88109
Post by: Kajaki War Pig
Eldenfirefly wrote:
BTW, can I check something here? Is it an issue if I want to equip a champion with powerfist and combi melta? But last time battle scribe seemed to treat it as not allowable. So, I am not sure.
Woah. Yeah so it looks like RAW you cannot. Actually no champion can it seems. It's kind of looking like the combi-melta is considered a two hand weapon. Just skimmed the codex, and only terminators can take both per RAW. We'll have to see if this changes in the new dex.
I haven't run into a conscript blob yet, but I feel like infernal gaze should work pretty well at sniping out comissars. Shouldn't take more than a turn or two of infernal gaze to nuke him. But hunting them is definitely going to be key to taking on Guard armies as Chaos. Ironically, so are Dreadclaws and Kharybdis.
Their pistol fired flamers hit EVERY UNIT within the given range. It's a pistol, meaning it can be fire in close combat, and it's D6 hits, the Kharybdis does D3 damage per hit, so that's also gonna put a hur on any Characters trying to bolster a squad. He can try to bubble wrap, but keeping somebody 6 inches away, while staying bubble wrapped will get pretty tricky.
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Post by: Eldenfirefly
I feel that although there was excitement over the use of a jumpack nightlords warlord to assasinate character, I thought about it more and wouldn't the key characters we want to kill be usually bubble wrapped? It wouldn't be so simple to just deep strike in and charge those characters.
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Post by: Kajaki War Pig
Yeah, GW has not really acknowledged that bubble wrap is a legitimate tactic ATM. I honestly read the rules and felt a Terminator Lord deep striking would have more survivability and a better chance of murking it's way to the center of whatever it might be trying to kill. Infernal gaze remains the most obvious option at, till we see new psychic powers.
56924
Post by: Captyn_Bob
So in terms on sniping are have..
Marauders with sniper rifles (only 2 per unit, but pretty cheap and more durable than thier points suggest)
Infernal gaze (one per turn, fairly low damage output)
A new psychic power maybe (I saw it somewhere, looked decent)
The renegade warp flux power (one use only, short range, and hard to cast. At leasts maelic lords are cheap)
The bolt of change and treason of tzeentch psychic powers from the tzeentch daemon discipline (one use only and absurdly hard to cast. The daemon powers really need to improve in thier codex. Having a commisar charge his own conscripts would be delightful.)
The Chaos Warlord Titan sunfury plasma anihalator (ok I'm stretching)
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Post by: Gordon Shumway
I'm liking the idea of dread claws for sniping the more I'm thinking about them. 1d6 auto hitting pistols all units within 6". Since most chars. Need to be within 6" of the unit they are providing LD buffs to, they will often be within range of that attack.
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Post by: TheWizard
Let me know if I've got this right or wrong: Night Lord LD debuff stacks to -3 plus icon of despair -1 plus butcher cannon -1 to a total of -5 LD on a unit!
Edit: If that's the case THEY SHALL KNOW FEAR!!
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Post by: Captyn_Bob
Butcher cannon is -2
It's not clear if it stacks with other debuffs tho.
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Post by: TheWizard
Captyn_Bob wrote:Butcher cannon is -2
It's not clear if it stacks with other debuffs tho.
If it does stack -6 LD is insane!!!
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Post by: Formosa
So what would make a good mono khorne list, including forge world ?
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Post by: Captyn_Bob
Gordon Shumway wrote:I'm liking the idea of dread claws for sniping the more I'm thinking about them. 1d6 auto hitting pistols all units within 6". Since most chars. Need to be within 6" of the unit they are providing LD buffs to, they will often be within range of that attack.
That could definitely work! (Tho need to avoid killing your own units)
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Post by: Rydria
Butcher cannon stacks with everything but itself so long as the source of the debuff is a different named ability it will stack.
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Post by: Demantiae
3x NL units for -3Ld. MoN on one of them for +1 to morale rolls (different from -1 Ld). -2Ld from Butcher Cannon. Creeping Terror R&H power (take a cheap Malefic Lord) -d3Ld. So shoot a unit with Butcher Cannon, have the ML cast Creeping Terror on it, charge it with the NL unit with MoN and have 2 other NL uinits nearby and the unit you charge will have -6 to -8 Ld, and you'd add 1 to the morale roll (2-7 roll range). Even with a re-roll you're gonna fail that moral check hard, forcing you to spend CP's or lose the unit. If you fit out a dread with double Butcher Cannon, and take more units with MoN then you can hit a second unit that turn with a -5Ld, which to be fair is pretty damned good by itself.
If you wanna get really nasty and are determined to punish Orks for the lulz you could throw in that DP that throws out -1Ld too. I think there's also something else in chaos that throws out a leadership malus. Can't remember what it is but I did try to look at chaos freakshow options when the R&H list dropped. So it might be possible to get up to -10Ld on a unit if you work it right. Assuming that's the case and you get that best scenario 7 roll on the morale check.then you *could* hurt those Ork boys long before anyone else can. Or you could just shoot them off the table!
91858
Post by: Elroniel
Gordon Shumway wrote:I'm liking the idea of dread claws for sniping the more I'm thinking about them. 1d6 auto hitting pistols all units within 6". Since most chars. Need to be within 6" of the unit they are providing LD buffs to, they will often be within range of that attack.
The other nice thing about both of our pods is obviously having the Fly Keyword - If for some reason you start your turn outside of 6" of your intended target (Character), but still in melee, you can fallback out of melee and closer to them, shoot them, then charge and re-engage. The option of shooting in and out of combat with the pods and the ability to leave and still do work is pretty nice.
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Post by: BoomWolf
Demantiae wrote:3x NL units for -3Ld. MoN on one of them for +1 to morale rolls (different from -1 Ld). -2Ld from Butcher Cannon. Creeping Terror R&H power (take a cheap Malefic Lord) -d3Ld. So shoot a unit with Butcher Cannon, have the ML cast Creeping Terror on it, charge it with the NL unit with MoN and have 2 other NL uinits nearby and the unit you charge will have -6 to -8 Ld, and you'd add 1 to the morale roll (2-7 roll range). Even with a re-roll you're gonna fail that moral check hard, forcing you to spend CP's or lose the unit. If you fit out a dread with double Butcher Cannon, and take more units with MoN then you can hit a second unit that turn with a -5Ld, which to be fair is pretty damned good by itself.
If you wanna get really nasty and are determined to punish Orks for the lulz you could throw in that DP that throws out -1Ld too. I think there's also something else in chaos that throws out a leadership malus. Can't remember what it is but I did try to look at chaos freakshow options when the R&H list dropped. So it might be possible to get up to -10Ld on a unit if you work it right. Assuming that's the case and you get that best scenario 7 roll on the morale check.then you *could* hurt those Ork boys long before anyone else can. Or you could just shoot them off the table!
If one of the NL units happened to be raptors its another +1 to the mortal test for a range of 3-8, having a spawn in there piles yet another -1LD.
Night lords-where a single kill can be SO BRUTAL it causes entire units of even ATSKNF marines to flee.
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Post by: mrhappyface
Black Legion traits, strategems, etc. being previewed now:
https://www.twitch.tv/warhammer
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Post by: Captyn_Bob
Any highlights?
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Post by: mrhappyface
So far? They quickly showed the Chaos Boon Strategem: 1CP and can only be activated after a character kills a character, monster or vehicle and they showed some traits: the one I could make out was wounds of a 6 cause a mortal wound on top of normal damage.
They're going to show more stuff later on, for now they're showing a joke match of Nid monsters VS SW characters. Automatically Appended Next Post: Has there been any talk of a new Abaddon model? I never did get him originally cause Khorne but I'm wondering whether to pick him up or wait for a new model...
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Post by: Kajaki War Pig
so while still mulling over this Night Lord fear thing, and just began to wonder. Do these traits effect cultists? Because they have the keywords, and that would make 3 mobs of 10 cultists a -3 to leadership, which is just friggin hilarious.
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Post by: Eldarain
mrhappyface wrote:
So far? They quickly showed the Chaos Boon Strategem: 1CP and can only be activated after a character kills a character, monster or vehicle and they showed some traits: the one I could make out was wounds of a 6 cause a mortal wound on top of normal damage.
They're going to show more stuff later on, for now they're showing a joke match of Nid monsters VS SW characters.
Automatically Appended Next Post:
Has there been any talk of a new Abaddon model? I never did get him originally cause Khorne but I'm wondering whether to pick him up or wait for a new model...
Nothing imminent. Wargame Exclusive just released a very nice alternative. About the size of the Gravis Captain.
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Post by: Red Corsair
I emailed forge world and asked why chaos contemptors could not be equipped with twin linked las canons and I got this reply:
Hi [redacted],
Thanks for the email. Currently our rules team have requested we gather as many questions as we can related to the new index books and rules that may not be present, clear or need addressing in future FAQ's.
As such we are not able to answer individual questions as they come in but rather add them to our list to send over to the designers as requested to address at a later date.
Rest assured, we will tag and categorize your email and forward it on and soon we should see an FAQ for the new data sheets and units that we have had questions about.
Thanks again
So be sure to email them and ask them as well if you care to get it fixed, as I think it was an oversight and if enough of us chime in hopefully we get it FAQ'd.
email them here forgeworld@gwplc.com
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Post by: mrhappyface
Strategems leaked:
1CP - Character does d3 mortal wounds with a bolter weapon
1CP - Give a unit a Mark of Chaos
1CP - Chaos Boon, 2 is Spawn, 12 is Daemon Prince, 7 choose a bonus, 4 is +3" to move characteristic, 9 +1 to all saves
1CP - Tzeentch can do another power
1CP - Choose a different psychic power
1CP - +1 to wound for a unit of infantry, bikers (not renegade units)
1CP - A Daemon Engine can re-roll to hit and wound for a phase
2CP - A unit of cultists on the board can re-deploy via deep strike within 6" of a board edge
1CP - Linebreaker Bombardment
1CP - Killshot (noice)
1CP - Flakk missile
~CP - A Helbrute can fire twice if it doesn’t move
1CP/3CP - extra Artifacts
1CP - Heretic vehicle ignores penelties for assault/heavy weapons
Alpha Legion get the RavenGuard strategem
Artifacts:
Axe of Blind Fury, Murder sword and Black Mace are back + a load more artifacts.
Psychic Powers:
DeathHex - WC 8, 12" an enemy unit can't take invul saves.
~ - roll d6, if higher than a models toughness they take d3 mortal wounds
Warlord Traits:
Alpha Legion WLT is, when your Warlord dies another character becomes your Warlord and gains a new Warlord trait. No StW when you kill the warlord the first time.
Renegades Legion trait is advance and charge.
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Post by: Rydria
Based on those leaks slaanesh seems to be now the go to shoting specialists considering they have exclusive access to the best shoting hellbrute varient, and they have the shot twice for infantry units. Also looks like marks may cost cp for every legion except emperor's children and world eaters. Automatically Appended Next Post: Any other leaks i really want to know the emperor's children relic, warlord trait and strategem
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Post by: mrhappyface
Rydria wrote:Based on those leaks slaanesh seems to be now the go to shoting specialists considering they have exclusive access to the best shoting hellbrute varient, and they have the shot twice for infantry units. Also looks like marks may cost cp for every legion except emperor's children and world eaters.
Marks don't cost CP, you can pay 1CP do give a unit a Mark during a battle depending on what you want to do to a unit. Depending on the wording we might even be able to change marks during a battle... Automatically Appended Next Post: Rydria wrote:Any other leaks i really want to know the emperor's children relic, warlord trait and strategem
That was all that was leaked on the WarhammerTV stream.
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Post by: Rydria
Watching a review for the chaos codex looks like we got a new HQ, exalted champion this is awesome finally we got our lieutenants back.
Also Daemons in chaos space marine book as a troop choice (though only the basic lesser daemons)
edit: Excess of violence the emperor's children stratagem is only 1 CP my god, get +1 attack for every model slain in the fight phase, these bonus attacks can't generate further attacks. This is incredible with noise marines music of the apocalypse.
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Post by: Matt.Kingsley
Looks like Warp Talons still only have 1 Attack base. EDIT: Also it looks like Obliterator weapons are now Assault 4
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Post by: Rydria
Matt.Kingsley wrote:Looks like Warp Talons still only have 1 Attack base.
EDIT: Also it looks like Obliterator weapons are now Assault 4
I can't wait to use my slaanesh shot twice stratagem on them now they are assault 4 that is way better than before.
Edit: Exalted champion is amazing, re-roll to wound aura for close combat pair him up with a dark apostle in a zerker army for that re-roll everything, lesser daemons went down in power by 1 except horrors so I assume they also went down in pts which is amazing.
Edit: Doom siren got buffed it is now assault D6, Emperor's children got the worst relic a pistol :/ At least the slaanesh relic is awesome +1str and +1 attack for free
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Post by: Matt.Kingsley
My Word Bearers are sad... sure their rules a fitting and fluffy but man do they suck a bit compared to the others.
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Post by: Rydria
Matt.Kingsley wrote:My Word Bearers are sad... sure their rules a fitting and fluffy but man do they suck a bit compared to the others.
My warlord trait and relic are both awful : ( Also lost cult marines as troops : (
Edit: Actually considering how good the slaanesh artifact is on a daemon prince i'm not going to complain it is arguably one of the top relics in the book.
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Post by: Gordon Shumway
What is it suppose to be? Some sort of necklace or claws?
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Post by: BlaxicanX
Obliterators are assault 4 now which is nice. Even better? Endless Cacophony let's then shoot twice, so they're functionally assault 8.
24 shots, strength 8 ap2 damage 2 with average rolls, hitting on 3s. Slaanesh oblits are fething brutal lads.
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Post by: Gordon Shumway
Did mutilators get any sort of buffs?
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Post by: BlaxicanX
I don't know if they got the same volume of attacks buffs Oblits got but they did get a points drop. They're bout 33% cheaper iirc.
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Post by: Matt.Kingsley
Also as expected no daemonic steeds are in the codex.
Bit sad for all the people who love using Juggerlords, as it means in a few years they won't be supported.
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Post by: Demantiae
Check out Winters review on the youtubes. Pretty much everything can be seen there.
I'm absolutely loving that my two favourite legions - AL and EC are far and way the best in the codex.
Those worrying about Word Bearers shouldn't threat. You're getting deamons as troops (with ObSec), re-rolling Deamonic Ritual with immunity to doubles and trips for 1CP and all your aura's are 9" instead of 6" which means DA's can buff even more cultists in combat than before or Lords can buff more shooty units.
IW get to play with the cool stratagems for vehicle shooting, whilst being able to pack in tons of fearless ObSec cultists to wrack up the CP's. Throw Prescience on a Slaanesh dakka dread and then throw the deamon vehicle stratagem at it along with the Slaanesh double shooting one and you got a beast that's hitting on re-rollable 2's, re-rolling wounds and shooting twice. Oh and there's also a Hellbrute stratagem that lets you fire twice at the nearest target if you stand still too. Nothing says that doesn't stack with the Slaanesh thing, so you can shoot twice at the nearest and once again at anything, re-rolling everything. That's some stupid shooting right there.
I don't see much for BL here. Other than having Aby as your warlord I don't see why you would take them. Their rules are just weak or don't work properly. They don't really get anything that stands out as being good, other than maybe being able to get away with taking Vanguard detachments at low value games and still getting +3cp's. Although with two Battalions with 3 cultists each you could easily hit 12cp's at 2000pts.
No sign of points changes yet though. Automatically Appended Next Post: I think I saw that Mutilators still have 3 attacks.
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Post by: BlaxicanX
Mutilators went from 65 points to 50.
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Post by: Matt.Kingsley
Daemon troops don't get ObSec, & mean you can't use Legion Traits (they lack the <Legion> & Heretic Astartes Keyword). In fact taking the Daemon Troops means any other Heretic Astartes troops in the detachment don't get ObSec. Also every other CSM army can do this, it's not like it's unique to the Word Bearers. Summoning just isn't good. Yes, Dark Pact improves it somewhat... but only for 1 summoner. And at it's core it doesn't fix Summoning's main problems - you still pay full price for the summoned unit & the summoner can't move. Reliability isn't really the problem unless you're trying to summon the big things... and even then you're probably better off just starting those big things on the board. Just ask Black Templar players how good a 3" buff on a character is - it isn't all that great overall. And given our best user of it (the Dark Apostle) lacks any of the movement or survivability enhancements Loyalist Chaplains can get, and will be your Warlord... yeah.
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Post by: Eldarain
Summoning is garbage. The fact you have to jump through all those hoops just to end up with a limited form of the deep strike everything else gets is ridiculous.
My one hope for Word Bearers was fixing that. Making it not hurt you doesnt alleviate the makor flaws in it.
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Post by: Red Corsair
Hey that murder sword is nuts! Put it on a lord and you can take a dent out of Bobby G himself, especially if you demon round his ass first lol. Basically the murder sword and that demon round CP gives us are own version of an assassin.
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Post by: Arkaine
Eldarain wrote:Summoning is garbage. The fact you have to jump through all those hoops just to end up with a limited form of the deep strike everything else gets is ridiculous.
My one hope for Word Bearers was fixing that. Making it not hurt you doesnt alleviate the makor flaws in it.
It's not a limited form of deep strike. It's a way to list tailor.
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Post by: Rydria
The Slaanesh relic is drugs, gives +1 strength and attacks for free.
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Post by: BoomWolf
Arkaine wrote: Eldarain wrote:Summoning is garbage. The fact you have to jump through all those hoops just to end up with a limited form of the deep strike everything else gets is ridiculous.
My one hope for Word Bearers was fixing that. Making it not hurt you doesnt alleviate the makor flaws in it.
It's not a limited form of deep strike. It's a way to list tailor.
While true, are the daemons really different enough from each other for it to truly be useful tailoring?
And besides that-you can't tailor that way unless you actually own an entire daemon army with a wide variety of models to begin with.
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Post by: Crispy78
Matt.Kingsley wrote:Also as expected no daemonic steeds are in the codex.
Bit sad for all the people who love using Juggerlords, as it means in a few years they won't be supported.
WHAT???
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Post by: Darkseid
According to a summary on B&C the talisman of burning blood seems to be back as well. Advance and charge and re-roll charge distance! Can you give a relic to a champion? Otherwise could be nice on a daemon prince.
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Post by: BoomWolf
Crispy78 wrote: Matt.Kingsley wrote:Also as expected no daemonic steeds are in the codex.
Bit sad for all the people who love using Juggerlords, as it means in a few years they won't be supported.
WHAT???
You can still use the index dataslate-it just won't get updated until a model comes out.
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Post by: mrhappyface
Could someone see what the abilities were for the Axe of Blind Fury, the Black Mace and the Murder Sword? I could only make out their statline.
(What I really want to know is if you still get d6 more attacks  )
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Post by: Darkseid
From B&C; a summary of the video. The relics are close to the end of that list. 1) Exalted Champions are real
2) the base wargear list is the same - so no daemon weapons outside of artefacts, no master crafted weapons, the same awkward wording on champion gear that makes it sound like if you take a bolter/combi bolter then you can't take any other weapons (no combi bolter/power weapon, can't even take a bolter+bolt pistol like regular dudes)
- psychic powers -
3) nurgle power buffs a nurgle heretic astartes unit w/in 18" cast on a six, until your next psychic phase attacks against that unit suffer -1 to hit. very nice.
4) other psychic powers are as previously spoiled elsewhere
- unit profiles -
5) abby looks the same apart from the bonus command points
6) bile looks the same
7) doom sirens are assault d6 instead of d3 now
8) cypher and fallen look the same. the prohibition against fallen rhinos (or anything else apart from cypher and the special fallen unit) remains.
9) huron grants a single extra command point if he's your warlord, otherwise looks the same to me
10) daemon prince is power rating 8, or 9 with wings, otherwise looks the same as the current CSM version to me.
11) lord looks the same to me
12) termi lord is power 6 instead of 7
13) regular sorcerer is power 6 instead of 7
14) termi sorcerer looks the same
15) NO LORDS OR SORCERERS ON DAEMONIC STEEDS (though they should still be legal with current rules)
16) NO LORDS OR SORCERERS ON BIKES (again still playable out of the index)
17) exalted champion is there, power armor only, 4 wound hero, same power rating as a lord tho. gets to reroll failed hits against enemy characters. grants aura that lets friendly legion units w/in 6" reroll ALL failed wounds, not just ones, but ONLY in the fight phase
18) smiths are power 5 instead of 6
19) basic CSMs look the same
20) cultists look the same
21) rules are included for each of the four primary daemon types, for summoning I guess. They do not have the heretic astartes faction keyword.
22) I am not familiar enough with their rules to say if they look any different.
23) extra batches of berzerkers are +4 power rating instead of +5, otherwise they look the same to me.
24) rubric marines are 7 power rating instead of 8 for the first five, but +7 instead of +6 for extra batches. Look the same to me otherwise.
25) plague marines have a lot more equipment options in melee. They can trade their bolters for an axe (S+1 AP-2 D1; plague weapon; +1 attack for having the knife in the off hand), or a second plague knife (+1 attack with their other knife). Up to two can replace their bolters with maces (S+2 AP-1 D3 -1 to hit; plague weapon; +1 attack for having the knife in the off hand) AND the previously mentioned axe, and two more can replace their bolters with cleavers (Sx2 AP-3 Dd6; plague weapon) or flails (d3 attacks for every attack on the users profile; S+2 AP -2 D2; excess damage isn't lost, just roll it onto the next model in the unit; plague weapon). these melee upgrades are in addition to the prior special weapon options. the champion doesn't get any of these special melee upgrade options, but their power fist is in addition to all their other weapons, so they can have fist, plasmagun, and plague sword in case they don't want to take the penalty to hit from the fist. Power rating stays 7, I cannot make out the power cost for extra batches.
26) Noise marines are 6 power instead of 7, doom sirens d6 hits instead of d3, I can't make out any other changes or not
27) chosen are one power rating cheaper both at base cost and for batches, otherwise look the same to me
28) mutilators are power 7 instead of 10, looks like a hefty points drop will be coming their way. cannot see anything else.
29) terminators look the same
30) possessed are 2 wounds instead of 1, same power, can't really see whether anything else is changed
31) helbrute is power 7 instead of 8, otherwise looks the same
32) bikers are power 5 instead of 7, otherwise look the same
33) spawn look the same
34) raptors are power 6 instead of 7, can't see any other changes
35) warp talons are power 7 instead of 9, look the same otherwise
36) havocs look the same
37) oblits have twice as many shots, otherwise look the same as before. That means that, at worst, they're armed with reaper autocannons, with the potential for up to 4 shots each at S9, AP-3, D3. still unreliable, but double the output from before at the same cost may move them up to usable. We'll see.
