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New Daemon Codex Competitive?  @ 2013/03/02 03:11:54


Post by: Novelist47


I'm not sure if this has been done already, and if so point to the right direction please. But does the new codex make daemons better or meh or booooo!


New Daemon Codex Competitive?  @ 2013/03/02 04:17:10


Post by: the42up


competitive, most certainly.

A better word for it would be balanced. Hyper units have been toned down (i.e. screamers/flamers), plaguebearers are not the default troop choice, the gods have been rounded out.


Daemons feel interesting and unique. Phil Kelly did a pretty damn good job, imo.


New Daemon Codex Competitive?  @ 2013/03/02 06:08:23


Post by: Furyou Miko


If by "interesting and unique" you mean "completely different every time you play because EVERYTHING IN THE BOOK is generated by random dice table!".


New Daemon Codex Competitive?  @ 2013/03/02 06:45:58


Post by: GreyHamster


Yeah, I'm going to be using Rewards as 'take an AP2 weapon: 10pts, take a S+1 AP2 weapon: 20pts.' Though occasionally there is something useful from the deity-specific weapon or table depending on opponent, I suppose.

Because of that, I feel like the codex has a rather high skill ceiling and isn't going to reward hitting that ceiling proportionally well. From the start you have to build around the randomness and it can still screw you or fail to provide useful options. Tzeentch in general exacerbates this badly with Warpflame and horrors becoming psykers. Baking this level of unreliability for an army in an already unreliable system is removing a little too much control from the player, I think.


New Daemon Codex Competitive?  @ 2013/03/02 11:30:08


Post by: Lovepug13


I can see the random element causing some upset amongst players, I cannot believe that GW keep thinking that the randomness is actually fun.......I dislike they 40k system the more random elements are introduced.

I effectively abandoned CSM because of some of the daftness associated with the dec - i.e. must challenge etc, I can see some Demon players getting ready for the pack up as well.

Last decent codex imo was Necrons, Chaos Marine fail with only a average showing from DA and Demons...others see it differently and thats cool, I just don't like the way the game is going......





New Daemon Codex Competitive?  @ 2013/03/02 11:39:28


Post by: Formosa


The newcron cheese fest was the last decent codex? I humbly disagree old chap, necrons, space wolves, grey knights, these all showed us what was wrong with 40k, all these new books are balanced with each other, no spam units on the scale of crons or knights... I am very happy gw is moving in the right direction.

The da codex oozes character


New Daemon Codex Competitive?  @ 2013/03/02 12:00:22


Post by: Lovepug13


If thats your position then it's cool......I disagree but then thats just an opinion and is off topic here.

As for the new demons I don't think its amazing but it does seem fairly neutral in its power distribution......I just think the random element is not that great and may disappoint some demon regulars.



New Daemon Codex Competitive?  @ 2013/03/02 12:05:15


Post by: Gargantuan


Lovepug13 wrote:
I can see the random element causing some upset amongst players, I cannot believe that GW keep thinking that the randomness is actually fun.......I dislike they 40k system the more random elements are introduced.



I'm one of those players that enjoy random events and effects


New Daemon Codex Competitive?  @ 2013/03/02 12:20:55


Post by: Sigvatr


I love the hard feelings about DoC not getting an overpowered codex

The Necron codex is fine except for the flyers - and I don't really blame 'em for it as I'm sure they were forced to make them too strong due to the new flyer rules / models.


New Daemon Codex Competitive?  @ 2013/03/02 12:31:19


Post by: Lovepug13


 Gargantuan wrote:
Lovepug13 wrote:
I can see the random element causing some upset amongst players, I cannot believe that GW keep thinking that the randomness is actually fun.......I dislike they 40k system the more random elements are introduced.



I'm one of those players that enjoy random events and effects


Then GW is fulfilling your requirements

I personally don't like them but lets see what the bulk of the demon players think.....A few guys I know who are demon players are not entirely happy but that is within my gaming circle and they were running some fairly filthy lists - i.e. tallyman and nurgle marines or Fateweaver and spam etc...



New Daemon Codex Competitive?  @ 2013/03/02 12:31:56


Post by: lordofthegophers


I've read most of the book now and I'd say it's very competitive.

Greater Daemons are very nasty and seem to be costed fairly, I wouldn't want to face one. The random charts look fun, excluding the exalted gifts, I'd say the vast majority of results are really good things to have (wish I could say the same for fantasy).

Also since you can buy multiple rolls there's a good chance of getting what you want.

Great Unclean One is my favourite, imagine him with 4+ FNP and reroll ward saves (you'd need some lucky rolls but there's a good chance you'll get one of the two). Even if you don't get either of those there are some good ones like +1 wound.

I predict that 2 x greater and 1 lesser gift will be the go-to buy for Greater Daemons.

You can always swap out a result for an AP2 weapon that strikes at initiative. This alone gives the codex a huge competitive edge I think. Even unit champions can get one and they are very cheap.

The amount of AP2 striking at initiative is scary good Daemonettes striking at i5 with a herald will be putting out a crap ton of AP2 hits before the enemy even gets to hit back, not to mention the rest of the unit has rending.

I guess they have balanced it by making all daemons glass cannons, what with all troops (bar plaguebearers) being T3. But I'd say they are all costed well points-wise.

Some units are a waste of time like flamers and stuff that got nerfed hard, but meh, solid troop choices and excellent HQ, definitely worth buying this book if you're into 40k daemons.


New Daemon Codex Competitive?  @ 2013/03/02 12:49:22


Post by: clively


The book has been out like 8 hours ( depending on where you are ).

I'm pretty sure NO ONE KNOWS. They won't know until a bunch of games have been played.


New Daemon Codex Competitive?  @ 2013/03/02 12:50:23


Post by: Sasori


The Random tables, really are not that bad. The Gifts are all pretty good, AND you get a Primaris.

Troops are much cheaper now, and can be taken in Hordes.

Units like Flamers and Screamers, still pack quite a punch.

You can play the Psychic game like no other army.

I think Daemons probably have the ability to customize their army, more so than anyone else. With 4 Heralds per HQ slot, and the amount of stuff you can do to customize them, leaves a massive amount of options available.



New Daemon Codex Competitive?  @ 2013/03/02 12:51:48


Post by: AlmightyWalrus


 lordofthegophers wrote:

Some units are a waste of time like flamers and stuff that got nerfed hard, but meh, solid troop choices and excellent HQ, definitely worth buying this book if you're into 40k daemons.


I don't think Flamers are that bad TBH; they still put out a metric crapton of hits when flaming. They're just not the bane of everything anymore.


New Daemon Codex Competitive?  @ 2013/03/02 12:56:53


Post by: Sasori


 AlmightyWalrus wrote:
 lordofthegophers wrote:

Some units are a waste of time like flamers and stuff that got nerfed hard, but meh, solid troop choices and excellent HQ, definitely worth buying this book if you're into 40k daemons.


I don't think Flamers are that bad TBH; they still put out a metric crapton of hits when flaming. They're just not the bane of everything anymore.


Flamers will cause a boatload of wounds. and still are fantastic for overwatch.


New Daemon Codex Competitive?  @ 2013/03/02 12:57:24


Post by: lordofthegophers


I can see opponents getting frustrated with Soul Grinders of Nurgle behind an aegis. 2+ cover save anyone?


New Daemon Codex Competitive?  @ 2013/03/02 12:59:24


Post by: Sasori


 lordofthegophers wrote:
I can see opponents getting frustrated with Soul Grinders of Nurgle behind an aegis. 2+ cover save anyone?


Won't cover enough of the Soulgrinder, sadly.


New Daemon Codex Competitive?  @ 2013/03/02 13:00:27


Post by: lordofthegophers


 Sasori wrote:
 lordofthegophers wrote:
I can see opponents getting frustrated with Soul Grinders of Nurgle behind an aegis. 2+ cover save anyone?


Won't cover enough of the Soulgrinder, sadly.


Really? That sucks, I don't own the model so I'm not sure how big the thing is, but yeah looking at it now you're probably right. Still, if you can get it behind something...


New Daemon Codex Competitive?  @ 2013/03/02 14:28:58


Post by: Lovepug13


 lordofthegophers wrote:
 Sasori wrote:
 lordofthegophers wrote:
I can see opponents getting frustrated with Soul Grinders of Nurgle behind an aegis. 2+ cover save anyone?


Won't cover enough of the Soulgrinder, sadly.


Really? That sucks, I don't own the model so I'm not sure how big the thing is, but yeah looking at it now you're probably right. Still, if you can get it behind something...


You need to see the model


New Daemon Codex Competitive?  @ 2013/03/02 14:39:53


Post by: Evileyes


It's good, but it's hard to cope now without buying a lot more troops models.

Some model's are also disgustingly costly point's wise. 52 point's for a beast of nurgle, yeah it got better, but it's nowhere near as good as say, 2 assault terminator's. Especially with no AP whatsoever, can't take a herald, and only a 5+ save.


New Daemon Codex Competitive?  @ 2013/03/02 15:01:31


Post by: lordofthegophers


I put all my Daemons on round bases and use custom movement trays so I can use them in Fantasy too.

Annoyingly all the good units in 40k seem to be useless in Fantasy, and vice versa

Apart from Plaguebearers, they seem fairly solid in both.


New Daemon Codex Competitive?  @ 2013/03/02 15:09:20


Post by: AlmightyWalrus


Evileyes wrote:
It's good, but it's hard to cope now without buying a lot more troops models.

Some model's are also disgustingly costly point's wise. 52 point's for a beast of nurgle, yeah it got better, but it's nowhere near as good as say, 2 assault terminator's. Especially with no AP whatsoever, can't take a herald, and only a 5+ save.


Hence why 2 Assault Terminators cost 80 points (at least). What's your point?


New Daemon Codex Competitive?  @ 2013/03/02 15:14:52


Post by: Evileyes


Do they really? I thought they were only 25 point's each.

My bad, not played imperium in a long time it seem's xD

This makes me slightly happier


New Daemon Codex Competitive?  @ 2013/03/02 15:44:02


Post by: juraigamer


New CD book?

Anything but tzeentch is competitive, well anything without flamers and screamers that nerf bat hit a home run and I cheered.


New Daemon Codex Competitive?  @ 2013/03/02 15:52:08


Post by: Evileyes


Honestly, I got the book today and...I'm finding it really really hard to build a worthwhile army, without focusing on troops.

Everything get's very expencive, very quickly, to the point where I have less models than a grey knight army, but nothing but 5+ saves across the whole army. It just feels like, even with everything I can give them, nothing takes away the fact that everything only has a 5+ save. IF you get very lucky, you might get the 3+ armour buff, but that's random and unreliable, and you have to spend a ton of point's just to have the hope of getting it.

I feel like even with a ton of nurgle stuff, i'm not going to be resilient enough to get to the other side of the board.

Also, if I play it hordey, I have the issue of being neither able to shoot with most of my troops, or move quickly with most of my troops, unless I take daemonettes.


New Daemon Codex Competitive?  @ 2013/03/02 16:04:57


Post by: Sasori


 juraigamer wrote:
New CD book?

Anything but tzeentch is competitive, well anything without flamers and screamers that nerf bat hit a home run and I cheered.


Screamers are still very good.

Flamers are still good.

They're just not super OP anymore.


New Daemon Codex Competitive?  @ 2013/03/02 16:07:46


Post by: Evileyes


 Sasori wrote:
 juraigamer wrote:
New CD book?

Anything but tzeentch is competitive, well anything without flamers and screamers that nerf bat hit a home run and I cheered.


Screamers are still very good.

Flamers are still good.

They're just not super OP anymore.


Well, I have to admit, flamers are a bit...well, I think they over-nerfed them a bit, with the whole giving the enemy feel no pain thing.

But Screamers have been made purely tankhunter's again (Though they can slashing attack as they get to tanks, which is handy), and that's a good thing in my eyes. Those thing's shouldn't be winning combat unless it's against a tank, and it's not almost 100% guaranteed they will mince the tank anymore.


New Daemon Codex Competitive?  @ 2013/03/02 16:18:46


Post by: Sasori


Evileyes wrote:
 Sasori wrote:
 juraigamer wrote:
New CD book?

Anything but tzeentch is competitive, well anything without flamers and screamers that nerf bat hit a home run and I cheered.


Screamers are still very good.

Flamers are still good.

They're just not super OP anymore.


Well, I have to admit, flamers are a bit...well, I think they over-nerfed them a bit, with the whole giving the enemy feel no pain thing.

But Screamers have been made purely tankhunter's again (Though they can slashing attack as they get to tanks, which is handy), and that's a good thing in my eyes. Those thing's shouldn't be winning combat unless it's against a tank, and it's not almost 100% guaranteed they will mince the tank anymore.



Flamers should be able to at least get 3-4 models under a template. If you have a large enough squad, they should be able to easily obilitrate most squads, just by the sheer amount of wounds they will cause. They still are 2W Jump infantry, for fairly cheap. You still don't want to charge these suckers.

Screamers do get 4 Attacks on the charge, so they can cause a fair amount casualties on the squad they charge, and unless they charge something with a lot of Strength 8 to ID them, with 2W each it's not likely you're going to lose the combat. You can then use their Lamprey Bite to wipe them out in their turn, to avoid getting shot. They can also hunt Tanks as well.


New Daemon Codex Competitive?  @ 2013/03/02 16:38:00


Post by: Ozomoto


Just as a side not, does tzeentch have access to divination?


New Daemon Codex Competitive?  @ 2013/03/02 16:38:54


Post by: Evileyes


 Sasori wrote:
Evileyes wrote:
 Sasori wrote:
 juraigamer wrote:
New CD book?

Anything but tzeentch is competitive, well anything without flamers and screamers that nerf bat hit a home run and I cheered.


Screamers are still very good.

Flamers are still good.

They're just not super OP anymore.


Well, I have to admit, flamers are a bit...well, I think they over-nerfed them a bit, with the whole giving the enemy feel no pain thing.

But Screamers have been made purely tankhunter's again (Though they can slashing attack as they get to tanks, which is handy), and that's a good thing in my eyes. Those thing's shouldn't be winning combat unless it's against a tank, and it's not almost 100% guaranteed they will mince the tank anymore.



Flamers should be able to at least get 3-4 models under a template. If you have a large enough squad, they should be able to easily obilitrate most squads, just by the sheer amount of wounds they will cause. They still are 2W Jump infantry, for fairly cheap. You still don't want to charge these suckers.

Screamers do get 4 Attacks on the charge, so they can cause a fair amount casualties on the squad they charge, and unless they charge something with a lot of Strength 8 to ID them, with 2W each it's not likely you're going to lose the combat. You can then use their Lamprey Bite to wipe them out in their turn, to avoid getting shot. They can also hunt Tanks as well.


Oh don't get me wrong, I don't think they are neccararilly bad. Just, they are one of a few good options, and I likely wouldn't pick them over the other choices now.


New Daemon Codex Competitive?  @ 2013/03/02 17:48:54


Post by: GreyHamster


 Ozomoto wrote:
Just as a side not, does tzeentch have access to divination?


Lords of Change and Heralds of Tzeentch ONLY have Divination and Change to generate from.


New Daemon Codex Competitive?  @ 2013/03/02 18:03:28


Post by: Ravenous D


Im going with no, too random, your tactics mean nothing if it goes stupid on you, the entire point of list building is to lower the reliance on luck.

Im sure something will pop up thats not half bad.


New Daemon Codex Competitive?  @ 2013/03/02 18:09:20


Post by: The Grumpy Eldar


Oh it can be pretty competitive if done right. Plus they can be a pretty fun allied attachment. I love the idea of the portal, it can give you 1 D 6 standard units in a turn. Though the problem is... It can scatter really far.


New Daemon Codex Competitive?  @ 2013/03/02 18:33:16


Post by: StarHunter25


quick question about the new codex;

1. Is skulltaker terribly different than he was before
2. are bloodletter terribly different than they were before

I feel no compultion to shell out 50 USD for entries for 2 units. If they pretty much got a small tweak to their rules, but otherwise stayed the same, spectacular. If they are soooooo different that I'll have to at least get a hold of the new book to "memorize" them, so be it.


New Daemon Codex Competitive?  @ 2013/03/02 18:40:32


Post by: Amaya


Furyou Miko wrote:If by "interesting and unique" you mean "completely different every time you play because EVERYTHING IN THE BOOK is generated by random dice table!".


People complaining about RNG in a game built around extremely random dice rolls?


New Daemon Codex Competitive?  @ 2013/03/02 18:44:17


Post by: Evileyes


 StarHunter25 wrote:
quick question about the new codex;

1. Is skulltaker terribly different than he was before
2. are bloodletter terribly different than they were before

I feel no compultion to shell out 50 USD for entries for 2 units. If they pretty much got a small tweak to their rules, but otherwise stayed the same, spectacular. If they are soooooo different that I'll have to at least get a hold of the new book to "memorize" them, so be it.


Vastly different for both. Bloodletters are strength 4, toughness 3. and much much cheaper points wise. And herald's can give them big squadwide buff's like hatred and such.

Skulltaker is a little cheaper, a little weaker, (Not much, admittedly) And has to give challenges. TO be honest, he is pretty much the same, only he can't take a chariot. His attacks are only ap3, but they are instant death and soulblaze.


Automatically Appended Next Post:
 Furyou Miko wrote:
If by "interesting and unique" you mean "completely different every time you play because EVERYTHING IN THE BOOK is generated by random dice table!".


We are the only players, who can have an army no-one can entirely tailor to face. Because every time you play this army, it will be different, even if you bring the exact same stuff.

If you are an adaptable player, you can use this unpredictability, to your advantage.


New Daemon Codex Competitive?  @ 2013/03/02 20:01:20


Post by: TheCaptain


New book is fantastic.

The randomness is relatively inconsequential; most of the results are good. It's lot like "roll a 4+ whenever you move or your family dies." It's just like a bunch of boon tables.

Costing is much better, and will make Daemons less of a "One Trick Pony" book, as well as forcing them to start on the board makes the dex seem like it will play much less erratically.

Daemonic Instability seems interesting. I like the sound of it, hopefully it works fairly.

Skarbrand sounds amazing now, though.

-TheCaptain


New Daemon Codex Competitive?  @ 2013/03/02 20:51:02


Post by: StarHunter25


So they didnt pull a C:CSM copypasta deal with daemons then. might actually head down to the FLGS for a looksee.

PS: are skullcrushers finally cavalry? I love those models and really want to throw them in with my daemon allies


New Daemon Codex Competitive?  @ 2013/03/02 20:57:49


Post by: Gork and Mork


How much has Epidemius changed? Thanks


New Daemon Codex Competitive?  @ 2013/03/02 21:03:37


Post by: juraigamer


Gork and Mork wrote:
How much has Epidemius changed? Thanks


Only affects units within 6 and different effects.


New Daemon Codex Competitive?  @ 2013/03/02 21:07:55


Post by: Budzerker


Important Question: Are you required to take god-specific powers like the csm dex? Or can I roll 3x on rule book powers for a lvl 3 Herald or Greater Daemon?


New Daemon Codex Competitive?  @ 2013/03/02 21:15:33


Post by: phatonic


I'm so happy that the flamers of yours are now ap4, say 'ello to mah little mega nobz!


New Daemon Codex Competitive?  @ 2013/03/02 21:18:36


Post by: Selym


IMO, if you're playing with the warp and don't expect utter randomness, you're doing it wrong..
I like the idea of the randomness, because no matter what I put on the table, my opponent is going to have no idea what's going on with my army.

However, that said, I haven't yet read the new daemons codex, and am just basing this statement from other people's postings on the interwebs...


New Daemon Codex Competitive?  @ 2013/03/02 21:19:43


Post by: Evileyes


Budzerker wrote:
Important Question: Are you required to take god-specific powers like the csm dex? Or can I roll 3x on rule book powers for a lvl 3 Herald or Greater Daemon?


Each god get a choice between using their god's powers, one book power per god, or a mix of either. You don't have to take god powers, if you don't want to, except on named daemons.

My Great unclean one, for instance, is taking 2 biomancy powers, and one nurgle power. I could have had 3 biomancy, or 3 nurgle if I wanted though.


New Daemon Codex Competitive?  @ 2013/03/02 21:37:37


Post by: Budzerker


Awesome. 3x Biomancy looks pretty hot on a GUO. Maybe Heralds too.


New Daemon Codex Competitive?  @ 2013/03/02 21:54:05


Post by: hellpato


Final word, the new demon books are good or bad? People will rant again it because is not competitive or is the perfect balance book for now.


New Daemon Codex Competitive?  @ 2013/03/02 21:54:21


Post by: Evileyes


I'm taking one nurgle power, purely because it gives him a shooting attack, either the poisoned large blast, or the primaris poisoned flamer


New Daemon Codex Competitive?  @ 2013/03/02 22:06:40


Post by: Sasori


hellpato wrote:
Final word, the new demon books are good or bad? People will rant again it because is not competitive or is the perfect balance book for now.


To early to tell for sure. It needs tabletop time. However, iniial impressions to me, seem to be that it is inline with the 3 other 6th ED books we've gotten, with the ability to compete well. Daemons as an Army, are better off, just with no glaring super OP choices like the old Screamers and Flamers.


New Daemon Codex Competitive?  @ 2013/03/02 22:13:03


Post by: AtoMaki


 Sasori wrote:
hellpato wrote:
Final word, the new demon books are good or bad? People will rant again it because is not competitive or is the perfect balance book for now.


To early to tell for sure. It needs tabletop time. However, iniial impressions to me, seem to be that it is inline with the 3 other 6th ED books we've gotten, with the ability to compete well. Daemons as an Army, are better off, just with no glaring super OP choices like the old Screamers and Flamers.


I think it is more like the DA codex. The strong stuff in the CSM was pretty straightforward (PMs, Baledrakes), while with DA it was better hidden (like, you would think that there is none, then you discover the Rad Grenade Launcher). Same goes with the DC: at first look, nothing interesting; at second, 19D6 S9 AP4 TL shots from a single unit...

