Chaos Daemons 6th Edition List

Finally got to play a couple of 1500pts games with the Necrons last night! Managed to win both games through the sheer weight of firepower they can bring.

After seeing 6th edition in action I’ve decided to give the Tzeentch Daemons a go again.


1500 Pts – Chaos Daemons Roster

1500 Pts – Chaos Daemons Roster

HQ: Fateweaver, Oracle of Tzeentch (1#, 333 pts)
   1 Fateweaver, Oracle of Tzeentch, 333 pts

Elite: Flamers of Tzeentch (3#, 135 pts)
   3 Flamers of Tzeentch, 135 pts (Bolt of Tzeentch x1)

Elite: Flamers of Tzeentch (3#, 135 pts)
   3 Flamers of Tzeentch, 135 pts (Bolt of Tzeentch x1)

Elite: Flamers of Tzeentch (3#, 135 pts)
   3 Flamers of Tzeentch, 135 pts (Bolt of Tzeentch x1)

Troops: Pink Horrors of Tzeentch (9#, 188 pts)
   9 Pink Horrors of Tzeentch, 188 pts (Bolt of Tzeentch x1; Chaos Icon x1)

Troops: Pink Horrors of Tzeentch (9#, 188 pts)
   9 Pink Horrors of Tzeentch, 188 pts (Bolt of Tzeentch x1; Chaos Icon x1)

Troops: Pink Horrors of Tzeentch (9#, 193 pts)
   8 Pink Horrors of Tzeentch, 193 pts (Bolt of Tzeentch x1; Chaos Icon x1)
      1 The Changeling

Fast Attack: Screamers of Tzeentch (3#, 48 pts)
   3 Screamers of Tzeentch, 48 pts

Fast Attack: Screamers of Tzeentch (6#, 96 pts)
   6 Screamers of Tzeentch, 96 pts

Fast Attack: Screamers of Tzeentch (3#, 48 pts)
   3 Screamers of Tzeentch, 48 pts

Total Roster Cost: 1499


I’ve gone for the usual fluffy selections (such as units of 9 etc) because it feels wrong not to, and I believe that it actually works!

The list works around lots of small units distracting the enemy whilst the horrors sit undisturbed on objectives. The screamers really benefited from 6th, they can now land and turbo boost 24″ to where they need to be, meaning they’ll probably always be in the perfect position. The larger unit can hold up units pretty well now the fearless rule has changed. They can also use their Melta bombs against Monstrous creatures now!

Horrors became a little better, they gained Fear, and overwatch will help them survive in assaults more. Plus with an 18″ shooting attack they can sit perfectly ajust within 18″ and not be feared by assaults due to wound allocation.


The Flamers gained Bolt compared to my other lists, this allows them to put pressure on vehicles at range whilst they get into position to flame stuff, also with the overwatch rules they’re firing 3D3 shots at whoever charges them, wounding on a 4+ with no saves. Harsh! They also gained Hammer of the Wrath, meaning they’re not that bad in assault either, with pretty much 4 attacks each on the charge now.

I’ve currently dropped the two heralds on the chariots. Their large oval bases made them hard to manoeuvre and keep in range of Fateweavers bubble. They were OK at holding up units but I think more Screamers and more Bolts will help me more.


Fateweaver gained lots of bonuses in 6th, he can now fly, so the turn he lands he can claim he’s swooping, making him harder to shoot down. He can use three weapons when he Overwatches, so that’s D3 breath shots, 3 ap3 gaze shots and either a Bolt or Boon shot. He can also hurt vehicles! As he has three attacks on the charge, he only has to give one up to give him two S10 attacks against vehicles, he’s probably the best MC to benefit from this rule due to his strength and attacks stats.

Overall I think my Daemons got better in 6th!