38) land raider looks the same.
39) Defiler is power 11 instead of 16, a whopping 5 power less, discount of almost a third if points follow suit. Otherwise looks the same.
40) Forgefiend is power 9 instead of 10, otherwise looks the same.
41) Maulerfiend looks the same.
42) Vindicator is power 8 instead of 11, cannot make out if there are any other changes.
43) Predator is power 9 instead of 10, otherwise look the same.
44) can't make out rhino at all. Power rating stays the same at least.
45) heldrake looks the same.
46) LORD OF SKULLS IS POWER RATING 29 INSTEAD OF 39. If the points follow suite, it will be fully 25% cheaper. I don't see any other changes, but cannot make it all out.
- faction/subfaction rules -
47) As previously spoiled, Pure-CSM detachments (not the regular daemon units do not count even though they appear in the book as they don't have the legion keyword) gain the same objective secured style rule as vanilla space marines
48) Legion traits look to be as spoiled previously. Of the ones not already previewed, that's ATSKNF for Word Bearers, -1 to hit Alpha Legion units more than 12" from the shooter, and Renegade Chapters can advance and Charge.
49) Fallen units and Bile, as spoiled previously, can be ignored when determining if your detachment qualifies for legion goodies, but cannot benefit from those goodies themselves.
- stratagems
50), gods, there are so many stratagems....
51) EDIT - never mind, I was able to read this below
52) Flakk Missile - 1CP - use on a single Heretic Astartes model with a missile launcher targeting a flyer in the shooting phase. Instead of firing normally, the user makes one attack at +1 to hit that causes D3 mortal wounds if it hits.
53) Fire Frenzy - 1 CP - use on a helbrute in the shooting phase and only if it stood still in the movement phase. It shoots all its weapons twice, but can only target the closest visible enemy unit. Remember, Leviathans are helbrutes, now.
54) Forward Operatives - 1 CP - Alpha Legion only, use during deployment on an Alpha Legion infantry unit. Don't set them up normally. Instead, after deployment but before the first turn, set them up anywhere on the table more than 9" from any enemy models.
55) Dark Pact - 1 CP - Word Bearers only, use when one of their characters attempts to summon daemons, may re-roll the dice, and does not suffer wounds on doubles or triples
56) Excess of Violence - 1 CP - Emperor's Children only, use on an Emperor's Children unit in the fight phase, each time the model slays an enemy model, it can make another hit roll with the same weapon against the same target. This hit rolls can't generate more hits. Note that hit rolls from DttFE cannot trigger extra attacks from EoV or vice versa. However, attacks from Music of the Apocalypse can, so long as the Noise Marine was slain and is making those attacks in the fight phase. If a Noise Marine is slain by conscripts in the fight phase while under the effect of EoV, throws a Frag Grenade with Music of the Apocalypse, and kills 4 conscripts, then he will throw four more frag grenades before being removed as a casualty. An unlikely circumstance, but cool if it happens
57) Demon Shell - 1 CP - use on a CSM character before firing a bolt pistol, bold gun, combi bolter, or the bolter part of a combi weapon. Make a single hit roll with no rerolls allowed, if you hit deal D3 mortal wounds to the target, if you miss the character suffers D3 mortal wounds instead.
58) Gifts of Chaos - 1 or 3 CP - use before battle for 1 or 2 extra artifacts respectively. Still only one of any given artifact, and only one on any given character.
59) Beseech the Dark Gods - 1 CP - use at the start of any of your turns on an unmarked CSM unit with the <mark of chaos> keyword. Pick a mark, they have it now. No word on what happens to non-mark only gear like the icon of vengeance.
60) Chaos Boon - 1 CP - ok I can read it now. Use at the end of a fight phase on a CSM character that isn't a daemon prince and that killed an enemy character, monster, or vehicle in that phase. roll 2d6 and consult the chart: 2 - the character dies, but you get a consolation spawn; 3 - add 6" to their ranged weapon ranges; 4 - add 3" to their move stat; 5 - +1 strength; 6 - +1 attacks; 7 - choose any result you want other than 2 or 12; 8 - enemies suffer -1 to hit rolls against the character in melee; 9 - +1 to saving throws; 10 - +1 toughness; 11 - +1 wounds; 12 - the character dies, but you get a consolation Daemon Prince. Spawn and princes created by this stratagem don't cost reserve points.
61) Blasphemous Machines - 1 CP - use on a CSM vehicle in the shooting phase, it ignores the hit penalties associated with heavy and assault weapons
62) Veterans of the Long War - 1 CP - use on a CSM infantry or bike unit in the shooting or fight phase; the unit gains +1 to wound rolls that turn.
63) Grandfather's Blessing - 2 CP - use on a CSM Nurgle Infantry or Biker unit at the end of your move phase. An injured model in the unit regains d3 wounds. If there are no injured models in the unit, restore one slain model to the unit with one wound remaining
64) The Great Sorcerer - 1 CP - use on a CSM Tzeentch Psyker at the end of your psychic phase to immediately attempt one additional psychic power
65) Tide of Traitors - 2 CP - use at the end of your movement phase on a cultist unit. Remove the cultist unit from the table, redeploy it at its original starting strength within 6" of your board edge and more than 9" from any enemy.
66) Linebreaker Bombardment - 1 CP, use on a trio of chaos vindicators during the shooting phase. None of them shoot normally this turn. Instead pick a point within 24" of all of them and roll a die for each enemy unit within 3" of the point (-1 for characters, +1 for units of 10+). On a 4+, the unit suffers 3d3 mortal wounds.
67) Killshot - 1 CP - use on a trio of chaos predators during the shooting phase. They all gain +1 to wound monsters and vehicles that phase.
68) Daemonforge - 1 CP - use on a chaos daemon vehicle in the shoot or fight phase to re-roll all failed hit and wound rolls that phase. I'm imagining this on a Lord of Skulls and laughing.
69) Chaos Familiar - 1 CP - use on a chaos marine psyker at the start of the psychic phase to swap out one of their powers for another form the CSM psychic powers list
- artefacts -
70) Murder Sword - replaces a power sword, S+1 AP-4 D1. Pick an enemy character at the start of the game and tell your opponent. Against that character the sword inflicts a mortal wound on every hit instead of normal damage.
71) Puscleaver - nurgle only - replaces a power sword, S user AP-2 Dd3, wounds non-vehicle models on a 2+ regardless of toughness.
72) Intoxicating Elixer - slaanesh only - +1 Srength and attacks
73) Eye of Tzeentch - tzeentch psyker only - +1 to cast smite
74) Talisman of Burning Blood - khorne only - can advance and charge, can re-roll failed charges
75) Axe of Blind Fury - khorne only - replaces a power axe, S+3 AP-3 Dd3, hit rolls of 1 cannot be re-rolled or modified and will hit friendly units within 1" of the character if there are any (otherwise will miss normally - you won't hit yourself)
76) Black Mace - replaces a power maul, S+3 AP-2 D2, for every model slain roll a die, on a 6 that models unit suffers an extra mortal wound at the end of the phase
77) Eye of Night - black legion only - 1/game instead of shooting other weapons in the shooting phase make a single attack against an enemy vehicle within line of sight, on a 2+ it suffers d3 mortal wounds. Frankly, I find this extremely disappointing.
78) Cursed Crozius - word bearers only - replaces a power mace, S+2 AP-2 D3, re-roll failed wound rolls against Imperials
79) Blade of the Hydra - alpha legion only - replaces a chainsword, S+1 AP? D?, +d3 attacks with this weapon in melee
80) Blissgiver - emperor's children only - replaces a bolt pistol, 6" range, assault d6, S user, AP-1 D1, can be fired in melee, if it woulds a character without killing them roll a d6 at the end of the phase and on a 6 they suffer d3 mortal wounds
- warlord traits -
81) Eternal Vendetta - Huron always takes this - re-roll failed wound rolls for your warlord in the fight phase against Adeptus Astartes units
82) Flames of Spite - If your warlord rolls a 6+ to wound in the fight phase, the target suffers a mortal wound in addition to other damage.
83) Lord of Terror - Bile always picks this - enemy units that test morale within 6" of your warlord roll two dice and take the highest
84) Exalted Champion - your warlord gains +1 attack
85) Unholy Fortitude - your warlord gains +1 wound and ignores wounds suffered on a 6+
86) Hatred Incarnate - you can re-roll wound rolls of 1 made by your warlord
87) Stimulated by Pain - emperor's children only, lucious always takes this - your warlord gains +1 attack for every wound suffered, up to +3 max. Healed wounds remove the bonus attacks as well.
88) Abaddon always takes the black legion trait if he's your warlord
89) Khârn always takes the World Eaters trait if he's your warlord
89) Voice of Lorgar - word bearers only - +3" aura range
90) I Am Alpharius - Alpha Legion only - pick a chaos marine warlord trait in addition to this one. If your warlord dies, pick a new Alpha Legion character to be your warlord, and give them this warlord trait (including choosing an additional CSM warlord trait for them). Your opponent only counts as slaying your warlord if you run out of Alpha Legion characters to pass this trait to. I love it.
91) Cypher can be your warlord, but doesn't get to have a warlord trait at all
- points -
92) I'm too tired to try to make out any points costs, but the lord of skulls at least is fully 100 points cheaper before considering weapons
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Post by: mrhappyface
Thanks.
So no Daemon Weapons (d6 extra attacks) anymore, not sure how I feel about that since, on the flip side, artifacts are almost free now...
51881
Post by: BlaxicanX
Why is it basically impossible for Defilers to be balanced? What is the hidden factor that makes them junk no matter what changes are made to them?
95738
Post by: mrhappyface
BlaxicanX wrote:Why is it basically impossible for Defilers to be balanced? What is the hidden factor that makes them junk no matter what changes are made to them?
OO, OO, I know this one! BS/WS4+, BS5+ when it moves and only 3 attacks in cc?
108537
Post by: Ghorgul
Night Lords are looking extremely good based on rumours, here I have listed some things that we have going for us:
Generic WT: Enemy must test Morale with 2D6 and pick highest, 6" range.
Nurgle Psychic Power 'Miasma of Pestilence': -1 to hit in shooting phase and in fight phase too(?).
FW Butcher Cannon: -2 Ld for any unit taking casualties from this.
Fire Frenzy Stratagem: Helbrute (uncertain if this covers FW walkers which have Helbrute keyword) which remained stationary can shoot second time at the closest visible enemy unit. Combine this with the Butcher cannon.
Icon of Despair: Range apparently increased to 6".
Of course other psychic powers are also good, Slaanesh 5+ FnP and Tzeentch 5++ or +1 to X++ save or both very good. I consider combined -2 to hit be more beneficial due to all the re-roll auras and effects available to armies.
For example 3+ to hit with Re-Roll aura (Guilliman) doesn't really help much at all when when one has -2 to hit.
105218
Post by: Demantiae
NL certainly do look strong. That Nurgle spell does indeed affect the fight phase. If you're taking the generic trait and going for a freakshow then you can throw in Spawn to your list of Ld malus', and possibly pick up a cheap R&H detachment for a Malefic Lord with the -d3 Ld spell.
FW dreads (at least the Hellforged ones) are confirmed to have the hellbrute keyword. They count for legion traits and stratagem buffs.
If you're not set on NL and want to leverage hit penalties then AL is the way to go. They' get teir -1 to iht built in and don't have to spend a CP on it. It isn't as strong as the NL stratagem in that it doesn't work up close, but then it isn't limited to one unit either. Leveraging that on NL will mean choosing one unit and buffing it to the max, making it the unit your opponent HAS to attack. And as you're going Nurgle you have the heal d3 wounds stratagem for 2cp's too (it heals d3 or brings one model back on 1 wound if none are wounded). Choose Termies or a Cult of Destruction unit (if they're any good with the points changes) so you can get more out of the healing. Or use a CC dread for this if the NL stratagem works on dreads as this benefits more from healing (not a Hellforged one though because they can only heal through killing stuff).
So I've run the numbers on the three cult psychic powers, squad of termies vs plasma and also lascannon. Chose this unit as I'm looking for a good spearhead unit for my AL alpha strike. The Tzeentch +1 invul is patently the worst at improving defence for termies. Slaanesh FnP is patently the best at improving survivability (by a small margin over the Nurgle -1 to hit). Slaanesh will also mes up any incoming plasma fire because chances are you're passing one of the two FnP's you need to make for incoming overcharged plasma (most likely due to targeting termies) so in the majority of cases a single termie model is going to be taking the shots from two weapons to bring it down, generating overkill that brings down the efficiency of enemy fire considerably. So they get a stealth survivability increase. Howeverr the Nurgle -1 to hit counters enemy re-roll 1 and +1 to hit buffs, making it a little more risky to overcharge those plasma shots in the first place. This increases the opportunity cost of overcharging vs Nurgle Termies (I'm assuming we're in Rapid Fire range here as you wouldn't overcharge at +12" and the AL trait therefore doesn't kick on). So Nurgle Termies get a slight increase in survivability vs plasma only due to the increased risk of attempting an overcharge (or they force a higher likelihood of the enemy taking casualties from exploding weapons if they do choose to overcharge). The Nurgle boon also combo's well with the AL trait in that units at +12" are hitting with -2, making them more likely to survive to heavy weapon damage from lascannon or other d6 damage weapons over Slaanesh (gonna be hard to tank 6 damage on a 5+++). Trying to work out which is better to take. The Slaanesh stratagem to double shoot is very very tempting, together with their spell being the best at stopping plasma. But would that potential -2 to hit and better protection vs d6 damage weapons be superior?
I'm frickin loving this new codex and all the toys chaos players have to play with now. It's like a mini-game in itself working out what what, and who's gonna benefit most from it all! The disgusting combo's that I'm coming up with makes me sick (of giddy, I can't decide whether to go Nurgle or Slaanesh for my Alpha's)! Lovin it! Just wish I hadn't glued a lightning claw onto my new Raptor Lord yesterday. Gonna have to rip it off and find a nice looking chainsword now. What's not to love about an artifact you don't even pay for! :-D
108537
Post by: Ghorgul
Thanks for your insights, you made very good points!
I think more the merrier with all these -X to hit modifiers, although Nurgle spell has the same 1 per turn as Night Lords stratagem. So be it AL or NL -X to hit combo one goes for, one need to make 1 really big scary unit to make it actually work. If the unit is not scary enough, enemy will just flat out ignore it and shoot at your other targets. This however isn't such a big problem for AL as you have the 12"+ range -1 to hit trait. I suggest try go for Infiltrating Havocs into terrain for optimal firing positions and cover! Deep striking your AL terminators outside 12" could work out for you too maybe.
We should mathhammer it, but I feel -2 to hit is more beneficial than -1 and 5+++, mostly because the -2 to hit roll wrecks up re-roll mechanics very efficiently, especially with High Damage Low Volume weapons like Lascannons.
Well I mathhammered it quickly:
30 BS 3+ with re-roll, 2+ wounding AP-3 against -1 to hit with 5++/5+++ equals 7,41 unsaved wounds
30 BS 3+ with re-roll, 2+ wounding AP-3 against -2 to hit with 5++ equals 7,22 unsaved wounds.
If the enemy doesn't have re-roll both situations curiously result in 5,55 unsaved wounds.
My current plan with NL would be that I deep strike in first turn Big unit of Nurgle Terminators along with Sorcerer and Jump pack Lord with lightning claws as character assassin. At the same time Raptors deploy behind LoS-blocking terrain, if possible.
In general I might still be leaning more on Slaanesh for the potential threat of firing twice with 3 CP. The thing is, you don't actually need to do it, and save the CP for other things. Still considering the option out loud so your opponent knows about it might affect his choices in shooting, which is beneficial to you.
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Post by: Rydria
Firing twice costs 2cp it is the melee twice which cost 3cp. Imagine having 10 overcharged plasma rapid firing with prescience and lord reroll for 40 str8,ap-3,D2.
Expensive but pretty sure anything you look at will be dead.
108537
Post by: Ghorgul
That is brutal! Then same thing again next turn if enemy decides to ignore the squad. Also with prescience you might not even need to overcharge your plasma guns. One could instead rapid fire both bolter and plasmagun if the target is some low T low save unit. The amount of death is just overwhelming.
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Post by: Agusto
I have made an army of fallen Dark Angels and have been wanting to add Cypher to that list, but I can't think of any reasons (besides fluff) to include him. What does he bring to a list? Yes, he doesn't give up StW on a 2+ but apart from that? It doesn't matter if I play my army as DA or CSM, Cypher doesn't buff it in any way, unless I bring Fallen, and then I have Rhinos and Droppods that can't be used. Help please... What does Cypher actually do?
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Post by: labmouse42
Matt.Kingsley wrote:Daemon troops don't get ObSec, & mean you can't use Legion Traits (they lack the <Legion> & Heretic Astartes Keyword). In fact taking the Daemon Troops means any other Heretic Astartes troops in the detachment don't get ObSec
This is incorrect.
"If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability...."
Chaos Space Marine Detachments can take Plaguebearers, Daemonettes, 'Letters, and Horrors as troops. It does not say anything about Heretic Astartes. Heretic Astartes =! Chaos Space Marine Detachment.
The way I read this is that if you take daemonettes as troops with a daemon prince from the CSM codex, you get Obsec.
111007
Post by: TonyH122
mrhappyface wrote:Thanks.
So no Daemon Weapons ( d6 extra attacks) anymore, not sure how I feel about that since, on the flip side, artifacts are almost free now...
But none for Daemon Princes, which is sad. Well, no relic weapons, at least.
28269
Post by: Red Corsair
Ghorgul wrote:That is brutal! Then same thing again next turn if enemy decides to ignore the squad. Also with prescience you might not even need to overcharge your plasma guns. One could instead rapid fire both bolter and plasmagun if the target is some low T low save unit. The amount of death is just overwhelming.
Ignore that squad? With the buff characters he describing that's at least half your army lol. Automatically Appended Next Post: Agusto wrote:I have made an army of fallen Dark Angels and have been wanting to add Cypher to that list, but I can't think of any reasons (besides fluff) to include him. What does he bring to a list? Yes, he doesn't give up StW on a 2+ but apart from that? It doesn't matter if I play my army as DA or CSM, Cypher doesn't buff it in any way, unless I bring Fallen, and then I have Rhinos and Droppods that can't be used. Help please... What does Cypher actually do?
Don't expect him to help pan army. He is a fluff driven character and his fluff is all about him being a loner on his own mission ie. not yours lol.
My solution, paint him as a showpiece and run a normal cheaper character or convert him into your own. Automatically Appended Next Post: labmouse42 wrote: Matt.Kingsley wrote:Daemon troops don't get ObSec, & mean you can't use Legion Traits (they lack the <Legion> & Heretic Astartes Keyword). In fact taking the Daemon Troops means any other Heretic Astartes troops in the detachment don't get ObSec
This is incorrect.
"If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability...."
Chaos Space Marine Detachments can take Plaguebearers, Daemonettes, 'Letters, and Horrors as troops. It does not say anything about Heretic Astartes. Heretic Astartes =! Chaos Space Marine Detachment.
The way I read this is that if you take daemonettes as troops with a daemon prince from the CSM codex, you get Obsec.
Correct, however those demons definitely do not get obsec themselves and you also are no longer qualified for a legion tactic. That said, depending on the legion who cares  In fact thats my theory of why the black legions and word bearers are so meh. They work better within a gestalt rather then being hyper focused on themselves thematically.
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Post by: mrhappyface
Thought I'd have a go at a list, mixing together my Night Lords stuff (psykers and flyer) with my World Eaters army. See if I can't make use of those delicious psychic powers.
World Eaters Battalion detachment:
HQ
Chaos Lord
- Axe of Blind Fury
- Plasma Pistol
- 86pts
Chaos Lord
- Terminator Armour
- Power Fist
- Combi-Plasma
-149pts
Exalted Champion
- Chainsword
- Boltgun
-60pts <--- assuming same points as Leuitenant
Troops
Khorne Bezerkers
- Power Fist
- Chain Swords
- Chain Axes
- Icon of Wrath
-106pts
Khorne Bezerkers
- Power Fist
- Chain Swords
- Chain Axes
- Icon of Wrath
-106pts
Khorne Bezerkers
- Power Fist
- Chain Swords
- Chain Axes
- Icon of Wrath
-106pts
Chaos Rhino
- Combi-bolter
-72pts
Chaos Rhino
- Combi-bolter
-72pts
Elites
Chaos Terminators
- Power Fists
- Combi-Melta
- Icon of Wrath
-320pts
Heavy Support
Havocs
- 2xLascannons
-115pts
Flyer
Chaos Fire Raptor
- Twin Bolt Cannon
- 2x Quad Heavy Bolters
- 2x Twin Lascannons
-422pts
Night Lords Supreme Command Detachment
HQ
Sorcerer (Tzeentch)
- Jump Pack
- Bolt Pistol
- Force Sword
-126pts
Sorcerer
- Jump Pack
- Bolt Pistol
- Force Sword
-126pts
Sorcerer
- Jump Pack
- Bolt Pistol
- Force Sword
-126pts
1992pts <--- Using current pricess except for cheaper 12pt power fists. If rumours are true, most of this stuff will be cheaper.
9CP, nom nom nom. Thinking of immediately spending a CP to make the Fire Raptor TZEENTCH so I can give it a 5++. The other two psykers can deep strike in and jump around handing out Prescience, warptime, Diabolical strength (lord with the Axe at S9 and 7 attacks on the charge? Yes please.) and some smite esc stuff.
What do we think? (Note, this is just WE and NL stuff and mainly WE stuff at that so no Slaanesh firing twice or Nurgle -1 to hit shenanigans)
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Post by: Rydria
Now that the daemonic sword and axe are same pts cost as the pair of malefic talons how do the three daemon prince loadouts compare ?
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Post by: mrhappyface
Rydria wrote:Now that the daemonic sword and axe are same pts cost as the pair of malefic talons how do the three daemon prince loadouts compare ?
I'd still go Malefic Talons since you have +3A (basically autohitting with a 1/36 chance of missing) and the hand over is -1D. The -1 to hit on the Axe really kills any appeal.
46414
Post by: Mazzyx
I think the sword for Slaanesh with the relic is worth it.