Otherwise, I like this codex. It has a character, and the stuff in it is mostly alright.


New Daemon Codex Competitive?  @ 2013/03/02 22:22:39


Post by: Experiment 626


 Ravenous D wrote:
Im going with no, too random, your tactics mean nothing if it goes stupid on you, the entire point of list building is to lower the reliance on luck.

Im sure something will pop up thats not half bad.


Sure...

Because there's absolutely nothing competitive about a Herald of Slaanesh w/Greater Etherblade + Lesser roll + Steed + Exalted Locus of Beguilement leading a squad of Fiends/Seekers.
I mean, she only makes every single non-3++ character or Shadowfield Archon weep. God forbid she actually gets the Cleaving Blow roll for her lesser gift! Oh dear, now every 6 to-hit she rolls is S9! (and of corse, w/re-roll all missed to-hit rolls she'll NEVER roll 6's...)
And of corse, a unit with rending re-rolling missed to-hit rolls will just bounce off of 2+ saves every single time...

Yep, useless codex is useless... (aparently)

That's it folks, the intertubes have spoken! Time to sell our armies and go play Longwang spam or a Flying french Bakery!


New Daemon Codex Competitive?  @ 2013/03/02 22:25:21


Post by: Evileyes


The point of the random is, it's random for both players. If you are adaptable, you can use what you are given, to your advantage. If not, you will just whine you didn't get the one option you wanted, then lose.

There are very few random thing's, that can't be used, in this book. And on those where you can get a bad random, you can take a "Primaris" style choice to nullify it into something reasonably good.


New Daemon Codex Competitive?  @ 2013/03/02 22:26:02


Post by: Budzerker


 AtoMaki wrote:
Same goes with the DC: at first look, nothing interesting; at second, 19D6 S9 AP4 TL shots from a single unit


Ummm... what unit would that be?


New Daemon Codex Competitive?  @ 2013/03/02 22:26:39


Post by: Pwn'd You


from the new codex what are good choices to compliment your basic black legion CSM army?


New Daemon Codex Competitive?  @ 2013/03/02 22:30:43


Post by: Evileyes


Budzerker wrote:
 AtoMaki wrote:
Same goes with the DC: at first look, nothing interesting; at second, 19D6 S9 AP4 TL shots from a single unit


Ummm... what unit would that be?


Dinker's of Malal


Automatically Appended Next Post:
 Pwn'd You wrote:
from the new codex what are good choices to compliment your basic black legion CSM army?


A greater daemon. They are all fantastic, plus, it's your ally HQ.

Other than that, take troops of your preferred flavour, for some cheap, sort of fearless scoring


New Daemon Codex Competitive?  @ 2013/03/02 22:39:21


Post by: Sasori


Budzerker wrote:
 AtoMaki wrote:
Same goes with the DC: at first look, nothing interesting; at second, 19D6 S9 AP4 TL shots from a single unit


Ummm... what unit would that be?


Nothing, because Loci don't stack like that.


New Daemon Codex Competitive?  @ 2013/03/02 22:43:54


Post by: Evileyes


I was wondering, is it possible for a herald to join a unit of beasts? Wanted to slap a herald into a beasts of nurgle unit, and just move it slowly once he is in it, but is that possible, read the rulebook, and it doesn't seem to indicate it had to be infantry, or the same type, to join a unit.

Herald of nurgle, giving beasts of nurgle feel no pain, or 2+ poison, would be amazing.


New Daemon Codex Competitive?  @ 2013/03/02 22:47:54


Post by: Eldercaveman


You could almost say the level of randomness in this codex is almost chaotic


New Daemon Codex Competitive?  @ 2013/03/02 22:51:38


Post by: Eldarain


Eldercaveman wrote:
You could almost say the level of randomness in this codex is almost chaotic

That's crazy talk...


New Daemon Codex Competitive?  @ 2013/03/02 22:53:06


Post by: lindsay40k


Hmm. Do CSM Daemonic units with a MoN count as Daemons of Nurgle for Epidemius?


New Daemon Codex Competitive?  @ 2013/03/02 23:12:08


Post by: Eldercaveman


One question I had after playing it was, does the warp storm, that causes the lightning thing(?) (a bit like Storm lords lightning) does it effect Flyers/FMC's. Or is this going to be another one of those things that needs an FAQ, and untill then we can expect a infinite amount of merry-go round arguments in YMDC?


New Daemon Codex Competitive?  @ 2013/03/02 23:48:33


Post by: magicafiend


Are the burning chariots really as horribad as they seem? They can't fire any of their guns when they move or deepstrike despite being a fast chariot seems extremely contradictory to me.


New Daemon Codex Competitive?  @ 2013/03/02 23:55:01


Post by: Eldercaveman


magicafiend wrote:
Are the burning chariots really as horribad as they seem? They can't fire any of their guns when they move or deepstrike despite being a fast chariot seems extremely contradictory to me.


What stops them firing when they deepstrike?


New Daemon Codex Competitive?  @ 2013/03/02 23:55:11


Post by: Ravenous D


 StarHunter25 wrote:
So they didnt pull a C:CSM copypasta deal with daemons then. might actually head down to the FLGS for a looksee.

PS: are skullcrushers finally cavalry? I love those models and really want to throw them in with my daemon allies


Yeah but they lost the 3+ armour, and are now t4.


Automatically Appended Next Post:
Experiment 626 wrote:
 Ravenous D wrote:
Im going with no, too random, your tactics mean nothing if it goes stupid on you, the entire point of list building is to lower the reliance on luck.

Im sure something will pop up thats not half bad.


Sure...

Because there's absolutely nothing competitive about a Herald of Slaanesh w/Greater Etherblade + Lesser roll + Steed + Exalted Locus of Beguilement leading a squad of Fiends/Seekers.
I mean, she only makes every single non-3++ character or Shadowfield Archon weep. God forbid she actually gets the Cleaving Blow roll for her lesser gift! Oh dear, now every 6 to-hit she rolls is S9! (and of corse, w/re-roll all missed to-hit rolls she'll NEVER roll 6's...)
And of corse, a unit with rending re-rolling missed to-hit rolls will just bounce off of 2+ saves every single time...

Yep, useless codex is useless... (aparently)

That's it folks, the intertubes have spoken! Time to sell our armies and go play Longwang spam or a Flying french Bakery!


Necron flier armies are house, so that shows what you know. And I said I didnt think they were competitve (meaning high teir gaming) and you go looney tunes, switch to decaf, jesus.


New Daemon Codex Competitive?  @ 2013/03/03 00:03:06


Post by: GreyHamster


Eldercaveman wrote:
magicafiend wrote:
Are the burning chariots really as horribad as they seem? They can't fire any of their guns when they move or deepstrike despite being a fast chariot seems extremely contradictory to me.


What stops them firing when they deepstrike?


Because while the chariot is fast, the chariot isn't shooting. The Exalted Flamer riding it is shooting. And because a Deep Striking vehicle counts as cruising, the passenger can only fire Snap Shots. One gift is a Heavy weapon, the other is a Template, so the Burning Chariot is *hilariously* bad to the point where I can't tell which author designed it.


New Daemon Codex Competitive?  @ 2013/03/03 00:04:41


Post by: undertow


 Ravenous D wrote:
 StarHunter25 wrote:
So they didnt pull a C:CSM copypasta deal with daemons then. might actually head down to the FLGS for a looksee.

PS: are skullcrushers finally cavalry? I love those models and really want to throw them in with my daemon allies


Yeah but they lost the 3+ armour, and are now t4.

IMO Bloodcrushers are unusably bad. Losing the 3+ save and a point of toughness was too much, even when you figure that they became Cavalry. If you compare them to Seekers, they really look bad.

Bloodcrushers:
45 points buys you one 3 wound T4 model with a 5++, 3 AP3 (4 on the charge) attacks at I4

Seekers:
48 points buys you four 1 wound T3 models with a 5++, 12 rending (16 on the charge) attacks (total) at i5.

The Seekers may be only T3, but could make up for it with more wounds per point spend, and will generally hit first, leaving fewer models to strike back. You can equip them with a banner that lowers the enemy's WS for even fewer incoming wounds.

Crushers just aren't worth their points anymore. Which is sad because I love the model.


New Daemon Codex Competitive?  @ 2013/03/03 00:04:48


Post by: Eldercaveman


 GreyHamster wrote:
Eldercaveman wrote:
magicafiend wrote:
Are the burning chariots really as horribad as they seem? They can't fire any of their guns when they move or deepstrike despite being a fast chariot seems extremely contradictory to me.


What stops them firing when they deepstrike?


Because while the chariot is fast, the chariot isn't shooting. The Exalted Flamer riding it is shooting. And because a Deep Striking vehicle counts as cruising, the passenger can only fire Snap Shots. One gift is a Heavy weapon, the other is a Template, so the Burning Chariot is *hilariously* bad to the point where I can't tell which author designed it.


Ah OK, so that was played wrong against me then, I said that it probably could fire, since it's cruising speed, and you can fire one weapon at full BS and the rest as snap shots, not realising that it is the passenger that fires. Yeah that is pretty bad


New Daemon Codex Competitive?  @ 2013/03/03 00:05:31


Post by: undertow


Eldercaveman wrote:
One question I had after playing it was, does the warp storm, that causes the lightning thing(?) (a bit like Storm lords lightning) does it effect Flyers/FMC's. Or is this going to be another one of those things that needs an FAQ, and untill then we can expect a infinite amount of merry-go round arguments in YMDC?

I don't think it would affect Flyers/FMC's. They're auto hits. They're not snap shots, etc.


New Daemon Codex Competitive?  @ 2013/03/03 00:09:58


Post by: Eldercaveman


 undertow wrote:
Eldercaveman wrote:
One question I had after playing it was, does the warp storm, that causes the lightning thing(?) (a bit like Storm lords lightning) does it effect Flyers/FMC's. Or is this going to be another one of those things that needs an FAQ, and untill then we can expect a infinite amount of merry-go round arguments in YMDC?

I don't think it would affect Flyers/FMC's. They're auto hits. They're not snap shots, etc.


This was my thinking, but the game was over VASSAL so I didn't have the energy, nor a copy of the codex, to get into a proper discussion about it. I'd be interested to see the actual wording of the rule.


New Daemon Codex Competitive?  @ 2013/03/03 00:14:10


Post by: Ozomoto


Another question, can I put heralds in my chaos space marine units now or are they only able to join units from their own codex. (what about daemons the CSM codex?)?


New Daemon Codex Competitive?  @ 2013/03/03 00:32:08


Post by: Makumba


what happens if slany units drop my I by 5 and I have less then i6base , it doesnt say it reduces the I to minimum of 1 and unit that has a 0 in a stat cant use it ?


New Daemon Codex Competitive?  @ 2013/03/03 00:33:15


Post by: Evileyes


So i'm just theorying to myself...20 pink horror's, with a herald. Herald takes 3 mastery levels, and the locus that makes psychic power's stronger for him/her/itself, and its unit. It also takes prescience.

Both the squad, and the herald, then take the tzeentch primaris power. If they get their psychic powers off (On a leadership of 10 for being tzeentch) they get 4d6 shot's with prescience, and 3d6 shot's with ballistic skill 4. This averages about 21, strength 6 shot's. And can go up to 42 strength 6 shot's.

All this, for a fairly cheap unit with a herald, that is scoring. 24 inch range.

Damnnnnnnn, that's good. I'd take 4 squad's of just that, they could blast away pretty much everything, give army-wide good deny the witch, have a ton of models to chew through, tons of scoring, and utterly monstrous amount's of firepower

Not to mention it even works against terminator's with 2 toughness test's on any unit that get's wounded, and any failed toughness test, result's in d3 terminator's going boom. Yeah, you might give them feel no pain 6+, but you are shooting enough that it's worth the risk of giving them an ork tshirt save of a feel no pain

Hell, the herald on it's own could camp out somewhere safe, like behind an aegis, and get 4d6 shot's at strength 6, for only slightly more than a space marine captain in points cost.

And you can have 4
Damn, I like this


New Daemon Codex Competitive?  @ 2013/03/03 00:40:11


Post by: GreyHamster


And then someone Denies the Witch and makes you sad.


New Daemon Codex Competitive?  @ 2013/03/03 00:43:12


Post by: Evileyes


 GreyHamster wrote:
And then someone Denies the Witch and makes you sad.


On a 6+, yeah. I'd say that's a risk you have to take, I diddn't say this is awesome and there is absolutely no drawbacks.

Besides, it's one group of 3d6, and one group of 4d6, so it's unlikely they will deny both, even if they have a psyker in their squad.

Since both the squad and the herald, are mastery level 3 :p


New Daemon Codex Competitive?  @ 2013/03/03 00:48:07


Post by: tuiman


Can we not wait a few weeks before making judgement calls on how strong it will be?

Personally I think it will be same level as the other 6th edition codexs, which is a good thing


New Daemon Codex Competitive?  @ 2013/03/03 00:48:27


Post by: lindsay40k


 Ozomoto wrote:
Another question, can I put heralds in my chaos space marine units now or are they only able to join units from their own codex. (what about daemons the CSM codex?)?


CD segregates its units and characters from those of other codices on P26.

I don't think, say, a Herald of Nurgle could join a Nurgle-aligned CSM unit with the Daemon rule. The Instability rule on this page is a bit vague and needs FAQing.


New Daemon Codex Competitive?  @ 2013/03/03 00:49:51


Post by: Eldercaveman


 tuiman wrote:
Can we not wait a few weeks before making judgement calls on how strong it will be?

Personally I think it will be same level as the other 6th edition codexs, which is a good thing


Don't ever suggest anything so stupid on Dakka again! Don't you know that the internet must decide if the sky is falling the day of the codex release!


New Daemon Codex Competitive?  @ 2013/03/03 00:50:46


Post by: GreyHamster


Pink Horror Squads are never ML3. Brotherhood of Sorcerers specifies ML1, and their generation of additional Warp Charge does not override this.

Against *any* psyker target or target near a hood, the 'both go through Deny' result is less probable than 'at least one attempt is Denied'. Against even a non-psyker, there's close to a 1/3 chance that at least one gets denied. Added to the psychic test, the unreliability gets rather high. Given that this is a 300 point unit, it's not particularly impressive.


New Daemon Codex Competitive?  @ 2013/03/03 00:51:54


Post by: matphat


Certainly there are some things to worry about with Horrors now. All the things that can go wrong, the question is, what is in place to counter balance all that risk?


New Daemon Codex Competitive?  @ 2013/03/03 00:53:30


Post by: Evileyes


 GreyHamster wrote:
Pink Horror Squads are never ML3. Brotherhood of Sorcerers specifies ML1, and their generation of additional Warp Charge does not override this.

Against *any* psyker target or target near a hood, the 'both go through Deny' result is less probable than 'at least one attempt is Denied'. Against even a non-psyker, there's close to a 1/3 chance that at least one gets denied. Added to the psychic test, the unreliability gets rather high. Given that this is a 300 point unit, it's not particularly impressive.


I'd call the odd's pretty good myself, but there you go. or else, why would anyone ever run psychic choirs?


New Daemon Codex Competitive?  @ 2013/03/03 00:55:06


Post by: lindsay40k


Makumba wrote:
what happens if slany units drop my I by 5 and I have less then i6base , it doesnt say it reduces the I to minimum of 1 and unit that has a 0 in a stat cant use it ?


0 stat only applies to WS (can't strike and is auto hit) and STW (you die). I can't find anything that says stats can't be pushed into minus figures; unless that gets FAQ'd or I missed something, Guardsmen will go I-2 and strike after power fists.


Automatically Appended Next Post:
What about several PH blobs, with perhaps some Beasts of Nurgle to help deal with problems inherent to big shooty units that are utterlyrubbish in melee? Sure, one PH blob will often have everything denied, but with stuff like this I wanna take several to ensure decent WPT.


New Daemon Codex Competitive?  @ 2013/03/03 01:12:51


Post by: GreyHamster


Evileyes wrote:
 GreyHamster wrote:
Pink Horror Squads are never ML3. Brotherhood of Sorcerers specifies ML1, and their generation of additional Warp Charge does not override this.

Against *any* psyker target or target near a hood, the 'both go through Deny' result is less probable than 'at least one attempt is Denied'. Against even a non-psyker, there's close to a 1/3 chance that at least one gets denied. Added to the psychic test, the unreliability gets rather high. Given that this is a 300 point unit, it's not particularly impressive.


I'd call the odd's pretty good myself, but there you go. or else, why would anyone ever run psychic choirs?


Psyker Battle Squads function well because Weaken Resolve does not require you to hit or 'wound' the way a witchfire does. Pass the test and fail the Deny, and it works, no other rolls involved. Their PSA is also capable of becoming a high S blast with low AP, which is worth the risk. Witchfires need to be substantially better than normal shooting attacks to be worthwhile. Flickering Fire spam has three points of failure in addition to needing to hit and wound as normal, the psychic test, the Deny, and the shot count The first two, for a herald+squad, have less than a 60% chance of having both work against a 6+ Deny. Adding in the shot count variance, you're looking at sub-50% effectiveness of just a normal shooting attack with similar profile. Shoot at anything near a Librarian or actually a psyker itself, chances drop even further. There's a small chance of getting a wonderful result where you take nearly forty shots at them, but it's so much less than the chance of getting literally nothing. In a sense it's actually very fluffy, Tzeentch dangling hope out before yanking it away.

I'm actually quite liking the Beam option though. since you can draw the line from any horror, it should be possible to line up 3 or more models with considerable frequency.


New Daemon Codex Competitive?  @ 2013/03/03 01:30:51


Post by: lindsay40k


Wouldn't take much to chip away at the PH unit and take off one of them FF dice, either. Big blob of T3 isn't hard to hurt.


New Daemon Codex Competitive?  @ 2013/03/03 01:54:56


Post by: Evileyes


 lindsay40k wrote:
Wouldn't take much to chip away at the PH unit and take off one of them FF dice, either. Big blob of T3 isn't hard to hurt.


Is if you have 80 horror's on the table ;P


New Daemon Codex Competitive?  @ 2013/03/03 02:58:27


Post by: lindsay40k


What do people think of the various chariots? And Plague Drones?


New Daemon Codex Competitive?  @ 2013/03/03 03:41:29


Post by: Generalian


Lovepug13 wrote:
 lordofthegophers wrote:
 Sasori wrote:
 lordofthegophers wrote:
I can see opponents getting frustrated with Soul Grinders of Nurgle behind an aegis. 2+ cover save anyone?


Won't cover enough of the Soulgrinder, sadly.


Really? That sucks, I don't own the model so I'm not sure how big the thing is, but yeah looking at it now you're probably right. Still, if you can get it behind something...


You need to see the model


We just checked at our local GW. The aegis defense line does cover 25% of the model and therefore gives the soulgrinder a +2 cover save.

SO AWESOME!


New Daemon Codex Competitive?  @ 2013/03/03 04:23:07


Post by: Experiment 626


 GreyHamster wrote:

Psyker Battle Squads function well because Weaken Resolve does not require you to hit or 'wound' the way a witchfire does. Pass the test and fail the Deny, and it works, no other rolls involved. Their PSA is also capable of becoming a high S blast with low AP, which is worth the risk. Witchfires need to be substantially better than normal shooting attacks to be worthwhile. Flickering Fire spam has three points of failure in addition to needing to hit and wound as normal, the psychic test, the Deny, and the shot count The first two, for a herald+squad, have less than a 60% chance of having both work against a 6+ Deny. Adding in the shot count variance, you're looking at sub-50% effectiveness of just a normal shooting attack with similar profile. Shoot at anything near a Librarian or actually a psyker itself, chances drop even further. There's a small chance of getting a wonderful result where you take nearly forty shots at them, but it's so much less than the chance of getting literally nothing. In a sense it's actually very fluffy, Tzeentch dangling hope out before yanking it away.

I'm actually quite liking the Beam option though. since you can draw the line from any horror, it should be possible to line up 3 or more models with considerable frequency.


So?
Outside of horribad dice, how many Ld10 psychic tests do you normally fail in a single game?
Take Prescience on the Herald to give re-rolls to-hit.
Also, why are you aiming at/near the Librarian/Psyker's unit? Shoot something that's not protected by that offending Libby/psyker and send your Flamers/Screamers/Fiends/Seekers/whatever to rush in and chomp down on the unit/model that can help buff those Deny the Witch rolls. (Slaaneshii Heralds makes rediculously effective character assassins btw)

Flickering Fire in a large unit is just too tempting to pass on - especially with the exalted locus bonus since S6 means you wound most things on 2's. (that's alot of saves!)
Besides, Infernal Gateway is imposible for the unit to use once it drops to 10 models or less, while the Beam is only good for (maybe) sniping a tank or else giving opponents more Warpflame rolls to pass!

The only time Tzeentch psychic's really get nerfed are;
a) Eldar and their Runes of awsomesauce (so kill a dude to remove - good thing Slaaneshii units are beyond fast!)
b) SW Rune Priest spam (probably the hardest to combat since those deny bubbles are huge and there can be upto 4 of 'em)
c) Grey Knights (Ha! Like Daemons aren't royally fethed already!)

Against everyone else, your opponent needs to get unreasonably lucky to deny a decent amount of your psychic shooting.


New Daemon Codex Competitive?  @ 2013/03/03 04:28:48


Post by: Eldarain


 Generalian wrote:
Lovepug13 wrote:
 lordofthegophers wrote:
 Sasori wrote:
 lordofthegophers wrote:
I can see opponents getting frustrated with Soul Grinders of Nurgle behind an aegis. 2+ cover save anyone?


Won't cover enough of the Soulgrinder, sadly.


Really? That sucks, I don't own the model so I'm not sure how big the thing is, but yeah looking at it now you're probably right. Still, if you can get it behind something...


You need to see the model


We just checked at our local GW. The aegis defense line does cover 25% of the model and therefore gives the soulgrinder a +2 cover save.

SO AWESOME!

