Resolution, this letting you end fights faster and get to the chasing.

Hellforged Artefacts[edit]

  • Axe of Khorne: For 30 points, an extra 1-3 attacks does seem alright, if a bit limiting...
  • Armour of Khorne: Medium armour that nullifies magical weapons definitely is worth looking into, especially when up against folks like Karl "hammer like there's no tomorrow" Franz.
  • Icon of Endless War: Your Khorne units add +d3" to the charge, which is nice, though a Banner of Swiftness does provide more than just a charge.
  • Staff of Change: Your LoC can throw some pain with this. If thrown against some light-armor mobs, you can then see that model explode and deal more damage to the guy's mates. As for the Herald, reconsider. He shouldn't be fighting.
  • Daemonic Robes: Your wearer will never be wounded on anything less than a 3+, which can work together with some other protection to flat-out laugh at guns and cannons.
  • Banner of Change: Your unit gains a bound PL5 spell that deals 3d6 S3 hits to an enemy in b2b, adding to the flood of hits the Horror Mob inflicts.
  • Balesword: While Poisoned Attacks is rather redundant, dealing d3 wounds at 25 points is a good deal.
  • Plague Flail: The issue with a flail is that it's only strong on the charge. Therefore, a flail that only gives a chance of an extra wound if wounded by what is effectively a CCW after the first turn is a hard pill to swallow when the Balesword exists.
  • Icon of Eternal Virulence: Every roll of 6 to wound makes an extra wound for Combat Resolution, which might let you overwhelm a unit.
  • Lash of Despair: Provides a ranged attack that deals d6 wounds and is quick to fire.
  • Witstealer Sword: Another pass test (Initiative this time) or take another wound without armour. With your access to Initiative shenanigans, it's not shabby.
  • Banner of Ecstasy: Grants stubborn.

Unit Analysis[edit]

Lords & Heroes[edit]

Named Characters[edit]

Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.

  • Skarbrand, the Exiled One 490 pts. for the angriest sonuvva bitch of a Bloodthirster ever! He also has three stats maxed out to 10 (WS, BS and I) whilst bypassing armour and getting +1A with his axes. He also has S5 breath weapon while bestowing friendly and non-friendly units with hatred and is frenzied himself. Keep in mind that unlike other bloodthirsters, Skarbrand does not fly, so he will attract all sorts of fire without fail.
  • Kairos Fateweaver: 565 pts. for one of the greatest magic users in the game - seriously, even compared to Slann! He's a level 4 wizard that knows no less than 15 spells that you may CHOOSE, not roll for, you CHOOSE which spells you want before the game begins. You get 4 from Life, Metal, Light and Heavens; 4 from Death, Beasts, Shadow and fire; and all spells from Lore of Tzeentch. Only problem is you have to choose each turn which set you're using, though you always have Tzeentch. His stat line is god-awful for his cost, apart from a 4++ ward save (coupled with a spell or two from the Lore of Life, this can make him extremely hard to kill), but you're taking this guy for the magic phase rape.
  • Ku'gath, the Plaguefather: 525 pts. for a nigh-indestructible monstrous, stone-thrower with S5, ignores armour and a misfire just means no shots that turn. He also rides a Palanquin of Nurglings, but the real cool feature is, again, the fact that he hurls Nurglings fit to burst from sucking his fatass off! Can effectively neutralize war machines that would otherwise be shooting at him.
  • Be'lakor the Dark Master: The First Daemon Prince has has a bit of a change. While he's still really good at resisting shooting and can chop through armour like it's nothing, what's changed is his magic. See, he now has Loremaster in his own lore of not-quite Shadow that's a mix between blasting and debuffing. Especially handy is the spell that instantly forces a panic check, which he can then milk for some extra channeling die.
  • Skulltaker: RAPE INCARNATE! Essentially a herald of Khorne with a Lesser Locus, a WS and I of 9, flaming attacks, magic resistance, a 3+ natural armour save and heroic killing blow in duels (which you will throw him in because he can't refuse any)! Great for hiding in a unit of Bloodletters or Bloodcrushers - just watch out for those always strikes first characters and dragonhelm/dragon armour, they can still fuck him up.
  • The Masque of Slaanesh: Although better than her 40K incarnation, still not really worth it as she cannot join units. Pretty good in close combat with her unnatural reflexes and awesome at disrupting units with her eternal dance.
  • Epidemius: The Nurgle version of Skulltaker, with T5, virulence locus, and gives continuous buffs to Nurgle units in your army. Pretty sweet if you have the points to spare and essential if playing an all Nurgle army. You may want to think about buying the Kazyk the Befouled model to use instead of the Epidemius one. It looks better and, even though it's Forgeworld, is actually cheaper than the GW Epi model!
  • Horticulous Slimux: Your slug-rider Herald works more as a buff node for your Nurgle hordes. Not only does he have the fecundity locus, but he also gives a 6+ regen to units within 8" as compensation for being unable to join any unit and places a venom thicket within 3" of him. He's also good with Beasts, letting them re-roll charges and 1s to hit while within 8" of him.
  • The Blue Scribes: A tougher herald that randomly generates bound spells. Not really worth it.
  • The Changeling: special character that can shore up the lack of close combat ability in a squad of horrors. Basically a herald with -1A and Van Horstman's Speculum, he copies the stats (WS,S,T,I and A but not wounds so be careful) of an enemy in base contact/a challenge, which sounds cool, but that's before remembering his measly two Wounds. With the Locus of Transmogrification you have a chance of being stronger than the model you're imitating, and while the shapeshifting offsets the risk of being useless that turn, you're still not getting any better rules and your Horrors will still hate you for rolling like shit.
  • Karanak, Hound of Vengeance: Born & bred to rape wizards. Can nominate one character before battle to re-roll to hit and to wound against with his 4 S5 I6 attacks at WS7. His special toy is a brass collar (see Flesh Hounds) that causes a S10 hit against any wizard within 12" before they get bent over by their miscast roll. He also gives his unit frenzy. You're going to pay for all of this, however, since Karanak costs twice what you would pay for a bare bones generic herald. Is he worth it? Ask yourself two questions: is your opponent undead or does he have pointed ears? If you answered yes to either laugh as Karanak takes a chunk out of Teclis'/vampire general's/hierophant's crotch.