5 str 8 attacks with a -2 ap D3, 1 str 8 attack with -2 ap and D2. You can do an additional 3 if you have 3 wounds. Lots of way to add attacks. This unit will destroy tanks and other multiwound enemies.
Still the claws are pulling out really well. 8 str 8 attacks, -2 ap for 2 damage. Then the additional 3 from wounds.
If you cast the strength spell on your self str becomes 10, attacks on the sword is 6+1 and the talons are 8+1.
No matter what you can unleash a ton of damage. The axe is meh. It is +1 str and -1 ap but -1 to hit. So you hit on 3+ instead of 2+.with rerolls.
101224
Post by: Rydria
The axe could be useful i mean you can opt to attack with talon vs chumps while you use the str 9 axe to crack open things like land raiders. Isn't the sword ap-3 btw? (Not at home to check )
46414
Post by: Mazzyx
Rydria wrote:Sure the axe is aweful i mean you can opt to attack with talon vs chumps while you use the str 9 axe to crack open things like land raiders ? (Isn't the sword ap-3? Not at home to check )
-2 AP but is 3 damage instead of 2. You always get at least 1 attack from the talon you get.
101224
Post by: Rydria
Mazzyx wrote: Rydria wrote:Sure the axe is aweful i mean you can opt to attack with talon vs chumps while you use the str 9 axe to crack open things like land raiders ? (Isn't the sword ap-3? Not at home to check )
-2 AP but is 3 damage instead of 2. You always get at least 1 attack from the talon you get.
Ah ok shame I think i'll stick with talons for mowing down all but the most elite infantry. What i meant with the axe is you use all your attacks with the talon vs regular infanty while you use the axe on heavier armour like tanks.
90435
Post by: Slayer-Fan123
Well I am definitely happy Obliterators got 4 shots. With 3 man squads and advancing that's now 6 average shots on the move, which was the original number of shots max not advancing!
105218
Post by: Demantiae
So Alpha Legion Alpha Strike. You can easily take 2 Battalions of 3x10 cultists and 2 HQ's a piece with plenty points left for the cool toys. AL need those CP's bad. And having 4 HQ's will just annoyg the crap out of your opponent, especially if you continually whisper "I am Alpharius!". No StW for youpal! You also probably want a couple jump pack pyskers to use all the good stuff.
So you can infiltrate forwards havocs with whatever you feel the need to take, find a fire-base and take it for your own. The meat here are interchangeable squads of Chosen/Teminators with combi-plas all around. Termies are better, but more expensive so pick whichever you need. Infiltrate your kill team forward and try to game for first turn. ~With the 9cp's you've easily picked up you have plenty to spend on an alpha strike. Hit your kill team with Prescience, buff with Lord (also with combi-plas). Burn a CP for Veterans of the Long War (add 1 to damage dice for a unit) and shoot something big and nasty. Assuming 5 man squads you're getting 10 rapid fire bolter shots doing 2 damage a piece. And 10 rapid fire plasma doing 3 damage a piece. 2+ to hit, re-roll ones. Then throw out Endless Cacophany and do it again. Nothing says you only get VotLW for that one volley of fire, it still applies. So 20, 2 damage bolters and 20, 3 damage plasma that will only an 8% chance of missing per shot. And that's after your 5 or 6" move putting you 3" or 4" away from the chaff front line units. Termies are better for assaulting because of those power weapons but Chosen vs chaff will do ok without weapons. You're still Prescienced anyway so you still hit on 2+ regardless. If you wanted you could always add that 5+++ FnP to deal with counter charges or shooting. Or you could Warp Time a frickin Hellbrute into their face at the same and whack the FnP on that bad boy! I'd recommend a Contemptor :-D
You do that whilst dropping Raptors somewhere annoying and having your infiltrated Havoks lay down lascannon fire on whatever they like, because you'll struggle to hide your tanks from infiltrating Havoks. A couple 4 lascannon teams should be enough anti-tank, though your Chosen/Termies could easily bring down a non-Land Raider or Super Heavy tank by itself with plasma alone with all those boosted shots.
And then you have 6 squads of cultists with ObSec to run up and camp them. You can spare a couple for suicide charges to eat overwatch if you like. But if one of your sorcerers is Nurgle you can cast the -1 hit spell on a bunch of Cultists in cover on an objective and laugh as your opponent tries in vain to shoot them off it! Sure they can sen units over to slaughter them in melee, but then they have your entire line breathing down their neck from turn 1 to deal with...
I think Alpha Legion Alpha Strike is gonna be ridiculous. You have to burn like 5-7 CP's by the end of turn 1 to pull it off but you begin with 9 so you can afford them if that initial punch is strong enough to stun your opponent. And you can always that Arkhos guy as your Warlord and pick up another CP on top of this, but he's expensive as far as AL HQ's should go (you're paying a lot for HQ's already), though if FW were to FAQ their keywords so The Faithless sub-faction counted as an AL successor (the way SM successor chapters are meant to work, I think) then you might be able to keyword your whole army The Faithles and make use of his +1 to charge and advance rolls to run roughshod over your opponents units.
The cult spells are all very interesting. Tzeentch buffs invul saves, which isn't worth it on anything that lacks a save (the other two negate more damage than a 5++ will) but on something that already has 4+ it's really good. But it's vulnerable to pyschic overide and mortal wounds. 5+++ is great and stattistically the strongest, but in reality it's stronger to negate an entire d6 worth of damage at the first through third stages of damage resolution rather than rely on a 1/3 chance to negate each separate wound, however it does protect against mortal wounds. -1 to hit is great if you can combine it with AL or NL hit penalties and it's also great vs plasma or armies using hit buff aura's (which is most everyone). -1 to hit does impact BS4+ significantly more than BS3+ though, and I'd wager it practically cripples BS5+ units. In fact tat -1 is so good that Guard attempting to overcharge plasma will fail to hit you significantly more often than they'll hit, and will suicide themselves as often as they strike. It just won't be worth it for guard to overcharge against that unit unless they're desperate.
So the three cult powers each brings a completely different method of protection for your army. I think Tzeentch is clearly the weakest oft he three but there's something to be said for having a unit with a 3++ that's terrorising you when you don'nt have means to counter that invul or throw out mortal wounds. In that scenario it could be the strongest. Units for my own army I'm thinking of are a LR Achilles and a Contemptor, both of which can be in your face turn 1, both of which are feckin deadly, both of which have solid invul saves and both of which can hide in combat and regenerate, using the invul as cover to do so.
Man, so many choices!
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Post by: mrhappyface
What mark of Chaos do you think is best for the Fire Raptor if you want to give it buffs?
Tzeentch means you can give it a 5++,
Nurgle is -1 to hit,
Slaanesh is a 5+++.
Now obviously the Nurgle and Slaanesh powers are better but which one of these two to go for? Personally, I'm thinking go for the Nurgle Power because I already have a -1 to hit so BS5+ won't actually be able to hit me. What do you guys think?
108537
Post by: Ghorgul
mrhappyface wrote:What mark of Chaos do you think is best for the Fire Raptor if you want to give it buffs?
Tzeentch means you can give it a 5++,
Nurgle is -1 to hit,
Slaanesh is a 5+++.
Now obviously the Nurgle and Slaanesh powers are better but which one of these two to go for? Personally, I'm thinking go for the Nurgle Power because I already have a -1 to hit so BS5+ won't actually be able to hit me. What do you guys think?
Well for high wound model like Fire Raptor the 5+++ is probably the best as it triggers from every single damage? Or have I misunderstood the the rule works?
If I am correct, 5+++ is best by far if you are being shot with lascannons and weapons like that. 5++ is not very good as after failure you lose D6 wounds. 5+++ is extremely efficient though as if lascannon wounds you and you fail your 6+ save (Fire Raptor does get 6+ save against Lascannons), you get the 5+++ on every single Damage instance coming from every 1D6 damage roll.
I might add that Slaanesh, Nurgle or Tzeentch dedication on World Eaters Fire Raptor is ultimate blasphemy and your skull will surely be added to the skull throne after your army fails in the fields of battle
95738
Post by: mrhappyface
Ghorgul wrote: mrhappyface wrote:What mark of Chaos do you think is best for the Fire Raptor if you want to give it buffs?
Tzeentch means you can give it a 5++,
Nurgle is -1 to hit,
Slaanesh is a 5+++.
Now obviously the Nurgle and Slaanesh powers are better but which one of these two to go for? Personally, I'm thinking go for the Nurgle Power because I already have a -1 to hit so BS5+ won't actually be able to hit me. What do you guys think?
Well for high wound model like Fire Raptor the 5+++ is probably the best as it triggers from every single damage? Or have I misunderstood the the rule works?
If I am correct, 5+++ is best by far if you are being shot with lascannons and weapons like that. 5++ is not very good as after failure you lose D6 wounds. 5+++ is extremely efficient though as if lascannon wounds you and you fail your 6+ save (Fire Raptor does get 6+ save against Lascannons), you get the 5+++ on every single Damage instance coming from every 1D6 damage roll.
But, -1 to hit and 5+++ save both have the same mathmatical outcome when being hit by a lascannon.
108537
Post by: Ghorgul
mrhappyface wrote:
But, -1 to hit and 5+++ save both have the same mathmatical outcome when being hit by a lascannon.
Haha yeah, they are exactly the same  I'm surprised. Well I guess -2 is then better as if enemy ends up using his re-rolls on the hit step it is better than later in the damage step.
And I guarantee that -2 is better if enemy has any auras available that allow re-rolling of failed to-hit rolls.
95738
Post by: mrhappyface
Ghorgul wrote: mrhappyface wrote:
But, -1 to hit and 5+++ save both have the same mathmatical outcome when being hit by a lascannon.
Haha yeah, they are exactly the same  I'm surprised. Well I guess -2 is then better as if enemy ends up using his re-rolls on the hit step it is better than later in the damage step.
And I guarantee that -2 is better if enemy has any auras available that allow re-rolling of failed to-hit rolls.
That's true, if the unit has re-roll all to hit rolls then the -1 to hit is better than the 5+++.
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Post by: Red Corsair
OK enough doom and gloom for the black legion folks. I love em lol. I had a pretty sweet idea for a backfield chaos lord.
Black legion
Chaos lord,
jump pack
bolter and
power sword. Switch to Murder Sword
Mark of Slaanesh
WLT- Black crusader or whatever the BL one is called lol
Basically nominate any assault oriented killy character in the enemy army, even a front line tank provoding buffs and watch your opponent struggle to decide what to do. Heres why.
You can really feth up a character even Gobby G. Lets consider they send Bobby G himself in.
You hop this guy out casting prescience on him (you'll see why in a minute) Start off by firing a demon bolt into him for D3 Mortal wounds, next burn a CP for Endless Cacaphony, plug him again for another d3 Mortal wounds  . thats an average of 4 but you can always burn a CP to fish for more with a reroll. EDIT can't pull off two shots but 1 is still sweet with a CP reroll to ensure 2-3 MW's.
Now charge in, you hit on 2's rerolling but thanks to prescience and your WL trait your death to the false emperor is now triggering on 4's, so half your attacks are generating more hits. All those hits also bypass wounding and saves for Mortal Wounds.
You can drop Bobby G himself in a single turn with this guy and the help of 1CP and prescience. He's also dirt cheap and he and the sorceror with prescience keep that quad las predator hitting on rerollable 2's so this really doesn't require much of a commitment outside what you normally would take if any.
If he can solo a primarch he can solo pretty much any enemy beatstick thats a character.
Hmm I feth up on the demon bolt obviously ( I was excited lol), but that said I still love this load out. In place of endless cacophony I'd then go MoK for the extra attack and a shot at a second attack phase if your opponent can't spare the 2 CP's to interrupt it. just Smite the guy for the second dose of MW's You'll want a jump pack for the sorceror.
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Post by: Gibs55
What's the murder sword do?
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Post by: mrhappyface
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Post by: Gibs55
Points changes (excuse spelling and may have misheard one or two as on my phone).
Brimestones 2-3
Bikers 31-25
Cultists 31-25
Chaos Lord Term 122-105
Predator 102-90
Defiler 216-152
Vindicator 160-135
Lord Skulls 465-365
Maulerfiend 149-140 (may have misheard this one)
Mutilatiors 65-50
Noise Marines 16-15
Plague Marines 21-19
Warpsmith 78-45
Abbadon 253-240
Khan 173-160
Bloodleters 9-7
Horrors 10-8
Plaugebearers 8-7
Demonetts 9-7
Bale Flammer 60-30
Blast Master 28-20
Hades autocannon 33-25
Reaper cannon 18-15
Soul reaper cannon 20-15
Demonic axe 45-10
Hellforged sword 42-10
Lightning claws 9/13 - 8/12
Plauge sword 3-1
Power fist 20-12
https://m.youtube.com/watch?v=wQa-to_os94
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Post by: lbennett1991
Alpha legion obliterators with mark of tzeench and changeling
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Post by: Captyn_Bob
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Post by: mrhappyface
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Post by: Sersi
I will never again say GW doesn't love Slaanesh.
Noise Marines:
- Noise Marines are 15 pts.
- Sonic Blaster stayed at 4 pts.
- Blastmasters are 20 pts, its now just better than a missile launcher in every way, you can now get a 5X MSU squad with a Blastmaster for 95 pts!
- Doom Sirens are now: Assault D6 instead of D3.
Sonic Dreadnought:
- Due to Blastmaster dropping 8 pts each, it's cost went down 16 pts, getting you most of the cost back to take an improved Doom Siren.
- Fire Frenzy: for 1 CP its can fire twice if it doesn't move for 4D3 shot at S8/AP-2/DMG D3, for potentially 36 damage in a single shooting phase.
Daemonettes:
- Daemonettes are 7 pts a 22% point drop; saving 20-60 pts depending on the units size.
Emperor's Children Legion Trait - Flawless Perfection:
- Legion Traits are abilities available Chaos to Infantry, Bikers and Helbrutes of the same Legion.
- Units with this trait always fight first in the Fight phase even if they didn’t charge.
- If the enemy charge or has a similar ability, then alternate choosing units to fight with.
- Starting with the player whose turn is taking place.
Emperor's Children Warlord Trait - Stimulated By Pain:
- Add +1 to your Warlords attacks characteristic for each wound he has suffered.
- To a maximum of +3 attacks.
- If the Warlord heals any wounds, he loses the associated bonus attacks.
Slaanesh Stratagem - Endless Cacophony:
- For 2 CP a marked Infantry or Biker units can fire twice.
- Effects: Havocs, Obliterators, Chosen, Terminators, Raptors and Bikes.
- Obliterators are Assault 4, minimum unit size of 3, firing twice for 24 shots!
- Bike are now only 25 pts!
Emperor's Children Stratagem - Excess of Violence:
- For 1 CP a marked Infantry units gains +1 attack for each model slain in the fight phase.
Slaanesh Psychic Power - Delightful Agonies:
- : for a 5+ FNP.
Emperor'd Children Artifact - Intoxicating Elixir:
- SLAANESH model only.
- Add +1 to the bearer’s Strength and Attack characteristics.
Emperor'd Children Artifact - Blissgiver:
- EMPEROR’S CHILDREN model only.
- Blissgiver: 6”/Assault D6/S: User/AP-1/Dam 1; replaces the models bolt pistol.
- If an enemy Character model is wounded by Blissgiver but not slain.
- Roll D6 at the end of the phase, on a 6 they suffer D3 mortal wounds.
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Post by: blackmage
demons players with what versions of horrors, demonettes and so on, will play? i guess the one showed in chaos marines codex
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Post by: Matt.Kingsley
labmouse42 wrote: Matt.Kingsley wrote:Daemon troops don't get ObSec, & mean you can't use Legion Traits (they lack the <Legion> & Heretic Astartes Keyword). In fact taking the Daemon Troops means any other Heretic Astartes troops in the detachment don't get ObSec
This is incorrect.
"If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability...."
Chaos Space Marine Detachments can take Plaguebearers, Daemonettes, 'Letters, and Horrors as troops. It does not say anything about Heretic Astartes. Heretic Astartes =! Chaos Space Marine Detachment.
The way I read this is that if you take daemonettes as troops with a daemon prince from the CSM codex, you get Obsec.
And under the Chaos Space Marine Units section, it says a Chaos Space Marine unit is any unit with the <Legion>, Black Legion, Word Bearers, Iron Warriors, Alpha Legion, Night Lords, World Eaters, Emperor's Children, Fallen or Red Corsair keywords, and that a Chaos Space Marine Detachment is therefore any detachment that includes only units with one of those keywords.
None of the 4 Daemon entries have any of those keywords, and thus make the detachment not be a Chaos Space Marine detachments, so no more Despoilers of the Galaxy (ObSec).
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Post by: mrhappyface
Sersi wrote:I will never again say GW doesn't love Slaanesh.
Noise Marines:
- Noise Marines are 15 pts.
- Sonic Blaster stayed at 4 pts.
- Blastmasters are 20 pts, its now just better than a missile launcher in every way, you can now get a 5X MSU squad with a Blastmaster for 95 pts!
- Doom Sirens are now: Assault D6 instead of D3.
Sonic Dreadnought:
- Due to Blastmaster dropping 8 pts each, it's cost went down 16 pts, getting you most of the cost back to take an improved Doom Siren.
- Fire Frenzy: for 1 CP its can fire twice if it doesn't move for 4D3 shot at S8/ AP-2/ DMG D3, for potentially 36 damage in a single shooting phase.
Daemonettes:
- Daemonettes are 7 pts a 22% point drop; saving 20-60 pts depending on the units size.
Emperor's Children Legion Trait - Flawless Perfection:
- Legion Traits are abilities available Chaos to Infantry, Bikers and Helbrutes of the same Legion.
- Units with this trait always fight first in the Fight phase even if they didn’t charge.
- If the enemy charge or has a similar ability, then alternate choosing units to fight with.
- Starting with the player whose turn is taking place.
Emperor's Children Warlord Trait - Stimulated By Pain:
- Add +1 to your Warlords attacks characteristic for each wound he has suffered.
- To a maximum of +3 attacks.
- If the Warlord heals any wounds, he loses the associated bonus attacks.
Slaanesh Stratagem - Endless Cacophony:
- For 2 CP a marked Infantry or Biker units can fire twice.
- Effects: Havocs, Obliterators, Chosen, Terminators, Raptors and Bikes.
- Obliterators are Assault 4, minimum unit size of 3, firing twice for 24 shots!
- Bike are now only 25 pts!
Emperor's Children Stratagem - Excess of Violence:
- For 1 CP a marked Infantry units gains +1 attack for each model slain in the fight phase.
Slaanesh Psychic Power - Delightful Agonies:
- : for a 5+ FNP.
Emperor'd Children Artifact - Intoxicating Elixir:
- SLAANESH model only.
- Add +1 to the bearer’s Strength and Attack characteristics.
Emperor'd Children Artifact - Blissgiver:
- EMPEROR’S CHILDREN model only.
- Blissgiver: 6”/Assault D6/S: User/ AP-1/Dam 1; replaces the models bolt pistol.
- If an enemy Character model is wounded by Blissgiver but not slain.
- Roll D6 at the end of the phase, on a 6 they suffer D3 mortal wounds.
So... Emperor's children mid-range gunline of Helbrutes and Noise Marines (max units because let's take advantage of strategems) and Daemonettes for counter charge. An ork Horde gets within 24" and you open up fire with your sonics and then open it again: 20 man squad now firing a total of 114 S4 ignores cover shots and another 2d6 S4 AP-1 ignores cover shots and the sonics dread doing another 4d6 S4 AP-1 shots. Once (what is left) hits your gunline, you fight first and activate the Excess of Violence strategem on top of the Icon of Excess for a total of 41 attacks generating extra attacks on a 5+ and generating even more when you kill units. And if what went through that meat grinder is still alive? Back out of combat and charge with the Daemonettes.
Emperor's children are shaping up to be THE anti- cc army, seriously whatever doesn't die to shooting/overwatch will get murdered in cc!
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Post by: Rydria
Pretty sure Slaanesh marked termies are the best termies in the game now 500pts for 10 armed with power swords or mauls + combi-plasma.
40 rapid fire plasma shots (you can also throw in the 40 bolter shots depending on what you are shooting) which should be enough to alpha strike two units (especially with support characters) you then try and charge a 3rd unit and kill that off in melee.
So my idea you drop in the 10 Slaanesh termies 9 inch away where they are hopefully within 12 of 2 units along with a lord and sorcerer, have the sorcerer cast presence for that 2+ re-rollerble BS, then cast either delightful agonies to give them 5+++, or warp time to move closer to more delicious targets or to prepare for a charge.
Meanwhile the rest of your army should be pretty chill since most people will have an oh gak reaction when they watch the 40 str8, ap-3, 2D shots obliterate a couple of squads.
mrhappyface wrote:Emperor's children are shaping up to be THE anti- cc army, seriously whatever doesn't die to shooting/overwatch will get murdered in cc!
Slaanesh in general is shaping up to be the go to shooting mark for chaos, like how khorne is now the go to melee mark.
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Post by: Frozocrone
mrhappyface wrote:What mark of Chaos do you think is best for the Fire Raptor if you want to give it buffs?
Tzeentch means you can give it a 5++,
Nurgle is -1 to hit,
Slaanesh is a 5+++.
Now obviously the Nurgle and Slaanesh powers are better but which one of these two to go for? Personally, I'm thinking go for the Nurgle Power because I already have a -1 to hit so BS5+ won't actually be able to hit me. What do you guys think?
Wouldn't Nurgle combine with the -1 for Hard to Hit so it's a -2, or am I being dumb for not reading the rules?
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Post by: mrhappyface
Frozocrone wrote: mrhappyface wrote:What mark of Chaos do you think is best for the Fire Raptor if you want to give it buffs?
Tzeentch means you can give it a 5++,
Nurgle is -1 to hit,
Slaanesh is a 5+++.
Now obviously the Nurgle and Slaanesh powers are better but which one of these two to go for? Personally, I'm thinking go for the Nurgle Power because I already have a -1 to hit so BS5+ won't actually be able to hit me. What do you guys think?
Wouldn't Nurgle combine with the -1 for Hard to Hit so it's a -2, or am I being dumb for not reading the rules?
That's what I said, I already have a -1 to hit so BS5+ won't actually be able to hit me.
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Post by: Frozocrone
mrhappyface wrote: Frozocrone wrote: mrhappyface wrote:What mark of Chaos do you think is best for the Fire Raptor if you want to give it buffs?
Tzeentch means you can give it a 5++,
Nurgle is -1 to hit,
Slaanesh is a 5+++.