Is it modeled doing the splits?


New Daemon Codex Competitive?  @ 2013/03/03 04:31:45


Post by: magicafiend


My main disappointment with this dex is the lack of ranged firepower. The burning chariot is hilariously bad(GW doesn't know how their own rules work and I bet it will get faq'd) and the soulgrinder only has 3 shots at BS3(rather than the rumoured 6). I just fell like I'm stuck punching tanks to death which as we all know is a crap strategy. Is the only way to deal with this to ally in some CSM or guard?


New Daemon Codex Competitive?  @ 2013/03/03 05:06:15


Post by: Generalian


 Eldarain wrote:
 Generalian wrote:
Lovepug13 wrote:
 lordofthegophers wrote:
 Sasori wrote:
 lordofthegophers wrote:
I can see opponents getting frustrated with Soul Grinders of Nurgle behind an aegis. 2+ cover save anyone?


Won't cover enough of the Soulgrinder, sadly.


Really? That sucks, I don't own the model so I'm not sure how big the thing is, but yeah looking at it now you're probably right. Still, if you can get it behind something...


You need to see the model


We just checked at our local GW. The aegis defense line does cover 25% of the model and therefore gives the soulgrinder a +2 cover save.

SO AWESOME!

Is it modeled doing the splits?


AHAHAHAHAHAHAHAHA no.
We used a soulgrinder made by a manager of Games Workshop used in multiple sponsored tournaments.
We measured the model and the Aegis line and then did the math.
The aegis walls (not the raised parts) covers a little more (by almost 3cm) then 25% of the model and is therefore legally giving it cover.


New Daemon Codex Competitive?  @ 2013/03/03 05:14:49


Post by: McNinja


 Gargantuan wrote:
Lovepug13 wrote:
I can see the random element causing some upset amongst players, I cannot believe that GW keep thinking that the randomness is actually fun.......I dislike they 40k system the more random elements are introduced.



I'm one of those players that enjoy random events and effects
There's a difference between rolling for random objectives or warlord traits and rolling on a table that turns your HQ into a useless pile of sludge if you roll badly.

Rolling bad on a single table should not bork your entire game like that.


New Daemon Codex Competitive?  @ 2013/03/03 05:20:55


Post by: Ferrum_Sanguinis


Reading the book right now, already I can see the Grimore of True Names having potential to be near-gamebreaking, especially if you get lucky with it and other greater gifts. Imagine a bloodthirster with a 3++ save with either 4+ FNP, or the ability to re-roll failed ++ saves. Scary

On the subject of Khorne, it is just me or did mono-god lists just become viable again? Especially Khorne lists, now that BLs are so cheap and they get a super cheap S8 cannon that ignores cover.


New Daemon Codex Competitive?  @ 2013/03/03 05:21:38


Post by: Generalian


Experiment 626 wrote:
 Ravenous D wrote:
Im going with no, too random, your tactics mean nothing if it goes stupid on you, the entire point of list building is to lower the reliance on luck.

Im sure something will pop up thats not half bad.


Sure...

Because there's absolutely nothing competitive about a Herald of Slaanesh w/Greater Etherblade + Lesser roll + Steed + Exalted Locus of Beguilement leading a squad of Fiends/Seekers.
I mean, she only makes every single non-3++ character or Shadowfield Archon weep. God forbid she actually gets the Cleaving Blow roll for her lesser gift! Oh dear, now every 6 to-hit she rolls is S9! (and of corse, w/re-roll all missed to-hit rolls she'll NEVER roll 6's...)
And of corse, a unit with rending re-rolling missed to-hit rolls will just bounce off of 2+ saves every single time...

Yep, useless codex is useless... (aparently)

That's it folks, the intertubes have spoken! Time to sell our armies and go play Longwang spam or a Flying french Bakery!


She actually becomes strength 10... she becomes str 5 with greater sword


Automatically Appended Next Post:
Ferrum_Sanguinis wrote:
Reading the book right now, already I can see the Grimore of True Names having potential to be near-gamebreaking, especially if you get lucky with it and other greater gifts. Imagine a bloodthirster with a 3++ save with either 4+ FNP, or the ability to re-roll failed ++ saves. Scary

On the subject of Khorne, it is just me or did mono-god lists just become viable again? Especially Khorne lists, now that BLs are so cheap and they get a super cheap S8 cannon that ignores cover.


Its pretty abusable item... you can give kairos a +2 invul (plus extra psychic crap)

and you can make a GUO with possibly a +3 invulnerable save (rerollable) and +4 feel no pain... with the biomancy crap to make him STR 9, T10, it will not die, and relentless.
remember kiddies.... its also a monstrous creature with eternal warrior.


New Daemon Codex Competitive?  @ 2013/03/03 05:37:07


Post by: Shadowseer_Kim


Well, I just watched one of my friends take Oracle with 3 Flying Daemon Princes of Tzeentch, 2 squads of pink horrors and 2 Changlings.

There were so many psychic powers to roll for, it was disgusting, and powers that buffed daemon princes to stronger and tougher, combined with warp storm that made inv saves better, and an invisible daemon prince.

My other friend who was playing Dark Angels had no fun whatsoever. The game was called over at round 3.

Competitive and so complicated someone will want to punch you in the face, yes they accomplished this.


New Daemon Codex Competitive?  @ 2013/03/03 05:41:59


Post by: Ferrum_Sanguinis


 Generalian wrote:
Experiment 626 wrote:
 Ravenous D wrote:
Im going with no, too random, your tactics mean nothing if it goes stupid on you, the entire point of list building is to lower the reliance on luck.

Im sure something will pop up thats not half bad.


Sure...

Because there's absolutely nothing competitive about a Herald of Slaanesh w/Greater Etherblade + Lesser roll + Steed + Exalted Locus of Beguilement leading a squad of Fiends/Seekers.
I mean, she only makes every single non-3++ character or Shadowfield Archon weep. God forbid she actually gets the Cleaving Blow roll for her lesser gift! Oh dear, now every 6 to-hit she rolls is S9! (and of corse, w/re-roll all missed to-hit rolls she'll NEVER roll 6's...)
And of corse, a unit with rending re-rolling missed to-hit rolls will just bounce off of 2+ saves every single time...

Yep, useless codex is useless... (aparently)

That's it folks, the intertubes have spoken! Time to sell our armies and go play Longwang spam or a Flying french Bakery!


She actually becomes strength 10... she becomes str 5 with greater sword


Automatically Appended Next Post:
Ferrum_Sanguinis wrote:
Reading the book right now, already I can see the Grimore of True Names having potential to be near-gamebreaking, especially if you get lucky with it and other greater gifts. Imagine a bloodthirster with a 3++ save with either 4+ FNP, or the ability to re-roll failed ++ saves. Scary

On the subject of Khorne, it is just me or did mono-god lists just become viable again? Especially Khorne lists, now that BLs are so cheap and they get a super cheap S8 cannon that ignores cover.


Its pretty abusable item... you can give kairos a +2 invul (plus extra psychic crap)

and you can make a GUO with possibly a +3 invulnerable save (rerollable) and +4 feel no pain... with the biomancy crap to make him STR 9, T10, it will not die, and relentless.
remember kiddies.... its also a monstrous creature with eternal warrior.


If someone did that to their GOU, I would just throw my Belial model at them and hope it kills them, would still have a better chance than me killing that thing!


New Daemon Codex Competitive?  @ 2013/03/03 06:18:12


Post by: magicafiend


GUO don't have eternal warrior, one plucky grey knight trooper wounds him and he's dead. Sigh. The only thing in the book with EW is Skulltaker(and I think he loses it to that one GK power that stops demonic gifts)

Also what upgrade for plague flies do people think is the best for the points? Skulls(12" Assault 2, poisoned 4+), proboscis(poisoned 3+), or stingers(1 attack causes ID)as they all cost 5 points.


New Daemon Codex Competitive?  @ 2013/03/03 06:24:39


Post by: Generalian


magicafiend wrote:
GUO don't have eternal warrior, one plucky grey knight trooper wounds him and he's dead. Sigh. The only thing in the book with EW is Skulltaker(and I think he loses it to that one GK power that stops demonic gifts)

Also what upgrade for plague flies do people think is the best for the points? Skulls(12" Assault 2, poisoned 4+), proboscis(poisoned 3+), or stingers(1 attack causes ID)as they all cost 5 points.


Iron arm. Eternal warrior.

WAT NOW!


New Daemon Codex Competitive?  @ 2013/03/03 06:28:26


Post by: magicafiend


I never use psychic powers and I did not know Iron Arm gave EW. That is excellent. Any thoughts on the plague flies?


New Daemon Codex Competitive?  @ 2013/03/03 06:31:57


Post by: Generalian


magicafiend wrote:
I never use psychic powers and I did not know Iron Arm gave EW. That is excellent. Any thoughts on the plague flies?


How can you not use psychic powers? They are amazing and are now an integral part of the game.


New Daemon Codex Competitive?  @ 2013/03/03 06:36:48


Post by: Ferrum_Sanguinis


magicafiend wrote:
I never use psychic powers and I did not know Iron Arm gave EW. That is excellent. Any thoughts on the plague flies?


Fast, tough units that are shrouded and glance vehicles on a 6, what's not to like?


New Daemon Codex Competitive?  @ 2013/03/03 06:52:45


Post by: Generalian


So we are working on trying to break the codex and all we can see right now are a view obvious ones...

The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)

The herald of slaanesh combo everyone is talking about...

The unkillable GUO that is created with biomancy, two greater powers, and the grimore of true names

The fact that you can take 9 exalted seeker chariots for only 675 points... which can easily put out over 50 rending attacks

The unit of 20 pink horrors in killteams....which gives you 20 mastery level 1 psykers since they all count as individual units

The Beasts are nurgle gunline! Just put them in front of a unit of havocs and if anything gets to close to assault... the beasts charge them on their assault phase and hold them up for another round of shooting (plus overwatch)

OH! and the most important one...

If you combine the psyker battle squad with slannesh pavane... you can one shot entire squads of everything.



Right now.... mono nurgle looks to be the nastiest crap I have ever seen.

Also, we did some averages and we can safely say that because of all the random crap.... all games including chaos daemons will take an extra 20min to complete... even if you know the book by heart.


New Daemon Codex Competitive?  @ 2013/03/03 07:15:38


Post by: Ferrum_Sanguinis


 Generalian wrote:
Right now.... mono nurgle looks to be the nastiest crap I have ever seen.


ANY mono-god list is looking nasty if built right:

Khorne gives you, for 200 points, 20 models dishing out 40 S5 ap3 attacks on the charge, 60 if you put a herald in with them. Heralds themselves seem specifically built to destroy anyone stupid enough to challenge them. Then there is the new bloodthirster stats, the S8 cannon that ignores cover, and the fact that it is free to make a Khorne souldgrinder, saving you 15 points.

Tzeentch gives you the to spam Divination powers, either with cheap heralds or powerful DPs and LoCs. Fateweaver could potentially have a re-rollable 2++ save meaning he will never die, to say nothing of what pink horrors can do with all the prescience floating around.

Slaanesh: One word, RENDING. Cheap as hell rending! MCs and Vehicles with armor 12 and below now have to fear even your basic troops, which with heralds stuck in them go at initiative TEN. Cheap as hell seekers mean your opponent won't be putting any stuff near the edges.

Then there is Nurgle, with troops that have 2+ cover saves and FNP if you put a herald with them, fast tough flies that can glance vehicles on a 6 (necrons who?) and of course, have the above mentioned GUO that WILL NEVER DIE.

What I'm thinking is, if mono lists are already this powerful, what happenes when you mix and match the best from each?


New Daemon Codex Competitive?  @ 2013/03/03 07:21:21


Post by: magicafiend


 Generalian wrote:
magicafiend wrote:
I never use psychic powers and I did not know Iron Arm gave EW. That is excellent. Any thoughts on the plague flies?


How can you not use psychic powers? They are amazing and are now an integral part of the game.


I play Daemons and Orks, I never got the chance until now...


New Daemon Codex Competitive?  @ 2013/03/03 07:33:48


Post by: Generalian


Kairos cant get a +2 rerollable.
He can get a +2, but it can't be rerollable.


New Daemon Codex Competitive?  @ 2013/03/03 07:37:39


Post by: Ferrum_Sanguinis


 Generalian wrote:
Kairos cant get a +2 rerollable.
He can get a +2, but it can't be rerollable.


Umm, yes he can, all tzeentch daemons re-roll saves of one


New Daemon Codex Competitive?  @ 2013/03/03 07:48:31


Post by: Budzerker


How much are beasts of nurgle? Do they have upgrades?


New Daemon Codex Competitive?  @ 2013/03/03 07:54:23


Post by: Generalian


Ferrum_Sanguinis wrote:
 Generalian wrote:
Kairos cant get a +2 rerollable.
He can get a +2, but it can't be rerollable.


Umm, yes he can, all tzeentch daemons re-roll saves of one


Ahh. So its almost the exact same thing... since he never fails unless he rolls double ones
That's pretty awesome.


Automatically Appended Next Post:
Budzerker wrote:
How much are beasts of nurgle? Do they have upgrades?


Only 52 points.


New Daemon Codex Competitive?  @ 2013/03/03 07:55:48


Post by: Ferrum_Sanguinis


Budzerker wrote:
How much are beasts of nurgle? Do they have upgrades?



never mind someone beat me to it


New Daemon Codex Competitive?  @ 2013/03/03 08:38:19


Post by: Puscifer


To be honest, after seeing the book upclose and more of the models for the second time, I can say that there are going to be some really powerful Mono lists and absolutely sick mixed lists.

TBH, I just want the models, I don't think there is one I don't like.

Except maybe the Slaaneshi Lawnmower of Death.

Any I digress from the other reason I was posting...

Does anyone else think that this book has a lot of hidden Gems inside it - ala Heldrake?


New Daemon Codex Competitive?  @ 2013/03/03 08:52:22


Post by: Generalian


Puscifer wrote:
To be honest, after seeing the book upclose and more of the models for the second time, I can say that there are going to be some really powerful Mono lists and absolutely sick mixed lists.

TBH, I just want the models, I don't think there is one I don't like.

Except maybe the Slaaneshi Lawnmower of Death.

Any I digress from the other reason I was posting...

Does anyone else think that this book has a lot of hidden Gems inside it - ala Heldrake?


EASILY! check out the post above about the sick combinations...
I still like the +3 Invul rerollable, +4 feel no pain, eternal warrior, It will not die, T10 Great Unclean One.
Talk about unkillable.


New Daemon Codex Competitive?  @ 2013/03/03 09:01:59


Post by: Puscifer


 Generalian wrote:
Puscifer wrote:
To be honest, after seeing the book upclose and more of the models for the second time, I can say that there are going to be some really powerful Mono lists and absolutely sick mixed lists.

TBH, I just want the models, I don't think there is one I don't like.

Except maybe the Slaaneshi Lawnmower of Death.

Any I digress from the other reason I was posting...

Does anyone else think that this book has a lot of hidden Gems inside it - ala Heldrake?


EASILY! check out the post above about the sick combinations...
I still like the +3 Invul rerollable, +4 feel no pain, eternal warrior, It will not die, T10 Great Unclean One.
Talk about unkillable.


Already ahead of you there and I totally agree with all of your comments on Nurgle. They have the best models too.


New Daemon Codex Competitive?  @ 2013/03/03 09:11:07


Post by: Selym


 lindsay40k wrote:
Hmm. Do CSM Daemonic units with a MoN count as Daemons of Nurgle for Epidemius?
CSM no longer have summoned daemons, so no...


New Daemon Codex Competitive?  @ 2013/03/03 09:12:13


Post by: AlmightyWalrus


 Generalian wrote:
 Eldarain wrote:
 Generalian wrote:
Lovepug13 wrote:
 lordofthegophers wrote:
 Sasori wrote:
 lordofthegophers wrote:
I can see opponents getting frustrated with Soul Grinders of Nurgle behind an aegis. 2+ cover save anyone?


Won't cover enough of the Soulgrinder, sadly.


Really? That sucks, I don't own the model so I'm not sure how big the thing is, but yeah looking at it now you're probably right. Still, if you can get it behind something...


You need to see the model


We just checked at our local GW. The aegis defense line does cover 25% of the model and therefore gives the soulgrinder a +2 cover save.

SO AWESOME!

Is it modeled doing the splits?


AHAHAHAHAHAHAHAHA no.
We used a soulgrinder made by a manager of Games Workshop used in multiple sponsored tournaments.
We measured the model and the Aegis line and then did the math.
The aegis walls (not the raised parts) covers a little more (by almost 3cm) then 25% of the model and is therefore legally giving it cover.


And you took into account that most of the mass is on top of the Soul Grinder and therefore not obscured?


New Daemon Codex Competitive?  @ 2013/03/03 09:13:01


Post by: Jancoran


Flesh hounds of Khorne rule.


New Daemon Codex Competitive?  @ 2013/03/03 10:26:26


Post by: Darkseid


 Generalian wrote:


EASILY! check out the post above about the sick combinations...
I still like the +3 Invul rerollable, +4 feel no pain, eternal warrior, It will not die, T10 Great Unclean One.
Talk about unkillable.


Unkillable GUO, meet broken JotWW!


New Daemon Codex Competitive?  @ 2013/03/03 10:31:53


Post by: lindsay40k


Selym wrote:
 lindsay40k wrote:
Hmm. Do CSM Daemonic units with a MoN count as Daemons of Nurgle for Epidemius?
CSM no longer have summoned daemons, so no...


Possessed, Oblits, Talons etc all have the Daemon rule. The point seems debatable both in RAW and fluff. Nine Oblits racking up kills for Gramps? That's some nasty synergy right there...


New Daemon Codex Competitive?  @ 2013/03/03 10:35:52


Post by: Puscifer


 Darkseid wrote:
 Generalian wrote:


EASILY! check out the post above about the sick combinations...
I still like the +3 Invul rerollable, +4 feel no pain, eternal warrior, It will not die, T10 Great Unclean One.
Talk about unkillable.


Unkillable GUO, meet broken JotWW!


Rune Priest meet the Warp Storm table.

Yeah, I'm clutching at straws with that one


New Daemon Codex Competitive?  @ 2013/03/03 10:36:40


Post by: Lovepug13


 Darkseid wrote:
 Generalian wrote:


EASILY! check out the post above about the sick combinations...
I still like the +3 Invul rerollable, +4 feel no pain, eternal warrior, It will not die, T10 Great Unclean One.
Talk about unkillable.


Unkillable GUO, meet broken JotWW!


Exalted!!!


New Daemon Codex Competitive?  @ 2013/03/03 10:50:34


Post by: xole


 Darkseid wrote:
 Generalian wrote:


EASILY! check out the post above about the sick combinations...
I still like the +3 Invul rerollable, +4 feel no pain, eternal warrior, It will not die, T10 Great Unclean One.
Talk about unkillable.


Unkillable GUO, meet broken JotWW!


Well, at PML 3 and initiative 4, Nurgle's finest has a good chance to survive JotWW.

EDIT:Why is PML associated with..."them"?


New Daemon Codex Competitive?  @ 2013/03/03 11:16:57


Post by: Sasori


 Darkseid wrote:
 Generalian wrote:


EASILY! check out the post above about the sick combinations...
I still like the +3 Invul rerollable, +4 feel no pain, eternal warrior, It will not die, T10 Great Unclean One.
Talk about unkillable.


Unkillable GUO, meet broken JotWW!


With a 4+ DTW, and Init 4, JOTWW isn't going to work that well.


New Daemon Codex Competitive?  @ 2013/03/03 12:06:07


Post by: Evileyes


How about this one then? Flying tzeentch daemon prince (Or lord of change for a cheaper version, if you want to)

Give it full mastery level, wing's, armour, and the tzeentch primaris power. Take off and fly up behind that nasty flyer. 4d6 strength 5 shot's with skyfire into it's butt, hitting it on 2's (Hitting flyers on 2's *squee*)

Before you even shoot it, you can vector strike the flyer for d3+1 strength 6 hits, then shoot the warpfire bolt's out of your butt at it's rear armour.

Heck, if that's not strong enough, you can still pick 2 other powers, and either use those powers combined with this, or spend all warpcharge on adding d6's to the shots you get.

This thing is a strength 5, flying minigun


New Daemon Codex Competitive?  @ 2013/03/03 12:12:31


Post by: Puscifer


Now I feel bad for selling my GK lol.. wait... no I don't.

FOR GRANDFATHER NURGLE!!!


New Daemon Codex Competitive?  @ 2013/03/03 12:24:40


Post by: Evileyes


Puscifer wrote:
Now I feel bad for selling my GK lol.. wait... no I don't.

FOR GRANDFATHER NURGLE!!!


Ironically, this has just made me think.

We lost collar of Khorne. Pretty much everything became psykers. We lost eternal warrior.

Are grey knight's now UTTERLY unbeatable by daemons? Daemon princes and greater daemons and flies, and beasts, and cavalry, and heralds, all die to force weapons D:


New Daemon Codex Competitive?  @ 2013/03/03 12:30:27


Post by: Puscifer


I'm watching a GK vs Daemon game today - I'll let you know after the game.

Should be good though, both players are tourney level.

One is a veteran GK player and the other has a point to prove that Daemons are broken in 40k.


New Daemon Codex Competitive?  @ 2013/03/03 12:34:32


Post by: Nakor The BlueRider


It's all well and good talking abut all the crazy combos and lists you can make to take advantage of the the new codex but the question I ask myself is how are we going to deliver these units.

Against an IG gun line, Balanced Necron footlist, GK Henchman spam etc. 20 Bloodletters sounds great until you get shot off the table before doing anything. With much cheaper troops you could by the MTO game but even then a smart player will bubble wrap his troops. You can still Derp strike them but that didn't work too well last codex. Daemons do have very fast units (Steeds Flys Screamers Blood Crushers )that could easily be in assault turn 2 giving your troops time to walk/Deep strike.