Generic Characters[edit]

  • Bloodthirster: You know him, you love him, Khorne's greater daemon retains his throne as one of the most killest characters in the game (and lacks the End Times/AoS Subcategorization). On top of the usual daemon awesomeness, he comes with two hand weapons (which you can swap out for a Great Weapon and retain a good enough Initiative to laugh at Elves), medium armour, can fly, has magic resistance (2), and 10s in WS, BS, with I9, on top of letting Khorne Daemons within 12" fight in an extra rank and re-roll 1s to wound. Like the last edition, this guy is susceptible to shooting, given that he will attract ALL war machine and generally ranged attacks from your opponent because if he doesn't, he has to face a fucking Bloodthirster in close combat and get raped. This guy is also the only greater daemon that can't use magic, which has the strange ability of making him the potentially cheapest of the lot - you don't even have to buy this guy much, but if you must, you can purchase up to 100 points worth of Daemonic Gifts, keeping him just under the 526 point mark when fully loaded out.
  • Lord of Change: Tzeentch's big bad spellcaster. Not as physically imposing as the other Greater Daemons (having less weapon skill, initiative, or attacks); however, what he lacks in combat prowess he makes up in magic and trickery. He is the cheapest by far to raise to level 4, starting with a base level 2. That said, however, he is trapped with the Daemon Lore of Tzeentch unless you get MASTER OF SORCERY. He's no combat beast, but he has an aura that makes anyone within 8" that isn't a Tzeentch Daemon or Animated Construct take -1 to WS and BS, making him a mobile debuff. Fly around, cast spells, and charge at the right target and at the right time, just like the scheming Tzeentch-playing bastard that you are.
  • Keeper of Secrets: Probably one of the best choices here, solid magic ability, excellent close combat skills. Again, the change to Gifts has significantly changed how you use this guy, no more crazy gift combos, but still very good for tearing through infantry or kitted out to be a fairly efficient character killer. With an aura robbing enemies (that aren't Slaanesh daemons or animated constructs) -1 Initiative and WS, they're also an amplifier to the horde. As is the norm for monsters, expect your opponent to fire everything they have at it so pray for some good rolls on the gift table.One thing to note is that with some fairly jammy rolling you could end up with things like +1W, no armour saves against his/her/its attacks, regen 1W at end of the phase when you cause wounds in melee, 2+ armour save (that cannot be improved) or +2 attacks thanks to the Daemonic gifts table. Stick him behind something with many Wounds (Beasts of Nurgle anyone?) and have some T test FUN.
  • Great Unclean One: He's fat, ugly and slow. He also has 6 wounds at T7. Also throws down with 5 S6 poisoned attacks and the option to dual wield. The Lore of Nurgle is pretty slick for shredding low T/S units, while his aura allows him to punch through armour (not against Animated Constructs and Nurgle Daemons) on a 5+ to wound. His lowered point cost, now 375, does make him more viable for smaller games though for an extra 75 points he could end up with 2 of the daemonic gifts listed in the keeper of secrets analysis. Of all the GD, he's probably the most well-rounded option as he can hold his own in combat fairly well (WS6 and T7), coupled with some luck on the Daemonic Gifts chart you will have a nigh unkillable wizard.
  • Daemon Prince: The other generic lord-level unit. Cheapest by far, clocking in at a basic 250 pts. Unlike WoC, you can actually have an Undivided Prince, and thus grab Fire/Metal/Shadow/Death lore for your army. They can now be pumped to a LvL 4 wizard and take 5+ armour and wings in addition to their Gift allocation (150 for Khorne princes, 100 for others). Slap wings on 'em and go eat some wizards/warmachines, overall a very solid choice.
  • Gaunt Summoner of Tzeentch: Coming outta that other game is a slightly more durable Lord-level Herald on a Disc with a save-or-die melee weapon on half of his attacks. Don't bother with combat though, he's only as strong as a state trooper. He is, however, an infantry-sized level 3/4 Tzeentch wizard with a special spell that instantly restores 1d6 Horrors or Flamers. Now that he can be dismounted, he can actually be joined to a pack of horrors and shoot with glee as he hides behind those doubled bodies.