Now obviously the Nurgle and Slaanesh powers are better but which one of these two to go for? Personally, I'm thinking go for the Nurgle Power because I already have a -1 to hit so BS5+ won't actually be able to hit me. What do you guys think?
Wouldn't Nurgle combine with the -1 for Hard to Hit so it's a -2, or am I being dumb for not reading the rules?
That's what I said, I already have a -1 to hit so BS5+ won't actually be able to hit me.
Yeah, I stopped reading after the Slaanesh 5+++  Good ol' Orks getting some love.
Out of curiousity, what would the Khorne benefit (if any) be?
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Post by: mrhappyface
Frozocrone wrote: mrhappyface wrote: Frozocrone wrote: mrhappyface wrote:What mark of Chaos do you think is best for the Fire Raptor if you want to give it buffs?
Tzeentch means you can give it a 5++,
Nurgle is -1 to hit,
Slaanesh is a 5+++.
Now obviously the Nurgle and Slaanesh powers are better but which one of these two to go for? Personally, I'm thinking go for the Nurgle Power because I already have a -1 to hit so BS5+ won't actually be able to hit me. What do you guys think?
Wouldn't Nurgle combine with the -1 for Hard to Hit so it's a -2, or am I being dumb for not reading the rules?
That's what I said, I already have a -1 to hit so BS5+ won't actually be able to hit me.
Yeah, I stopped reading after the Slaanesh 5+++  Good ol' Orks getting some love.
Out of curiousity, what would the Khorne benefit (if any) be?
What Khorne benefit?
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Post by: Frozocrone
Oh, I've not followed the Chaos rumours aside the ones posted on Warhammer community so thought you knew what the Mark of Khorne does.
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Post by: mrhappyface
Frozocrone wrote:
Oh, I've not followed the Chaos rumours aside the ones posted on Warhammer community so thought you knew what the Mark of Khorne does.
Marks do nothing this edition, those up there are psychic powers.
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Post by: ZergSmasher
Wow, if those points changes are real then Heretic Astartes and lesser Daemons were just made great again! Now I'm gonna have to get some more Bloodletters and stuff. Also, great to hear that Pink Horrors are less useless and Brims are not quite as easily spammed. I was not looking forward to the prospect of sculpting 100+ Brimstones (on 50+ bases) just to maybe be competitive with pure Daemons.
Probably the best news in there is that Daemon Prince weapons are now the same cost. So it really is a choice now instead of having to say my Prince model isn't holding an axe or sword, he just has a funky looking talon.
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Post by: Gibs55
Thoughts on converting Primaris Hellblasters into Noise marines with sonic blasters?
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Post by: Sersi
Gibs55 wrote:Thoughts on converting Primaris Hellblasters into Noise marines with sonic blasters?
You are a genius! I have Dark Imperium boxes I was going to convert into "True-scale" Emperor's Children anyway. But that new Hellblaster box the plasma guns with the cables are perfect. I think as good alternate paint job could sell them. Maybe gold with red OSL. Let me sketch out some ideas.
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Post by: mrhappyface
Gibs55 wrote:Thoughts on converting Primaris Hellblasters into Noise marines with sonic blasters?
Eh, would take a lot of work for some nice looking models that look completely out of place because of their size.
So I was thinking about the Slaanesh obliterator idea when I thought "wait, why not Terminators with plasma?".
Let me show you what I'm thinking:
Let's max out the unit to make the best use of the powers and strategems.
Give the unit icon of excess.
10x combi-plasmas
Cast prescience.
Use the shoot twice strategem.
Now we have a total of 40 shots, hitting on 2s and producing an extra shot on a 4+ and this is all on a S8 AP-3 D2 weapon. You are easily gonna get 60 odd shots from this (rather expensive) unit.
What if we also gave them a 5+++ so they can survive the round and do it again next turn!
Let's not forgot that, if the opponent charges us we strike first with 21x S5 AP-1 attacks.
Oooo, if only I played EC...
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Post by: Rydria
Is death to the false emperor now anytime you roll a 6+ to hit ? Since in the index it is fight phase only
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Post by: Sersi
No its still fight phase only.
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Post by: mrhappyface
Bugger, forgot about that.
That's my cue to get some sleep (it's gone 1am already!).
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Post by: Gibs55
Sersi wrote:Gibs55 wrote:Thoughts on converting Primaris Hellblasters into Noise marines with sonic blasters?
You are a genius! I have Dark Victory boxes I was going to convert into "True-scale" Emperor's Children anyway. But that new Hellblaster box the plasma guns with the cables are perfect. I think as good alternate paint job could sell them. Maybe gold with red OSL. Let me sketch out some ideas.
I was thinking the exact same thing as I have done that I am not using and am looking to build a CSM army.
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Post by: plagueknight
I really like the new strategems, I'm planning on taking a Kharybdis with 8 Possessed, 2x 5 man havocs with autocannons with a sorcerer and possibly exalted champion/ lord. Deep strike the Kharybdis right in the midst of the enemy unleash full Dakka with the missile launchers and autocannons double tapping one of the squads with endless Strategem then warp time the possessed into combat who will use the Khorne strategem to attack twice
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Post by: Fanners
On the topic of Primaris proxies, what are everyone's opinion on using Pramaris marines as regular CSM for Alpha Legion?
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Post by: Arkaine
Fanners wrote:On the topic of Primaris proxies, what are everyone's opinion on using Pramaris marines as regular CSM for Alpha Legion?
That the Codex page for Fabius Bile makes it almost blatantly clear we're getting our own Primaris Marines.
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Post by: Fanners
Arkaine wrote:Fanners wrote:On the topic of Primaris proxies, what are everyone's opinion on using Pramaris marines as regular CSM for Alpha Legion?
That the Codex page for Fabius Bile makes it almost blatantly clear we're getting our own Primaris Marines.
That's true, but the Chaos codex doesn't list a primaris equivalent specifically. As far as I know, GW might even release them late next year, and I really want to start my army.
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Post by: Red Corsair
Arkaine wrote:Fanners wrote:On the topic of Primaris proxies, what are everyone's opinion on using Pramaris marines as regular CSM for Alpha Legion?
That the Codex page for Fabius Bile makes it almost blatantly clear we're getting our own Primaris Marines.
Lol really? Also in other news water wet! Fabulous Bill is in the book, of course they are going to mention him. He is the primogenetor and he cloned Horus multiple times lol. Of course he is going to want to experiment on the new kids. I wouldn't read much into it.
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Post by: Gibs55
Forge World
Hellforged Contemptor
Dreadnought, Hellforged Deredeo Dreadnought and
Hellforged Leviathan Dreadnought
Add ‘
Helbrute
’ to the Keywords line of all
these datasheets.
That means they get the benefit of their faction tactics which is very cool.
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Post by: Red Corsair
Gibs55 wrote:Forge World
Hellforged Contemptor
Dreadnought, Hellforged Deredeo Dreadnought and
Hellforged Leviathan Dreadnought
Add ‘
Helbrute
’ to the Keywords line of all
these datasheets.
That means they get the benefit of their faction tactics which is very cool.
Yea now go email forge world like I did and complain about why contemptors can't take twin las canons for some strange idiotic reason so they can fix it. FW is currently gathering questions and concerns for another round of FAQ's.
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Post by: Arachnofiend
I was at a 1500 pt tournament today and let me tell you, kharybdis dreadclaws do fething work. I thought I had a pretty unfavorable matchup against brimstone spam but the ability to hit multiple squads at once with the flamer is exceptional. I almost feel like it's worth it's points without putting anything inside of it; to be sure, the dreadclaw did much more killing than the contemptor tucked inside of it.
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Post by: BlaxicanX
Everyone's talking about strength 8 plasma spam with Slaanesh terminators but I'm not down. You're overheating on a 1 and even precience won't save you, since it just increases your to-hit margin, not re-roll.
At 50 points a model losing 70% of the squad to gets hot doesn't sound like my idea of fun.
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Post by: Captyn_Bob
Prescience will save you.
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Post by: BlaxicanX
Re-reading it, you seem to be right. I don't why I read it as increasing your BS by one.
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Post by: Gibs55
BlaxicanX wrote:Re-reading it, you seem to be right. I don't why I read it as increasing your BS by one.
Can't you also bring a DP or Lord that lets you re-roll to help keep the termies from overheating?
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Post by: Bluthusten
But why Slaanesh? Every Terminator can take Plasma and shot in after the drop ?
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Post by: Matt.Kingsley
Bluthusten wrote:But why Slaanesh? Every Terminator can take Plasma and shot in after the drop ?
There's a Slaanesh only Stratagem that will allows them to shoot a second time at the end of the shooting phase.
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Post by: Ghorgul
Arachnofiend wrote:I was at a 1500 pt tournament today and let me tell you, kharybdis dreadclaws do fething work. I thought I had a pretty unfavorable matchup against brimstone spam but the ability to hit multiple squads at once with the flamer is exceptional. I almost feel like it's worth it's points without putting anything inside of it; to be sure, the dreadclaw did much more killing than the contemptor tucked inside of it.
Kharybdis Assault Claw and Dreadclaw are in a very weird place now.
The price differential between them is far too small, Kharybdis is only 100 pts more, and for this extra cost it gets +6 wounds, 5 K. Storm Launchers, better "pistol", double the attacks. The amount of attacks is very important as Kharybdis can heal itself quite well in melee. And then Kharybdis has the monster killer laser cannon that can theoretically one-shot many vehicles, monsters and even the Robby G.
I'm actually considering getting one now, only problem is that Kharybdis is clearly broken. Or if it is not broken then the Dreadclaw is far too expensive. But dreadclaw cannot be that much too expensive, it already works exactly like normal SM drop pod, except it has much better performance for extra 105 points. SM Drop pod is essentially 100 points for deep strike, 2 mediocre weapons and ability to combine drops in deployment, which is somewhat underrated ability.
Kharybdis should cost atleast 350, maybe even more.
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Post by: Bluthusten
Matt.Kingsley wrote:Bluthusten wrote:But why Slaanesh? Every Terminator can take Plasma and shot in after the drop ?
There's a Slaanesh only Stratagem that will allows them to shoot a second time at the end of the shooting phase.
:O :O :O :O :O :O
That is amazing!
So we need:
Black Legion
-Abbadon
-5 Chaosterminators of Slaanesh with billions of Plasma
-1 Sorcerer with Jumppack
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Post by: Gibs55
Bluthusten wrote: Matt.Kingsley wrote:Bluthusten wrote:But why Slaanesh? Every Terminator can take Plasma and shot in after the drop ?
There's a Slaanesh only Stratagem that will allows them to shoot a second time at the end of the shooting phase.
:O :O :O :O :O :O
That is amazing!
So we need:
Black Legion
-Abbadon
-5 Chaosterminators of Slaanesh with billions of Plasma
-1 Sorcerer with Jumppack
Is abbadon worth it though as it forces you into black Legion?
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Post by: Ghorgul
To really maximize effect with Slaanesh Terminators you have to remember that Prescience works also in melee, so to really maximize its effect one should:
1: Prescience.
2: Warptime.
3: Shoot with Endless Cacophony.
4: Charge, preferably multiple units.
At hard targets supercharged plasma is the best, but against lighter hordes shooting both bolter and plasma normally is preferable.
Charging then again is weird choice, you either charge to maximize the prescience and casualties to enemy, but at the same time this will expose your Sorcerer and possible Lord to enemy shooting, unless you bring second unit next to it. But bringing second unit would have you making 4 unit deep strike with bare minimum total cost of 550 pts, easily going above 600 pts when units are kitted.
I don't know, this feels excessive.
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Post by: Debilitate
Deredeo with 2x shooting seems really fair :p
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Post by: McGibs
Someone pointed out that the "helbrute" on the fire frenzy stratagem card isnt in the same font treatment as other keywords, suggesting that it's likely intended to be the helbrute unit specifically, not the helbrute keyword.
Now, arguing RAW vs RAI on a goddamn FONT TYPE is a new low for GW, but I wouldn't expect the doublefiring doritos and leviathans to make it through a FAQ round.
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Post by: Captyn_Bob
Nope. The double blastmaster hellbrute should count
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Post by: Bluthusten
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Post by: GAdvance
McGibs wrote:Someone pointed out that the "helbrute" on the fire frenzy stratagem card isnt in the same font treatment as other keywords, suggesting that it's likely intended to be the helbrute unit specifically, not the helbrute keyword.
Now, arguing RAW vs RAI on a goddamn FONT TYPE is a new low for GW, but I wouldn't expect the doublefiring doritos and leviathans to make it through a FAQ round.
It's actually completely legal to murder anyone who says that
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Post by: mrhappyface
GAdvance wrote: McGibs wrote:Someone pointed out that the "helbrute" on the fire frenzy stratagem card isnt in the same font treatment as other keywords, suggesting that it's likely intended to be the helbrute unit specifically, not the helbrute keyword.
Now, arguing RAW vs RAI on a goddamn FONT TYPE is a new low for GW, but I wouldn't expect the doublefiring doritos and leviathans to make it through a FAQ round.
It's actually completely legal to murder anyone who says that
Can confirm.
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Post by: McGibs
I mean, yeah. its specifically a helbrute unit. Either way the ruling goes, the sonic dread works out.
The other FW dreads with the helbrute keyword might be on the chopping block though, is all I'm saying. This seems like a classic case of GW and FW not communicating very well.
If someone were to bring that the "helbrute" wasn't italicized properly up as an actual RAW argument, I'd tell them to suck a dreadsock.
RAI though... I don't have the faith in either rules teams to believe they intended leviathans and doredeos to be lumped in.
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Post by: jcd386
All in all I am quite happy with the chaos book so far...also it looks like it might have some stronger builds than the SM codex does, which is pretty interesting.
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Post by: Sersi
Ghorgul wrote:To really maximize effect with Slaanesh Terminators you have to remember that Prescience works also in melee, so to really maximize its effect one should:
1: Prescience.
2: Warptime.
3: Shoot with Endless Cacophony.
4: Charge, preferably multiple units.
At hard targets supercharged plasma is the best, but against lighter hordes shooting both bolter and plasma normally is preferable.
Charging then again is weird choice, you either charge to maximize the prescience and casualties to enemy, but at the same time this will expose your Sorcerer and possible Lord to enemy shooting, unless you bring second unit next to it. But bringing second unit would have you making 4 unit deep strike with bare minimum total cost of 550 pts, easily going above 600 pts when units are kitted.
I don't know, this feels excessive.
Excessive you say? It sounds positively Slaaneshi too me.
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Post by: Arkaine
Now do all that with Noise Marines who also get their hatred of the imperium off on a 5+ and shoot their sonic blasters in the middle of the fight phase when they die during that charge attempt and the subsequent battles.
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Post by: Rydria
Excess of violence also triggers off music of the apocalypse, noise truly are the masters of silly rule interactions.
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Post by: DreamIsCollapsing
Not sure the Blissgiver is actually worth the Stratagem point to take..
Yea i said stratagem point coz every Emperor Children player want to jump on that Intoxicating Elixir to give a Lord S5 A5 (to wound MEQ on 3+)
.. or a Daemon Prince to get S8 A5.
You could even give him Herald for Hysterical Frenzy and go S9
And Diabolical Strenght to go S10, 6 Attack.
But that's just overkill, you should be better with cancelling Invulnerable save spell.
An E.C. Daemon prince warlord can get S8 A9 when mid life. Slaanesh save the fool who can't terminate him, the counter attack will be S8... 12 attacks (24 with Hysterical Frenzy). Suck it Khorn :p
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Post by: Rydria
DreamIsCollapsing wrote:Not sure the Blissgiver is actually worth the Stratagem point to take..
Yea i said stratagem point coz every Emperor Children player want to jump on that Intoxicating Elixir to give a Lord S5 A5 (to wound MEQ on 3+)
.. or a Daemon Prince to get S8 A5.
You could even give him Herald for Hysterical Frenzy and go S9
And Diabolical Strenght to go S10, 6 Attack.
But that's just overkill, you should be better with cancelling Invulnerable save spell.
An E.C. Daemon prince warlord can get S8 A9 when mid life. Slaanesh save the fool who can't terminate him, the counter attack will be S8... 12 attacks (24 with Hysterical Frenzy). Suck it Khorn :p
A Emperor's children daemon prince has 8 attacks base with the intoxicating elixir and can go up to 11 after taking 3 wounds.
4 base
+1 for intoxicating elixir
+3 for pair of malific talons
+3 for having suffered 3 wounds
Also yeah the blissgiver is aweful it is probably the worst relic in the entire codex, it is even worse than the imperial fist bolt pistol.
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Post by: Eldenfirefly
Lord of skulls got a 100 point reduction plus the strategem Demonforge works on a daemon engines which a Lord of Skull is. The Lord of Skulls is actually quite shooty this edition. so, for 1 cp to make it reroll to hit and reroll to wound... that's so awesome!
I really like it now. I am so glad I assembled and painted mine up as a Lord of skulls rather than a K'tan engine. And it makes for a really imposing model too.
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Post by: Khornate25
Hi people. I am playing at my local store and I did poorly lastly at my first 8th edition game. I was wondering what I could do with my following collection :
+HQ.++
-Chaos lord in terminator armor with chainfist.
-Chaos Lord on Juggernaut of Khorne.
-Lord of Contagion / Chaos Lord of Nurgle in terminator armour.
-Daemon Prince with wings and Hellforged sword x2
-Dark Apostle x2
-Great Unclean One.
-Herald of Nurgle x2.
-Sorcerer in Terminator armour.
-Sorcerer on bike x3.
-Malignant Plaguecaster / Sorcer of Nurgle.
+Troops.++
-Chaos Space Marines x70 (10 with CCW, 14 with plasma/melta, rest with bolters).
-Nurglings x3.
-Plaguebearers x40 (2 Icons, 2 instruments, 2 champ).
Elite.
-Chaos Terminators x15.
-Plague Marines x14 (2x Dark Imperium set).
-Noxious Blightbringer.
Fast Attack.
-Chaos Bikers x6
-Plague Drones x3
Heavy support.
-Land Raider x3
-Predator.
-Vindicator x2.
-Havocs x10 (4 ML, 4 Heavy Bolters).
-Soul Grinder.
Dedicated transports.
-Chaos Rhino x4.
So, what do you think are the main element in my collection that would synergize well with each other ?
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Post by: Gibs55
Khornate25 wrote:Hi people. I am playing at my local store and I did poorly lastly at my first 8th edition game. I was wondering what I could do with my following collection :
+ HQ.++
-Chaos lord in terminator armor with chainfist.
-Chaos Lord on Juggernaut of Khorne.
-Lord of Contagion / Chaos Lord of Nurgle in terminator armour.
-Daemon Prince with wings and Hellforged sword x2
-Dark Apostle x2
-Great Unclean One.
-Herald of Nurgle x2.
-Sorcerer in Terminator armour.
-Sorcerer on bike x3.
-Malignant Plaguecaster / Sorcer of Nurgle.
+ Troops.++
-Chaos Space Marines x70 (10 with CCW, 14 with plasma/melta, rest with bolters).
-Nurglings x3.
-Plaguebearers x40 (2 Icons, 2 instruments, 2 champ).
Elite.
-Chaos Terminators x15.
-Plague Marines x14 (2x Dark Imperium set).
-Noxious Blightbringer.
Fast Attack.
-Chaos Bikers x6
-Plague Drones x3
Heavy support.
-Land Raider x3
-Predator.
-Vindicator x2.
-Havocs x10 (4 ML, 4 Heavy Bolters).
-Soul Grinder.
Dedicated transports.
-Chaos Rhino x4.
So, what do you think are the main element in my collection that would synergize well with each other ?
Buy the new CSM Codex
One thing that immediately jumps out is the DP are cheaper if you take an axe or sword and have some great new options. Also the Slannesh ability to attack again seems really good.
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Post by: Khornate25
Gibs55 wrote: Khornate25 wrote:Hi people. I am playing at my local store and I did poorly lastly at my first 8th edition game. I was wondering what I could do with my following collection :
+ HQ.++
-Chaos lord in terminator armor with chainfist.
-Chaos Lord on Juggernaut of Khorne.
-Lord of Contagion / Chaos Lord of Nurgle in terminator armour.
-Daemon Prince with wings and Hellforged sword x2
-Dark Apostle x2
-Great Unclean One.
-Herald of Nurgle x2.
-Sorcerer in Terminator armour.
-Sorcerer on bike x3.
-Malignant Plaguecaster / Sorcer of Nurgle.
+ Troops.++
-Chaos Space Marines x70 (10 with CCW, 14 with plasma/melta, rest with bolters).
-Nurglings x3.
-Plaguebearers x40 (2 Icons, 2 instruments, 2 champ).
Elite.
-Chaos Terminators x15.
-Plague Marines x14 (2x Dark Imperium set).
-Noxious Blightbringer.
Fast Attack.
-Chaos Bikers x6
-Plague Drones x3
Heavy support.
-Land Raider x3
-Predator.
-Vindicator x2.
-Havocs x10 (4 ML, 4 Heavy Bolters).
-Soul Grinder.
Dedicated transports.
-Chaos Rhino x4.
So, what do you think are the main element in my collection that would synergize well with each other ?
Buy the new CSM Codex
One thing that immediately jumps out is the DP are cheaper if you take an axe or sword and have some great new options. Also the Slannesh ability to attack again seems really good.
Yeah, I was planning to buy it. However, concerning your suggestion, I don't really have the units to get the most out of the EC trait.
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Post by: Rydria
Khornate25 wrote:Gibs55 wrote: Khornate25 wrote:Hi people. I am playing at my local store and I did poorly lastly at my first 8th edition game. I was wondering what I could do with my following collection :
+ HQ.++
-Chaos lord in terminator armor with chainfist.
-Chaos Lord on Juggernaut of Khorne.
-Lord of Contagion / Chaos Lord of Nurgle in terminator armour.
-Daemon Prince with wings and Hellforged sword x2
-Dark Apostle x2
-Great Unclean One.
-Herald of Nurgle x2.
-Sorcerer in Terminator armour.
-Sorcerer on bike x3.
-Malignant Plaguecaster / Sorcer of Nurgle.
+ Troops.++
-Chaos Space Marines x70 (10 with CCW, 14 with plasma/melta, rest with bolters).
-Nurglings x3.
-Plaguebearers x40 (2 Icons, 2 instruments, 2 champ).
Elite.
-Chaos Terminators x15.
-Plague Marines x14 (2x Dark Imperium set).
-Noxious Blightbringer.
Fast Attack.