I've only read the codex once but I did see a lack of AT, apart from the cute Plague swords. The old codex relied heavily on Bolt of Tzeetch which was pretty rubbish against Av14. So how will Daemon cope with Land Raiders?



New Daemon Codex Competitive?  @ 2013/03/03 12:37:56


Post by: Evileyes


 Nakor The BlueRider wrote:
It's all well and good talking abut all the crazy combos and lists you can make to take advantage of the the new codex but the question I ask myself is how are we going to deliver these units.

Against an IG gun line, Balanced Necron footlist, GK Henchman spam etc. 20 Bloodletters sounds great until you get shot off the table before doing anything. With much cheaper troops you could by the MTO game but even then a smart player will bubble wrap his troops. You can still Derp strike them but that didn't work too well last codex. Daemons do have very fast units (Steeds Flys Screamers Blood Crushers )that could easily be in assault turn 2 giving your troops time to walk/Deep strike.


I've only read the codex once but I did see a lack of AT, apart from the cute Plague swords. The old codex relied heavily on Bolt of Tzeetch which was pretty rubbish against Av14. So how will Daemon cope with Land Raiders?



Land raiders? On the very rare occasion I see them, I can glance it to death with plagueswords, or have a monstrous creature drop down and smack it about.

And my solution, to the getting to the front problem, is to use infiltrating nurgling bases. They can infiltrate 18 inches away from the enemy in the open, so I'm going to create a nurgling barricade, meaning if they shoot at anything through the nurgling's, I get big cover saves, if they shoot at the nurglings, meh, I only lost nurglings, and now my fast stuff is moved up


New Daemon Codex Competitive?  @ 2013/03/03 12:42:19


Post by: Puscifer


 Evileyes wrote:
 Nakor The BlueRider wrote:
It's all well and good talking abut all the crazy combos and lists you can make to take advantage of the the new codex but the question I ask myself is how are we going to deliver these units.

Against an IG gun line, Balanced Necron footlist, GK Henchman spam etc. 20 Bloodletters sounds great until you get shot off the table before doing anything. With much cheaper troops you could by the MTO game but even then a smart player will bubble wrap his troops. You can still Derp strike them but that didn't work too well last codex. Daemons do have very fast units (Steeds Flys Screamers Blood Crushers )that could easily be in assault turn 2 giving your troops time to walk/Deep strike.


I've only read the codex once but I did see a lack of AT, apart from the cute Plague swords. The old codex relied heavily on Bolt of Tzeetch which was pretty rubbish against Av14. So how will Daemon cope with Land Raiders?



Land raiders? On the very rare occasion I see them, I can glance it to death with plagueswords, or have a monstrous creature drop down and smack it about.

And my solution, to the getting to the front problem, is to use infiltrating nurgling bases. They can infiltrate 18 inches away from the enemy in the open, so I'm going to create a nurgling barricade, meaning if they shoot at anything through the nurgling's, I get big cover saves, if they shoot at the nurglings, meh, I only lost nurglings, and now my fast stuff is moved up


You read my mind there.

Also - I agree with the Land Raiders. In my Meta, I'm the only player who uses them and I run two. But in that respect, I have never had one destroyed or even a HP knocked off.

Daemons suffer from ranged Anti Tank, but not at CC.


New Daemon Codex Competitive?  @ 2013/03/03 12:57:52


Post by: lindsay40k


 Evileyes wrote:

And my solution, to the getting to the front problem, is to use infiltrating nurgling bases. They can infiltrate 18 inches away from the enemy in the open, so I'm going to create a nurgling barricade, meaning if they shoot at anything through the nurgling's, I get big cover saves, if they shoot at the nurglings, meh, I only lost nurglings, and now my fast stuff is moved up


With army-wide 5++, I can only see Nurgling screens being of use to units that themselves have Shrouding.


New Daemon Codex Competitive?  @ 2013/03/03 13:12:44


Post by: Evileyes


 lindsay40k wrote:
 Evileyes wrote:

And my solution, to the getting to the front problem, is to use infiltrating nurgling bases. They can infiltrate 18 inches away from the enemy in the open, so I'm going to create a nurgling barricade, meaning if they shoot at anything through the nurgling's, I get big cover saves, if they shoot at the nurglings, meh, I only lost nurglings, and now my fast stuff is moved up


With army-wide 5++, I can only see Nurgling screens being of use to units that themselves have Shrouding.


Nurgle ^^


New Daemon Codex Competitive?  @ 2013/03/03 13:27:57


Post by: Selym


 Nakor The BlueRider wrote:
It's all well and good talking abut all the crazy combos and lists you can make to take advantage of the the new codex but the question I ask myself is how are we going to deliver these units.

Against an IG gun line, Balanced Necron footlist, GK Henchman spam etc. 20 Bloodletters sounds great until you get shot off the table before doing anything. With much cheaper troops you could by the MTO game but even then a smart player will bubble wrap his troops. You can still Derp strike them but that didn't work too well last codex. Daemons do have very fast units (Steeds Flys Screamers Blood Crushers )that could easily be in assault turn 2 giving your troops time to walk/Deep strike.


I've only read the codex once but I did see a lack of AT, apart from the cute Plague swords. The old codex relied heavily on Bolt of Tzeetch which was pretty rubbish against Av14. So how will Daemon cope with Land Raiders?


I've played around with a CSM daemon prince of Tzeentch with mastery 1 and wings, and I can promise you that the possibility of bringing three of those mother-fethers to the field will turn your average tank retinue into a smoking pile of scrap metal, faster than you can say "OP!".


New Daemon Codex Competitive?  @ 2013/03/03 13:31:15


Post by: Evileyes


Selym wrote:
 Nakor The BlueRider wrote:
It's all well and good talking abut all the crazy combos and lists you can make to take advantage of the the new codex but the question I ask myself is how are we going to deliver these units.

Against an IG gun line, Balanced Necron footlist, GK Henchman spam etc. 20 Bloodletters sounds great until you get shot off the table before doing anything. With much cheaper troops you could by the MTO game but even then a smart player will bubble wrap his troops. You can still Derp strike them but that didn't work too well last codex. Daemons do have very fast units (Steeds Flys Screamers Blood Crushers )that could easily be in assault turn 2 giving your troops time to walk/Deep strike.


I've only read the codex once but I did see a lack of AT, apart from the cute Plague swords. The old codex relied heavily on Bolt of Tzeetch which was pretty rubbish against Av14. So how will Daemon cope with Land Raiders?


I've played around with a CSM daemon prince of Tzeentch with mastery 1 and wings, and I can promise you that the possibility of bringing three of those mother-fethers to the field will turn your average tank retinue into a smoking pile of scrap metal, faster than you can say "OP!".


4, plus a lord of change xD


New Daemon Codex Competitive?  @ 2013/03/03 13:42:42


Post by: Selym


 Evileyes wrote:
Selym wrote:
 Nakor The BlueRider wrote:
It's all well and good talking abut all the crazy combos and lists you can make to take advantage of the the new codex but the question I ask myself is how are we going to deliver these units.

Against an IG gun line, Balanced Necron footlist, GK Henchman spam etc. 20 Bloodletters sounds great until you get shot off the table before doing anything. With much cheaper troops you could by the MTO game but even then a smart player will bubble wrap his troops. You can still Derp strike them but that didn't work too well last codex. Daemons do have very fast units (Steeds Flys Screamers Blood Crushers )that could easily be in assault turn 2 giving your troops time to walk/Deep strike.


I've only read the codex once but I did see a lack of AT, apart from the cute Plague swords. The old codex relied heavily on Bolt of Tzeetch which was pretty rubbish against Av14. So how will Daemon cope with Land Raiders?


I've played around with a CSM daemon prince of Tzeentch with mastery 1 and wings, and I can promise you that the possibility of bringing three of those mother-fethers to the field will turn your average tank retinue into a smoking pile of scrap metal, faster than you can say "OP!".


4, plus a lord of change xD

*Evil Grin*


New Daemon Codex Competitive?  @ 2013/03/03 17:18:39


Post by: Generalian


 AlmightyWalrus wrote:
 Generalian wrote:
 Eldarain wrote:
 Generalian wrote:
Lovepug13 wrote:
 lordofthegophers wrote:
 Sasori wrote:
 lordofthegophers wrote:
I can see opponents getting frustrated with Soul Grinders of Nurgle behind an aegis. 2+ cover save anyone?


Won't cover enough of the Soulgrinder, sadly.


Really? That sucks, I don't own the model so I'm not sure how big the thing is, but yeah looking at it now you're probably right. Still, if you can get it behind something...


You need to see the model


We just checked at our local GW. The aegis defense line does cover 25% of the model and therefore gives the soulgrinder a +2 cover save.

SO AWESOME!

Is it modeled doing the splits?


AHAHAHAHAHAHAHAHA no.
We used a soulgrinder made by a manager of Games Workshop used in multiple sponsored tournaments.
We measured the model and the Aegis line and then did the math.
The aegis walls (not the raised parts) covers a little more (by almost 3cm) then 25% of the model and is therefore legally giving it cover.


And you took into account that most of the mass is on top of the Soul Grinder and therefore not obscured?


Doesn't matter. As long as 25% of the model is covered... it legally has cover.


New Daemon Codex Competitive?  @ 2013/03/03 17:36:05


Post by: tetrisphreak


 Evileyes wrote:
How about this one then? Flying tzeentch daemon prince (Or lord of change for a cheaper version, if you want to)

Give it full mastery level, wing's, armour, and the tzeentch primaris power. Take off and fly up behind that nasty flyer. 4d6 strength 5 shot's with skyfire into it's butt, hitting it on 2's (Hitting flyers on 2's *squee*)

Before you even shoot it, you can vector strike the flyer for d3+1 strength 6 hits, then shoot the warpfire bolt's out of your butt at it's rear armour.

Heck, if that's not strong enough, you can still pick 2 other powers, and either use those powers combined with this, or spend all warpcharge on adding d6's to the shots you get.

This thing is a strength 5, flying minigun


Regardless of mastery level, FMCs may only use 2 witch fires max per shooting phase, and only 1 if they have done a vector strike. You're better off using the charged up primaris, but good luck denting a storm raven with s5.


New Daemon Codex Competitive?  @ 2013/03/03 17:40:07


Post by: labmouse42


 Generalian wrote:
The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.

You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.


New Daemon Codex Competitive?  @ 2013/03/03 17:49:38


Post by: agnosto


Soulgrinders getting cover? I never thought I'd wish for the days of 5th when vehicles had to have their HULL covered 25% to receive a cover save.



New Daemon Codex Competitive?  @ 2013/03/03 18:38:20


Post by: AlmightyWalrus


 Generalian wrote:
 AlmightyWalrus wrote:
 Generalian wrote:
 Eldarain wrote:
 Generalian wrote:
Lovepug13 wrote:
 lordofthegophers wrote:
 Sasori wrote:
 lordofthegophers wrote:
I can see opponents getting frustrated with Soul Grinders of Nurgle behind an aegis. 2+ cover save anyone?


Won't cover enough of the Soulgrinder, sadly.


Really? That sucks, I don't own the model so I'm not sure how big the thing is, but yeah looking at it now you're probably right. Still, if you can get it behind something...


You need to see the model


We just checked at our local GW. The aegis defense line does cover 25% of the model and therefore gives the soulgrinder a +2 cover save.

SO AWESOME!

Is it modeled doing the splits?


AHAHAHAHAHAHAHAHA no.
We used a soulgrinder made by a manager of Games Workshop used in multiple sponsored tournaments.
We measured the model and the Aegis line and then did the math.
The aegis walls (not the raised parts) covers a little more (by almost 3cm) then 25% of the model and is therefore legally giving it cover.


And you took into account that most of the mass is on top of the Soul Grinder and therefore not obscured?


Doesn't matter. As long as 25% of the model is covered... it legally has cover.


That's the thing though; most of the surface area that needs to be covered is way above the aegis.


New Daemon Codex Competitive?  @ 2013/03/03 19:09:20


Post by: tetrisphreak


Doesnt soulgrinder get a 5++ for being a daemon?


New Daemon Codex Competitive?  @ 2013/03/03 19:10:48


Post by: Selym


 tetrisphreak wrote:
Doesnt soulgrinder get a 5++ for being a daemon?
probably. And that makes it able to deflect 1/3 of any hits


New Daemon Codex Competitive?  @ 2013/03/03 19:12:23


Post by: NoArmorSave


 labmouse42 wrote:
 Generalian wrote:
The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.

You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.

Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.

If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.


New Daemon Codex Competitive?  @ 2013/03/03 19:15:29


Post by: magicafiend


I feel like people are ignoring the massive flaws of this codex. Not one of the new units is great, skullcannon is situational and wouldn't be needed if we could actually get assualt grenades. Soulgrinders only have 3 shots at BS3, I don't know why people are getting excited for 140 point autocannons. Everything in the elites section is worse than it was before, and none used them before so they are hardly usable now. The unkillable GUO will be ignored, he's slow enough and lacks any hitting power to be viable. The only units I feel will do anything are mass bloodletters, mass demonettes, screamers(much worse than before but still one of our better choices), seekers, and greater demons seem alright. It feels like we haven't got a single new unit and most of the old ones have been nerfed into the ground. At least I don't have to buy new models?


New Daemon Codex Competitive?  @ 2013/03/03 19:27:37


Post by: NoArmorSave


magicafiend wrote:
I feel like people are ignoring the massive flaws of this codex. Not one of the new units is great, skullcannon is situational and wouldn't be needed if we could actually get assualt grenades. Soulgrinders only have 3 shots at BS3, I don't know why people are getting excited for 140 point autocannons. Everything in the elites section is worse than it was before, and none used them before so they are hardly usable now. The unkillable GUO will be ignored, he's slow enough and lacks any hitting power to be viable. The only units I feel will do anything are mass bloodletters, mass demonettes, screamers(much worse than before but still one of our better choices), seekers, and greater demons seem alright. It feels like we haven't got a single new unit and most of the old ones have been nerfed into the ground. At least I don't have to buy new models?

I watched a game last night where the GUO took out 2 big units of Meganobz by himself. He only took 1 wound in the entire process....

He is hard to ignore when spearheaded correctly, and is shrouded.

The Codex requires skill to run now, which is a good thing. But, yes, it is extremely competitive.


New Daemon Codex Competitive?  @ 2013/03/03 19:48:50


Post by: Evileyes


The quadgun also gives cover, so behind the quadgun and the aegis, the soulgrinder easilly has 25%


New Daemon Codex Competitive?  @ 2013/03/03 19:48:52


Post by: magicafiend


That's just a bad ork player then, he should have either run away or tarpitted with grots or boys. GUO's aren't exactly hard to get away from.


New Daemon Codex Competitive?  @ 2013/03/03 20:00:30


Post by: AlmightyWalrus


magicafiend wrote:
That's just a bad ork player then, he should have either run away or tarpitted with grots or boys. GUO's aren't exactly hard to get away from.


The option to run away and/or tarpit is not always there. Suppose the GUO parked himself on an objective that you had to take to be able to win? Then what?


New Daemon Codex Competitive?  @ 2013/03/03 20:05:41


Post by: Evileyes


 AlmightyWalrus wrote:
magicafiend wrote:
That's just a bad ork player then, he should have either run away or tarpitted with grots or boys. GUO's aren't exactly hard to get away from.


The option to run away and/or tarpit is not always there. Suppose the GUO parked himself on an objective that you had to take to be able to win? Then what?


Then the daemon player is smart, and spending that many points wisely.


New Daemon Codex Competitive?  @ 2013/03/03 20:07:47


Post by: Selym


magicafiend wrote:
That's just a bad ork player then, he should have either run away or tarpitted with grots or boys. GUO's aren't exactly hard to get away from.
Unless you cut of retreat from behind with some speedy slaanesh units [As you can see, all you need to succeed is a little thinking].


New Daemon Codex Competitive?  @ 2013/03/03 20:15:50


Post by: NoArmorSave


 AlmightyWalrus wrote:
magicafiend wrote:
That's just a bad ork player then, he should have either run away or tarpitted with grots or boys. GUO's aren't exactly hard to get away from.


The option to run away and/or tarpit is not always there. Suppose the GUO parked himself on an objective that you had to take to be able to win? Then what?

And that is exactly what happened. The mission was the Relic. There was no avoiding the GUO. He sent the Meganobz right into it, not knowing just how damn nasty it was.
Not a bad player at all. It is not like he had the new book memorized after the Codex has been out for a day.....

Most 6th Edition missions are objectives, it is tough to avoid the GUO in the hands of a good daemon player.


New Daemon Codex Competitive?  @ 2013/03/03 20:18:25


Post by: Blaggard


There's only a 1/6 chance you'll get both iron arm and the re-roll invuls. 50% chance to get iron arm and a 33% chance to get the re-roll.
Is 300 points worth the 1/6 chance of getting a beastly unit?



New Daemon Codex Competitive?  @ 2013/03/03 20:22:07


Post by: Selym


 Blaggard wrote:
There's only a 1/6 chance you'll get both iron arm and the re-roll invuls. 50% chance to get iron arm and a 33% chance to get the re-roll.
Is 300 points worth the 1/6 chance of getting a beastly unit?

I would wager yes, as it has other qualities besides those two buffs. The major ones being that it is an MC, and has a ridiculously high toughness.


New Daemon Codex Competitive?  @ 2013/03/03 20:25:25


Post by: NoArmorSave


Selym wrote:
 Blaggard wrote:
There's only a 1/6 chance you'll get both iron arm and the re-roll invuls. 50% chance to get iron arm and a 33% chance to get the re-roll.
Is 300 points worth the 1/6 chance of getting a beastly unit?

I would wager yes, as it has other qualities besides those two buffs. The major ones being that it is an MC, and has a ridiculously high toughness.

Yes, it is worth it. Even without the buffs he is beastly. And he can always cause instant death.

The GUO one didn't even have Iron Arm in last night's game. He had balesword, re-roll invulns, endurance, and warp speed.


New Daemon Codex Competitive?  @ 2013/03/03 20:27:54


Post by: Selym


NoArmorSave wrote:
Selym wrote:
 Blaggard wrote:
There's only a 1/6 chance you'll get both iron arm and the re-roll invuls. 50% chance to get iron arm and a 33% chance to get the re-roll.
Is 300 points worth the 1/6 chance of getting a beastly unit?

I would wager yes, as it has other qualities besides those two buffs. The major ones being that it is an MC, and has a ridiculously high toughness.

Yes, it is worth it. Even without the buffs he is beastly. And he can always cause instant death.

The GUO one didn't even have Iron Arm in last night's game. He had re-roll invulns, endurance, and warp speed.
]Well there we go. Chaos doesn't leave it's followers in the dust


New Daemon Codex Competitive?  @ 2013/03/03 20:35:13


Post by: xscoutsniperx


finally i can complete my fluffy CSM nurgle army with a GUO and hes a beast!

GUO and typhus tag team!!!


New Daemon Codex Competitive?  @ 2013/03/03 20:36:58


Post by: Selym


 xscoutsniperx wrote:
finally i can complete my fluffy CSM nurgle army with a GUO and hes a beast!

GUO and typhus tag team!!!
Gotta love those 7's


New Daemon Codex Competitive?  @ 2013/03/03 20:42:07


Post by: lindsay40k


magicafiend wrote:
I feel like people are ignoring the massive flaws of this codex. Not one of the new units is great, skullcannon is situational and wouldn't be needed if we could actually get assualt grenades.


Do we want them?

Seriously, I'm primarily a Tyranid player, and I found it weird when all of my gribblies could do the same thing as grenades.

I like having grenades as something particular to industrialised races and races with more exotic logistics having other ways of dealing with entrenched defenders. I've really enjoyed having to use synergy in my swarm and doing the same with my Daemons sounds cool.


New Daemon Codex Competitive?  @ 2013/03/03 20:49:27


Post by: Selym


 lindsay40k wrote:
magicafiend wrote:
I feel like people are ignoring the massive flaws of this codex. Not one of the new units is great, skullcannon is situational and wouldn't be needed if we could actually get assualt grenades.


Do we want them?

Seriously, I'm primarily a Tyranid player, and I found it weird when all of my gribblies could do the same thing as grenades.

I like having grenades as something particular to industrialised races and races with more exotic logistics having other ways of dealing with entrenched defenders. I've really enjoyed having to use synergy in my swarm and doing the same with my Daemons sounds cool.

Yes, like you say, this codex, and the other two new codices require co-operation between units and sub-faction types. You can't have everything in a single unit anymore.


New Daemon Codex Competitive?  @ 2013/03/03 20:49:34


Post by: haroon


I want to to use fate waver but he's so expensive and only t5 I don't know if Its worth it.


New Daemon Codex Competitive?  @ 2013/03/03 20:58:28


Post by: Generalian


 lindsay40k wrote:
Selym wrote:
 lindsay40k wrote:
Hmm. Do CSM Daemonic units with a MoN count as Daemons of Nurgle for Epidemius?
CSM no longer have summoned daemons, so no...


Possessed, Oblits, Talons etc all have the Daemon rule. The point seems debatable both in RAW and fluff. Nine Oblits racking up kills for Gramps? That's some nasty synergy right there...


No. The book clearly states that it only affects ALIGNED daemons... therefore nothing in the other books combo. It also means you cannot use epidemius with plaque marines.


New Daemon Codex Competitive?  @ 2013/03/03 21:01:18


Post by: Selym


 Generalian wrote:
 lindsay40k wrote:
Selym wrote:
 lindsay40k wrote:
Hmm. Do CSM Daemonic units with a MoN count as Daemons of Nurgle for Epidemius?
CSM no longer have summoned daemons, so no...


Possessed, Oblits, Talons etc all have the Daemon rule. The point seems debatable both in RAW and fluff. Nine Oblits racking up kills for Gramps? That's some nasty synergy right there...


No. The book clearly states that it only affects ALIGNED daemons... therefore nothing in the other books combo. It also means you cannot use epidemius with plaque marines.
Damn... I was looking forward to nurgle cheese :/
Ah, well, looks like I'll have to work with a more varied list. My daemon prince of Tzeentch will be pleased


New Daemon Codex Competitive?  @ 2013/03/03 21:33:53


Post by: Evileyes


When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.