  • Infernal Enrapturess: Another AoS port over that, for some reason, is a Lord-level Daemonette. It has plenty of things to provide between blasting wizards, letting Slaanesh daemons re-roll their Wards, and a versatile shooting weapon between short-range spam and long-range pain, and the ability to hide in a unit, but the lack of a Locus or any mount makes this more like a Lords choice you take if you intend to spend everything on your heralds.
  • Exalted Flamer of Tzeentch: You know that humble Burning Chariot in the rare slot? Well, what if I told you there's a way to take it at half the cost, in a less limited selection slot, and you could put it in a unit of skirmishers? Then my friend you are in luck because you can do all that for 90 points? Madness I know, but hey when your friends use Banner of the World Dragon you are free to punish them with this not-war machine hero. No guarantee you will have friends left but at least you killed those elves really well that one game.
  • Heralds: Your generic hero choices that come in 4 flavors as below. Note, all the heralds have access to abilities called "Loci," which makes them share their special power with a unit of troops of that Chaos god, but these Loci are no longer free. They can also ride mounts or chariots of their gods.
    • Herald of Khorne: Close combat awesome! WS7, S5 and lots of killing blow attacks! His locus powers are either Magic Resist 2 (30 pts), Frenzy (60 pts) or Hatred (75 pts) granted to the Khorne unit he is in. Can also take 50 pts. of gifts. You can also put him on a Juggernaut or chariot.
      • Blood Throne of Khorne: The only way you can get this thing in. But is it worth it? It's a chariot, has two Bloodletters on board, and the Blood Throne itself can attack (and heal itself if it causes wounds on impact hits!) However, the model looks like a cover from a Lady Gaga album, and I'm left wondering what happened to Doomrider. Build your kit to make a Skull Cannon instead and BAM! Free Herald of Khorne in the box! The throne does let all Khornate units within 6" benefit from the herald's locus, but if your opponent has any brain cells he'll aim everything he has at it turn 1. Might be useful if you bring something else that is a bigger fire magnet *cough* Bloodthirster *cough*. *NOTE* you could take 4 of these in place of a Bloodthirster but that is a bit of an iffy idea.
        • Alternative Take : NOT AS SHIT as You might think, dear Readers. It has a nice armor save, fielding a Herald with it provides him with a 2+ Save, which is awesome, considering most daemons are fucking naked. The Greater Locus of Fury should be Your ONLY choice here. It boosts up Bloodletters to a level of medium usefulness and proves a good shooting magnet. The 5+ Ward Save is really handy here. Remember that You can actually park this guy near a unit or 2 of Letters and just push the lane heavily, most opponents will try to avoid them due to the Killing Blow. NOT AS BAD. Still, the model blows.
    • Herald of Tzeentch: Magic awesome!? Not much of a stat line, but he comes as a level 1 wizard and can re-roll ward saves and channeling rolls of 1. He has 3 loci: d3+1 blue horror counters (25), random strength each turn (50) (that just sounds like a bad idea), or +1 strength to spells cast by the herald and the unit he joins (50). You could instead put him on a Disc or Chariot of Tzeentch, but you're wasting the locus power. Not much point taking them without some pink horrors to keep him safe.
    • Herald of Slaanesh: A very cost-effective herald, comes with a pretty kickin' rad stat line with armor-piercing. Its three loci are: auto-pass dangerous terrain, Look Out, Sir!, and all stat tests except Ld (5), Always Strikes First (50)<--YOU WANT THIS, or you get to choose who answers your herald's challenges and all enemies in b2b are at -3 initiative (60). Can be mounted on a steed, seeker chariot or exalted seeker chariot of Slaanesh. Can also be upgraded to Lv1 wizard with access to the lore of Slaanesh or Lore of Shadow. Might be worth it since all the daemon lore attributes let you add models to your units.
    • Herald of Nurgle: Still T5, still tougher and stronger than your average Plaguebearer. Can ride a Palanquin, giving him a 50mm base footprint and 4 Wounds! Can get very expensive very fast though, especially if you load him out with the 50 points of Daemonic Gifts and buy casting options for him. The curse of the leaper spell allows you to increase a units T by D3 and watch your opponent cries at your unit of 30 T7, 4+ ward plague bearers thanks to regen save from the regen Locus.
      • Alternative take : Consider Fencer's Blades! 10 WS and +1 attack combined with -1 to hit means most rank and file shit will hit You at 6'.