-Chaos Bikers x6
-Plague Drones x3
Heavy support.
-Land Raider x3
-Predator.
-Vindicator x2.
-Havocs x10 (4 ML, 4 Heavy Bolters).
-Soul Grinder.
Dedicated transports.
-Chaos Rhino x4.
So, what do you think are the main element in my collection that would synergize well with each other ?
Buy the new CSM Codex
One thing that immediately jumps out is the DP are cheaper if you take an axe or sword and have some great new options. Also the Slannesh ability to attack again seems really good.
Yeah, I was planning to buy it. However, concerning your suggestion, I don't really have the units to get the most out of the EC trait.
Based on you having both nurgle and khorne units are you an undivided player ?
If yeah give your termies mark of slaanesh and count them as having combi-plasma you now have the best slaanesh unit that any chaos space marine army except Thousands sons, world eaters and deathguard can use.
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Post by: Gibs55
As the poster above said grab a unit of 10 Termies MoS with Combi-plasma cast the spell that gives +1 to hit and proceed to unleash two very devastating shooting rounds without the fear of exploding. If you can weave something else in that gives re-roll to hits/wounds it will be insane.
Run your Space Marines counting as Noise Marines
You could throw then into a LR or Rhinos. If you choose the Rhinos the Predator would be a good heavy option and its priced fairly competitively too. Havocs are good also and work well with Slannesh.
You probably want to Sorcerer Lord to accompany the Termies and then you could run the DP as a second HQ with all the goodies soon to be available.
Just going of what I have seen on YouTube. My personal favourite unit would have to be Khorne Bezerkers in one of those FW claws, however that isn't an option.
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Post by: Khornate25
Yeah, I'm more of an undivided / renegade player (never was capable of commitment to one god / legion). Thanks for the info guys !
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Post by: SilverAlien
Khornate25 wrote:So, what do you think are the main element in my collection that would synergize well with each other ?
Given DG doesn't have rules for a few weeks, if probably run it as at least two detachments, a nurgle/generic chaos detachment possibly with the DG stuff+demons (possibly including DG plague marine troops, if you bother bringing the DG characters to buff them), and one using the rest of CSM under the legion of your choice.
I'd say look at running two or three detachments to maximize synergy. Also, I'm not suggesting how many of each to run, you won't be able to field all obviously. First a nurgle demon detachment with heralds and plague bearers. Next a gunline detachment, go with alpha legion or iron warriors and put your CSM, havocs, predator, possibly vindicator, plus a sorcerer or two and a daemon prince. Lastly, a world eaters detachment with your terminator, terminator lord, bikers (probably) and the other daemon prince.
That gives you the best synergy I see. The plague bearers help keep your havocs/predator/vindicators safe from assault, you have CSM to grab objectives, the terminators are your big assault element and the bikers+daemon prince can serve as another mobile element.
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Post by: luke1705
Those alpha legion tactics have me wondering if berzerkers wouldn't be very strong in that army list. Amazing if you get first turn; otherwise eh.
I think I'm still going to grab a storm eagle and zip it over into enemy lines with 18 zerkers + dark apostle + exalted champion. Will probably do a World Eaters Detachment but make the storm eagle nurgle from a different detachment to give it another -1 to
Double butcher cannon leviathans is obviously amazing for firing twice even with the restrictions, but I'm wondering what the best usage of infantry firing twice would be. Does seem to be combi plas termies
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Post by: Eldenfirefly
I feel that if want to use the Alpha legion strategem forward operatives, and you are afraid that opponent may seize first turn, the best is to deploy 20 noise marines instead of berzerkers. Noise marines can shoot even if they are killed off, so even if opponent seizes and stomps your noise marine unit, you still get to shoot as you die...  And 20 noise marines, while not as devastating as 20 berzerkers in close combat, are far more shooty, and they should at least be able to tie up some units.
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Post by: ZergSmasher
luke1705 wrote:Those alpha legion tactics have me wondering if berzerkers wouldn't be very strong in that army list. Amazing if you get first turn; otherwise eh.
Do we have any info as to whether or not all of the non-cult legions will have access to the cult marine units? If they are, some of the combos would be pretty crazy like the one you mentioned.
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Post by: Malifice
Gibs55 wrote:As the poster above said grab a unit of 10 Termies MoS with Combi-plasma cast the spell that gives +1 to hit and proceed to unleash two very devastating shooting rounds without the fear of exploding. If you can weave something else in that gives re-roll to hits/wounds it will be insane.
Drop a Captain (or Abbadon) with them for the hit re-rolls. Alternatively use the Strategem that lets you re-roll 1's to hit.
There is a strategem ( VotLW) that lets you give them +1 to wound as well.
Good lord. 10+Captain+Sorcerer, all with combi plasma, +1 to hit, +1 to wound, re-roll 1's, all double tapping overcharged plasmas, shooting twice with Endless cacophany.
Hillariously they all have power weapons/ fists, and strike first if charged.
Abby makes them immune to Morale (and his presence makes them even more scary to charge) so casualties are no issue.
Expensive as heck, but by god its a nasty unit.
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Post by: DreamIsCollapsing
As the poster above said grab a unit of 10 Termies MoS with Combi-plasma cast the spell that gives +1 to hit and proceed to unleash two very devastating shooting rounds without the fear of exploding
A one is always a failure. It can be reroll, but not modify.
So a 1 to hit with Prescience is still a 1.
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Post by: TheSnowmanInHell
Find where that's in the rules please...
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Post by: Matt.Kingsley
DreamIsCollapsing wrote:As the poster above said grab a unit of 10 Termies MoS with Combi-plasma cast the spell that gives +1 to hit and proceed to unleash two very devastating shooting rounds without the fear of exploding
A one is always a failure. It can be reroll, but not modify.
So a 1 to hit with Prescience is still a 1.
Not quite true - a roll of a 1 To Hit is a miss regardless of modifiers, however it doesn't stop the die roll from being modified.
So a roll of a 1 to hit with Prescience is a 2 for the purposes of overheating (which does take modifiers into account), but still misses even if the firer had BS2+ (because checking to see if you miss doesn't care if you have modifiers - it ignores them for its purpose).
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Post by: Eldenfirefly
Now that Blood letters have been reduced from 9 points to 7. Summoning a whole horde of them in for a devastating charge might be a thing. 10 blood letters aren't so scary. But 20 or 30 charging in is definitely scary. What do you guys think? Is there a way to make this work? Maybe turn one, charge a sorceror on bike upfield with a bike escort. Turn two, summon in a big group of blood letters for a devastating charge.
They may a way to exploit weaknesses in the opponents line. Like maybe the opponent sees you only have a bike unit with sorceror on bike on the left flank and so, he doesn't put much there. Then, turn two, he gets hit on the left flank with 20 to 30 blood letters, with the bikes providing support fire.
Black legion bikes can shoot even rapid fire in assault. So, you can turbo boost a group of bikes and said bike sorceror 20 inches upfield turn one. The potential reach of a summoned in blood letter group turn two is potentially really really big.
Also, now that warp smiths are much reduced in points. Might be worthwhile considering how to make them work. The biggest baddest thing Chaos has (which is not a titan) is the Lord of skulls, which has incidentally also gotten 100 points cheaper. The thing has 28 wounds with auto regen 1 wound. But if we also have 2 warpsmiths behind it. Then that's 1 + 2d3 hp regen every turn! If you don't do enough damage to kill off the said Lord of skulls, its going to keep on going, and going and going! lol And of course, the huge demon engine will provide support to the two warp smiths near it. Charge up the board while shooting for all you are worth with 1 cp demonforge strategems. Once you get within range, even the warpsmiths can get into the action with their flamers and melta guns. With warp smiths being so cheap now, you can even go 3 or 4 smiths. The LOS can be the lynchpin behind the whole army and focal point. Very awesome narrative wise, since this huge demon engine will be charging up the field, laying down devastating firepower everywhere, and despite taking horrendous damage, the smiths behind it and its own infernal regeneration keeps it going (plus it gets more and more attacks as it gets wounded.) lol.
While the Lord of skulls is a Khorne Daemon Engine, it is a massive Daemon Engine, and Iron Warriors worship all titans. Since cult troops can appear in other legions now, having a Lord of skulls which is the lynchpin of an Iron Warriors Army with warpsmiths supporting it sounds pretty fluffy to me?
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Post by: Rydria
luke1705 wrote:Those alpha legion tactics have me wondering if berzerkers wouldn't be very strong in that army list. Amazing if you get first turn; otherwise eh.
I think I'm still going to grab a storm eagle and zip it over into enemy lines with 18 zerkers + dark apostle + exalted champion. Will probably do a World Eaters Detachment but make the storm eagle nurgle from a different detachment to give it another -1 to
Double butcher cannon leviathans is obviously amazing for firing twice even with the restrictions, but I'm wondering what the best usage of infantry firing twice would be. Does seem to be combi plas termies
Is double butcher cannon shooting twice is 32 shots ? That sounds really nasty especially for just 1 command point.
Notable double shooters
20 Noise marines (18 sonic blasters, 2 Blastmasters) 112 Bolter shots + 4d3 str 8, ap-2 Dd3 shots This sounds like the perfect anti horde unit.
10 Terminators (10 Combi-Plasma) Kills anything it looks at in theory short of a titan especially with support
6 Chosen (5 Plasma, 1 Combi-Plasma) Cheaper alternative to the above but harder to get into position outside of alpha legion and easier to deal with for opponent
5 Havocs (4 Plasma, 1 Combi-Plasma) Even cheaper than the chosen
5 Havoc (4 Autocannons/Missile Launchers/Lascannons) In theory this is quite good but i'd rather go with multi shot weapons since it scales better
Do rapier platforms count as infantry units or vehicles since they are mixed and contain both keywords how would the double shoting startegem interact with them because 3 quad heavy bolters rapiers putting out 72 str5 ap1 D1 shots sounds quite terrifying.
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Post by: Eldenfirefly
If you are going to use 2 cp, I wouldn't waste it on just a group of havocs. But the maxed 20 noise marines, 10 termis and the dreadnaught is definitely a consideration. Although I think there is a separate strategem that allows a dreadnaught to fire twice anyway and its just 1 cp.
Would be interesting if you have mutiple such threats on the board. Like if you had that Dreadnaught, and a max 20 noise marine squad and the termis. No matter which threat opponent focused on, you would still have the chance to use the strategem for big shooty damage.  We needed the help in shoooting, because personally, I feel that CSM will never be as shooty as other armies that focus on shooting. But the strategems do help. Just bear in mind we can only use 1 strategem per phase. So, its not like we can spam such strategems all in one shooting phase.
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Post by: mrhappyface
I'm thinking back to the Leviathan spam list I theorized: make that list an AL list and all of the Leviathans get -1 to hit against them, they're already T8 2+/5++ models with 14 wounds. Since I gave them all Grav-flux cannons, this should easily give them a turn to get in range.
Also, fire twice strategem, +1 to wound strategem, +1 to hit power, make them all Nurgle and cast a -1 to hit on a key Leviathan, we have lots of choices...
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Post by: MaxT
Eldenfirefly wrote:If you are going to use 2 cp, I wouldn't waste it on just a group of havocs. But the maxed 20 noise marines, 10 termis and the dreadnaught is definitely a consideration. Although I think there is a separate strategem that allows a dreadnaught to fire twice anyway and its just 1 cp.
Would be interesting if you have mutiple such threats on the board. Like if you had that Dreadnaught, and a max 20 noise marine squad and the termis. No matter which threat opponent focused on, you would still have the chance to use the strategem for big shooty damage.  We needed the help in shoooting, because personally, I feel that CSM will never be as shooty as other armies that focus on shooting. But the strategems do help. Just bear in mind we can only use 1 strategem per phase. So, its not like we can spam such strategems all in one shooting phase.
You can use as many strategms as you like in the same phase, you just can't use the SAME stretegm more than once in a phase.
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Post by: Gibs55
What Daemon vehicles are worrth taking? There is a spell or stratagem can't remember which that lets you buff their chances to hit in combat or shootinh.
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Post by: BlaxicanX
Preds are nice. Land Riaders are nice if you have something to put inside it. I really want to like the daemon engines but BS4+ is a total kick in the nuts- most of them suffer from "weak BS and low volume of attacks" syndrome. The Defiler could make a nice murder-bunker if you support it with a prescience sorcerer. With the points reduction, it's only 180 points for a Defiler armed with: battlecannon, reaper autocannon, defiler claws and defiler scourge. You can even toss a combi-weapon on there without having to swap something out. That actually seems really good now that I think about it. I mean, for 180 points it's got like twice the firepower of a tricked out Leman Russ and is about as durable. You should basically never move, but you don't have to as its guns all have decent range, and it makes a nice counter-assault unit too with the scourge. 6 strength 12 Ap3 Dam3 attacks isn't too bad, especially with prescience.
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Post by: Eldenfirefly
Lord of skulls is a Demon Engine.  Packs a pretty mean shooting phase too.  If you have its 12 shot Hades gratling
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Post by: Matt.Kingsley
Kytan is the ultimate Daemon Engine - give that thing the stratagem and watch pretty much anything it touches turn into a fine red mist in a single phase.
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Post by: Eldenfirefly
Kytan Ravager is 514 points for a 8 shot Kytan Gatling cannon and 22 wounds.
A Lord of skulls after our new codex comes out is 607 points when equipped with a Ichor cannon and a Hades Gatling cannon. The Hades Gatling shoots 12 shots while the Ichor is range 48, shoots d6 shots, has ap -4 and does d3 damage. The lord of skulls also has 28 wounds.
Personally, I think after the points drop, I would take Lord of skulls any day now over the Kytan Ravager. And if demonforge causes a Kytan Engine to turn anything it trains its gun on into a red mist. Then, what more if you use demonforge on a Lord of Skulls... lol
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Post by: Matt.Kingsley
True yeah, I'd forgotten the Lord of Skulls was getting a points drop. Also I was more talking about the Kytan's Axe lol, but then the LoS has the exact same weapon.
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Post by: McGibs
Forgeworld decimators, greater plague drones, plague hulk, blood slaughterer and our good friend the brass scorpion are also daemon engines which got hilarious with the deamonforge stratagem.
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Post by: Cephalobeard
Do we know if Sorcerers were adjusted in points at all?
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Post by: str00dles1
Any way to get Zhufor the Impaler and Kahrn working together?
He has the World Eaters, Skulltakers keywords. Would like to use him cause of the larger Aura. Plus he can stop a spell possibly where Kharn cant. I'm guessing though the best way is to use him with squad of termies and deepstrike down. and youd need to make the termies skulltakers and not world eaters?
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Post by: Sorix
How are World Eaters in the new Codex? Thinking about starting a army.
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Post by: GrafWattenburg
I think I'll be running my guys as Alpha Legion for the sweet WL traits and -1 to hit is just great. Do Decimators have the Helbrute keyword? I forgot my FW book somewhere so I can't check, but getting -2 to hit (AL trait + Changeling, because they have both the Legion and Mark of Chaos + Daemon) would be very nice.
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Post by: Gordon Shumway
GrafWattenburg wrote:I think I'll be running my guys as Alpha Legion for the sweet WL traits and -1 to hit is just great. Do Decimators have the Helbrute keyword? I forgot my FW book somewhere so I can't check, but getting -2 to hit ( AL trait + Changeling, because they have both the Legion and Mark of Chaos + Daemon) would be very nice.
None of the FW engines do in the book. The FAQ gave it to contemptors, levis, and Doritos only.
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Post by: Leth
str00dles1 wrote:Any way to get Zhufor the Impaler and Kahrn working together?
He has the World Eaters, Skulltakers keywords. Would like to use him cause of the larger Aura. Plus he can stop a spell possibly where Kharn cant. I'm guessing though the best way is to use him with squad of termies and deepstrike down. and youd need to make the termies skulltakers and not world eaters?
Problem is that Zhufors aura keyword(like Arkos) only works on their specific legion/warband. So Kharn and Zhufor wont overlap, however a lot of it will be down to if they get successor chaptor like rules. I am hoping that they do as it will be annoying to be limited to just being named 1 thing or another.
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Post by: mrhappyface
Sorix wrote:How are World Eaters in the new Codex? Thinking about starting a army.
Well we have THE best cc unit in the game and one of the best legion traits in the game. I want to try out Zerkers, Khorne Terminators and the new Champion with lords along with my new Fire Raptor and my Night lords psykers for some sweet buffs.
Psychic buffed world eaters are looking to be a top tier army.
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Post by: Arkaine
But don't forget about their Legion Weakness trait.
"When a World Eater is buffed by a friendly psyker, roll a d6. On a 2+, your opponent becomes enraged, shouts "HERETIC!", and declares Exterminatus, flipping the game table with all your models on it."
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Post by: mrhappyface
Arkaine wrote:
But don't forget about their Legion Weakness trait.
"When a World Eater is buffed by a friendly psyker, roll a d6. On a 2+, your opponent becomes enraged, shouts "HERETIC!", and declares Exterminatus, flipping the game table with all your models on it."
Khorne does not care from whence the broken model tears flow, only that they do.
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Post by: Arachnofiend
I think Forgefiends are worth another look with the new daemon engine stratagem. You'd only want to use one, but with reroll everything it should pack a pretty serious punch even with BS4+.
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Post by: Slayer-Fan123
Arachnofiend wrote:I think Forgefiends are worth another look with the new daemon engine stratagem. You'd only want to use one, but with reroll everything it should pack a pretty serious punch even with BS4+.
With rerolling all hits that's still just 6 shots on average.
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Post by: Ecdain
Eldenfirefly wrote:Now that Blood letters have been reduced from 9 points to 7. Summoning a whole horde of them in for a devastating charge might be a thing. 10 blood letters aren't so scary. But 20 or 30 charging in is definitely scary. What do you guys think? Is there a way to make this work? Maybe turn one, charge a sorceror on bike upfield with a bike escort. Turn two, summon in a big group of blood letters for a devastating charge.
They may a way to exploit weaknesses in the opponents line. Like maybe the opponent sees you only have a bike unit with sorceror on bike on the left flank and so, he doesn't put much there. Then, turn two, he gets hit on the left flank with 20 to 30 blood letters, with the bikes providing support fire.
Black legion bikes can shoot even rapid fire in assault. So, you can turbo boost a group of bikes and said bike sorceror 20 inches upfield turn one. The potential reach of a summoned in blood letter group turn two is potentially really really big.
Also, now that warp smiths are much reduced in points. Might be worthwhile considering how to make them work. The biggest baddest thing Chaos has (which is not a titan) is the Lord of skulls, which has incidentally also gotten 100 points cheaper. The thing has 28 wounds with auto regen 1 wound. But if we also have 2 warpsmiths behind it. Then that's 1 + 2d3 hp regen every turn! If you don't do enough damage to kill off the said Lord of skulls, its going to keep on going, and going and going! lol And of course, the huge demon engine will provide support to the two warp smiths near it. Charge up the board while shooting for all you are worth with 1 cp demonforge strategems. Once you get within range, even the warpsmiths can get into the action with their flamers and melta guns. With warp smiths being so cheap now, you can even go 3 or 4 smiths. The LOS can be the lynchpin behind the whole army and focal point. Very awesome narrative wise, since this huge demon engine will be charging up the field, laying down devastating firepower everywhere, and despite taking horrendous damage, the smiths behind it and its own infernal regeneration keeps it going (plus it gets more and more attacks as it gets wounded.) lol.
While the Lord of skulls is a Khorne Daemon Engine, it is a massive Daemon Engine, and Iron Warriors worship all titans. Since cult troops can appear in other legions now, having a Lord of skulls which is the lynchpin of an Iron Warriors Army with warpsmiths supporting it sounds pretty fluffy to me?
I would love this idea and would already have done it if the warpsmith didn't specifically say a vehicle can only be healed or hurt by a warpsmith once per turn. Doesn't matter how many you have, you can only heal D3 wounds a turn once sadly :(
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Post by: Sersi
I got confirmation from the guy who did the first video review. Cults are now Elites only. Forge the narrative confirmed the change as well. Their Legion rules do not change their unit type. Which makes sense I guess GW wants to make all units viable. So CSM will be getting used now?
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Post by: GreaterGood?
Sersi wrote:I got confirmation from the guy who did the first video review. Cults are now Elites only. Their Legion does not change their unit type. Which makes sense I guess GW wants to make all units viable. So CSM will be getting used now?
I'm not sure I see a use for CSM's. Even if they were the only troops in the codex. They are generalists in a specialists game.
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Post by: Sersi
Oh I agree with you, even with the legion traits they aren't worth taking over cultists. It really screws over the battalion detachment. I can't see needing 3 units of CSM or Cultists for that matter.
Its a real shame that taking daemons interferes with the Legion Traits.
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Post by: ochobits
Sersi wrote:Oh I agree with you, even with the legion traits they aren't worth taking over cultists. It really screws over the battalion detachment. I can't see needing 3 units of CSM or Cultists for that matter.
If they are the only way to get CP's, yes, people are getting them, or at least I am - 10 cultists and 2 5-man CSM squads is not that expensive. With the new stratagems CP's are likeley going to be one of the most important resources for each army. Sure they are not the best units around, but I think you can still make them do their job and get those 3 CP's for the Batallion Detachment.
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Post by: Mazzyx
Thing to remember is we can use the Daemons for those troop slots as well. Horrors, daemonettes, bloodletters, and plaguebearers are not terrible troops and are pretty cheap.
My CSM so far this edition have performed well if I build them for specific rolls. Be it back line guards or upfront cheap assaults with flamers.
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Post by: Red Corsair
Arachnofiend wrote:I think Forgefiends are worth another look with the new daemon engine stratagem. You'd only want to use one, but with reroll everything it should pack a pretty serious punch even with BS4+.
Better off with a decimator equipped with two butcher canons. Automatically Appended Next Post: GreaterGood? wrote: Sersi wrote:I got confirmation from the guy who did the first video review. Cults are now Elites only. Their Legion does not change their unit type. Which makes sense I guess GW wants to make all units viable. So CSM will be getting used now?
I'm not sure I see a use for CSM's. Even if they were the only troops in the codex. They are generalists in a specialists game.
Obsec dude, they will definitely be solid. They are specialists at the mission which is how you win games aside from the tabling, best two ways to win are to go balls deep at damage and hope to table or focus on the mission. Folks have been dumping on the black legion and words bearers but they are pretty solid for running a metric feth ton of marines. Remember the average game is now 2k and marines with gear cost a lot less. You can drop a serious amount of bodies if you felt so inclined and it would actually be solid at missions.