As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.

Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.

I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?


New Daemon Codex Competitive?  @ 2013/03/03 22:41:15


Post by: NoArmorSave


 Evileyes wrote:
When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.

As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.

Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.

I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?

Actually, Fatewever is still quite strong. He has access to Biomancy, so he can buff himself or someone else.
He let's you re-roll one dice per turn. Blow your Iron Arm roll on your GUO, or fail to cast a Biomancy power... There you go.

He allows you to re-roll the result on the Warpstorm table every turn. That is a huge benefit.

Also, his shooting is nasty. That 24" D6+4 ST AP2 beam is not to be scoffed at. Roll bad on the ST roll, no problem, Fateweaver let's you re-roll.

Playing a lot of Space Wolves with JOTW, or other remove from play effects? No problem, Fateweaver let's you re-roll your DTW roll.

As a support unit, he is still very viable.


New Daemon Codex Competitive?  @ 2013/03/03 23:45:26


Post by: haroon


NoArmorSave wrote:
 Evileyes wrote:
When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.

As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.

Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.

I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?

Actually, Fatewever is still quite strong. He has access to Biomancy, so he can buff himself or someone else.
He let's you re-roll one dice per turn. Blow your Iron Arm roll on your GUO, or fail to cast a Biomancy power... There you go.

He allows you to re-roll the result on the Warpstorm table every turn. That is a huge benefit.

Also, his shooting is nasty. That 24" D6+4 ST AP2 beam is not to be scoffed at. Roll bad on the ST roll, no problem, Fateweaver let's you re-roll.

Playing a lot of Space Wolves with JOTW, or other remove from play effects? No problem, Fateweaver let's you re-roll your DTW roll.

As a support unit, he is still very viable.


I don't think he's viable at all. Those are all very minor situational things and require him to be alive, which he won't be with t5 and only a 4++. He's just not worth 300 pts.


New Daemon Codex Competitive?  @ 2013/03/04 00:27:22


Post by: Mr. Degarczynski


 Generalian wrote:
So we are working on trying to break the codex and all we can see right now are a view obvious ones...

If you combine the psyker battle squad with slannesh pavane... you can one shot entire squads of everything.




Could you explain this in a little more detail please? I'm not quite sure I follow. Whose psyker battle squad, and how is this made possible?

Thanks...


New Daemon Codex Competitive?  @ 2013/03/04 00:29:43


Post by: NoArmorSave


haroon wrote:
NoArmorSave wrote:
 Evileyes wrote:
When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.

As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.

Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.

I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?

Actually, Fatewever is still quite strong. He has access to Biomancy, so he can buff himself or someone else.
He let's you re-roll one dice per turn. Blow your Iron Arm roll on your GUO, or fail to cast a Biomancy power... There you go.

He allows you to re-roll the result on the Warpstorm table every turn. That is a huge benefit.

Also, his shooting is nasty. That 24" D6+4 ST AP2 beam is not to be scoffed at. Roll bad on the ST roll, no problem, Fateweaver let's you re-roll.

Playing a lot of Space Wolves with JOTW, or other remove from play effects? No problem, Fateweaver let's you re-roll your DTW roll.

As a support unit, he is still very viable.


I don't think he's viable at all. Those are all very minor situational things and require him to be alive, which he won't be with t5 and only a 4++. He's just not worth 300 pts.

"which he won't be with t5 and only a 4++"

Biomancy, Invisibility are a couple of ways to mitigate that. You can easily set him up with T8, or to have a 2+ save that he can re-roll once.
He is also a FMC, so shooting is largely mitigated barring heavy flyers. I can keep him alive just fine.

His powers are far from "minor or situational". I don't think you understand him at all. His shooting can be flat out gross, and you can position him easily where he will do maximum damage with it.
The re-roll can also be game changing.

He is plenty viable and very powerful.


New Daemon Codex Competitive?  @ 2013/03/04 00:52:12


Post by: haroon


NoArmorSave wrote:
haroon wrote:
NoArmorSave wrote:
 Evileyes wrote:
When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.

As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.

Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.

I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?

Actually, Fatewever is still quite strong. He has access to Biomancy, so he can buff himself or someone else.
He let's you re-roll one dice per turn. Blow your Iron Arm roll on your GUO, or fail to cast a Biomancy power... There you go.

He allows you to re-roll the result on the Warpstorm table every turn. That is a huge benefit.

Also, his shooting is nasty. That 24" D6+4 ST AP2 beam is not to be scoffed at. Roll bad on the ST roll, no problem, Fateweaver let's you re-roll.

Playing a lot of Space Wolves with JOTW, or other remove from play effects? No problem, Fateweaver let's you re-roll your DTW roll.

As a support unit, he is still very viable.


I don't think he's viable at all. Those are all very minor situational things and require him to be alive, which he won't be with t5 and only a 4++. He's just not worth 300 pts.

"which he won't be with t5 and only a 4++"

Biomancy, Invisibility are a couple of ways to mitigate that. You can easily set him up with T8, or to have a 2+ save that he can re-roll once.
He is also a FMC, so shooting is largely mitigated barring heavy flyers. I can keep him alive just fine.

His powers are far from "minor or situational". I don't think you understand him at all. His shooting can be flat out gross, and you can position him easily where he will do maximum damage with it.
The re-roll can also be game changing.

He is plenty viable and very powerful.


He's really not, you cannot "easily " set him up with t8 because he only gets 1 biomancy power so that's a 1/6 chance to get iron arm. You cannot count on these things for survivability. The more I think about it the more I realize how terrible he is. Also there's no way to get a 2+ that he can reroll that I can see. You have to remember he only gets 1 power from each table and its random.


New Daemon Codex Competitive?  @ 2013/03/04 00:55:18


Post by: Ravenous D


People seem to think you will get your powers you want every game, I designed a Nid list a while back with the focus on enfeeble, after repeatly rolling it I found its not worth the time to do because depending on powers is idiotic. Divination is the only good one because the primis power is infinitely useful.


New Daemon Codex Competitive?  @ 2013/03/04 00:56:50


Post by: Ferrum_Sanguinis


haroon wrote:
NoArmorSave wrote:
haroon wrote:
NoArmorSave wrote:
 Evileyes wrote:
When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.

As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.

Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.

I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?

Actually, Fatewever is still quite strong. He has access to Biomancy, so he can buff himself or someone else.
He let's you re-roll one dice per turn. Blow your Iron Arm roll on your GUO, or fail to cast a Biomancy power... There you go.

He allows you to re-roll the result on the Warpstorm table every turn. That is a huge benefit.

Also, his shooting is nasty. That 24" D6+4 ST AP2 beam is not to be scoffed at. Roll bad on the ST roll, no problem, Fateweaver let's you re-roll.

Playing a lot of Space Wolves with JOTW, or other remove from play effects? No problem, Fateweaver let's you re-roll your DTW roll.

As a support unit, he is still very viable.


I don't think he's viable at all. Those are all very minor situational things and require him to be alive, which he won't be with t5 and only a 4++. He's just not worth 300 pts.

"which he won't be with t5 and only a 4++"

Biomancy, Invisibility are a couple of ways to mitigate that. You can easily set him up with T8, or to have a 2+ save that he can re-roll once.
He is also a FMC, so shooting is largely mitigated barring heavy flyers. I can keep him alive just fine.

His powers are far from "minor or situational". I don't think you understand him at all. His shooting can be flat out gross, and you can position him easily where he will do maximum damage with it.
The re-roll can also be game changing.

He is plenty viable and very powerful.


He's really not, you cannot "easily " set him up with t8 because he only gets 1 biomancy power so that's a 1/6 chance to get iron arm. You cannot count on these things for survivability. The more I think about it the more I realize how terrible he is. Also there's no way to get a 2+ that he can reroll that I can see. You have to remember he only gets 1 power from each table and its random.


He's a damon of tzeentch, all of them re-roll invuln saves of 1. Therefore, for all itens and purposes, the 2++ he gets from Grimore of True Names is re-rollable...


New Daemon Codex Competitive?  @ 2013/03/04 00:58:47


Post by: HERO


I think Demons can be pretty good. A lot better than WHFB daemons at least.

I originally had a pretty powerful list written up with Slaanesh and Tz units, but after reading about the Burning Chariot of Tz mess up, I don't know if I want to commit anymore.


New Daemon Codex Competitive?  @ 2013/03/04 01:36:57


Post by: Nightwolf829


It is going to be really interesting when this GUO everyone is talking about winds up in base to base with the Swarmlord. XD

That said. This book is definitely competitive. Not a doubt in my mind.


New Daemon Codex Competitive?  @ 2013/03/04 01:55:20


Post by: jifel


Nightwolf829 wrote:
It is going to be really interesting when this GUO everyone is talking about winds up in base to base with the Swarmlord. XD

That said. This book is definitely competitive. Not a doubt in my mind.


Or, poisoned gants!


New Daemon Codex Competitive?  @ 2013/03/04 01:55:53


Post by: Experiment 626


 HERO wrote:
I think Demons can be pretty good. A lot better than WHFB daemons at least.

I originally had a pretty powerful list written up with Slaanesh and Tz units, but after reading about the Burning Chariot of Tz mess up, I don't know if I want to commit anymore.


Erm, Fantasy Daemons are still broken as hell...
Have you actually seen what a Loc w/Wand of Whimsy does? God forbid the (mandetory) 2x Skullcannons for all of 270pts.

The problem with Fantasy is that half the book sucks monkeyballs, the other half is still game-breakingly over the top...


I hope Burning Chariots get FAQ'd quickly though...
While they're not 100% unplayable, I can't ever see one surviving past the first time it shoots something. Kind of a poor trade, especially the anti-tank shot.


New Daemon Codex Competitive?  @ 2013/03/04 01:55:56


Post by: ausYenLoWang


Well, im definitely like the idea of a herald and a group of pink horrors sitting back in my CSM back line, 135 points for a divination psyker and a 10 man squad to feed him some extra wounds if needed.


New Daemon Codex Competitive?  @ 2013/03/04 02:09:44


Post by: labmouse42


NoArmorSave wrote:
 labmouse42 wrote:
 Generalian wrote:
The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.

You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.

Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.

If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.
25% of the height maybe, but not the mass of the model. The soul grinder is on spindly legs with a massive body, much like a ... well ... spider! Check the wording on cover for vehicles. Does it say 25% of the model, or 25% of the height?


New Daemon Codex Competitive?  @ 2013/03/04 02:41:41


Post by: xole


 labmouse42 wrote:
NoArmorSave wrote:
 labmouse42 wrote:
 Generalian wrote:
The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.

You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.

Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.

If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.
25% of the height maybe, but not the mass of the model. The soul grinder is on spindly legs with a massive body, much like a ... well ... spider! Check the wording on cover for vehicles. Does it say 25% of the model, or 25% of the height?


25% of the facing.


New Daemon Codex Competitive?  @ 2013/03/04 02:43:45


Post by: tgf


I believe they will make good allies to CSM, but Warp Storm's ability to completely ruin a game for the demon player will weed them out of any serious competitors hands as a primary army.


New Daemon Codex Competitive?  @ 2013/03/04 02:43:55


Post by: HERO


Experiment 626 wrote:
 HERO wrote:
I think Demons can be pretty good. A lot better than WHFB daemons at least.

I originally had a pretty powerful list written up with Slaanesh and Tz units, but after reading about the Burning Chariot of Tz mess up, I don't know if I want to commit anymore.


Erm, Fantasy Daemons are still broken as hell...
Have you actually seen what a Loc w/Wand of Whimsy does? God forbid the (mandetory) 2x Skullcannons for all of 270pts.

The problem with Fantasy is that half the book sucks monkeyballs, the other half is still game-breakingly over the top...


I hope Burning Chariots get FAQ'd quickly though...
While they're not 100% unplayable, I can't ever see one surviving past the first time it shoots something. Kind of a poor trade, especially the anti-tank shot.


I hear this is the case as well.
The grossly underpriced Skullcannons, but I don't think much else is overpowered. In fact, I'm pretty sure Fantasy Daemons is in pretty bad shape right now from what I've heard.
I have yet to see the book myself though.. but any book without access to a dispel scroll can't be that great lol.


New Daemon Codex Competitive?  @ 2013/03/04 02:53:45


Post by: Eldarain


 xole wrote:
 labmouse42 wrote:
NoArmorSave wrote:
 labmouse42 wrote:
 Generalian wrote:
The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.

You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.

Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.

If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.
25% of the height maybe, but not the mass of the model. The soul grinder is on spindly legs with a massive body, much like a ... well ... spider! Check the wording on cover for vehicles. Does it say 25% of the model, or 25% of the height?


25% of the facing.

How do you determine a Defiler/Soulgrinders facings? Seems like a pretty nebulous model that way.


New Daemon Codex Competitive?  @ 2013/03/04 02:59:11


Post by: Generalian


 labmouse42 wrote:
NoArmorSave wrote:
 labmouse42 wrote:
 Generalian wrote:
The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.

You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.

Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.

If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.
25% of the height maybe, but not the mass of the model. The soul grinder is on spindly legs with a massive body, much like a ... well ... spider! Check the wording on cover for vehicles. Does it say 25% of the model, or 25% of the height?


25% hidden of the FACING of the vehicle from the FIRER = 4+ cover save in ruins or other applicable cover save listed on page 18.

That means that anything shooting at a ground level to the soul grinder will give the cover save, but anything like a flyer or model higher up will ignore it.

http://www.belloflostsouls.net/2012/07/40k-vehicles-and-cover-saves-in-6th.html


New Daemon Codex Competitive?  @ 2013/03/04 03:01:08


Post by: NoArmorSave


 Eldarain wrote:
 xole wrote:
 labmouse42 wrote:
NoArmorSave wrote:
 labmouse42 wrote:
 Generalian wrote:
The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.

You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.

Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.

If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.
25% of the height maybe, but not the mass of the model. The soul grinder is on spindly legs with a massive body, much like a ... well ... spider! Check the wording on cover for vehicles. Does it say 25% of the model, or 25% of the height?


25% of the facing.

How do you determine a Defiler/Soulgrinders facings? Seems like a pretty nebulous model that way.

I have measured it multiple times. Just sit down the Soul Grinder and stack 4 pieces of Aegis in front of it. It is more than 25% covered.

You may not like the rule, but it is 100% legal and is what it is.



Automatically Appended Next Post:
 Generalian wrote:
 labmouse42 wrote:
NoArmorSave wrote:
 labmouse42 wrote:
 Generalian wrote:
The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.

You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.

Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.

If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.
25% of the height maybe, but not the mass of the model. The soul grinder is on spindly legs with a massive body, much like a ... well ... spider! Check the wording on cover for vehicles. Does it say 25% of the model, or 25% of the height?


25% hidden of the FACING of the vehicle from the FIRER = 4+ cover save in ruins or other applicable cover save listed on page 18.

That means that anything shooting at a ground level to the soul grinder will give the cover save, but anything like a flyer or model higher up will ignore it.

http://www.belloflostsouls.net/2012/07/40k-vehicles-and-cover-saves-in-6th.html


This is the case for almost any model being shot at by a flyer. Not just the Soul Grinder.


Automatically Appended Next Post:
haroon wrote:
NoArmorSave wrote:
haroon wrote:
NoArmorSave wrote:
 Evileyes wrote:
When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.

As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.

Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.

I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?

Actually, Fatewever is still quite strong. He has access to Biomancy, so he can buff himself or someone else.
He let's you re-roll one dice per turn. Blow your Iron Arm roll on your GUO, or fail to cast a Biomancy power... There you go.

He allows you to re-roll the result on the Warpstorm table every turn. That is a huge benefit.

Also, his shooting is nasty. That 24" D6+4 ST AP2 beam is not to be scoffed at. Roll bad on the ST roll, no problem, Fateweaver let's you re-roll.

Playing a lot of Space Wolves with JOTW, or other remove from play effects? No problem, Fateweaver let's you re-roll your DTW roll.

As a support unit, he is still very viable.


I don't think he's viable at all. Those are all very minor situational things and require him to be alive, which he won't be with t5 and only a 4++. He's just not worth 300 pts.

"which he won't be with t5 and only a 4++"

Biomancy, Invisibility are a couple of ways to mitigate that. You can easily set him up with T8, or to have a 2+ save that he can re-roll once.
He is also a FMC, so shooting is largely mitigated barring heavy flyers. I can keep him alive just fine.

His powers are far from "minor or situational". I don't think you understand him at all. His shooting can be flat out gross, and you can position him easily where he will do maximum damage with it.
The re-roll can also be game changing.

He is plenty viable and very powerful.


He's really not, you cannot "easily " set him up with t8 because he only gets 1 biomancy power so that's a 1/6 chance to get iron arm. You cannot count on these things for survivability. The more I think about it the more I realize how terrible he is. Also there's no way to get a 2+ that he can reroll that I can see. You have to remember he only gets 1 power from each table and its random.


Sure there is. Invisibility + keep him in ruins or behind an Aegis. 2+ and you re-roll 1's.

So you have Iron Arm, Endurance, Invisibility, and he is a FMC. He has 5W, and doesn't go poof when he fails a LD test.


New Daemon Codex Competitive?  @ 2013/03/04 04:03:21


Post by: McGibs


So I'm planning on running a Bloodthirster as a CSM ally, and planning to load him out thusly:

Two greater gifts, one of which being the blood blade (unless I roll two really good gifts, like... feel no pain 4+, and extra wound or something)
Now, the blood blade is an unwieldy specialist weapon that "gives the bearer the Rampage rule" (+d3 attacks if outnumbered in combat)
So, this pairs with the Axe of Khorne (also a specialist weapon) to give the thirst+1 attack. Then, as I understand it, the bloodblade's rampage rule is active as long as he's just equipped with it, not actually using it.

So, 7 attacks base, +D3 if outnumbered, striking at initiative 9, with instant death on 6's (axe of khone)

A solid interpretation?


New Daemon Codex Competitive?  @ 2013/03/04 05:49:01


Post by: tetrisphreak


 McGibs wrote:
So I'm planning on running a Bloodthirster as a CSM ally, and planning to load him out thusly:

Two greater gifts, one of which being the blood blade (unless I roll two really good gifts, like... feel no pain 4+, and extra wound or something)
Now, the blood blade is an unwieldy specialist weapon that "gives the bearer the Rampage rule" (+d3 attacks if outnumbered in combat)
So, this pairs with the Axe of Khorne (also a specialist weapon) to give the thirst+1 attack. Then, as I understand it, the bloodblade's rampage rule is active as long as he's just equipped with it, not actually using it.

So, 7 attacks base, +D3 if outnumbered, striking at initiative 9, with instant death on 6's (axe of khone)

A solid interpretation?


While RAW that might be fundamentally true, I *feel* as though it is intended to only get the benefits of whichever weapon is currently being used in combat.


New Daemon Codex Competitive?  @ 2013/03/04 06:57:28


Post by: NamelessBard


New tactic. Take CSM as primary detachment. Huron is warlord. Infiltrate GUO.

Any reason this can't be done?


New Daemon Codex Competitive?  @ 2013/03/04 07:05:58


Post by: Sasori


NamelessBard wrote:
New tactic. Take CSM as primary detachment. Huron is warlord. Infiltrate GUO.

Any reason this can't be done?


You can only infiltrate Infantry units, not MCs.


New Daemon Codex Competitive?  @ 2013/03/04 07:17:21


Post by: NamelessBard


 Sasori wrote:
NamelessBard wrote:
New tactic. Take CSM as primary detachment. Huron is warlord. Infiltrate GUO.

Any reason this can't be done?


You can only infiltrate Infantry units, not MCs.


Ahhh, right!


New Daemon Codex Competitive?  @ 2013/03/04 08:08:24


Post by: Puscifer


Some Dakka members... Evileyes in particular... wanted to know the outcome of a GK VS Daemons game between two tourney level players.

The GK won overall, but it was much much closer than either player thought it would be.

From the game we came away with the following info...

Mobs of Slaaneshi units are best for taking out Terminators. Just flood the board with them, especially Daemonettes. I'm talking hordes of Daemonettes. We saw 20 strong units tear through the GK with consummate ease.

Always give your heralds and unit leaders a magic weapon. The AP2 works wonders.

Don't bother with Greater Daemons, they die in one combat vs GK.

Take the obligatory Plaguebearers to grab objectives.

Nurglings are your friends vs shooting. They make awesome meat shields vs GK shooting.

Gang up on your opponent... 2 vs 1.

On the other side...

Terminators are your friends. Paladins less so due to points cost. The elite level MEQ GK were awesome due to the amount of Psycannons.

The baby carrier was great against the big things but totally rubbish vs the little things.

Take halberds. You need these.


New Daemon Codex Competitive?  @ 2013/03/04 08:30:59


Post by: Ferrum_Sanguinis


Puscifer wrote:
Some Dakka members... Evileyes in particular... wanted to know the outcome of a GK VS Daemons game between two tourney level players.

The GK won overall, but it was much much closer than either player thought it would be.

From the game we came away with the following info...

Mobs of Slaaneshi units are best for taking out Terminators. Just flood the board with them, especially Daemonettes. I'm talking hordes of Daemonettes. We saw 20 strong units tear through the GK with consummate ease.

Always give your heralds and unit leaders a magic weapon. The AP2 works wonders.

Don't bother with Greater Daemons, they die in one combat vs GK.

Take the obligatory Plaguebearers to grab objectives.

Nurglings are your friends vs shooting. They make awesome meat shields vs GK shooting.

Gang up on your opponent... 2 vs 1.

On the other side...

Terminators are your friends. Paladins less so due to points cost. The elite level MEQ GK were awesome due to the amount of Psycannons.

The baby carrier was great against the big things but totally rubbish vs the little things.

Take halberds. You need these.


Seems to confirm what I've said: unless a GK player tailors his list against Daemons its not gonna be the curb stomp battle most imagine...