  • Juggernaut of Khorne: big mount that deals as much damage anouther hero
  • Blood Throne of Khorne: The only way you can get this thing in. But is it worth it? It's a chariot, has two Bloodletters on board, and the Blood Throne itself can attack (and heal itself if it causes wounds on impact hits!) However, the model looks like a cover from a Lady Gaga album, and I'm left wondering what happened to Doomrider. Build your kit to make a Skull Cannon instead and BAM! Free Herald of Khorne in the box! The throne does let all Khornate units within 6" benefit from the herald's locus, but if your opponent has any brain cells he'll aim everything he has at it turn 1. Might be useful if you bring something else that is a bigger fire magnet *cough* Bloodthirster *cough*. *NOTE* you could take 4 of these in place of a Bloodthirster but that is a bit of an iffy idea.
  • Palanquin of Nurgle: meant to give more attacks and wound rather than speed.
  • Plague Toad of Nurgle: let your NH ride with the Pox Riders and give them a Locus
  • Disc of Tzeentch: let your HZ fly around for an opportune place to lay down magic and a point more T.
  • Burning Chariot of Tzeentch: lets you buy the version in the rare section for 40 more pts, or on an HZ give more attacks and survivability.
  • Steed of Slaanesh: Fast mover, lets HS ride with seekers.
  • Exalted Seeker Chariot: A bigger, badder seeker chariot. Watch as it turns any small block of infantry (less than 30) into little more than a speed bump with 2d6+1 impact hits, 10 armour piercing attacks from the crew and 4 poisoned attacks from those ugly fuckers in the front, all striking before anything slower than those pointy-eared bastards.