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Post by: SilverAlien
You couldn't mix demon troops in a CSM detachment without losing all the benefits of legion tactics etc, though this might get faq'd later.
I think it'll be another edition of cultists over CSM though. With the price drop and stratagem they can really be hard to remove, particularly in large units with one of the morale immunity buffs.
I'm particularly liking the idea of an EC battalion mixed with a BL spearhead. Abby sits in back with tanks and a large screen of melee EC cultists, plus the plasma terminators+sorc and lord option. Seems like a solid combo. Maybe toss in a couple msu cultists to move up the field.
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Post by: techsoldaten
Mazzyx wrote:Thing to remember is we can use the Daemons for those troop slots as well. Horrors, daemonettes, bloodletters, and plaguebearers are not terrible troops and are pretty cheap.
My CSM so far this edition have performed well if I build them for specific rolls. Be it back line guards or upfront cheap assaults with flamers.
We always could include Daemons in a list, they all share a faction keyword - Chaos. It's just that everything in a faction must share the LEGION keyword to get legion traits.
That said, I see more value in summoning them to the battlefield instead of walking them up the board. Any CSM character can do it.
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Post by: DarklyDreaming
Have you noticed how strong the Obliterators are now? They should cost like a full laser predator, but if you do the math, they shoot better against any target. With the teleportarium you avoid the apha strike predators suffers, and being 3 models, is so easy to put them in cover... and the slannesh stratagem, my god.
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Post by: Arkaine
techsoldaten wrote:Mazzyx wrote:Thing to remember is we can use the Daemons for those troop slots as well. Horrors, daemonettes, bloodletters, and plaguebearers are not terrible troops and are pretty cheap.
My CSM so far this edition have performed well if I build them for specific rolls. Be it back line guards or upfront cheap assaults with flamers.
We always could include Daemons in a list, they all share a faction keyword - Chaos. It's just that everything in a faction must share the LEGION keyword to get legion traits.
That said, I see more value in summoning them to the battlefield instead of walking them up the board. Any CSM character can do it.
Everything in a DETACHMENT must share the legion keyword, not faction. This is an important distinction since tournament lists are generally permitted 3 detachments. You can get 3 completely different legion traits active at the same time in your list just by splitting them up.
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Post by: techsoldaten
Arkaine wrote: techsoldaten wrote:Mazzyx wrote:Thing to remember is we can use the Daemons for those troop slots as well. Horrors, daemonettes, bloodletters, and plaguebearers are not terrible troops and are pretty cheap.
My CSM so far this edition have performed well if I build them for specific rolls. Be it back line guards or upfront cheap assaults with flamers.
We always could include Daemons in a list, they all share a faction keyword - Chaos. It's just that everything in a faction must share the LEGION keyword to get legion traits.
That said, I see more value in summoning them to the battlefield instead of walking them up the board. Any CSM character can do it.
Everything in a DETACHMENT must share the legion keyword, not faction. This is an important distinction since tournament lists are generally permitted 3 detachments. You can get 3 completely different legion traits active at the same time in your list just by splitting them up.
Hmmm.
I know the units in a detachment can't get legion traits unless they all share the same legion keyword. But are you saying the rules prohibit having a detachment with units that don't share a legion keyword?
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Post by: Sersi
Mazzyx wrote:Thing to remember is we can use the Daemons for those troop slots as well. Horrors, daemonettes, bloodletters, and plaguebearers are not terrible troops and are pretty cheap.
My CSM so far this edition have performed well if I build them for specific rolls. Be it back line guards or upfront cheap assaults with flamers.
The problem with daemons though is they don't have the <Legion> keyword. So they don't count to the requirement to run a Legion.
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Post by: Rydria
Pretty sure you can use the index entries for troop zerkers and troop noise marines still. Automatically Appended Next Post: As for daemon troops just use a battalion with x2 princes/or cavalry lords they don't benefit from legion traits anyway then take the juicy elites/fast attack/heavy support in a other detachment.
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Post by: mrhappyface
Rydria wrote:Pretty sure you can use the index entries for troop zerkers and troop noise marines still.
Why do you think that? You can't pick and choose the rules you use, always the updated rules.
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Post by: Rydria
Space marines can use any unit entry in the index that isn't in the codex. There is no unit entry for troop noise marines or troop berserkers so it is still a legal datasheet.
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Post by: Sersi
mrhappyface wrote: Rydria wrote:Pretty sure you can use the index entries for troop zerkers and troop noise marines still.
Why do you think that? You can't pick and choose the rules you use, always the updated rules.
What he said....only the most recent data slate is valid. The index only supplements where there is no data slate for the unit in the codex.
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Post by: Arachnofiend
You could argue that the data slates for cult-units-as-troops and cult-units-as-elites are separate entities (that's how they are in the Index after all).
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Post by: Arkaine
techsoldaten wrote: Arkaine wrote: techsoldaten wrote:Mazzyx wrote:Thing to remember is we can use the Daemons for those troop slots as well. Horrors, daemonettes, bloodletters, and plaguebearers are not terrible troops and are pretty cheap.
My CSM so far this edition have performed well if I build them for specific rolls. Be it back line guards or upfront cheap assaults with flamers.
We always could include Daemons in a list, they all share a faction keyword - Chaos. It's just that everything in a faction must share the LEGION keyword to get legion traits.
That said, I see more value in summoning them to the battlefield instead of walking them up the board. Any CSM character can do it.
Everything in a DETACHMENT must share the legion keyword, not faction. This is an important distinction since tournament lists are generally permitted 3 detachments. You can get 3 completely different legion traits active at the same time in your list just by splitting them up.
Hmmm.
I know the units in a detachment can't get legion traits unless they all share the same legion keyword. But are you saying the rules prohibit having a detachment with units that don't share a legion keyword?
What? No, what are you reading? I'm saying acquiring the legion traits only applies to a single detachment sharing the common legion keyword. If you want to add Daemons to your list without losing your legion benefits, they simply need to be in their own detachment. Segregating the two will ensure their keywords don't interfere and still allow you to cheese up your lists with benefits.
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Post by: mrhappyface
Arachnofiend wrote:You could argue that the data slates for cult-units-as-troops and cult-units-as-elites are separate entities (that's how they are in the Index after all).
If GW don't FAQ that WE Zerkers are troops i probably will end up argueing that, I just got my Zerker horde!
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Post by: the_trooper
Excuse my ignorance but the codex isn't out yet, right? Where was it stated that world eaters don't get berserker troops?
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Post by: Sersi
Hey, I want my Noise Marines as troops to but that's some serious rules lawyering to claim they're separate units. That's clearly not what's intended. I'm hoping for an FAQ though as well. We should all ask on their Facebook page.
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Post by: mrhappyface
the_trooper wrote:Excuse my ignorance but the codex isn't out yet, right? Where was it stated that world eaters don't get berserker troops?
It's because, when people flipped through the codex (people who got it early) there were no entries for cult troops like there were in the index.
However, now people are saying that cult units are troops in their legion armies (something from Frontline Gaming).
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Post by: the_trooper
mrhappyface wrote:the_trooper wrote:Excuse my ignorance but the codex isn't out yet, right? Where was it stated that world eaters don't get berserker troops?
It's because, when people flipped through the codex (people who got it early) there were no entries for cult troops like there were in the index.
However, now people are saying that cult units are troops in their legion armies (something from Frontline Gaming).
On a side note, I enjoy the combination of the divisiveness of cult units not being troops and the divisiveness of your avatar.
EDIT Good post / avatar combo
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Post by: Sersi
the_trooper wrote:Excuse my ignorance but the codex isn't out yet, right? Where was it stated that world eaters don't get berserker troops?
At least two different people with reviewer copies of the codex in hand have told me they are elites only now. No reason for them to lie about.
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Post by: mrhappyface
the_trooper wrote: mrhappyface wrote:the_trooper wrote:Excuse my ignorance but the codex isn't out yet, right? Where was it stated that world eaters don't get berserker troops?
It's because, when people flipped through the codex (people who got it early) there were no entries for cult troops like there were in the index.
However, now people are saying that cult units are troops in their legion armies (something from Frontline Gaming).
On a side note, I enjoy the combination of the divisiveness of cult units not being troops and the divisiveness of your avatar.
EDIT Good post / avatar combo
Don't knock the Nige, the party he campaigned for weren't the most inspiring but damn: tell me that face doesn't doesn't inspire!
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Post by: Sersi
Here's what GW said about dataslates being updated by new codices:
“Can I combine units from the index and a codex into one army?
The datasheets in the new codexes overwrite the same datasheets in the index books. You can certainly use units with updated datasheets alongside units from the index that have yet to be updated. Once a unit has been covered in the codex though, we assume you’re using the latest version.”
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Post by: Arachnofiend
mrhappyface wrote:the_trooper wrote:Excuse my ignorance but the codex isn't out yet, right? Where was it stated that world eaters don't get berserker troops?
It's because, when people flipped through the codex (people who got it early) there were no entries for cult troops like there were in the index.
However, now people are saying that cult units are troops in their legion armies (something from Frontline Gaming).
FLG has better knowledge on the intent of the rules than anyone outside GW themselves, so I'd go with what they say. Even if the RAW currently is that cult troops are no longer troops I'd just take it as FAQ fodder and continue to play the proper way (because honestly, cult legions not getting their special units as troops is stupid. Would that extend to Death Guard and Thousand Sons, who can't even take baseline CSM?).
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Post by: Mazzyx
Considering that their is a written rule, not just data slates, in the Index that says for example Emperor's Children can take Noise Marines as troops that rule either is in the EC children section or still counts.
The could of not separated the data slates like they did in index which is stupid if they don't have a written two sentences that mark bezerker horde or masters of kakophoni and so on.
Knowing GW they could of probably overlooked that and will have to FAQ it. Hopefully on Saturday as we are a few weeks out from like NOVA here and such.
Edit:
Looked the FLG link above. It is in the comments but he says you can still take cult units as troops for your legion.
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Post by: Gibs55
Eldenfirefly wrote:Kytan Ravager is 514 points for a 8 shot Kytan Gatling cannon and 22 wounds.
A Lord of skulls after our new codex comes out is 607 points when equipped with a Ichor cannon and a Hades Gatling cannon. The Hades Gatling shoots 12 shots while the Ichor is range 48, shoots d6 shots, has ap -4 and does d3 damage. The lord of skulls also has 28 wounds.
Personally, I think after the points drop, I would take Lord of skulls any day now over the Kytan Ravager. And if demonforge causes a Kytan Engine to turn anything it trains its gun on into a red mist. Then, what more if you use demonforge on a Lord of Skulls... lol
Kytan Ravager simply does not have enough wounds/survivability to justify 514 points. The model is amazing, however 22 wounds disappear very quickly, plus you want it in combat to use its full potential. Its also Khorne so you cannot give it a 5+++ feel no pain from Slannesh or -1 to hit from Nurgle. After the Lord of Skulls points change it would be nice to see FW follow with a reduction for the Kytan.
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Post by: Eldenfirefly
DarklyDreaming wrote:Have you noticed how strong the Obliterators are now? They should cost like a full laser predator, but if you do the math, they shoot better against any target. With the teleportarium you avoid the apha strike predators suffers, and being 3 models, is so easy to put them in cover... and the slannesh stratagem, my god.
Thanks! Your comment made me take a look at them again. Wow... 4 shots per Obliterator now really might make a difference. Their firepower is effectively doubled now from before. Their weakness and strength is that they are a three wound model, so they are a really good target for stuff like lascannons, missile launchers. But consider this, one lascannon Havoc shoot once, while an Obliterator shoots 4 times. Even if you end up with str7, ap -1 shots, its still 4 shots versus the havoc's one shot. And the difference in cost is smaller than it looks. A 5 man squad of Havocs with lascannons cost 165 points and fires 4 shots. A 3 man Obliterator costs 195 points and fires 12 shots! Its just 30 more points. Would you mind paying 30 more points for 8 more shots (admittedly of variable quality lol).
And like what Darkly Dreaming said, with teleportarium you are assured to at least get one round of shooting, and the Slannesh stratagem on them is sick. Also, they are considered Infantry, so they benefit from legion traits. An Alpha legion obliterator gets a -1 to hit when you try and shoot it from over 12 inches away. An Iron warrior obliterator ignores cover when shooting.
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Post by: Slayer-Fan123
I'm probably going for Alpha Legion overall myself. The -1 To hit is excellent with a perfect Deep Strike now. Automatically Appended Next Post: That said you can't go wrong with any of them for Obliterators outside maybe Black Legion.
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Post by: Sersi
Mazzyx wrote:Considering that their is a written rule, not just data slates, in the Index that says for example Emperor's Children can take Noise Marines as troops that rule either is in the EC children section or still counts.
The could of not separated the data slates like they did in index which is stupid if they don't have a written two sentences that mark bezerker horde or masters of kakophoni and so on.
Knowing GW they could of probably overlooked that and will have to FAQ it. Hopefully on Saturday as we are a few weeks out from like NOVA here and such.
Edit:
Looked the FLG link above. It is in the comments but he says you can still take cult units as troops for your legion.
Can you quote what your referencing in the Frontline link. I see mention of using old data slates for specific option if you have the model. But nothing from Reecius explicitly saying cults can be taken as troops in the comments. I even directly asked but haven't gotten a reply yet.
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Post by: jcd386
Since they don't have any options that aren't ported over, I would err on the side caution RAW and think you have to use the new datasheet, as the rules for the factions themselves have been completely replaced as well. It's quite possible they will FAQ it, but they are elite units and no other armies get to do that kind of thing anymore AFAIK so it might be a trend that has come to an end.
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Post by: Rydria
Sersi wrote:Mazzyx wrote:Considering that their is a written rule, not just data slates, in the Index that says for example Emperor's Children can take Noise Marines as troops that rule either is in the EC children section or still counts.
The could of not separated the data slates like they did in index which is stupid if they don't have a written two sentences that mark bezerker horde or masters of kakophoni and so on.
Knowing GW they could of probably overlooked that and will have to FAQ it. Hopefully on Saturday as we are a few weeks out from like NOVA here and such.
Edit:
Looked the FLG link above. It is in the comments but he says you can still take cult units as troops for your legion.
Can you quote what your referencing in the Frontline link. I see mention of using old data slates for specific option if you have the model. But nothing from Reecius explicitly saying cults can be taken as troops in the comments. I even directly asked but haven't gotten a reply yet.
Summoning is very good. The top Daemon player at the BAO had 600 pts of his list in his summoning pool. I often summon in a big unit of Bloodletters in my faux-KDK army and they are extremely good. And yeah, Cult Legions can still take them as troops. ctrl F type in the above to confirm
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Post by: Eldarain
Can anyone who owns both a Leviathan and a Mauler/Forgefiend give me an idea as to how compatible the ranged fiend weapons would be with the Leviathan?
Cheers.
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Post by: Mazzyx
Sersi wrote:Mazzyx wrote:Considering that their is a written rule, not just data slates, in the Index that says for example Emperor's Children can take Noise Marines as troops that rule either is in the EC children section or still counts.
The could of not separated the data slates like they did in index which is stupid if they don't have a written two sentences that mark bezerker horde or masters of kakophoni and so on.
Knowing GW they could of probably overlooked that and will have to FAQ it. Hopefully on Saturday as we are a few weeks out from like NOVA here and such.
Edit:
Looked the FLG link above. It is in the comments but he says you can still take cult units as troops for your legion.
Can you quote what your referencing in the Frontline link. I see mention of using old data slates for specific option if you have the model. But nothing from Reecius explicitly saying cults can be taken as troops in the comments. I even directly asked but haven't gotten a reply yet.
Question by blight yesterday:
Been very happy with what I’ve seen so far.
So you mention cult marines as troops. So can World Eaters and Emperor’s Children still take their cult marines as troops?
Also as a Word Bearer I think people that keep dissing summoning forget that daemons don’t deepstrike on their own anymore. Love that relic.
Reecius reply today at 8:13 am
Summoning is very good. The top Daemon player at the BAO had 600 pts of his list in his summoning pool. I often summon in a big unit of Bloodletters in my faux-KDK army and they are extremely good. And yeah, Cult Legions can still take them as troops.
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Post by: scommy
Abaddon seems pretty solid now. does his shooting / morale aura apply to Cultists?
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Post by: jcd386
scommy wrote:Abaddon seems pretty solid now. does his shooting / morale aura apply to Cultists?
Yup. IW also have a warlord trait that gives ignore morale so they work pretty good with cultists as well.
Abby seems good on his own, but I don't see much reason to take BL unless you feel like it for fluffy reasons as their LT is not the most useful IMO.
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Post by: scommy
jcd386 wrote: scommy wrote:Abaddon seems pretty solid now. does his shooting / morale aura apply to Cultists?
Yup. IW also have a warlord trait that gives ignore morale so they work pretty good with cultists as well.
Abby seems good on his own, but I don't see much reason to take BL unless you feel like it for fluffy reasons as their LT is not the most useful IMO.
Yes spot on. Take a chaos lord for the 1 reroll and the 6 inch morale - almost as good as abaddons skills and waaay cheaper.
IW with ignore cover is nothing to sneeze at. The BL assault weapons thing seems ok as long as have abbadon for the rerolls I guess -1 on the hit roll wold hurt otherwise.
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Post by: Sersi
Rydria wrote: Sersi wrote:Mazzyx wrote:Considering that their is a written rule, not just data slates, in the Index that says for example Emperor's Children can take Noise Marines as troops that rule either is in the EC children section or still counts.
The could of not separated the data slates like they did in index which is stupid if they don't have a written two sentences that mark bezerker horde or masters of kakophoni and so on.
Knowing GW they could of probably overlooked that and will have to FAQ it. Hopefully on Saturday as we are a few weeks out from like NOVA here and such.
Edit:
Looked the FLG link above. It is in the comments but he says you can still take cult units as troops for your legion.
Can you quote what your referencing in the Frontline link. I see mention of using old data slates for specific option if you have the model. But nothing from Reecius explicitly saying cults can be taken as troops in the comments. I even directly asked but haven't gotten a reply yet.
Summoning is very good. The top Daemon player at the BAO had 600 pts of his list in his summoning pool. I often summon in a big unit of Bloodletters in my faux-KDK army and they are extremely good. And yeah, Cult Legions can still take them as troops. ctrl F type in the above to confirm
Thanks for that. I do wonder if Reecius is quoting from the codex though; or going off the index. Since asked both the guys from "Winter SEO" and "Forge the Narrative" and both said there was no mention of taking cults as troops in the codex.
Can Noise Marines and Berserkers still be taken as troops by their legions?
Winter SEO:
They are an elite slot now. The legion thing does not change that.
Can World Eaters and Emperor's Children still take cult units as troops?
Forge The Narrative:
.
They can't. But... the detachments in the main rule book make this less of a hurdle.
I don't know really. It doesn't sound like the codex makes them troops but you can use the entry in the Chaos Index. This is going to take an FAQ for clarity.
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Post by: jcd386
Sersi wrote: Rydria wrote: Sersi wrote:Mazzyx wrote:Considering that their is a written rule, not just data slates, in the Index that says for example Emperor's Children can take Noise Marines as troops that rule either is in the EC children section or still counts.
The could of not separated the data slates like they did in index which is stupid if they don't have a written two sentences that mark bezerker horde or masters of kakophoni and so on.
Knowing GW they could of probably overlooked that and will have to FAQ it. Hopefully on Saturday as we are a few weeks out from like NOVA here and such.
Edit:
Looked the FLG link above. It is in the comments but he says you can still take cult units as troops for your legion.
Can you quote what your referencing in the Frontline link. I see mention of using old data slates for specific option if you have the model. But nothing from Reecius explicitly saying cults can be taken as troops in the comments. I even directly asked but haven't gotten a reply yet.
Summoning is very good. The top Daemon player at the BAO had 600 pts of his list in his summoning pool. I often summon in a big unit of Bloodletters in my faux-KDK army and they are extremely good. And yeah, Cult Legions can still take them as troops. ctrl F type in the above to confirm
Thanks for that. I do wonder if Reecius is quoting from the codex though; or going off the index. Since asked both the guys from "Winter SEO" and "Forge the Narrative" and both said there was no mention of taking cults as troops in the codex.
Can Noise Marines and Berserkers still be taken as troops by their legions?
Winter SEO:
They are an elite slot now. The legion thing does not change that.
Can World Eaters and Emperor's Children still take cult units as troops?
Forge The Narrative:
.
They can't. But... the detachments in the main rule book make this less of a hurdle.
I don't know really. It doesn't sound like the codex makes them troops but you can use the entry in the Chaos Index. This is going to take an FAQ for clarity.
Pretty sure Reecius is referring to blood letters there, not realizing that they then lose LT.
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Post by: Rydria
Sersi wrote: Rydria wrote: Sersi wrote:Mazzyx wrote:Considering that their is a written rule, not just data slates, in the Index that says for example Emperor's Children can take Noise Marines as troops that rule either is in the EC children section or still counts.
The could of not separated the data slates like they did in index which is stupid if they don't have a written two sentences that mark bezerker horde or masters of kakophoni and so on.
Knowing GW they could of probably overlooked that and will have to FAQ it. Hopefully on Saturday as we are a few weeks out from like NOVA here and such.
Edit:
Looked the FLG link above. It is in the comments but he says you can still take cult units as troops for your legion.
Can you quote what your referencing in the Frontline link. I see mention of using old data slates for specific option if you have the model. But nothing from Reecius explicitly saying cults can be taken as troops in the comments. I even directly asked but haven't gotten a reply yet.
Summoning is very good. The top Daemon player at the BAO had 600 pts of his list in his summoning pool. I often summon in a big unit of Bloodletters in my faux-KDK army and they are extremely good. And yeah, Cult Legions can still take them as troops. ctrl F type in the above to confirm
Thanks for that. I do wonder if Reecius is quoting from the codex though; or going off the index. Since asked both the guys from "Winter SEO" and "Forge the Narrative" and both said there was no mention of taking cults as troops in the codex.
Can Noise Marines and Berserkers still be taken as troops by their legions?
Winter SEO:
They are an elite slot now. The legion thing does not change that.
Can World Eaters and Emperor's Children still take cult units as troops?
Forge The Narrative:
.
They can't. But... the detachments in the main rule book make this less of a hurdle.
I don't know really. It doesn't sound like the codex makes them troops but you can use the entry in the Chaos Index. This is going to take an FAQ for clarity.
According to the frontline gaming stream, Berserkers and Noise Marines become troops if your entire army has the same mark of the slaanesh.