New Daemon Codex Competitive?  @ 2013/03/04 08:33:31


Post by: Sasori


Ferrum_Sanguinis wrote:
Puscifer wrote:
Some Dakka members... Evileyes in particular... wanted to know the outcome of a GK VS Daemons game between two tourney level players.

The GK won overall, but it was much much closer than either player thought it would be.

From the game we came away with the following info...

Mobs of Slaaneshi units are best for taking out Terminators. Just flood the board with them, especially Daemonettes. I'm talking hordes of Daemonettes. We saw 20 strong units tear through the GK with consummate ease.

Always give your heralds and unit leaders a magic weapon. The AP2 works wonders.

Don't bother with Greater Daemons, they die in one combat vs GK.

Take the obligatory Plaguebearers to grab objectives.

Nurglings are your friends vs shooting. They make awesome meat shields vs GK shooting.

Gang up on your opponent... 2 vs 1.

On the other side...

Terminators are your friends. Paladins less so due to points cost. The elite level MEQ GK were awesome due to the amount of Psycannons.

The baby carrier was great against the big things but totally rubbish vs the little things.

Take halberds. You need these.


Seems to confirm what I've said: unless a GK player tailors his list against Daemons its not gonna be the curb stomp battle most imagine...


Agreed. Also, I bet the Daemons list hasn't been fully optimized yet, given the amount of time the book has been available.


New Daemon Codex Competitive?  @ 2013/03/04 08:39:03


Post by: Puscifer


I think Daemons do have massive weaknesses vs certain armies.

Guard, some GK armies, Tau and Dark Eldar specifically are going to be hard games.

Even matches will come against Nids and possibly Orks.

Elite armies such as Eldar, MEQ and TEQ are going to be better for us.



Automatically Appended Next Post:
The Daemons list played out its first game against GK and it was in no way tourney standard broken.


Automatically Appended Next Post:
I mean competitive not broken.


New Daemon Codex Competitive?  @ 2013/03/04 09:23:47


Post by: Sasori


Puscifer wrote:
I think Daemons do have massive weaknesses vs certain armies.

Guard, some GK armies, Tau and Dark Eldar specifically are going to be hard games.

Even matches will come against Nids and possibly Orks.

Elite armies such as Eldar, MEQ and TEQ are going to be better for us.



Automatically Appended Next Post:
The Daemons list played out its first game against GK and it was in no way tourney standard broken.


Automatically Appended Next Post:
I mean competitive not broken.


I'm not seeing how Tau are going to be trouble for Daemons.



New Daemon Codex Competitive?  @ 2013/03/04 09:25:14


Post by: Ferrum_Sanguinis


 Sasori wrote:
Puscifer wrote:
I think Daemons do have massive weaknesses vs certain armies.

Guard, some GK armies, Tau and Dark Eldar specifically are going to be hard games.

Even matches will come against Nids and possibly Orks.

Elite armies such as Eldar, MEQ and TEQ are going to be better for us.



Automatically Appended Next Post:
The Daemons list played out its first game against GK and it was in no way tourney standard broken.


Automatically Appended Next Post:
I mean competitive not broken.


I'm not seeing how Tau are going to be trouble for Daemons.



Same here, and while mech/air force guard is gonna be a problem, blob guard will be chumps if you max out on Khorne Cannons.


New Daemon Codex Competitive?  @ 2013/03/04 09:31:13


Post by: Puscifer


My bad... put them in the wrong section.


New Daemon Codex Competitive?  @ 2013/03/04 10:03:41


Post by: NoArmorSave


Puscifer wrote:
I think Daemons do have massive weaknesses vs certain armies.

Guard, some GK armies, Tau and Dark Eldar specifically are going to be hard games.

Even matches will come against Nids and possibly Orks.

Elite armies such as Eldar, MEQ and TEQ are going to be better for us.



Automatically Appended Next Post:
The Daemons list played out its first game against GK and it was in no way tourney standard broken.


Automatically Appended Next Post:
I mean competitive not broken.

Dark Eldar Venom Spam is the only real bad matchup at this point.

If the Guard player doesn't cripple the daemon player very early on, he is done. That one is not a bad matchup.


New Daemon Codex Competitive?  @ 2013/03/04 11:00:33


Post by: labmouse42


 Generalian wrote:
25% hidden of the FACING of the vehicle from the FIRER = 4+ cover save in ruins or other applicable cover save listed on page 18.

That means that anything shooting at a ground level to the soul grinder will give the cover save, but anything like a flyer or model higher up will ignore it.

http://www.belloflostsouls.net/2012/07/40k-vehicles-and-cover-saves-in-6th.html
That article is great when your talking about a nice rectangle block like a rhino.
The soulgrinder not a rectangle.


New Daemon Codex Competitive?  @ 2013/03/04 11:46:11


Post by: Shandara


It's generally quite hard to determine whether 25% of the volume is covered in edge cases for non-boxes.


New Daemon Codex Competitive?  @ 2013/03/04 12:10:34


Post by: Sasori


I think you may want to move the Soulgrinder Topic to YMDC, if you want to continue discussion on it, so we don't clutter this thread with it.

EDIT:


Hmm, it appears that that the Disruptive song on Fiends, stacks per model, instead of per unit like I thought at first. That could be really handy.


New Daemon Codex Competitive?  @ 2013/03/04 13:44:26


Post by: Malthor


Had a little game Saturday with my newly acquired Nurgle allies for my CSM and I must say I really like the book

I teamed up with another Daemon player against Tau and a BA/GK mix, and I must say we performed quite well.

What I liked was a combo of Nurglings accompanying the GUO(for whom I rolled Iron Arm and Warp speed, which was very, very ridiculous ). I found that Nurglings are a good countercharge unit with their mass of poison attacks, or good to eat Overwatch if the GUO should miraculously be low on wounds.

Plague Bearers performed admirably as Objective campers, I even welcomed the deep stiking crisis suit/Dread Knight, as they were curteous enough to be close enough for the defensive grenades to kick in so I didn't even have to go to ground for a 2+ cover save. After the game I realized the GUO had them as well, a really good thing to know against Powerfistsor close range firepower like Meltaguns etc.

What do you guys think is a good delivery system for the GUO, as he is slow as hell on foot?

I was thinking about using 2x10 Plaguebearers with icon/instrument to deep strike and then have the GUO come in automatically without scattering.

Of course he could also simply deepstrike on his own, but I like the Plaguebearers for countercharges/accuracy.

Any further ideas?



New Daemon Codex Competitive?  @ 2013/03/04 14:44:45


Post by: Elric Greywolf


 Evileyes wrote:
My Great unclean one, for instance, is taking 2 biomancy powers, and one nurgle power. I could have had 3 biomancy, or 3 nurgle if I wanted though.


This isn't true. A Daemon Psyker can take up to half (rounding up) of his powers from his God's discipline. So a Level 3 GUO can take: 3 book, or 2 book 1 plague, or 1 book 2 plague. You cannot take 3 plague.


New Daemon Codex Competitive?  @ 2013/03/04 14:48:47


Post by: XT-1984


 Malthor wrote:
Had a little game Saturday with my newly acquired Nurgle allies for my CSM and I must say I really like the book

I teamed up with another Daemon player against Tau and a BA/GK mix, and I must say we performed quite well.

What I liked was a combo of Nurglings accompanying the GUO(for whom I rolled Iron Arm and Warp speed, which was very, very ridiculous ). I found that Nurglings are a good countercharge unit with their mass of poison attacks, or good to eat Overwatch if the GUO should miraculously be low on wounds.

Plague Bearers performed admirably as Objective campers, I even welcomed the deep stiking crisis suit/Dread Knight, as they were curteous enough to be close enough for the defensive grenades to kick in so I didn't even have to go to ground for a 2+ cover save. After the game I realized the GUO had them as well, a really good thing to know against Powerfistsor close range firepower like Meltaguns etc.

What do you guys think is a good delivery system for the GUO, as he is slow as hell on foot?

I was thinking about using 2x10 Plaguebearers with icon/instrument to deep strike and then have the GUO come in automatically without scattering.

Of course he could also simply deepstrike on his own, but I like the Plaguebearers for countercharges/accuracy.

Any further ideas?



I've been considering this as well. A unit of Plaguedrones with an Icon could be good. 12" move, 2D6 Jetpack move in the Assault Phase. GUO can Deepstrike up to 6" from the Icon. An average of 25" across the board on turn 2.


New Daemon Codex Competitive?  @ 2013/03/04 14:59:39


Post by: lindsay40k


People are referring to Nurgling poisoned attacks and I can't see where this is stated in the Codex?


New Daemon Codex Competitive?  @ 2013/03/04 15:03:58


Post by: Malthor


 lindsay40k wrote:
People are referring to Nurgling poisoned attacks and I can't see where this is stated in the Codex?


Ha, thanks for pointing this out, since every other Nurgle unit has poison attacks I attributed it automatically to Nurglings


New Daemon Codex Competitive?  @ 2013/03/04 15:09:34


Post by: kronk


I'm in the "Too early to tell" camp. We'll see.


New Daemon Codex Competitive?  @ 2013/03/04 17:15:03


Post by: Elric Greywolf


 Generalian wrote:


The unkillable GUO that is created with biomancy, two greater powers, and the grimore of true names


Grimoire can't target the guy holding it. A model cannot raise its own Invuln.


Automatically Appended Next Post:
 Generalian wrote:

We measured the model and the Aegis line and then did the math.
The aegis walls (not the raised parts) covers a little more (by almost 3cm) then 25% of the model and is therefore legally giving it cover.


"25%" does not mean, "25% of the total height of the model." It means "25% of the mass of the model." The Soul Grinder is extremely top-heavy. The legs are spindly and only make up about 33% of the total model. That means you'd have to cover about 75% of the legs (all the legs must be completely unseen from the shooter) to gain the Obscured.


Automatically Appended Next Post:
 Evileyes wrote:
if they shoot at anything through the nurgling's, I get big cover saves


Cover saves are based on True LoS. Nurglings are so short that there's a good chance they won't block anything. Shooting "through" a unit has no meaning in this edition.


New Daemon Codex Competitive?  @ 2013/03/04 17:32:05


Post by: Samurai_Eduh


Elric Greywolf wrote:
 Generalian wrote:


The unkillable GUO that is created with biomancy, two greater powers, and the grimore of true names


Grimoire can't target the guy holding it. A model cannot raise its own Invuln.


Automatically Appended Next Post:
 Generalian wrote:

We measured the model and the Aegis line and then did the math.
The aegis walls (not the raised parts) covers a little more (by almost 3cm) then 25% of the model and is therefore legally giving it cover.


"25%" does not mean, "25% of the total height of the model." It means "25% of the mass of the model." The Soul Grinder is extremely top-heavy. The legs are spindly and only make up about 33% of the total model. That means you'd have to cover about 75% of the legs (all the legs must be completely unseen from the shooter) to gain the Obscured.


Automatically Appended Next Post:
 Evileyes wrote:
if they shoot at anything through the nurgling's, I get big cover saves


Cover saves are based on True LoS. Nurglings are so short that there's a good chance they won't block anything. Shooting "through" a unit has no meaning in this edition.


The new nurgling bases are pretty tall. I can see them giving cover saves.


New Daemon Codex Competitive?  @ 2013/03/04 17:49:11


Post by: lindsay40k


Samurai_Eduh wrote:
Elric Greywolf wrote:
 Generalian wrote:


The unkillable GUO that is created with biomancy, two greater powers, and the grimore of true names


Grimoire can't target the guy holding it. A model cannot raise its own Invuln.


Automatically Appended Next Post:
 Generalian wrote:

We measured the model and the Aegis line and then did the math.
The aegis walls (not the raised parts) covers a little more (by almost 3cm) then 25% of the model and is therefore legally giving it cover.


"25%" does not mean, "25% of the total height of the model." It means "25% of the mass of the model." The Soul Grinder is extremely top-heavy. The legs are spindly and only make up about 33% of the total model. That means you'd have to cover about 75% of the legs (all the legs must be completely unseen from the shooter) to gain the Obscured.


Automatically Appended Next Post:
 Evileyes wrote:
if they shoot at anything through the nurgling's, I get big cover saves


Cover saves are based on True LoS. Nurglings are so short that there's a good chance they won't block anything. Shooting "through" a unit has no meaning in this edition.


The new nurgling bases are pretty tall. I can see them giving cover saves.


BRB, pg 18:

If a target is partially hidden from the firer's view by models from a third unit... It receives a 5+ cover save in the same way ask if it was behind terrain. Similarly, if a model fires through the gaps between models in an intervening unit, the target is in cover, even if it is completely visible to the firer.


New Daemon Codex Competitive?  @ 2013/03/04 17:57:09


Post by: Samurai_Eduh


 lindsay40k wrote:

BRB, pg 18:

If a target is partially hidden from the firer's view by models from a third unit... It receives a 5+ cover save in the same way ask if it was behind terrain. Similarly, if a model fires through the gaps between models in an intervening unit, the target is in cover, even if it is completely visible to the firer.


That's the way I've always played it and the way I'm sure the writers intended for it to be played.


New Daemon Codex Competitive?  @ 2013/03/04 17:58:31


Post by: Experiment 626


Puscifer wrote:
I think Daemons do have massive weaknesses vs certain armies.

Guard, some GK armies, Tau and Dark Eldar specifically are going to be hard games.

Even matches will come against Nids and possibly Orks.

Elite armies such as Eldar, MEQ and TEQ are going to be better for us.



Automatically Appended Next Post:
The Daemons list played out its first game against GK and it was in no way tourney standard broken.


Automatically Appended Next Post:
I mean competitive not broken.


I don't think it's nearly as cut and dry with our 'bad/good' match-ups as other armies due to the popularity mono-god or heavily themed lists.

For example, a mono or heavy Slaanesh army will laugh at TEQ's. A similarly themed Tzeentch army will hate seeing TEQ spam. (lack of ap2 outside of characters hurts big time!)

Nurgle will shrug-off most gunlines, especially if they take advantage of chain-summoning off of Plaguedrones w/Icon + Instrument.

Khorne on the other hand eats MEQ's like no tommorow, while Tzeentch can simply drown it in saves from Flamers/Herald-buffed Horrors. (heck, I had just two units of Horrors and 1 Herald wipe-out a Deathwing Command Squad in one shooting phase, while just 3 Flamer templates took out 2 more Termies the next round)


I'd say our good/bad match-ups will depend solely on the overall composition of each individual player's force, unlike how say 'Nids for example know they're pretty boned vs GK's or DE for example.


New Daemon Codex Competitive?  @ 2013/03/04 18:12:35


Post by: Azreal13


Samurai_Eduh wrote:
 lindsay40k wrote:

BRB, pg 18:

If a target is partially hidden from the firer's view by models from a third unit... It receives a 5+ cover save in the same way ask if it was behind terrain. Similarly, if a model fires through the gaps between models in an intervening unit, the target is in cover, even if it is completely visible to the firer.


That's the way I've always played it and the way I'm sure the writers intended for it to be played.


But largely academic on an army with 5++ universally..

Will help with other Nurgle units with shrouding, but I intend them more as a 'deal with me now, or I'll tie you up in CC until my big gribblies get here to rip face, oh look, while you we're dealing with me they've already got here!' type unit.


New Daemon Codex Competitive?  @ 2013/03/04 18:23:19


Post by: Puscifer


Experiment 626 wrote:
Puscifer wrote:
I think Daemons do have massive weaknesses vs certain armies.

Guard, some GK armies, Tau and Dark Eldar specifically are going to be hard games.

Even matches will come against Nids and possibly Orks.

Elite armies such as Eldar, MEQ and TEQ are going to be better for us.



Automatically Appended Next Post:
The Daemons list played out its first game against GK and it was in no way tourney standard broken.


Automatically Appended Next Post:
I mean competitive not broken.


I don't think it's nearly as cut and dry with our 'bad/good' match-ups as other armies due to the popularity mono-god or heavily themed lists.

For example, a mono or heavy Slaanesh army will laugh at TEQ's. A similarly themed Tzeentch army will hate seeing TEQ spam. (lack of ap2 outside of characters hurts big time!)

Nurgle will shrug-off most gunlines, especially if they take advantage of chain-summoning off of Plaguedrones w/Icon + Instrument.

Khorne on the other hand eats MEQ's like no tommorow, while Tzeentch can simply drown it in saves from Flamers/Herald-buffed Horrors. (heck, I had just two units of Horrors and 1 Herald wipe-out a Deathwing Command Squad in one shooting phase, while just 3 Flamer templates took out 2 more Termies the next round)


I'd say our good/bad match-ups will depend solely on the overall composition of each individual player's force, unlike how say 'Nids for example know they're pretty boned vs GK's or DE for example.


I got Daemons tomorrow night with my DW.

Not looking forward to it as I'm outnumbered at least 4-1 and that is 4-1 of effective troops, not 4-1 of just anything.


New Daemon Codex Competitive?  @ 2013/03/04 18:26:02


Post by: Ferrum_Sanguinis


Hey I just realized something, Daemons of Tzeentch get +3 to their Ld when casting powers, LoCs have a base Ld of 9. Obviously they still peril if they roll 2 or 12, but does this mean the powers still go off if they roll an 11?


New Daemon Codex Competitive?  @ 2013/03/04 18:36:53


Post by: undertow


Puscifer wrote:
I think Daemons do have massive weaknesses vs certain armies.

Guard, some GK armies, Tau and Dark Eldar specifically are going to be hard games.

Even matches will come against Nids and possibly Orks.

Elite armies such as Eldar, MEQ and TEQ are going to be better for us.

I've only played two games with the new codex so far. One against a vanilla Space Marine army which I won handily, and the onther against my son's Tyranids (Lots of MCs) which I lost horribly. Shadow in the Warp (and Runes of Warding against Eldar) are going to throw a huge wrench in our shooting, now that most of it is Psychic.

In the game against my son, he went first and flew his Flyrants close enough to get my Horror units inside the Shadow of the Warp bubble. With that move he was able to just shut down almost all of my shooting. The only decent ranged weapons I had were a single Soulgrinder and an ADL Quad Gun. I managed to kill a Trygon, but he had done so much damage in the first two turns that the game was unwinnable.

My game against the SM guy was almost the opposite. I got amazing gifts for my DP and LoC, including a ranged S:8 AP:1 Lance attack. I ran over that guy, pretty easily.

Overall my thoughts on this new codex are mixed. I don't mind if the power level goes up or down, that's to be expected. I'm just so very disappointed that the things that attracted me to this army are all gone. It plays like an entirely different army that just happens to use the same models.


New Daemon Codex Competitive?  @ 2013/03/04 18:47:07


Post by: agnosto


Are the swords that heralds and other get Gifts? If so, Dark Excommunication (I think that's what the GK power is called) will suck.


New Daemon Codex Competitive?  @ 2013/03/04 18:55:25


Post by: Experiment 626


Puscifer wrote:

I got Daemons tomorrow night with my DW.

Not looking forward to it as I'm outnumbered at least 4-1 and that is 4-1 of effective troops, not 4-1 of just anything.


Enjoy!

If you face alot of Slaanesh, you're going to cry.

Anything not heavy/mono Slaanesh should prove a good slug-match unless your dice betray you on your armour saves...
Against my buddy yesterday, I wiped out a full DW command squad with a Herald w/Locus of Conjuration (for S6 shots), 4D6/BS3 shots, 3D6/BS4 shots and finally the auto-2D6/S4 hits from the unit's Blasted Standard...
And that was without Prescience since my Herald decided to brainfart and rolled an 11 for his psychic test!

On the other hand, my buddy's dice caught absolute fire from turn 3 onwards and he failed only 2 or 3 saves for the rest of the game and thus tabled me.

Also be sure to watch-out for every unit champ in a Daemon army now - for only 15pts total we can get Sergeant-equivalents with initiative order ap2 ccw's! (now if only my Herald of Khorne could learn to hit the @$$-end of a Termie Librarian instead of rolling 1's for three rounds and getting fried by the pointy stick! )


New Daemon Codex Competitive?  @ 2013/03/04 19:07:19


Post by: nosferatu1001


Samurai_Eduh wrote:
 lindsay40k wrote:

BRB, pg 18:

If a target is partially hidden from the firer's view by models from a third unit... It receives a 5+ cover save in the same way ask if it was behind terrain. Similarly, if a model fires through the gaps between models in an intervening unit, the target is in cover, even if it is completely visible to the firer.


That's the way I've always played it and the way I'm sure the writers intended for it to be played.


However if you fire OVER the model, you are not firing THROUGH the gaps between the models any longer. You dont have an infinitely tall invisible cylinder from each base.

Dito people not understanding the 25% rule for vehicles. It is NOT 25% of the height, but the facing. The vehicle is NOT a solid rectangle, the lower legs are not 25% of the models facing, so the aegis does NOT give cover.


New Daemon Codex Competitive?  @ 2013/03/04 19:14:22


Post by: lindsay40k


 agnosto wrote:
Are the swords that heralds and other get Gifts? If so, Dark Excommunication (I think that's what the GK power is called) will suck.


They're called Rewards.


New Daemon Codex Competitive?  @ 2013/03/04 19:27:22


Post by: Puscifer


Experiment 626 wrote:
Puscifer wrote:

I got Daemons tomorrow night with my DW.

Not looking forward to it as I'm outnumbered at least 4-1 and that is 4-1 of effective troops, not 4-1 of just anything.


Enjoy!

If you face alot of Slaanesh, you're going to cry.

Anything not heavy/mono Slaanesh should prove a good slug-match unless your dice betray you on your armour saves...
Against my buddy yesterday, I wiped out a full DW command squad with a Herald w/Locus of Conjuration (for S6 shots), 4D6/BS3 shots, 3D6/BS4 shots and finally the auto-2D6/S4 hits from the unit's Blasted Standard...
And that was without Prescience since my Herald decided to brainfart and rolled an 11 for his psychic test!