Core Units[edit]

Bloodletters, Horrors, Daemonettes, and Plaguebearers are all 13 pts a model

  • Bloodletters of Khorne: Magic Resistance, Killing Blow, WS 5, I4, S4, 5 if you charge. They're also toughness 3 and will take a lot of wounds in return. They also only posses 1 attack which does no service to them. They need a Herald to help them. A Herald with the Blood Throne I may add! Lack of good WS when not mounted means he will die like shit at any close combat. Throne provides minimum defense against that and still can grant the Locus on all nearby Bloodletters. AND YES. They need the Frenzy Locus to do anything.
  • Pink Horrors of Tzeentch: A unit of Pink Horrors is a level 1 wizard that takes its one spell from the Daemon Lore of Tzeentch. Best taken in minimum 10-man units, because while they do get a bonus to cast based on their rank bonus, they will know only one spell and its from the lore of Tzeentch. You could take one or two minimum-sized units to fill your core requirement, all the while benefiting from their ability to channel dice. One other thing to note is that Horrors do not roll on the miscast table when they miscast (but they still take the damage). Returning this edition is their ability to split into two Blue Horrors upon dying, though they also have a chance of just exploding in their enemy's faces.
  • Daemonettes of Slaanesh: Upped to 13 pts. for M of 6, WS and I of 5 and 2 attacks base with Armour Piercing make for some good fun in small units. You can put the flaming banner on a unit of Daemonettes to give them flaming attacks. Kitted out this way, they are not bad at hunting Regenerating units (i.e. Trolls). Alternative approach: Large blocks, backed up with the ASF Locus. They are cheap and have many attacks. 5+ Ward Save means they won't die like shit all the time. Two blocks of 25 or 30 are not AS expensive as You might think :)
  • Plaguebearers of Nurgle: They have poisoned attacks that even works on people immune to poison and a crippling initiative of 2 but can be a very daunting prospect when marched in a horde with a Strength and Toughness of 4. Remember, they cause the enemy models to get a -1 modifier to hit them, they can tie something up for a good while in a horde, then smack them around with poison (which wound better than Bloodletters). PLAY THEM IN A HORDE WITH EPIDEMIUS AND WAIT FOR YOUR POINTY-EARED OPPONENT TO SOB BEFORE YOUR S5 T5 HORDE OF UNPARALLELED "FUN"
  • Furies: Shoved into the Core slot, but can no longer take marks. Now we just have a fast warmachine-hunting unit. With the addition of Expendable, you now have even less reason not to screen with these.
  • Flesh Hounds of Khorne: Your vanguard force. Collars give Magic Resistance (3), with M8 and a fistful of high initiative/strength attacks. Not a bad choice.
  • Nurglings: A blob of roadblocks. An M4 Swam with a lot of wounds. Best to tie up things screen and hope a bad Instability roll doesn't kill them all. Fun pitting them against 20-30 zombies.
  • Plague Toads: For 40 points you get an expendable Monstrous Beast of Nurgle. They have a 5++ ward save and Poisoned Attacks and they move further then Plaguebearers. unlike their cousins, they have initiative 1, and only have 2 attacks to hit with. They also count as a horde at only 6 wide and the third rank can make its full attacks. All in all, they work out to about the same value as Plaguebearers but with higher movement (being 2 points more than two Plaguebearers trading 1 point of initiative and 2 points of leadership for 2 wounds, two attacks). You should play them slightly differently to take advantage of them properly, though they do allow you to field a fairly fast Nurgle army when combined with the other choices.
  • Seekers of Slaanesh: Daemonettes on Steeds of Slaanesh with a bit of a buff. Fast Cav and the Steeds have Poison. But Fiends of Slaanesh still get the job done better. Still, not bad if you're playing on a budget, as they're roughly a third the cost of a Fiend. 9 of them and a herald can be rather fun.
  • Screamers of Tzeentch: Screamers are a unit designed to pester and harass, with the ability to fly and a formidable amount of attacks and S/T 4, you can easily wipe flak away, but the beauty of this unit is its ability to inflict reliable damage without a chance of any returning to it. You may elect a single unit the screamers have moved over, and for every screamer in the unit, you will inflict D3 S4 attacks that hit on a 4+. Granted it might not seem great but they sure soften up special units between 10 and 20. When in CC with a large target (that isn't a Forest Spirit or Animated Construct) they deal d3 wounds per hit, bear in mind they get 3 CC attacks each, so say bye to that rare monster your enemy invested 200+ points in.