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Post by: Sersi
The Frontline youtube channel or podcast?
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Post by: Rydria
https://www.twitch.tv/videos/165157050 (start at 34.55) Noise marines and Berserkers can be taken as troops
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Post by: Sersi
Thank you. Well good enough; they would know.
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Post by: Eldenfirefly
Hmmm, CSM has a very mean deep strike phase now. Oddly enough, the meanest is not from Black legion, but from other legions.
1. Alpha legion can infiltrate forward one unit (maybe even more).
2. Slannash termi drop with that double fire stratagem is really fierce.
3. Now obliterators are arguably as good as Havocs. And these can be teleported in as well.
4. This is not even considering the Raptor or warp talon drops that Night lords can bring in.
The issue now is, we have to keep as many units on the board as in reserve. And even if we put cheap cultist units on the board to fill up that requirement, we still need to have a fair number of such units on the board. I mean, if we want to drop oblits, termis, raptors, characters ... then consider how many cultist units we need on the board... lol
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Post by: Rydria
Frontline gaming haven't said anything about Emperor's children at all perhaps they are the worst legion despite slaanesh being so good ?
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Post by: Eldenfirefly
Nothing wrong with Emperor's Children. Slanaash is the go to for Shooty CSM this edition.
Hmmm, about the Alpha legion's stratagem of infiltration forward unit to 9 inches. Someone told me this can be done with several units instead of one? Also, are such units considered part of reserve of part of deployment on the board or with the units in reserve (for deep strike).
So, if I have 6 units to deploy as forward operatives and 6 in deep strike. Will that fufill the requirement of half my units in reserve? Or will this be seen as having 12 units in reserve?
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Post by: stormcraft
Eldenfirefly wrote:Nothing wrong with Emperor's Children. Slanaash is the go to for Shooty CSM this edition.
Hmmm, about the Alpha legion's stratagem of infiltration forward unit to 9 inches. Someone told me this can be done with several units instead of one? Also, are such units considered part of reserve of part of deployment on the board or with the units in reserve (for deep strike).
So, if I have 6 units to deploy as forward operatives and 6 in deep strike. Will that fufill the requirement of half my units in reserve? Or will this be seen as having 12 units in reserve?
The Stratagem lets you put them in "Concealment" when you deploy them and then "deep strike" them before the first turn beginns, so im pretty sure "in concealment" counts towards being in reserve.
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Post by: GAdvance
It counts as being in reserve, also right now you can use it multiple times since i happens before the game starts
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Post by: Sersi
Rydria wrote:Frontline gaming haven't said anything about Emperor's children at all perhaps they are the worst legion despite slaanesh being so good ?
It was odd that they basically ignored the Emperor's Children while they gushed about taking Slaaneshi stuff in every other Legion. They did mention how they were the most evil bad guys in the fluff. I suppose that's something. Being sick enough to disgust even Night Lord's is pretty messed up.
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Post by: BlaxicanX
EC and Slaanesh Marines in general are arguably the strongest sub-faction in CSM right now.
If any one God/legion got the shaft, I'd say it's probably Nurgle. Their units are tough but their offensive power seems pretty gakky.
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Post by: Arachnofiend
BlaxicanX wrote:EC and Slaanesh Marines in general are arguably the strongest sub-faction in CSM right now.
If any one God/legion got the shaft, I'd say it's probably Nurgle. Their units are tough but their offensive power seems pretty gakky.
Plague Marines are on the upswing in the codex with half a page's worth of brand new weapon options, and it's only going to get better when the DG codex comes out. I think there'll be plenty of reason to run Death Guard when the time comes.
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Post by: BlaxicanX
Is DG coming put before or after Grey Knights? For some reason I thought it was the very next book to come out, but then chaos Space Marines came out and now there's talk about grey Knights as well.
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Post by: Arachnofiend
DG is coming out after the twin-release of CSM and Grey Knights. Probably early/mid September, but that's just a guess.
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Post by: Eldarain
Arachnofiend wrote:DG is coming out after the twin-release of CSM and Grey Knights. Probably early/mid September, but that's just a guess.
Seems about right. The week after CSM/ GK will probably be GH2 for AoS.
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Post by: DarklyDreaming
Eldenfirefly wrote: DarklyDreaming wrote:Have you noticed how strong the Obliterators are now? They should cost like a full laser predator, but if you do the math, they shoot better against any target. With the teleportarium you avoid the apha strike predators suffers, and being 3 models, is so easy to put them in cover... and the slannesh stratagem, my god.
Thanks! Your comment made me take a look at them again. Wow... 4 shots per Obliterator now really might make a difference. Their firepower is effectively doubled now from before. Their weakness and strength is that they are a three wound model, so they are a really good target for stuff like lascannons, missile launchers. But consider this, one lascannon Havoc shoot once, while an Obliterator shoots 4 times. Even if you end up with str7, ap -1 shots, its still 4 shots versus the havoc's one shot. And the difference in cost is smaller than it looks. A 5 man squad of Havocs with lascannons cost 165 points and fires 4 shots. A 3 man Obliterator costs 195 points and fires 12 shots! Its just 30 more points. Would you mind paying 30 more points for 8 more shots (admittedly of variable quality lol).
And like what Darkly Dreaming said, with teleportarium you are assured to at least get one round of shooting, and the Slannesh stratagem on them is sick. Also, they are considered Infantry, so they benefit from legion traits. An Alpha legion obliterator gets a -1 to hit when you try and shoot it from over 12 inches away. An Iron warrior obliterator ignores cover when shooting.
U welcome! Consider also that in cover they get 1+ save, so you still save lascannons at 4+!
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Post by: Gibs55
Challenge!
Which faction can make the most powerful non-special character warlord?
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Post by: Eldenfirefly
Gibs55 wrote:Challenge!
Which faction can make the most powerful non-special character warlord?
I think it depends on how you see it. Powerful, but need to also get into combat. Else will just get shot to death.
My candidates:
Juggerlord with either axe of biting fury or Talisman of burning blood plus WE warlord trait. (is higher strength attacks and - AP more important, or ability to attack after charging).
Jump pack Nightlord character with its relic and warlord trait is very good too
Slanaash flying Daemonprince with drugs is also really good.
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Post by: Gibs55
Eldenfirefly wrote:Gibs55 wrote:Challenge!
Which faction can make the most powerful non-special character warlord?
I think it depends on how you see it. Powerful, but need to also get into combat. Else will just get shot to death.
My candidates:
Juggerlord with either axe of biting fury or Talisman of burning blood plus WE warlord trait. (is higher strength attacks and - AP more important, or ability to attack after charging).
Jump pack Nightlord character with its relic and warlord trait is very good too
Slanaash flying Daemonprince with drugs is also really good.
Powerful is subjective on purpose, everyone sees it differently so really just keen to see what crazy ideas people have.
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Post by: SilverAlien
Well, if we are looking for raw damage we are probably looking at a demon prince, so the unique weapons don't help. It'd probably be demon prince of slaanesh with intoxicating elixir as your base. The EC warlord trait would be a natural fit from there, works best on a demon prince. The generic warlord traits are also good for building a CC beast though, so honestly this build works for most legions, and CT can't effect princes unless something changed. Which I guess means alpha legion could run said demon prince and not worry if he dies. The iron warrior relic is also worth considering if you think your DP is fine on offensive and needs some defense instead.
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Post by: mcsheehy
Ok,
Its been a few days and LOTS to catch up on!
I now need to wrap my head around the battalions etc and how to incorporate my Giant Chaos Spawn into a DG army... Since they are not DG.
Also, I was clicks away from buying a Twin butcher Levi! But... I'm so drawn towards those Slan Oblits! My good god! 24 S8 (ave) D2 Ap-2 shots. Thats a whole lot of damage.
Id rather that over the Plasma termies!
Plus, make them alpha for that -1 and <3<3<3
So much thinking :( Too much beer :(
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Post by: Cephalobeard
Just summon the spawn. Easy.
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Post by: Captyn_Bob
Summoning works, or just a spearhead detachment with a Maelific Lord filling hq
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Post by: Red Corsair
Eldenfirefly wrote:Gibs55 wrote:Challenge!
Which faction can make the most powerful non-special character warlord?
I think it depends on how you see it. Powerful, but need to also get into combat. Else will just get shot to death.
My candidates:
Juggerlord with either axe of biting fury or Talisman of burning blood plus WE warlord trait. (is higher strength attacks and - AP more important, or ability to attack after charging).
Jump pack Nightlord character with its relic and warlord trait is very good too
Slanaash flying Daemonprince with drugs is also really good.
Jugger lord can't climb up levels or go through walls this makes him kind of easy for other characters or support units ( devs) to avoid IMO. I think jump packs or terminator armor are the best mobility platforms now.
Said it before, but for the points black legion can make a pretty baller assassin with their specific WL trait and the murdersword. Just put it on a MoK jump pack lord and cast prescience and chain attacks that cause mortal wounds, hit them with a demon shell on the way in lol.
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Post by: str00dles1
BlaxicanX wrote:EC and Slaanesh Marines in general are arguably the strongest sub-faction in CSM right now.
If any one God/legion got the shaft, I'd say it's probably Nurgle. Their units are tough but their offensive power seems pretty gakky.
Khorne is the worst one.
This edition is all about shooting. More so then previous. Slaanesh has really good strats and abilities
Tzeench has good magic, good invulns, and shooty
Nurgle is relislent, has descent shooting and lots of rerolls to wound. Plus Pox walkers are great screening fodder. they will also get the next book id guess mid Sept or early Sept
Khorne really doesent have much. Yea, great in CC but their deamons are trash. Got to summon them, or run them up the board with T3 and 5++. Their big characters die easy. Their one good one, Uraka the Warfiend doesent have legion keyword so he breaks your world eaters unless a separate detachment. In short, you are bringing a knife to a gun fight
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Post by: Rydria
Khorne definitely isn't trash once you see someone infiltrate 20+ berserkers 9+ inch then move to be within 3 inch away on turn 1 let me know what happens.
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Post by: BlaxicanX
Well yeah Khorne daemons are trash, I don't think anyone would dispute that.
Slaanesh daemons aren't far behind in that metric.
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Post by: Rydria
I don't see how bloodletters are trash, they are the most cost efficient power swords in the game.
There big weakness is getting shot which can be negated by either summoning them within 9 inch then having them pull off a 8 inch charge (instruments) where they will slaughter what ever they charged.
Or by using a wave tactics using fast units/deep striking units that provide a significant threat and forcing your opponent to deal with those first.
The above tactics work for both khorne and slaanesh though the later works better for slaanesh due to being a bit faster.
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Post by: Arkaine
Tzeentch marines are less awesome this edition than they used to be. Inferno bolters used to negate Space Marine saves entirely, not merely decrease them by 2 to a reasonable 5+.
Likewise, if most of the guns including Plasma have been nerfed in AP value, those 3+ saves are still pretty good. Bolter and Heavy Bolter fire give Space Marines and Tzeentch Rubrics no better save while Rubrics are only better against -2, -3, -4 weapons. et with how few -2s there are, it's mostly that they tank Plasmas and Lascannons... except those weapons don't deal 1 dmg and can ignore your +1 save bonus, so you get a 5+ invulnerable. Why are you shooting these things at infantry anyway? Small arms spam kills them just as easily as every other Space Marine.
Overall they're pretty costly and only slightly more tanky than normal marines in practice with weapons that pale compared to those hellblasters. Trying to wound most things on a 4+ is not very deadly. After playing several tournaments, it's also remarkable how much 4+ invulnerable is out there and leaves these guys feeling underwhelming. The Scarabs are sweet though purely because they have a better reaper cannon.
Nurgle is Nurgle and poop.
Slaanesh wins this edition with shooting. Khorne is the best runner up with awesome attacks if he gets into close combat. And even then, fall back with the unit he engaged.... shoot what's left with the rest of your army.
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Post by: BlaxicanX
Rydria wrote:I don't see how bloodletters are trash, they are the most cost efficient power swords in the game. There big weakness is getting shot which can be negated by either summoning them within 9 inch then having them pull off a 8 inch charge (instruments) where they will slaughter what ever they charged. Or by using a wave tactics using fast units/deep striking units that provide a significant threat and forcing your opponent to deal with those first. The above tactics work for both khorne and slaanesh though the later works better for slaanesh due to being a bit faster. Bloodletters are trash because they have the misfortune of being both fragile and slow. An 8'' charge is going to fail 75% of the time, after which they're sitting ducks and easy points to score for your opponent. Distraction carnifex is the last resort for all bad units. The thing is though, if I wanted a distraction carnifex there are better options. As always, there are never truly "useless" units, but there's no reason to take Bloodletters in lieu of something else unless you're forced to by going mono khorne or something.
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Post by: Gordon Shumway
Can daemon troops ride in chaos drop pods? The requirement is Mark of Chaos Infantry. I was thinking one use would be to fly the letters in and unload. Packs a good punch and much cheaper than zerkers.
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Post by: Rydria
BlaxicanX wrote:
Bloodletters are trash because they have the misfortune of being both fragile and slow. An 8'' charge is going to fail 75% of the time, after which they're sitting ducks and easy points to score for your opponent.
Distraction carnifex is the last resort for all bad units. The thing is though, if I wanted a distraction carnifex there are better options.
As always, there are never truly "uselsss" units, but there's no reason to take Bloodletters in lieu of something else unless you're forced to by going mono khorne or something.
41.66% chance to succeed before re-rolling isn't a 75% failure chance. Automatically Appended Next Post: Gordon Shumway wrote:Can daemon troops ride in chaos drop pods? The requirement is Mark of Chaos Infantry. I was thinking one use would be to fly the letters in and unload. Packs a good punch and much cheaper than zerkers.
They can ride in dreadclaws but it is probably better to just summon them
Summoning on 3 dice.
99.7% chance to summon 10 Lesser Daemons (Bloodletters, Daemonettes, Plaguebearers)
83.9% chance to summon 20 Lesser Daemons (Bloodletters, Daemonettes, Plaguebearers)
50.1% chance to summon 30 Lesser Daemons (Bloodletters, Daemonettes, Plaguebearers)
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Post by: smegma_crunch
Rydria wrote: BlaxicanX wrote:
Bloodletters are trash because they have the misfortune of being both fragile and slow. An 8'' charge is going to fail 75% of the time, after which they're sitting ducks and easy points to score for your opponent.
Distraction carnifex is the last resort for all bad units. The thing is though, if I wanted a distraction carnifex there are better options.
As always, there are never truly "uselsss" units, but there's no reason to take Bloodletters in lieu of something else unless you're forced to by going mono khorne or something.
41.66% chance to succeed before re-rolling isn't a 75% failure chance.
Automatically Appended Next Post:
Gordon Shumway wrote:Can daemon troops ride in chaos drop pods? The requirement is Mark of Chaos Infantry. I was thinking one use would be to fly the letters in and unload. Packs a good punch and much cheaper than zerkers.
They can ride in dreadclaws but it is probably better to just summon them
Summoning on 3 dice.
99.7% chance to summon 10 Lesser Daemons (Bloodletters, Daemonettes, Plaguebearers)
83.9% chance to summon 20 Lesser Daemons (Bloodletters, Daemonettes, Plaguebearers)
50.1% chance to summon 30 Lesser Daemons (Bloodletters, Daemonettes, Plaguebearers)
On top of this if you don't shoot the bloodletters you're in a world of pain. for a 10 man unit on a charge you're looking at 21 attacks with 5 str(6 if with herald) AP -3 and the ability to do 2 dmg on wound rolls of 6. Compound that with the fact that they are cheap and I say they're pretty awesome. Just don't walk them down the board and have other scary things and you're fine.
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Post by: Leth
They cant ride in any transports because they specifically say things like "heretic astartes"
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Post by: mrhappyface
Leth wrote:They cant ride in any transports because they specifically say things like "heretic astartes"
it's only friendly <LEGION> units.
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Post by: NewTruthNeomaxim
Maybe someone can clarify something for me, but if you want to take full advantage of Berserker's 2nd, (and possibly 3rd with the strat) attacks, do you need to initially name every target you MIGHT later want to hit, in a multi-charge?
Obviously you can't put attacks into something you didn't declare part of your charge, but after their initial big attack, and any consolidation, etc... does this extend to their 2nd full fight-phase?
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Post by: mrhappyface
NewTruthNeomaxim wrote:Maybe someone can clarify something for me, but if you want to take full advantage of Berserker's 2nd, (and possibly 3rd with the strat) attacks, do you need to initially name every target you MIGHT later want to hit, in a multi-charge?
Obviously you can't put attacks into something you didn't declare part of your charge, but after their initial big attack, and any consolidation, etc... does this extend to their 2nd full fight-phase?
The target of every one of their fight phases (on a turn they've charged) need to be a unit that they declared a charge against. So if you didn't declare a charge against two units and you whiped a squad in your first fight round, then you can't attack a second unit with your second round of fighting because you didn't declare a charge against them.
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Post by: Leth
mrhappyface wrote:NewTruthNeomaxim wrote:Maybe someone can clarify something for me, but if you want to take full advantage of Berserker's 2nd, (and possibly 3rd with the strat) attacks, do you need to initially name every target you MIGHT later want to hit, in a multi-charge?
Obviously you can't put attacks into something you didn't declare part of your charge, but after their initial big attack, and any consolidation, etc... does this extend to their 2nd full fight-phase?
The target of every one of their fight phases (on a turn they've charged) need to be a unit that they declared a charge against. So if you didn't declare a charge against two units and you whiped a squad in your first fight round, then you can't attack a second unit with your second round of fighting because you didn't declare a charge against them.
Allthough for hilarity sake you can still do your pile in and consolidation. Just cant attack
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Post by: mrhappyface
Leth wrote: mrhappyface wrote:NewTruthNeomaxim wrote:Maybe someone can clarify something for me, but if you want to take full advantage of Berserker's 2nd, (and possibly 3rd with the strat) attacks, do you need to initially name every target you MIGHT later want to hit, in a multi-charge?
Obviously you can't put attacks into something you didn't declare part of your charge, but after their initial big attack, and any consolidation, etc... does this extend to their 2nd full fight-phase?
The target of every one of their fight phases (on a turn they've charged) need to be a unit that they declared a charge against. So if you didn't declare a charge against two units and you whiped a squad in your first fight round, then you can't attack a second unit with your second round of fighting because you didn't declare a charge against them.
Allthough for hilarity sake you can still do your pile in and consolidation. Just cant attack
Aye, whipe two units and tie up a third.
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Post by: NewTruthNeomaxim
Thanks guys, that makes complete sense, but I felt obliged to ask as some special abilities like the Sisters Act of Faith which gives them an out of sequence attack doesn't seem to have any restriction.
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Post by: PandatheWarrior
What do you think of plasma fallen squad guys ?
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Post by: mrhappyface
Meh, I'd rather take chosen/havoc plasma since you can stick them in transports.
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Post by: techsoldaten
mrhappyface wrote:
Meh, I'd rather take chosen/havoc plasma since you can stick them in transports.
They are good for protecting your table side and as objective campers. The lack of transport options makes them hard to use otherwise.
With regards to Fallen versus Havocs, the two things I like about Fallen are the extra attack and the morale rule. I like the idea that they might stick around a little longer if they are ever charged.
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Post by: Levski
So i have a load of khorne bezerkers in an old 'Khorne' army, but it seems like the best way to run them is not with the World Eaters legion.
I have been trying to think of the easiest way of getting them into combat and have the following options for a potential Turn 1 combat:
Alpha Legion - Use strategem to deploy 20 bezerkers >9" away (and hope for first turn!)
Renegades - Use a psyker to warptime 20 bezerkers so that they can move and advance twice. Averages as 9.5" + 9.5 puts you 5" away on a standard 24" midboard (assuming both armies deployed at the edge of their zones). You can still re-roll a charge if needed.
Anyone have any others? If both of the above are viable, i may even consider running a detachment of each legion for maximum scary-ness!
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Post by: NewTruthNeomaxim
Levski wrote:So i have a load of khorne bezerkers in an old 'Khorne' army, but it seems like the best way to run them is not with the World Eaters legion.
I have been trying to think of the easiest way of getting them into combat and have the following options for a potential Turn 1 combat:
Alpha Legion - Use strategem to deploy 20 bezerkers >9" away (and hope for first turn!)
Renegades - Use a psyker to warptime 20 bezerkers so that they can move and advance twice. Averages as 9.5" + 9.5 puts you 5" away on a standard 24" midboard (assuming both armies deployed at the edge of their zones). You can still re-roll a charge if needed.
Anyone have any others? If both of the above are viable, i may even consider running a detachment of each legion for maximum scary-ness!
You don't have the "hope you get first turn".
The FLG guys, and I believe a GW FAQ regarding Dominion moves which are worded the same way, suggest the placement happens after the Seize roll. So you either go 9" away if you know you're going first, or hide them half-way up table and within a flying Psykers Warp-Time range, otherwise.
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Post by: Gordon Shumway
Leth wrote:They cant ride in any transports because they specifically say things like "heretic astartes"
The pods say Legion or Mark of Chaos Infantry.
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Post by: techsoldaten
Levski wrote:So i have a load of khorne bezerkers in an old 'Khorne' army, but it seems like the best way to run them is not with the World Eaters legion.
I have been trying to think of the easiest way of getting them into combat and have the following options for a potential Turn 1 combat:
Alpha Legion - Use strategem to deploy 20 bezerkers >9" away (and hope for first turn!)
Renegades - Use a psyker to warptime 20 bezerkers so that they can move and advance twice. Averages as 9.5" + 9.5 puts you 5" away on a standard 24" midboard (assuming both armies deployed at the edge of their zones). You can still re-roll a charge if needed.
Anyone have any others? If both of the above are viable, i may even consider running a detachment of each legion for maximum scary-ness!
I have been playing a variant of the following: Kharbdis Assault Claw with Kharne + 19 Berzerkers, plus 2 Terminator Sorcerers.
I did not know this before yesterday, but you can't move the turn you disembark from a KAC. You can assault, so cast warptime to move the Berzerkers in to get a 3 inch charge. The KAC can move 15 inches and has a devastating charge of it's own against vehicles, monsters and titanic things.
Even without the stratagem in the new Codex, it's about the best alpha strike any army could hope for. I played this against Eldar and ate about a third of his army before 2nd turn, tabled him by 4th turn.
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Post by: BloodPigeons89B
,Anyone tried relic contemptor dreads?