On the other hand, my buddy's dice caught absolute fire from turn 3 onwards and he failed only 2 or 3 saves for the rest of the game and thus tabled me.

Also be sure to watch-out for every unit champ in a Daemon army now - for only 15pts total we can get Sergeant-equivalents with initiative order ap2 ccw's! (now if only my Herald of Khorne could learn to hit the @$$-end of a Termie Librarian instead of rolling 1's for three rounds and getting fried by the pointy stick! )


It's a mix of Slaanesh and Nurgle, 60/40 in favour of Slaanesh.


New Daemon Codex Competitive?  @ 2013/03/04 20:01:11


Post by: l0k1


I'm curious to see what seasoned daemon players think of running a mono khorne. I know that the skull catapult is good, and a lot of people are jumping on board with Flesh hounds with karanak, but what else?

I also notice people complaining that slannesh got hurt, but I really don't see this. To me it looks like Tzeentch and Slannesh got the best of the new book, Nurgle being a very close second.


New Daemon Codex Competitive?  @ 2013/03/04 20:21:31


Post by: lindsay40k


nosferatu1001 wrote:
people not understanding the 25% rule for vehicles. It is NOT 25% of the height, but the facing. The vehicle is NOT a solid rectangle, the lower legs are not 25% of the models facing, so the aegis does NOT give cover.


From where I'm looking, if one were to take a photograph of a SG from a trooper horizontal POV at any given distance, the legs - even just the foreground pair to satisfy a common sense interpretation of the 'facings' rule - make up a significant part of the vehicle, discounting weapon barrels and decoration per BRBpg73; enough so I can see the taller sections of an Aegis line contributing to the magic 25%.

I'm not keen on SGs and don't have an interest in making them near unkillable, it just seems to me that this trick is legit.


New Daemon Codex Competitive?  @ 2013/03/04 20:23:20


Post by: Elric Greywolf


I'm hesitant to say that Tzeentch got the best of it.

I had a really solid Tzeentch list until Saturday morning. Now, with the new Codex, all my shooting can be denied on a 6+, or 5+ against GK, or 4+ against any decent Psyker. Oh, and the shooting that can't be denied? That's on Flamers, who now have AP 4 instead of AP Awesome.

And the Screamers? Instead of 4 S5 AP2 attacks on the charge, I get one??? AUGH! That nerf changed them from vehicle-hunters to light vehicle hunters. There's no way I'm gonna get enough hits against a LR or Monolith to take all 4HP. I MIGHT against AV10. I only have six of them, and now I'm prolly gonna drop that fun unit.

I think one big problem with the Codex is that it has to be so tailored. Depending on what you take, it can kill anything very effectively. But what's an all-comers list going to look like?


New Daemon Codex Competitive?  @ 2013/03/04 20:24:55


Post by: kronk


Ferrum_Sanguinis wrote:
Hey I just realized something, Daemons of Tzeentch get +3 to their Ld when casting powers, LoCs have a base Ld of 9. Obviously they still peril if they roll 2 or 12, but does this mean the powers still go off if they roll an 11?


That's being debated here.


New Daemon Codex Competitive?  @ 2013/03/04 20:41:25


Post by: Blaggard


Mr. Degarczynski wrote:
 Generalian wrote:
So we are working on trying to break the codex and all we can see right now are a view obvious ones...

If you combine the psyker battle squad with slannesh pavane... you can one shot entire squads of everything.




Could you explain this in a little more detail please? I'm not quite sure I follow. Whose psyker battle squad, and how is this made possible?

Thanks...


IG's Pysker Battle Squad. 10 of them will reduce everythings leadership to 1 if their spell is cast. The Pavane (essentially) causes a mass leadership test.

You're relying on rolling the Pavane, casting the reduce leadership, DTW on a level 1 pysker, another cast, another DTW and then after that if they don't roll snake-eyes that unit is dead.


New Daemon Codex Competitive?  @ 2013/03/04 21:10:47


Post by: Thornoo1


This book has to be one of the fastest armies out there. You could easily build an army that gets off 4-5 2nd turn charges. Couple this with very precise DSing and i reckon DoC will be very high in the tier system.

Some units:
Furies with a HoT on disc
pretty much anything with DoS
Bloodcrushers with HoK
Flying MCs
Scouting Hounds (flanking if desired)
throw in some Icons along with the ability to pull in 2 units
I cant remember it but I believe there is a +1/-1 of the reserves roll (this could be the enemy forgive me if i don't have this one correct)

Anyway with this kind of build you will be all over the enemies deployment in the 2nd turn. I reckon the Furies units will be doing some tying up before your heavy hitters clean up on turn 3.


New Daemon Codex Competitive?  @ 2013/03/04 21:22:43


Post by: Generalian


 lindsay40k wrote:
nosferatu1001 wrote:
people not understanding the 25% rule for vehicles. It is NOT 25% of the height, but the facing. The vehicle is NOT a solid rectangle, the lower legs are not 25% of the models facing, so the aegis does NOT give cover.


From where I'm looking, if one were to take a photograph of a SG from a trooper horizontal POV at any given distance, the legs - even just the foreground pair to satisfy a common sense interpretation of the 'facings' rule - make up a significant part of the vehicle, discounting weapon barrels and decoration per BRBpg73; enough so I can see the taller sections of an Aegis line contributing to the magic 25%.

I'm not keen on SGs and don't have an interest in making them near unkillable, it just seems to me that this trick is legit.


Again, because of the rules involving facing... the soul grinder will only get the +2 cover against units on the GROUND! If anything is above the ground, it will not receive the cover save.


New Daemon Codex Competitive?  @ 2013/03/04 21:31:57


Post by: labmouse42


 l0k1 wrote:
I'm curious to see what seasoned daemon players think of running a mono khorne. I know that the skull catapult is good, and a lot of people are jumping on board with Flesh hounds with karanak, but what else?

I also notice people complaining that slannesh got hurt, but I really don't see this. To me it looks like Tzeentch and Slannesh got the best of the new book, Nurgle being a very close second.
One thing I like is that you can start Karanak with a squad of 'letters. You then scout the khorne dogs and 'letters up 12" closer to the enemies face. On turn two you can move karanak back to the khorne dogs or let him hang out with the 'letters.
Add in 1-2 khorne heralds on juggs with axes to carve up some MEQ. That's one hard hitting death star thats getting a 2 turn assault.
The other 'letters are there to provide extra threat. Your major threat are the heralds, so both delivery mechanisms must be destroyed for the heralds to not get up close and personal.

Oh, and that's not counting all the other turn two assults you can do at the same time -- seekers, etc...


New Daemon Codex Competitive?  @ 2013/03/04 23:03:10


Post by: HERO


This is what I plan on fielding:

2000

HQ:
Lv.1 Telepathy Keeper of Secrets = 220
2 Greater Gifts, 1 Lesser Gift

Lv.3 Divination Herald of Tzeentch = 120
Disc

Herald of Slaanesh = 85
1 Lesser Gift, Exalted Locus

Herald of Slaanesh = 85
1 Lesser Gift, Exalted Locus

Herald of Slaanesh = 100
1 Lesser Gift, Exalted Locus, Seeker

TROOP:
20x Daemonettes (Champ, Icon) = 195
20x Daemonettes (Champ, Icon) = 195
10x Daemonettes (Champ) = 95
10x Daemonettes (Champ) = 95

FAST ATTACK:
20x Seekers (Champ, Banner) = 255
9x Screamers = 225

HEAVY:
Tz Chariot (Blue Horror) = 110
Tz Chariot (Blue Horror) = 110
Tz Chariot (Blue Horror) = 110


Keeper stays with Lv.1 and either rolls on Telepathy or Slaanesh. Being Lv.1 on the Slaanesh table, if he gets 5-6, he simply re-rolls and hopefully gets 1-2. However, I'll be willing to just settle with Psychic Shriek every time from Telepathy.

Divination Herald hopefully rolls Misfortune. Prescience is a no brainer.

The rest of the Heralds party with the Exalted Locus of Beguilement, which gives her and the entire unit re-rolls to hit, her challenge can't be refused and she chooses who accepts.

The idea is:
Hug cover with 10x Daemonettes and get some points close to your table edge.
The rest rush up:
KoS, Running
Divination Herald + Screamers, TB
Seekers rush up with Herald, Running
All 3 Chariots, TB

Next turn, hopefully roll a 3 on your 20 unit block of Daemonettes.
Have it and the other unit of 20 Daemonttes come down right on top of the Seeker's Banner.

Your entire army is in his face by T2, with tons and tons of target saturation flooding the field.

Why buy the unit Champions? So in the event you roll a 3, you have 13 Champions to randomize on, preventing your precious Greater Daemon or other important Heralds from eating it.


New Daemon Codex Competitive?  @ 2013/03/04 23:08:17


Post by: Evileyes


Do infiltrator's let you take a non-infiltrating character with them? If so, I am going to have so much fun using nurgling's to drop off annoying sneaky herald payloads xD

But yes, played my first game today. I ran a monster mash, with no scoring on my daemon's chart (Nurgling's), but some allied typhus+plaguezombies for cheap scoring with a good bodyguard.

GUO, KOS, 2 nurgle flying princes with a nurgle psychic flamer/blast each, and a nurgle soulgrinder.

Greater daemons...are utter monster's. Especially with greater gift's making them super resilient. Not a single monstrous creature died, despite weathering some heavy fire.

I'm starting to think that greater gift's, are far better than psychic powers. Daemon princes of slaanesh can forfeit a greater power for the whip weapon, 2d6 strength 6 shot's with rending, with no perils, leadership check, or deny the witch to worry about. So they can fly about, vector striking and whipping people all day

Might make converting one of my daemon princes into slaanesh, just to try it out. Used to love nurgle princes, but since they are no longer tougness 6, it doesn't feel worth it.

Not that they were bad xD

Also, advice to players. Yes, it's cool to imagine greater daemons with iron arm and such, but really...they really don't need it. It's not worth the points, because odd's are, they are not gonna kill your big creatures. Not if you have a few.


New Daemon Codex Competitive?  @ 2013/03/04 23:15:11


Post by: rednecroncryptek


Is there any word of the Daemon flyer??? Looking at either SW or DoC for 40k, which is easier to paint? and which easier to collect on a small income (I'm a student).

Plus, what weapons do Blood Letters have, are they still only AP3 swords? Haven't been in my LGS for a while.

Thx


New Daemon Codex Competitive?  @ 2013/03/04 23:21:27


Post by: Evileyes


 rednecroncryptek wrote:
Is there any word of the Daemon flyer??? Looking at either SW or DoC for 40k, which is easier to paint? and which easier to collect on a small income (I'm a student).

Plus, what weapons do Blood Letters have, are they still only AP3 swords? Haven't been in my LGS for a while.

Thx

No daemon flyer other than the monstrous flying creatures.

Bloodletter's have AP3 swords, but are only 10 points. Most people pay 10 points to get a power sword on someone, we get it allready on a tough model for 10 points


New Daemon Codex Competitive?  @ 2013/03/04 23:31:50


Post by: l0k1


 labmouse42 wrote:
 l0k1 wrote:
I'm curious to see what seasoned daemon players think of running a mono khorne. I know that the skull catapult is good, and a lot of people are jumping on board with Flesh hounds with karanak, but what else?

I also notice people complaining that slannesh got hurt, but I really don't see this. To me it looks like Tzeentch and Slannesh got the best of the new book, Nurgle being a very close second.
One thing I like is that you can start Karanak with a squad of 'letters. You then scout the khorne dogs and 'letters up 12" closer to the enemies face. On turn two you can move karanak back to the khorne dogs or let him hang out with the 'letters.
Add in 1-2 khorne heralds on juggs with axes to carve up some MEQ. That's one hard hitting death star thats getting a 2 turn assault.
The other 'letters are there to provide extra threat. Your major threat are the heralds, so both delivery mechanisms must be destroyed for the heralds to not get up close and personal.

Oh, and that's not counting all the other turn two assults you can do at the same time -- seekers, etc...


That is a neat little trick. I'm concerned about running Heralds on Juggs. If you plan on using them with Bloodcrushers they will suffer from majority toughness. I'm also starting to realize that the heavy support slots across most builds is pretty much going to be a mixture of Soul Grinders and Skull Catapults, unless someone is trying to run a flying circus build or uses an ADL.


New Daemon Codex Competitive?  @ 2013/03/05 07:23:23


Post by: Puscifer


I'm having a bit of trouble with my Nurgle list.

It's Epidemius. Is he any good? He's cheap, but aside from yhe tally, I don't know if he brings enough to games.

Also, what sort of size are we liking Plague Bearer squads now and are we using Nurgling as cover or Beasts?


New Daemon Codex Competitive?  @ 2013/03/05 09:40:49


Post by: Sasori


Puscifer wrote:
I'm having a bit of trouble with my Nurgle list.

It's Epidemius. Is he any good? He's cheap, but aside from yhe tally, I don't know if he brings enough to games.

Also, what sort of size are we liking Plague Bearer squads now and are we using Nurgling as cover or Beasts?


I would drop Epi. I don't think he brings enough to the table anymore. The 6' bubble just kills his usefulness.

Are you taking a GUO? Taking a level 3 GUO with Biomancy, and 2 greater gifts, is fantastic, and very very good.


New Daemon Codex Competitive?  @ 2013/03/05 10:03:44


Post by: Puscifer


This is my list here...

www.dakkadakka.com/dakkaforum/posts/list/511845.page

I took GUO first as I knew he was very good, but the rest of the list seems to fall apart afterwards.


New Daemon Codex Competitive?  @ 2013/03/05 10:12:16


Post by: Evileyes


Puscifer wrote:
I'm having a bit of trouble with my Nurgle list.

It's Epidemius. Is he any good? He's cheap, but aside from yhe tally, I don't know if he brings enough to games.

Also, what sort of size are we liking Plague Bearer squads now and are we using Nurgling as cover or Beasts?[/quote

Epidemius is still good, but only good as a herald, not as an armywide strategy. He is only a few points more than a normal nurgle herald, and could make a big PB horde killy. HE has a locus giving the squad poison anyway, which is good, and his stat's are really really good now for a 110 point model. No more hiding him though, yoiu have to get him into the thick of it, and most times his tally won't do much, but he is still a good herald nontheless.

Bring him in an army with 80 plaguebearers, and 3 other heralds.


New Daemon Codex Competitive?  @ 2013/03/05 10:19:05


Post by: Sasori




It's Epidemius. Is he any good? He's cheap, but aside from yhe tally, I don't know if he brings enough to games.

Also, what sort of size are we liking Plague Bearer squads now and are we using Nurgling as cover or Beasts?[/quote

Epidemius is still good, but only good as a herald, not as an armywide strategy. He is only a few points more than a normal nurgle herald, and could make a big PB horde killy. HE has a locus giving the squad poison anyway, which is good, and his stat's are really really good now for a 110 point model. No more hiding him though, yoiu have to get him into the thick of it, and most times his tally won't do much, but he is still a good herald nontheless.

Bring him in an army with 80 plaguebearers, and 3 other heralds.



EDIT: Fixed quote bubble.

The Poison loci isn't very good, as it only takes effect on to hit rolls of 6's. Remember, the stronger Locus override the weaker ones, so if you throw a FNP Herald loci in there, it will override the weaker one. I think you're better off taking a Herald with FNP, and an Etherblade, over Epi.


New Daemon Codex Competitive?  @ 2013/03/05 10:25:50


Post by: Evileyes


 Sasori wrote:
 Evileyes wrote:
Puscifer wrote:
I'm having a bit of trouble with my Nurgle list.

It's Epidemius. Is he any good? He's cheap, but aside from yhe tally, I don't know if he brings enough to games.

Also, what sort of size are we liking Plague Bearer squads now and are we using Nurgling as cover or Beasts?[/quote

Epidemius is still good, but only good as a herald, not as an armywide strategy. He is only a few points more than a normal nurgle herald, and could make a big PB horde killy. HE has a locus giving the squad poison anyway, which is good, and his stat's are really really good now for a 110 point model. No more hiding him though, yoiu have to get him into the thick of it, and most times his tally won't do much, but he is still a good herald nontheless.

Bring him in an army with 80 plaguebearers, and 3 other heralds.


The Poison loci isn't very good, as it only takes effect on to hit rolls of 6's. Remember, the stronger Locus override the weaker ones, so if you throw a FNP Herald loci in there, it will override the weaker one. I think you're better off taking a Herald with FNP, and an Etherblade, over Epi.


Damn, I diddn't realise that...Ok, changed my mind, not worth it unless you want a strength 5 toughness 5 wounds 4 beatstick to soak up assault's for you.


New Daemon Codex Competitive?  @ 2013/03/05 17:55:57


Post by: Killjoy00


 Evileyes wrote:
Daemon princes of slaanesh can forfeit a greater power for the whip weapon, 2d6 strength 6 shot's with rending, with no perils, leadership check, or deny the witch to worry about. So they can fly about, vector striking and whipping people all day


Note that the rending does not apply to the ranged weapon, only the hand to hand attacks.


New Daemon Codex Competitive?  @ 2013/03/05 18:09:21


Post by: Evileyes


Killjoy00 wrote:
 Evileyes wrote:
Daemon princes of slaanesh can forfeit a greater power for the whip weapon, 2d6 strength 6 shot's with rending, with no perils, leadership check, or deny the witch to worry about. So they can fly about, vector striking and whipping people all day


Note that the rending does not apply to the ranged weapon, only the hand to hand attacks.


Aah, that's a shame. It's still damn good though.


New Daemon Codex Competitive?  @ 2013/03/06 14:59:28


Post by: Swara


I've just been using Epi as a normal herald on a palanquin w/biomancy. GUO with biomancy 3 as well. Sometimes I won't have to iron arm my GUO, but there are lots of good spells in BM to help my guys out, especially adding FNP to my large squad of drones and a malediction to units already being tied down by large squads of PBs. Only big issue I've had so far is dealing with flyers.


New Daemon Codex Competitive?  @ 2013/03/06 15:08:35


Post by: Selym


 Swara wrote:
I've just been using Epi as a normal herald on a palanquin w/biomancy. GUO with biomancy 3 as well. Sometimes I won't have to iron arm my GUO, but there are lots of good spells in BM to help my guys out, especially adding FNP to my large squad of drones and a malediction to units already being tied down by large squads of PBs. Only big issue I've had so far is dealing with flyers.
Are the fliers particularly destructive - if not, then you can probably just ignore them, and focus on grabbing objectives + taking out enemy troopers
EDIT: Also just realised that you can have up to 6 MC's on the table at once if you ally with chaos, and have a DP lead them


New Daemon Codex Competitive?  @ 2013/03/06 15:19:08


Post by: Skriker


 Gargantuan wrote:
Lovepug13 wrote:
I can see the random element causing some upset amongst players, I cannot believe that GW keep thinking that the randomness is actually fun.......I dislike they 40k system the more random elements are introduced.



I'm one of those players that enjoy random events and effects


Nothing screams old school warhammer chaos than random table rolls before a game. This used to be a constant part of playing chaos in the early days. In one battle a unit could be uber strong thanks to decent rolls on the mutations table, and the next it could be stupid, slow one-legged pointy headed morons. You just never knew what you were going to get. The only issue I have with it is that it does increase book keeping for each game, but I don't see that ruining it.

As a long time chaos player I am also quite happy to see some of the more offending units and builds toned down significantly in the new codex. No more abusing the Tally of Nurgle to provide for a nurgle marked FnP plague marine/cultist/daemon horde on the table, or over using flamers and screamers which had just been made too good in the White Dwarf update.

Skriker


New Daemon Codex Competitive?  @ 2013/03/06 16:22:20


Post by: Swara


Selym wrote:
 Swara wrote:
I've just been using Epi as a normal herald on a palanquin w/biomancy. GUO with biomancy 3 as well. Sometimes I won't have to iron arm my GUO, but there are lots of good spells in BM to help my guys out, especially adding FNP to my large squad of drones and a malediction to units already being tied down by large squads of PBs. Only big issue I've had so far is dealing with flyers.
Are the fliers particularly destructive - if not, then you can probably just ignore them, and focus on grabbing objectives + taking out enemy troopers
EDIT: Also just realised that you can have up to 6 MC's on the table at once if you ally with chaos, and have a DP lead them


They aren't too horrible. I was just ignoring them the past few games, only big harassment is the heldrake. Also, you can have all those and a heldrake. If you like nurgle you can have 12 (TWELVE) blight drones on top of that...


New Daemon Codex Competitive?  @ 2013/03/06 16:23:32


Post by: Redbeard


 Skriker wrote:

Nothing screams old school warhammer chaos than random table rolls before a game. This used to be a constant part of playing chaos in the early days. In one battle a unit could be uber strong thanks to decent rolls on the mutations table, and the next it could be stupid, slow one-legged pointy headed morons. You just never knew what you were going to get. The only issue I have with it is that it does increase book keeping for each game, but I don't see that ruining it.


The problem I have with it is that is throws the whole idea of playing a fair game out the window. Seriously, if we're playing a 1000 point game and my 300 point HQ just obliterates himself before turn one because of warp storms, now it's 700 to 1000. How is this fun for me or my opponent?

I have no problem with randomness being a large part of games, IF those games are short. MtG can use crazy wacky randomness because a game might last 15 minutes at most. However, If I'm dedicating two or more hours to playing a game with someone, I want to actually enjoy that time, not be hamstrung from turn one because of some random event. The longer a game lasts, the less impact isolated random events should have (And yes, 40k is a game based on dice, but there's a huge difference between the managable probabilities involved in shooting (for example) and the game changing single-die events that this codex is in love with.)




New Daemon Codex Competitive?  @ 2013/03/06 16:34:38


Post by: ZebioLizard2


 Redbeard wrote:
 Skriker wrote:

Nothing screams old school warhammer chaos than random table rolls before a game. This used to be a constant part of playing chaos in the early days. In one battle a unit could be uber strong thanks to decent rolls on the mutations table, and the next it could be stupid, slow one-legged pointy headed morons. You just never knew what you were going to get. The only issue I have with it is that it does increase book keeping for each game, but I don't see that ruining it.