Special Units[edit]

  • Bloodcrushers of Khorne: They dropped in price and in strength: Bloodletters will only be hitting at S4 along with the usual Khorne swag in Magic Resistance and stuff. However, they did gain a wound in the trade-off and as long as they charge (which they should be doing anyway) they get that lost S back. 60 points a model for Strength 4 toughness 4 and wound 3. There are a few rather large downsides as good as they are at combat they only pump out a max of 10 attacks (7 with killing blow) so you might want to think about spending your points on something more productive.
    • Alternative take : Do consider adding a Herald of Khorne with Greater Locus of Fury. It greatly increases their damage potential! (Both the mount and the rider gain +1 attack). Add a Banner of Swiftness and you get a nice, hard-hitting unit, with a DECENT number of attacks (2 per rider, 4 per mount). Sadly, it's kinda expensive. Nevertheless, I would strongly recommend NOT using this unit without a Herald backup.
  • Pox Riders of Nurgle: Fucking traps. For 5 points more than a regular Plague Toads, you get what equals out to one more attack and impact hit in a much more contested slot. Besides that, you can give the Toads a magic standard. If you don't put a standard on them you might as well pay the extra two points to get an actual Plaguebearer (which is his own separate wound) or you could pay some more to get another Plague Toad. If you absolutely must use these, use them as more aggressive Plague Toad and modify them with a standard.
  • Seeker Chariots of Slaanesh: Scythed chariot with a rather skimpy armour save that does get bolstered by the standard daemon ward save. Crewed by 2 Daemonettes and pulled by 2 Steeds of Slaanesh. For more info look at the Daemonettes and Seekers entries above than add D6+1 S4 attacks.
  • Flamers of Tzeentch: Flamers are an oddity in the case that they fulfill a similar role to outriders in the empire book, namely maneuvering to a position on the flank of a unit and pestering that unit until it devotes time and effort into chasing your flamers. Why do I come to this conclusion? Well, it is clearly obvious that you will be paying a premium for flamers, 36 pts. each, and while there are a number of special rules tied to them(I will address them later) they are still only T4 with a 5++ ward save, making them comparable to a slightly singed marshmallow. In addition, their main form of attack has a moderately short range of 18" and the multiple shots (D6) special rule, these two factors combine to result in a hefty penalty to hit if the flamer unit is doing it's utmost best to stay out of combat. However, with a movement value of 6" it is fairly easy to get into a unit's flank, and from there you can get as close as possible without fear of receiving a charge. If for some reason your opponent ignores them, you can remain stationary next turn, allowing you to deliver quite a formidable broadside. Luckily, Flamers come with one key special rule that allows them to achieve this, Skirmishers. This special rule allows the unit to twist and wriggle it's way through small gaps, reform to face a new direction and still move to reduce the number of hits from ranged attacks that will inevitably come it's way.
  • Bloodbeasts of Khorne: With Flesh Hounds moved to core, there's now some imbalance in the Warbeasts for Specials slot. These...things are the answer, though that answer is pretty middling. It's slightly faster than the BoN and possesses a guaranteed 4 attacks. However, they lack any protections aside from a flimsy 6+ natural armour that likely only catches a few weak attacks before the better Ward save takes the rest.
  • Beasts of Nurgle: WE 60 POINTS NOW. Welcome to the new masters of never dying ever. have D3+1 random attacks, and 4 wounds, but also have Regen(4+), Slime trail, Poison, and with Attention Seeker they can take challenges and give them, meaning your solo Greater Daemon rape machine won't get stuck by that chump Skeleton champion over there. Take em home in boxes, take em home in cases. IF YOUR TZEENTCH OVERLORDS TRY TO STOP YOU, JUST THROW IT IN THEIR FACES!
  • Fiends of Slaanesh: Wanna run down your opponent's army on a flank charge? Bring some Fiends! S/T4 with 3 armour piercing attacks at I6 and a move of 10. Oh, and they come stock with Soporific Musk. Use these creepy fuckers to flank and break basic and armoured infantry regiments with ease.
  • Firewyrms of Tzeentch: Similar to the Bloodbeast, these are the Monstrous Beast for Tzeentch that are like Seekers except more shooty with randomness rather than consistent choppy. They get 3d6" movement and d6 attacks at I3, and a ranged attack that deals 2d6 flaming S4 shots.