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Post by: mrhappyface
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Post by: Latro_
techsoldaten wrote:Levski wrote:So i have a load of khorne bezerkers in an old 'Khorne' army, but it seems like the best way to run them is not with the World Eaters legion.
I have been trying to think of the easiest way of getting them into combat and have the following options for a potential Turn 1 combat:
Alpha Legion - Use strategem to deploy 20 bezerkers >9" away (and hope for first turn!)
Renegades - Use a psyker to warptime 20 bezerkers so that they can move and advance twice. Averages as 9.5" + 9.5 puts you 5" away on a standard 24" midboard (assuming both armies deployed at the edge of their zones). You can still re-roll a charge if needed.
Anyone have any others? If both of the above are viable, i may even consider running a detachment of each legion for maximum scary-ness!
I have been playing a variant of the following: Kharbdis Assault Claw with Kharne + 19 Berzerkers, plus 2 Terminator Sorcerers.
I did not know this before yesterday, but you can't move the turn you disembark from a KAC. You can assault, so cast warptime to move the Berzerkers in to get a 3 inch charge. The KAC can move 15 inches and has a devastating charge of it's own against vehicles, monsters and titanic things.
Even without the stratagem in the new Codex, it's about the best alpha strike any army could hope for. I played this against Eldar and ate about a third of his army before 2nd turn, tabled him by 4th turn.
You can't cast WT on them if they are in it....
or do you mean cast WT on the KAC first turn, that'd work
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Post by: mrhappyface
Latro_ wrote: techsoldaten wrote:Levski wrote:So i have a load of khorne bezerkers in an old 'Khorne' army, but it seems like the best way to run them is not with the World Eaters legion.
I have been trying to think of the easiest way of getting them into combat and have the following options for a potential Turn 1 combat:
Alpha Legion - Use strategem to deploy 20 bezerkers >9" away (and hope for first turn!)
Renegades - Use a psyker to warptime 20 bezerkers so that they can move and advance twice. Averages as 9.5" + 9.5 puts you 5" away on a standard 24" midboard (assuming both armies deployed at the edge of their zones). You can still re-roll a charge if needed.
Anyone have any others? If both of the above are viable, i may even consider running a detachment of each legion for maximum scary-ness!
I have been playing a variant of the following: Kharbdis Assault Claw with Kharne + 19 Berzerkers, plus 2 Terminator Sorcerers.
I did not know this before yesterday, but you can't move the turn you disembark from a KAC. You can assault, so cast warptime to move the Berzerkers in to get a 3 inch charge. The KAC can move 15 inches and has a devastating charge of it's own against vehicles, monsters and titanic things.
Even without the stratagem in the new Codex, it's about the best alpha strike any army could hope for. I played this against Eldar and ate about a third of his army before 2nd turn, tabled him by 4th turn.
You can't cast WT on them if they are in it....
They aren't in it, they disembarked...
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Post by: Latro_
ah ofc, for some reason thought they had to stay in it.
still WT on the klaw its self might work too
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Post by: Slayer-Fan123
I'm using the Loyalist ones, and I can tell you they're wonderful on this side. Not losing speed after losing wounds is very clutch compared to the regular ones losing movement speed. I'd rather take the random attacks than that.
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Post by: BloodPigeons89B
Red corsairs with 3 hellforged contemptors with claw, chainfist and two plasma blasters, or 2 with claw/fist and soulburners and one with claw/fist hellflamers? Automatically Appended Next Post:
Hellforged my bad, couldn't think of the word.
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Post by: mrhappyface
I don't know but this this other guy (he had a similar name to you) asked something similar. Automatically Appended Next Post: BloodPigeons89B wrote:Red corsairs with 3 hellforged contemptors with claw, chainfist and two plasma blasters, or 2 with claw/fist and soulburners and one with claw/fist hellflamers?
Automatically Appended Next Post:
Hellforged my bad, couldn't think of the word.
Personally more of a Leviathan guy: those beasts are so tough!
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Post by: Khornate25
What do you guy prefer :
Chosen with special ranged weapons or Havocs with special ranged weapons ?
I ask because, of course, Havocs are cheaper, but they are also a source of heavy weapons.
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Post by: Mazzyx
I ran some plasma havocs for the last Konor mission as kind of a clean up crew. So if something got to my lines I would pull them in and rapid fire with some buffs on them. Worked pretty well for really cheap.
I mean you can have more than one havoc squad.
Chosen though get better leadership and more attacks and can have some melee special weapon back ups havocs don't which is nice.
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Post by: mrhappyface
Khornate25 wrote:What do you guy prefer :
Chosen with special ranged weapons or Havocs with special ranged weapons ?
I ask because, of course, Havocs are cheaper, but they are also a source of heavy weapons.
Havocs all the way, don't really see a need for chosen unless you want a cc orientated unit (even then I'd go for the cult units... mostly...).
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Post by: mcsheehy
With the changes to Oblits, I'm not sure why people would take Havocs now... They can DS, They are tougher and are costed similarly. Heres the Obliterators profile against a Hammerhead. (Generic T7 vehicle) - I had the page to hand. Ive attached Leviathan/Oblits (6) and I have also simmed 2 units of havocs. Lascannons. Pts per damage tells all. In summary, Oblits, on average, will be better than similar points in Havocs. While being more survivable. Levi is only there to highlight how efficient it is. Your welcome MrHappy.
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Post by: labmouse42
BlaxicanX wrote:If any one God/legion got the shaft, I'd say it's probably Nurgle. Their units are tough but their offensive power seems pretty gakky.
I've been playing this nurgle list for NOVA style events lately.
 I've been willing more games than losing at tourneys. It has weaknesses (mostly because it can't earn butchers bill consistently, and the only guaranteed secondary to get is 'heart of the matter') but it's a solid list.
Nurgle is in a good spot right now.
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Post by: mrhappyface
You've got your points a bit off there Sheehy, Oblits are 65pts and Havocs with Lascannons are 38pts so 8 Havocs are about equal to 5 Oblits (though the oblits are still more expensive).
On average, the Havocs do about 10.4 damage to T8 3+ models whilst the Oblits only do 8.9 damage. Now versus T7 3+, the Oblits come out on top with 11.9 damage whilst the Havocs stay at 10.4 damage.
When comparing Havocs to Oblits it's also worth considering that Havocs are more consistent: as you've shown, the Oblits damage output varies depending on good dice rolls so that damage versus T8 3+ can shoot from 2.2 damage up to 22.2 damage. As well as that, their range is only 24" whilst Havocs have double that so Havocs can quite happily sit on a back field objective and snipe whatever big monster they want whilst Oblits have to get up close.
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Post by: mcsheehy
But you also have the two 'Spare" havocs for your unit of 5. Its 'Pts per Damage' that I'm working from mainly. 330pts for 2 units of 10 havocs. 8 Lascannons. 390pts for 6 Oblits. Levi 369 fully equipped. (Unless Butcher Cannon Array has changed in price?) My Levi calculation is marginally off. I forgot to turn off the Re-roll 1's.  It doesn't actually make a huge difference when hitting on 2's. The biggest difference between a Levi and 2 units of Oblits is survivability. I Will calc that tomorrow. Havocs have the range, but they are a static unit. The Oblits can move with no penalty (slowly) and the DS negates the majority of range issues. I suppose it depends on your preference. But on a side note, its likely more challenging to keep the Lords re-roll 1's bubble on the Oblits. Short of throwing a lord into the backlines. I just want Oblits in my Deathguard army! :(
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Post by: mrhappyface
Look who's here:
Not only has Morty arrived though but take a look in the top left hand corner: those are new Death Guard Raptors.
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Post by: Rydria
I feel slightly left out being the only chaos god without a plastic lord of war : (
I do hope World Eaters and Emperor's Children get promoted to solo codexes or at least get cult terminators and primarchs each.
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Post by: SilverAlien
Judging by the way they are facing (backs to us, facing the blight drone) and the general shape, those are primaris inceptors facing off against DG, not raptors. Not sure why this is in tactics though.
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Post by: Rydria
Would you guys consider a redemptor converted up with mutations too be a suitable count as leviathan ?
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Post by: mrhappyface
SilverAlien wrote:Judging by the way they are facing (backs to us, facing the blight drone) and the general shape, those are primaris inceptors facing off against DG, not raptors. Not sure why this is in tactics though.
Nah, look at the backpacks and the angle of the base: they are facing forward and have Raptor Jump packs. Also, I remember someone mentioning (a long time ago, before DI was released) that DG might be getting new jump units, can't get a quote though it's just something I remember from long winded discussions about new release leaks.
Also, it's in tactics because I thought some Death Guard players might want to start thinking about how they can use a Magnus equivilent and how whether Raptors might need another looking at if Death Guard get their own version with Discusting Resilience.
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Post by: SilverAlien
I have no idea what you are seeing,you can even see where the little plastic transparent base thing connects into its back between the two jump pack turbines. Those are inceptors I'm 99% sure.
As for tactics, cross your fingers he and some of the other DG hqs give better auras than the garbage mortal wound thing we are stuck with in the index?
Rydria wrote:Would you guys consider a redemptor converted up with mutations too be a suitable count as leviathan ?
Sure, it's already been mentioned how similar the models look, albeit the redemptor being boxier and uglier.
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Post by: mrhappyface
SilverAlien wrote:I have no idea what you are seeing,you can even see where the little plastic transparent base thing connects into its back between the two jump pack turbines. Those are inceptors I'm 99% sure.
As for tactics, cross your fingers he and some of the other DG hqs give better auras than the garbage mortal wound thing we are stuck with in the index?
The stands are clearly facing forward, the turbines are pointing upwards (like on raptors, whilst the inceptors don't actually have turbines, they have jets) and they are also painted DG green. I have no idea how you could mistake them for inceptors besides that they have the same stand.
Well Magnus gave re-rolls of 1s to hit and for saves for nearby TS and Guilliman gave re-roll to hit and wound rolls for nearby UM. Morty will probably have re-rolls for 1s to hit and a buffed mortal wound aura, something like: within 7", enemy units within an 1" of a friendly DG unit roll a d6 and take that many mortal wounds. Automatically Appended Next Post: Rydria wrote:Would you guys consider a redemptor converted up with mutations too be a suitable count as leviathan ?
I want to see someone do this since Redemptors are nearly half the price of a Leviathan and about the same size.
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Post by: SilverAlien
Look at the model on the far right, next to th blight drone, you can see where the base connects, you can see the shovel shoes, you can see the turbine things facing down. It's an inceptor, DG aren't going to get raptors of all things. Our only deepstrike option will be terminators (if that).
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Post by: mrhappyface
SilverAlien wrote:Look at the model on the far right, next to th blight drone, you can see where the base connects, you can see the shovel shoes, you can see the turbine things facing down. It's an inceptor, DG aren't going to get raptors of all things. Our only deepstrike option will be terminators (if that).
So I got someone who can actually see properly to take a look at the image and they agree it's an inceptor. They showed me what you were talking about.
My bad. Alcohol, tiredeness and mild colour blindness don't make me the best at picking out new minis in blury photos. I think I'll go get some sleep now...
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Post by: SilverAlien
No worries, I'm color blind so I also know the struggle, and the photo is really low quality.
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Post by: Eldenfirefly
I am trying to make World Eaters work too, cos I like Kharn and berserkers. The key problem is delivery. Foot slogging absolutely doesn't work, and Rhinos... well.
Here's the problem with Rhinos. They eat into your army points. After they have delivered their payload, they don't do that much. And you really just need them for first turn mostly.
So, either forgeworld is needed, or Alpha legion or renegades. Alpha legion traits work best I think. The issue with berserkers is they can't be exposed even for one turn. They are just too dangerous in close combat NOT to get shot at.
BTW, bring on Mortarion and deathguard!
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Post by: Gibs55
Eldenfirefly wrote:I am trying to make World Eaters work too, cos I like Kharn and berserkers. The key problem is delivery. Foot slogging absolutely doesn't work, and Rhinos... well.
Here's the problem with Rhinos. They eat into your army points. After they have delivered their payload, they don't do that much. And you really just need them for first turn mostly.
So, either forgeworld is needed, or Alpha legion or renegades. Alpha legion traits work best I think. The issue with berserkers is they can't be exposed even for one turn. They are just too dangerous in close combat NOT to get shot at.
BTW, bring on Mortarion and deathguard! 
Forgeworld has the best solution by a long shot; the only question is do you have enough money to buy it...
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Post by: Eldenfirefly
My friends don't play forgeworld. Its not about the money. Automatically Appended Next Post: mrhappyface wrote:Look who's here:
Not only has Morty arrived though but take a look in the top left hand corner: those are new Death Guard Raptors.
BTW, I think the mask spoils it. I thought most heros are barefaced. Would have preferred a daemon like face with horns. And yeah the wings look a bit too flimsy.
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Post by: str00dles1
Eldenfirefly wrote:I am trying to make World Eaters work too, cos I like Kharn and berserkers. The key problem is delivery. Foot slogging absolutely doesn't work, and Rhinos... well.
Here's the problem with Rhinos. They eat into your army points. After they have delivered their payload, they don't do that much. And you really just need them for first turn mostly.
So, either forgeworld is needed, or Alpha legion or renegades. Alpha legion traits work best I think. The issue with berserkers is they can't be exposed even for one turn. They are just too dangerous in close combat NOT to get shot at.
BTW, bring on Mortarion and deathguard! 
Until they get their own codex, Khorne wont work. Simple as that. I have nearly every forgeworld model for them. IVe tried them with shooting, only deamons, a mix. You name it. He at the time is just the weakest god there is currently. Its a melee army in a shooting game.
My best advice is shelf it for now and play another army you have, or start another one til he gets a codex
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Post by: Eldenfirefly
Well, I am actually open to a mixed sort of army with Khorne for melee and other elements for psychic and shooting. Just need to find that balance. There's something very satisfying about deleting entire units when you get into melee combat.
So, erm yeah. it doesn't have to be world eaters. It doesn't even have to be mass Khorne berserkers. It just has to have like maybe one or two units.
Besides, I feel that CSM will never be the shootiest army. We aren't meant to be. Even space marines have gulliman and Azreal to give that 6 inches radius bubble a 4++ save and reroll to hit and reroll to wound. Its just really tough to outshoot that. CSM shine in other areas, which are mainly psychic, and melee. I mean, space marines just don't have something like Khorne berserkers, or Daemon Princes. So, melee is where we shine. Since that is where we shine, I want to at least see if we can somehow work those into an effective list.
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Post by: Mazzyx
CSM are plenty shooty if you are slaanesh. Most things can't put out the number of shots we do at 24".
So far the Khorne success I have are a single unit of zerkers in a land raider moving them up the board taking out half an army with sorc/prince buffs behind them.
Most of the support are havocs, my dreads, and some termi and raptor drops. But this was pre-codex.
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Post by: SilverAlien
Eldenfirefly wrote:Well, I am actually open to a mixed sort of army with Khorne for melee and other elements for psychic and shooting. Just need to find that balance. There's something very satisfying about deleting entire units when you get into melee combat.
So, erm yeah. it doesn't have to be world eaters. It doesn't even have to be mass Khorne berserkers. It just has to have like maybe one or two units.
Besides, I feel that CSM will never be the shootiest army. We aren't meant to be. Even space marines have gulliman and Azreal to give that 6 inches radius bubble a 4++ save and reroll to hit and reroll to wound. Its just really tough to outshoot that. CSM shine in other areas, which are mainly psychic, and melee. I mean, space marines just don't have something like Khorne berserkers, or Daemon Princes. So, melee is where we shine. Since that is where we shine, I want to at least see if we can somehow work those into an effective list.
For point efficiency, try the kharybdis claw from forgeworld loaded down with 20. It's more expensive but also more useful than a rhino after it drops off its package. Running them as four sets of five guarantee at least some make the charge, particularly with the khorne icon.
You can also try one idea I'm toying with, which is a 20 strong unit in the claw being warptimed by a terminator sorcerer who also buffs them with the +1 to hit (really good vs imperium due to 5+ extra attacks). It's heretical and possibly overkill, but still a fun idea.
Or go with zerkers, plasma slaanesh terminators, abaddon, and the terminator sorcerer for the ultimate alpha strike. It's also a bit less than 1400 points but man it'd be funny to see.
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Post by: ZergSmasher
I'm wondering about running a Khorne list with plenty of Berzerkers and Bloodletters supported by Be'lakor and either a Bloodthirster, Renegade Knight or Lord of Skulls. Be'lakor can throw Warptime on a unit of Berzerkers and then do a Smite on top of that, and he's no slouch in close combat himself. Maybe sprinkle in a few Flesh Hounds for some psychic denial as well, but not many as they just aren't as good as they used to be.
Something about Be'lakor just makes me think he's a good fit for a Khorne list that has CSM units as well as Daemons. His powers are useless with only Daemons, but his buff affects only Daemons, so his best use is in such a combined list. Plus his CC ability is good and fits in with the Khorne theme even if he himself is not a Daemon of Khorne.
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Post by: Arkaine
I run Be'lakor often and he's not a close combat fighter. He's an assassin. He can murder characters or other monsters but he's not going to survive against anything that throws a ton of attacks his way. He's the universal answer for daemons to anything that might obstruct their winning goals but please don't stick him on the frontline and expect him to do well.
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Post by: mrhappyface
So after, what, 10 years now? It has been confirmed that Berzerkers can no longer be taken as troops in Khorne/WE detachments, apparently because Berzerkers are elite units in WE armies. Wth? This has got me so damn salty.
Gonna complain my ass off to GW that cult units are no longer troops in their own legions, I'll probably get the same stupid response though: "What's the problem? Just take them in a different detachment", thanks for penelising fluffy Legion players GW! This is especially stupid for TS players though who's legion doesn't actually have any CSM!
So damn salty.
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Post by: luke1705
mrhappyface wrote:So after, what, 10 years now? It has been confirmed that Berzerkers can no longer be taken as troops in Khorne/ WE detachments, apparently because Berzerkers are elite units in WE armies. Wth? This has got me so damn salty.
Gonna complain my ass off to GW that cult units are no longer troops in their own legions, I'll probably get the same stupid response though: "What's the problem? Just take them in a different detachment", thanks for penelising fluffy Legion players GW! This is especially stupid for TS players though who's legion doesn't actually have any CSM!
So damn salty.
Where was this confirmed? Frontline Gaming said the exact opposite not long ago, and they usually have a pretty good handle on these things.
Re: zerkers delivery method, go for the storm eagle if you want to do Forge World. Not much more expensive than a kharybdis and WAY better offensive output.
Otherwise, we are alpha legion. It's not ideal, but it'll get better with more BLOS terrain, which really is necessary in today's game. Plus, if you go first....whoo baby! As a Tyranid player, I can tell you that that -1 to hit is just amazingly powerful. And if they want to get up close and personal to avoid that....
Speaking of alpha by the way, I'm sure this has already been mentioned but Changeling + Alpha legion oblits. Wow what a firebase at -2 to hit!
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Post by: mrhappyface
luke1705 wrote: mrhappyface wrote:So after, what, 10 years now? It has been confirmed that Berzerkers can no longer be taken as troops in Khorne/ WE detachments, apparently because Berzerkers are elite units in WE armies. Wth? This has got me so damn salty.
Gonna complain my ass off to GW that cult units are no longer troops in their own legions, I'll probably get the same stupid response though: "What's the problem? Just take them in a different detachment", thanks for penelising fluffy Legion players GW! This is especially stupid for TS players though who's legion doesn't actually have any CSM!
So damn salty.
Where was this confirmed? Frontline Gaming said the exact opposite not long ago, and they usually have a pretty good handle on these things.
Re: zerkers delivery method, go for the storm eagle if you want to do Forge World. Not much more expensive than a kharybdis and WAY better offensive output.
Otherwise, we are alpha legion. It's not ideal, but it'll get better with more BLOS terrain, which really is necessary in today's game. Plus, if you go first....whoo baby! As a Tyranid player, I can tell you that that -1 to hit is just amazingly powerful. And if they want to get up close and personal to avoid that....
Speaking of alpha by the way, I'm sure this has already been mentioned but Changeling + Alpha legion oblits. Wow what a firebase at -2 to hit!
It was confirmed by the guy who wrote the Codex on WarhammerTV, also I believe FLG said they made a mistake on that...
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Post by: andysonic1
It really makes no difference to World Eaters if Berzerkers are Elites instead of Troops. I've found we don't need very high CP to be competitive and we certainly aren't going to make use of the "attack twice" stratagem since Zerkers are going to be our bread and butter unit regardless.
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Post by: mrhappyface
andysonic1 wrote:It really makes no difference to World Eaters if Berzerkers are Elites instead of Troops. I've found we don't need very high CP to be competitive and we certainly aren't going to make use of the "attack twice" stratagem since Zerkers are going to be our bread and butter unit regardless.
Your saying that now but when we get access to all those tasty strategems...
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Post by: Rydria
You can still use the index troop versions of noise marines/Berserkers there datasheets haven't been replaced only the elite generic versions have been. (You always use the most recent datasheet)
They aren't the same datasheets before you bring that up again, since the elite generic cult troops have different keywords and army role with the elite ones having <Legions> while being elites. while the troop ones have <Emperor's Children> and <World Eaters> while being troops.
The same applies to Death Guard and thousand sons if the generic elite profile replaces the troop one from the index, as soon as there own codex comes out there troop datasheet will replace the one from codex chaos space marines.
This doesn't sound bad until you realize that the troop datasheet will not have <Legions> but <Death Guard> and <Thousand sons> making those two cults illigal in all other legions.
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Post by: SilverAlien
Yeah the way they are doing datasheets is odd but I think the idea is
Most recent entry replaces index for any army that uses that unit unless said army has a codex specifically for them. I think. So CSM codex data sheets aren't replaced by codex DG or tsons datasheets.
The whole "the troop entry in the index was different" argument is odd and will likely need a faq to be sure.
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Post by: andysonic1
mrhappyface wrote: andysonic1 wrote:It really makes no difference to World Eaters if Berzerkers are Elites instead of Troops. I've found we don't need very high CP to be competitive and we certainly aren't going to make use of the "attack twice" stratagem since Zerkers are going to be our bread and butter unit regardless.
Your saying that now but when we get access to all those tasty strategems...
None of the stratagems force me to take Zerkers as troops in order to use them, plus I'll just take normal bois in Rhinos and cultists to fill out the bigger detachment to get CP if I find I need it.
And yeah I'm not going to bother worrying about if the index datasheet means World Eaters can be Troops because it's just splitting hairs. We don't need them as troops so I'm not going to start jumping through hoops to make them troops.
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