Hey y'all! My friend @Mesandres asked me about our ability to kick Demon ass. I'd say we are good against them, but not good enough that it makes an easy win. In our example we were thinking about a possible future Nurgle army. I think Nurgle has enough wounds and regeneration to cope with it. While thinking about it I made a list about the abilities that change, and I thought I'd share it with y'all. Units: Bastiladon: Searing Beam damage 3 instead of 2 against Chaos Demons Skink Starpriest: Summon Starlight in addition to the normal debuff does 1D3 damage against Chaos Demons Slann Starmaster: Light of the Heavens forces Chaos Demons to take a second dice for battleshocks and take the worse one Lord Kroak: Celestial Deliverance does D6 damage instead of D3 against Chaos Demons Chameleon Skinks: Dartpipe hit rolls of 6 or higher do 3 instead of 2 damage against Chaos Demons Oldblood on Carnosaur: Sunbolt Gauntlet wound rolls increased by 2 against Chaos Demons Bataillons: Sunclaw Starhost: Saurus Warriors have damage 2 instead of 1 against Chaos Demons Did I miss any?
And when you consider all the bonuses Chaos can have against Order armies, our focused bonuses are not so game breaking...