Rare Units[edit]

  • Skull Cannon of Khorne: YES PLEASE. Daemons get a cannon mounted on a chariot, and Ogres wish they had something this cool. T5, Flaming S10 Cannonball, and the chariot itself can attack and heal itself (like the Blood Throne), and IT CAN MOVE AND FIRE. Take two, and wonder what that Hell Pit was over there before it exploded. If you do take a Skull cannon rather than a Blood throne then be careful because the herald of Khorne model doesn't actually fit on to a standard daemon base. (Fits perfectly on juggernaut...)
  • Plague Drones of Nurgle: These guys are even bigger bastards than Pox Riders and the Beasts of Nurgle. 58 points give you Hovering Pox Riders with 1 more attack on the mount that moves 10". That's right, FLYING MONSTROUS CAVALRY. I've seen people divided over whether or not the model looks good, but what more do you want from a Rare unit? It's Plaguebearers riding flies from your sister's worst nightmares.
  • Hellflayer of Slaanesh: Another Slaaneshi chariot. Same stats as a seeker chariot but S/T5 the queen/king bitch gets bonus attacks equal to the amount of roadkill made by the impact hits.
  • Burning Chariot of Tzeentch: Like the Skull Cannon, the Burning Chariot is another form of war-machine mounted upon "wheels" and permitted to move freely, in this case, the wheels are circling air currents as the burning chariot is capable of flying. Of immediate note is, it's maneuverability, as whilst it does have the fly special rule, it is a chariot, which prevents it from marching the full 20", and as it is a flyer with screamers as steeds when fleeing or pursuing you must use their movement value of 1". However, it is still capable of moving over units and objects, and its primary form of attack makes up for its weaknesses. The Burning Chariot has 2 flavors, it can either elect to fire as a fire thrower with an S of D6 (pink fire/raspberry ripple), or fire as a cannon grapeshot with a range of 12" BS4 and an S of D6+3 (blue fire/blueberry burst), these two options allow the chariot to tackle any form of unit in the game, and the ability to fly allows the Burning Chariot to get into a suitable range to maximize the damage inflicted, thus eliminating the primary weakness of all fire throwers and grape shots. In addition, when combat is joined, the chariot is perfectly capable of charging into the rear of a unit and causing considerable damage, as not only is the chariot Scythed at S4, but the crew and steeds have 9 S4 I4 attacks between them with the screamers at WS3 and the flamer at WS4, thus allowing the chariot to easily contribute to any combat. However, the Burning Chariot is incredibly fragile, especially considering that it costs 150 Pts. at T4 and 4 wounds, any concentrated fire is a serious concern, thus positioning is crucial when using one.
  • Soul Grinder: This is the only place in the entire book where you'll have artillery support outside of the Skull Cannon, and stone-throwers aren't bad to have if you're trying to clear out specific targets in the backfield or just looking to get a couple of shots off before combat (remember you can move and shoot). It does compete with all of the other cool choices in the Rare Units, though... though it could find a home in a Warp Forge-oriented list or theme army. T7 makes pointy ears shit thems'elfs' Not really, T5 and T7 are the same to S3. Mind poison.
Currently not in the armybook, but Mathias has stated that he will include a supplement to them similar to the ones for Knightly Orders and Steam Tanks.

Regiments of Renown[edit]

Building Your Army[edit]

The Daemons battle force is a good place to start, otherwise start with a Herald and a block or two core. Bloodletters and Plaguebearers are good starts, expand with a Prince or a greater daemon and some supporting units like Daemonettes, Horrors or special/rare choices.

Army Composition[edit]

Your core can vary, with Bloodletters being 14 points each you want to put them in fights that they will win, so like every other army don't have them try to toe off with warriors because their OP units of characters. Daemonettes are pretty good when used as redirecting units so a few small units may not be a bad idea. nurgle plague bearers are hit and miss, like Bloodletters their really hard hitting, and like to stay around, its a good unit to hold flanks. finally for core there's pink horrors, which are OK, but get worse if you don't have many magic dice, it is, however possible to run say a 10 man unit or 2, with 2 lvl 2 heralds of Tzeentch nearby, because the daemon magic lore attributes add daemons to nearby units of the god that the lore is for, but you get a extra horror on a 4+ instead of a 5+ like the other 2 core that can be bolstered like that, so you can have a ever growing unit if you keep magic pressure on your opponent. You also want to sneak Heralds into these units plus a special standard, though that last one is superfluous.

Take Flamers Beasts and Khannons or you're doing it wrong and either a Daemon Prince or a Greater Daemon (a KOS or LOC is recommended).

