The Power of the Warp
August 2010·pp. 30–35
THE SHORT VERSION
Phil Kelly builds a daemon battle plan around the army’s two-wave Deep Strike deployment. He favours early shooting and durable icon carriers, using Plaguebearers as screens, Tzeentch units for ranged damage and Soul Grinders as versatile threats. Icons then guide precise follow-up arrivals, while running disperses vulnerable formations before blast weapons can exploit them.
Later Khorne units provide killing power and Slaanesh units supply speed, reserve flexibility and objective control. Ku’gath and Epidemius can turn early kills into army-wide improvements, the Masque drags enemies into dangerous positions, and Hit and Run lets a Keeper of Secrets choose new fights. A staged diagram shows how these roles converge on objectives over several turns.
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Find this article in White Dwarf 368, pp. 30–35.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.