A good goal is to build towards one or two gods at first, and add to your collection over time, because every god by itself is fairly reliable (nurgle is arguably the best) when you mix two or more your army will quickly become a honed daemon death machine.


COME AT ME, BRO![edit]

Whether you plan on fielding a mono-god army will severely affect how you build your army. Mono-god armies can work very well. Mixed armies will take some time to find your way of using them. In my experience, an all Nurgle army can be almost indestructible, especially with Epidemius giving the whole army continuous buffs. Taking a horde of about 30-50 plague bearers (390-650pts) with a herald with the 5+ poison locus can make this a very daunting prospect. In addition, fielding a unit of 6 Beasts of Nurgle (easily possible in 1000pts) can make for a beastly 3d6+12 attacks unit; 2 of these can get your opponent to instantly give up (even before the game has begun in my case).

If you take a greater daemon then you should, if you can, make them at least level 2. I personally wouldn't bother fielding a greater daemon in any thing under 2000 points, daemon princes however act as a fairly kickass replacement in 1600 battles. The named greater daemons are good but like mention before they tend to be a bit pricy. You should really always be taking a herald and more then often give them some loci or another, just for the added kick.

Daemon Horde[edit]

Take a core unit 10 wide and 4-5 deep (40-50 models for 480-600 pts.!) and load with one herald. Tactics differ depending on the core choice:

  • Bloodletters: Insert Herald with gifts, an icon, and standard and/or Skulltaker. March out into the middle of the board and be sure to get the charge for the extra S p. Be sure to support the flanks (preferably with BoNs) or your shit will get fucked up. Watch the fuck out for Chariots and Monstrous anything.
  • Plaguebearers: 30 of these bad asses, a level 1 herald hopefully with curse of the leper and the greater locus and *BAM* your unit is tough as nails. Poisoned makes them cause a whole lot of pain for anything tougher than them.
  • Horrors: Insert a Herald with Master of Sorcery and/or standard. I usually start with a unit of ten w/ herald and as they cause unsaved wounds (made easy because of the exulted locus giving +1 S to their spells) they gain more daemons at the expense of the enemies dead.
  • Daemonettes: can work well with a unit of 10-20 running 12" ahead and tying up or Even killing any enemy vanguard, however if you do this it's properly not worth adding the herald if you do that.


As a Daemon player myself(call this guy Steve), I have played many a game. I started off using mixed God lists which fell on their face- no no no, they didn't fall, they were testing gravity. After this I decided to try a mono-god list centred around Nurgle. I have not lost a game since. I have found that if you just get the minimum requirement or so of core, say a horde of 30-50 Plaguebearers (390-650pts), then beef out the rest of your army with special and rare choices, you're pretty much set (that being said - don't skimp on core...a big enough unit with a herald with a locus can still make it a munchy munchy unit). As for a general, a Great Unclean One with Lv4 Wiz is a solid choice. Epidemius is a must for this army as his constant buffs can make a Nurgle oriented list almost invincible (Remember - you only need to cause 28 unsaved wounds to be able to get all the buffs ((7=+1S)(14=+1T)(21=killing blow)(28=re-roll failed ward saves)). Stick him in a big horde of Plaguebearers, giving them 5+ poison and you'll do fine. Taking a couple of units of 5 or six Beasts of Nurgle can cripple almost any unit your opponent sends your way - they work especially well on the extreme flanks of your army; plant a skull cannon next to them and the field should be yours.

Or you could be that just as planned that guy like me(This is Jacob) and use The End Times list and take half your army as greater demons. It will half your army size, but for me it works well, a Bloodthirster and Lord of change can just fly around and screw over your opponents plans as they either focus that big ass rapelord or the annoying troll laughing at his misfortune. In my list i also forgo the special unit and just line up a chariot and cannon gunline to not only give support to your core but also give your opponent too many targets to focus on.

Or you could have even more fun like myself (Let's call me Theo) and play Legions of Chaos, allowing you to replace your measly T3 Bloodletters with UNKILLABLE VIKINGS, whilst still playing all the fun daemon stuff (Epidemius, Skulltaker et al.). This leaves you with a core with FUNCTIONING ARMOUR SAVES (They actually exist) and special and rare choices that'll leave your opponent bricking themself.

External Links[edit]

The Project's website

Warhammer Army Project Tactics Articles
General Tactics
Forces of Order
Forces of Destruction