The problem I have with it is that is throws the whole idea of playing a fair game out the window. Seriously, if we're playing a 1000 point game and my 300 point HQ just obliterates himself before turn one because of warp storms, now it's 700 to 1000. How is this fun for me or my opponent?

I have no problem with randomness being a large part of games, IF those games are short. MtG can use crazy wacky randomness because a game might last 15 minutes at most. However, If I'm dedicating two or more hours to playing a game with someone, I want to actually enjoy that time, not be hamstrung from turn one because of some random event. The longer a game lasts, the less impact isolated random events should have (And yes, 40k is a game based on dice, but there's a huge difference between the managable probabilities involved in shooting (for example) and the game changing single-die events that this codex is in love with.)




Seeing as you cannot since you only roll in your shooting phase, you'd have some weird house rules going on if you died before turn one. Unless of course your using the old dex and deep striking?

There's less of a chance of dying to the 1/1 result then dying from deepstrike from the Daemonic Assault rule along with all the anti-deep strike type abilities.


New Daemon Codex Competitive?  @ 2013/03/06 16:42:01


Post by: matphat


 Redbeard wrote:
 Skriker wrote:

Nothing screams old school warhammer chaos than random table rolls before a game. This used to be a constant part of playing chaos in the early days. In one battle a unit could be uber strong thanks to decent rolls on the mutations table, and the next it could be stupid, slow one-legged pointy headed morons. You just never knew what you were going to get. The only issue I have with it is that it does increase book keeping for each game, but I don't see that ruining it.


The problem I have with it is that is throws the whole idea of playing a fair game out the window. Seriously, if we're playing a 1000 point game and my 300 point HQ just obliterates himself before turn one because of warp storms, now it's 700 to 1000. How is this fun for me or my opponent?

I have no problem with randomness being a large part of games, IF those games are short. MtG can use crazy wacky randomness because a game might last 15 minutes at most. However, If I'm dedicating two or more hours to playing a game with someone, I want to actually enjoy that time, not be hamstrung from turn one because of some random event. The longer a game lasts, the less impact isolated random events should have (And yes, 40k is a game based on dice, but there's a huge difference between the managable probabilities involved in shooting (for example) and the game changing single-die events that this codex is in love with.)





Red, could you specify the events necessary to cause this to happen? I'm looking at the Warp Storm chart now, and I'm not sure how a 300pt HQ could die before turn 1?


New Daemon Codex Competitive?  @ 2013/03/06 16:56:00


Post by: Redbeard


Okay... during turn one, before my opponent has taken a turn, the effect is the same.

You guys are too pedantic.


New Daemon Codex Competitive?  @ 2013/03/06 16:56:31


Post by: Shandara


Roll a 2 on the table (all units take a instability test), roll a double 6 for the test *poof*.

Roll 3 on the table, Randomly select your HQ. Roll 3D6 and kill your HQ with enough wounds. Also more likely to roll a double 6 with 3 dice!


New Daemon Codex Competitive?  @ 2013/03/06 17:38:14


Post by: matphat


 Shandara wrote:
Roll a 2 on the table (all units take a instability test), roll a double 6 for the test *poof*.

Roll 3 on the table, Randomly select your HQ. Roll 3D6 and kill your HQ with enough wounds. Also more likely to roll a double 6 with 3 dice!


Ah, now I see. So, anyone with the math hammers interested in running the probability on this happening? Because it sounds so unlikely as to be a non-issue.


New Daemon Codex Competitive?  @ 2013/03/06 17:50:12


Post by: Ravenous D


 matphat wrote:
 Shandara wrote:
Roll a 2 on the table (all units take a instability test), roll a double 6 for the test *poof*.

Roll 3 on the table, Randomly select your HQ. Roll 3D6 and kill your HQ with enough wounds. Also more likely to roll a double 6 with 3 dice!


Ah, now I see. So, anyone with the math hammers interested in running the probability on this happening? Because it sounds so unlikely as to be a non-issue.


Anydice.com is good if you can figure out the coding.

[Thumb - 2-dice-charts.gif]


New Daemon Codex Competitive?  @ 2013/03/06 18:50:50


Post by: Redbeard


2/36 is roughly 5%.

Then you need to do 5 wounds to kill a greater daemon. They're Ld9, so you'd need to roll 14+ on the 3d6 to have that happen (or any double sixes). There are 35 of 216 possible rolls that sum to 14 or higher, plus three rolls ({6,6,1},{1,6,6},{6,1,6}) that include double sixes without totaling 14, for a total of 38/216 that will kill a greater daemon outright - So, that's going to happen roughly 18% of the time.

Combining these, and you get a little under 1% chance of this happening every time you roll on the warp storm table. Limiting for it happening before you use the model, that's a fairly low chance. Factoring that it might happen on any turn, and assuming an average 6 turns/game, you should see it bite you once every 20 games or so.

This also doesn't include the storm abates result, or that it might pick something besides a greater daemon, although losing a herald would pretty much suck too, and would happen more easily as they have fewer wounds, so the chance of scoring enough wounds on the Ld test goes up.


Still, does it matter if it happens infrequently? Let's say it happens once every 2000 games. In that case, does this add anything relevant to the game? Of course not. So why even include it. If it happens too infrequently to worry about, then it doesn't need to be there at all. If it happens often enough to piss you off, then it makes the game less fun, and again, why include it.

It's just a BS inclusion, added by lazy game designers who have substituted random tables for attempting to find balance.


New Daemon Codex Competitive?  @ 2013/03/06 19:37:02


Post by: matphat


 Redbeard wrote:
2/36 is roughly 5%.

Then you need to do 5 wounds to kill a greater daemon. They're Ld9, so you'd need to roll 14+ on the 3d6 to have that happen (or any double sixes). There are 35 of 216 possible rolls that sum to 14 or higher, plus three rolls ({6,6,1},{1,6,6},{6,1,6}) that include double sixes without totaling 14, for a total of 38/216 that will kill a greater daemon outright - So, that's going to happen roughly 18% of the time.

Combining these, and you get a little under 1% chance of this happening every time you roll on the warp storm table. Limiting for it happening before you use the model, that's a fairly low chance. Factoring that it might happen on any turn, and assuming an average 6 turns/game, you should see it bite you once every 20 games or so.

This also doesn't include the storm abates result, or that it might pick something besides a greater daemon, although losing a herald would pretty much suck too, and would happen more easily as they have fewer wounds, so the chance of scoring enough wounds on the Ld test goes up.


Still, does it matter if it happens infrequently? Let's say it happens once every 2000 games. In that case, does this add anything relevant to the game? Of course not. So why even include it. If it happens too infrequently to worry about, then it doesn't need to be there at all. If it happens often enough to piss you off, then it makes the game less fun, and again, why include it.

It's just a BS inclusion, added by lazy game designers who have substituted random tables for attempting to find balance.


I can't disagree with any of that, but at least it's not a dark cloud hanging over my head all the time. Aside from that, I can imagine this losing someone a tourney and causing them to ragequit daemons.


New Daemon Codex Competitive?  @ 2013/03/07 00:21:56


Post by: Rakarsis


Daemons Codex FAQ is up in German, dated as 05MAR13.

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3080052a_GER_Chaosdaemonen_v1.0a_Maerz13.pdf

Google translated... some words obviously don't translate well:

Page 26 - demon of Tzeentch
replace the last sentence with the following: "In addition
Tzeentch demons repeat all protection drafts
of 1 "

Page 49, 100, Sections - disease drones device-type,
change the device-type to "cavalry with schwebemo
Module "or cavalry with floating module (Charaktermo
dell) ".

Page 66 - powerful rewards, Obesity
change the sentence as follows: "the demon has +1 life
point and the special rule it does not die. "

Page 104 - demon of Tzeentch
Change the last half sentence as follows: "protect drafts of 1
be "repeated.

Summary - Icon of Chaos
replace the first paragraph with the following: "If
you choose the melee result, you add one
results point to your website, in particular if the
melee at least one friendly unit with an
Bound icon of chaos. "


Original German Text:
Spoiler:

Seite 26 – dämon des Tzeentch
ersetze den letzten satz durch das Folgende: „Zusätzlich
wiederholen dämonen des Tzeentch alle schutzwürfe
von 1.“

Seite 49, 100, Profile – seuchendrohnen, einheitentyp
ändere den einheitentyp zu „Kavallerie mit schwebemo­
dul“ bzw. Kavallerie mit schwebemodul (Charaktermo­
dell)“.

Seite 66 – mächtige Belohnungen, Korpulenz
ändere den satz wie folgt: „der dämon hat +1 Lebens­
punkt und die sonderregel Es stirbt nicht.“

Seite 104 – dämon des Tzeentch
ändere den letzten halbsatz wie folgt: „schutzwürfe von 1
werden wiederholt“.

Zusammenfassung – Ikone des Chaos
ersetze den ersten absatz durch das Folgende: „Wenn
du das nahkampfergebnis bestimmst, addierst du eine
Punkt zum ergebnis deiner seite, wenn in dem jeweiligen
nahkampf mindestens eine befreundete einheit mit einer
Ikone des Chaos gebunden ist.“


New Daemon Codex Competitive?  @ 2013/03/07 15:26:39


Post by: rohansoldier


 Redbeard wrote:
2/36 is roughly 5%.

Then you need to do 5 wounds to kill a greater daemon. They're Ld9, so you'd need to roll 14+ on the 3d6 to have that happen (or any double sixes). There are 35 of 216 possible rolls that sum to 14 or higher, plus three rolls ({6,6,1},{1,6,6},{6,1,6}) that include double sixes without totaling 14, for a total of 38/216 that will kill a greater daemon outright - So, that's going to happen roughly 18% of the time.

Combining these, and you get a little under 1% chance of this happening every time you roll on the warp storm table. Limiting for it happening before you use the model, that's a fairly low chance. Factoring that it might happen on any turn, and assuming an average 6 turns/game, you should see it bite you once every 20 games or so.

This also doesn't include the storm abates result, or that it might pick something besides a greater daemon, although losing a herald would pretty much suck too, and would happen more easily as they have fewer wounds, so the chance of scoring enough wounds on the Ld test goes up.


Still, does it matter if it happens infrequently? Let's say it happens once every 2000 games. In that case, does this add anything relevant to the game? Of course not. So why even include it. If it happens too infrequently to worry about, then it doesn't need to be there at all. If it happens often enough to piss you off, then it makes the game less fun, and again, why include it.

It's just a BS inclusion, added by lazy game designers who have substituted random tables for attempting to find balance.


While I admit I am not too keen on some of the results of the warpstorm table (especially the ones for losing characters), remember that it can happen to the opponent and not just the daemon player.

I for one would find it very annoying if my farseer or avatar went poof in one turn and got replaced by a herald because of some random event and not the actions of my opponent.

However, I do recognise that it won't happen often (statisitically) and so I won't worry about it until it does.


New Daemon Codex Competitive?  @ 2013/03/07 18:19:38


Post by: Redbeard


You know, it's just as bad, in my opinion, if it happens to my opponent.

I want a fair game. I don't want to play down 300 points, I also don't want to play up 300 points. If Eldrad bites it on turn one and he's key to my opponent's plans, he's not going to have a fun game. He's going to be in a sour mood from the get go and any victory I score is going to be written off as a result of a stupid table. That's not how I want to win.


New Daemon Codex Competitive?  @ 2013/03/07 20:30:29


Post by: Experiment 626


 Redbeard wrote:
You know, it's just as bad, in my opinion, if it happens to my opponent.

I want a fair game. I don't want to play down 300 points, I also don't want to play up 300 points. If Eldrad bites it on turn one and he's key to my opponent's plans, he's not going to have a fun game. He's going to be in a sour mood from the get go and any victory I score is going to be written off as a result of a stupid table. That's not how I want to win.


Except, rolling an 11 on the Warpstorm table is also a part of our army's built-in psychic defenses.
We don't get fancy crap like psyhoods, or the Aegis, or a 4+ Staff of NO! or Runes of awsomesauce, etc... Instead, we get the ability to potentially turn enemy psykers into naked Heralds. It's not like we simply get to auto-pick out specific models. Opponents have multiple ways of protecting against Daemonic Possession. (ie: take more psykers, don't rely on psykers against Daemons, etc...)

Besides, if your opponent is hinging their entire battleplan around a 300pts psyker, then they need to start learning how to play without their crutches.


New Daemon Codex Competitive?  @ 2013/03/07 20:55:14


Post by: daveNYC


Experiment 626 wrote:
Besides, if your opponent is hinging their entire battleplan around a 300pts psyker, then they need to start learning how to play without their crutches.


Really? That's your take on this? In a game where people build an army list and then develop a battleplan around that list, your advice is 'don't do that' (with a side order of 'your expensive HQ means you're a weak player)?

Ironic, coming from someone who appears to dig the 1k Sons.


New Daemon Codex Competitive?  @ 2013/03/07 22:16:22


Post by: hisshers


Am I missing the 5+ ward save somewhere. I just got the book 5 minutes ago.


New Daemon Codex Competitive?  @ 2013/03/07 22:23:39


Post by: Evileyes


It's part of the Daemon special rule, in the main rulebook. Everything in our book get's it from their mark


New Daemon Codex Competitive?  @ 2013/03/07 22:48:13


Post by: Experiment 626


daveNYC wrote:
Experiment 626 wrote:
Besides, if your opponent is hinging their entire battleplan around a 300pts psyker, then they need to start learning how to play without their crutches.


Really? That's your take on this? In a game where people build an army list and then develop a battleplan around that list, your advice is 'don't do that' (with a side order of 'your expensive HQ means you're a weak player)?

Ironic, coming from someone who appears to dig the 1k Sons.


Yes, I do think that SC's like Eldrad, Mephy, old Fatey, etc... are crutches. Increadible beatsticks that take little effort to use well and are a head-and-shoulders cut above anything else in their relevent codices. (why do you think people get so butthurt when facing Eldrad or Mephy at only 1000pts games?)

Seriously, with his re-roll bubble and 3 Princes to act as bodyguard/LoS blockers, Fatey was still undercosted for what he brought to his army in the grand scheme of things. Same with Eldrad being essencially a Farseer+11 in power.
Daemons for example were playable and competitive, (albeit rediculously difficult to play well), without *always* relying on Fatey's re-rolls. Even before the WD up-date 'uberfied Flamers into obscene realms of broken awsomesauce. He simply made Daemons more of an auto-pilot provided you could get your prefered wave and not blow every Deep Strike roll.

So nowadays with the Warpstorm table, if you're really worried about the roughly 2% chance for Eldrad to turn into a Herald, then either;
a) Don't bring him. Try something new, mayhaps you might even discover some new combos once you step outside your old comfort zone!
b) Bring along plenty of Warlocks/a second Farseer to make sure losing Eldrad isn't completely crippling.
c) Bring a secondary non-psyker HQ who can be your Warlord and thus eliminate the risk of the Possession result pooching your Warlord
d) Accept the risk that your longtime favourite SC will occasionally pop into some gribbly Daemon.


New Daemon Codex Competitive?  @ 2013/03/07 23:33:01


Post by: Psienesis


Basically that.

New Codex throws a wrench into the idea that the entire army is just an escort team for the one Death Star unit.... or, rather, has the potential to be. If your Death Star isn't a Psyker? Then this result doesn't do diddly.


New Daemon Codex Competitive?  @ 2013/03/08 03:22:14


Post by: Redbeard


Experiment 626 wrote:

Except, rolling an 11 on the Warpstorm table is also a part of our army's built-in psychic defenses.


Wow, so you're considering an event that will happen one game in three to be designed as part of the daemon's psychic defense? (Part of? What else do they have?)

Besides, has anyone noticed that, with the exception of the tzeentch ones, the daemons are actually pretty poor psykers. Every base librarian the emperor can suit up is Ld10, but actual warp entities, greater daemons of slaanesh or nurgle are Ld9? And Heralds only Ld8? Your run of the mill primaris psyker is a better wizard than a herald. And why do daemons even suffer perils of the warp? Daemons are the perils of the warp.


New Daemon Codex Competitive?  @ 2013/03/08 07:11:58


Post by: Selym


 Redbeard wrote:
Experiment 626 wrote:

Except, rolling an 11 on the Warpstorm table is also a part of our army's built-in psychic defenses.


Wow, so you're considering an event that will happen one game in three to be designed as part of the daemon's psychic defense? (Part of? What else do they have?)

Besides, has anyone noticed that, with the exception of the tzeentch ones, the daemons are actually pretty poor psykers. Every base librarian the emperor can suit up is Ld10, but actual warp entities, greater daemons of slaanesh or nurgle are Ld9? And Heralds only Ld8? Your run of the mill primaris psyker is a better wizard than a herald. And why do daemons even suffer perils of the warp? Daemons are the perils of the warp.
My main objection too :/


New Daemon Codex Competitive?  @ 2013/03/08 07:54:49


Post by: Evileyes


 Redbeard wrote:
Experiment 626 wrote:

Except, rolling an 11 on the Warpstorm table is also a part of our army's built-in psychic defenses.


Wow, so you're considering an event that will happen one game in three to be designed as part of the daemon's psychic defense? (Part of? What else do they have?)

Besides, has anyone noticed that, with the exception of the tzeentch ones, the daemons are actually pretty poor psykers. Every base librarian the emperor can suit up is Ld10, but actual warp entities, greater daemons of slaanesh or nurgle are Ld9? And Heralds only Ld8? Your run of the mill primaris psyker is a better wizard than a herald. And why do daemons even suffer perils of the warp? Daemons are the perils of the warp.


Yes, and this topic does a pretty good explanation of why. People are scared of this stuff. Some players will be less likely to bring psykers, or will be more likely to hide them away in transport's, with the warpstom there, even if the chances of it actually hurting the psyker are miniscule.

It doesn't -have- to kill the psyker, to change how the enemy might play the psyker. And I can have a right good giggle to myself as they try and keep their psyker safe from warpstorms, only to have me run up and shred them in CC instead.

Gotta remember, that as daemons are psyker heavy now, taking out enemy psykers who can give deny the witch bonusses and such, is one of our big priorities. Especially if it's a warlord. Double especially if it's eldrad or similar. Warpstorm won't matter if we kill it in 2 turns anyway.


New Daemon Codex Competitive?  @ 2013/03/08 12:09:19


Post by: timetowaste85


 Redbeard wrote:
Experiment 626 wrote:

Except, rolling an 11 on the Warpstorm table is also a part of our army's built-in psychic defenses.


Wow, so you're considering an event that will happen one game in three to be designed as part of the daemon's psychic defense? (Part of? What else do they have?)

Besides, has anyone noticed that, with the exception of the tzeentch ones, the daemons are actually pretty poor psykers. Every base librarian the emperor can suit up is Ld10, but actual warp entities, greater daemons of slaanesh or nurgle are Ld9? And Heralds only Ld8? Your run of the mill primaris psyker is a better wizard than a herald. And why do daemons even suffer perils of the warp? Daemons are the perils of the warp.


Uh, Red, do you have numerical stats for rolling an 11? Your likelihood is to roll a 5-9 and either a 4,10 or additional 7 per game, with the other results being on the fringe. You'd be lucky to insta-gib a psyker 1 game in 6, if not closer to 7.


New Daemon Codex Competitive?  @ 2013/03/08 12:10:12


Post by: AlmightyWalrus


 Redbeard wrote:
(Part of? What else do they have?)



Seekers (or whichever the dudes with the -Ld bubble are)?

 Redbeard wrote:

And why do daemons even suffer perils of the warp? Daemons are the perils of the warp.


Exactly. Daemons aren't exactly a monolithic entity, they hate each other as well. A Slaanesh psyker might have a Bloodthirster reach out and unch it in the face because psykers are bad and stuff.


New Daemon Codex Competitive?  @ 2013/03/08 12:23:10


Post by: timetowaste85


 AlmightyWalrus wrote:
 Redbeard wrote:
(Part of? What else do they have?)



Seekers (or whichever the dudes with the -Ld bubble are)


Fiends. Seekers are the mounted daemonettes.


New Daemon Codex Competitive?  @ 2013/03/08 13:17:16


Post by: Kevlar


I guess it depends on what you mean by competitive. Competitive as in can you line up against another player and have a reasonable game?

Sure.

Competitive as in are all the tourney kiddies going to sell their freshly painted Grey Knight or Necron armies and rush out to buy daemon?

Hardly.


New Daemon Codex Competitive?  @ 2013/03/08 13:18:56


Post by: AlmightyWalrus


 timetowaste85 wrote:
 AlmightyWalrus wrote:
 Redbeard wrote:
(Part of? What else do they have?)



Seekers (or whichever the dudes with the -Ld bubble are)


Fiends. Seekers are the mounted daemonettes.


That's the ones. Cheers!


New Daemon Codex Competitive?  @ 2013/03/08 18:58:47


Post by: Redbeard


 timetowaste85 wrote:
 Redbeard wrote:
Experiment 626 wrote:

Except, rolling an 11 on the Warpstorm table is also a part of our army's built-in psychic defenses.


Wow, so you're considering an event that will happen one game in three to be designed as part of the daemon's psychic defense?


Uh, Red, do you have numerical stats for rolling an 11? Your likelihood is to roll a 5-9 and either a 4,10 or additional 7 per game, with the other results being on the fringe. You'd be lucky to insta-gib a psyker 1 game in 6, if not closer to 7.


I was forgetting the second roll. It's 1-in-18 to roll the 11, but you have six shots at it (on average) each game, so 6/18 is roughly 1/3, but that's just to get the 11. They still have to fail some other test, right?




New Daemon Codex Competitive?  @ 2013/03/08 19:11:35


Post by: ZebioLizard2


 Redbeard wrote:
 timetowaste85 wrote:
 Redbeard wrote:
Experiment 626 wrote:

Except, rolling an 11 on the Warpstorm table is also a part of our army's built-in psychic defenses.


Wow, so you're considering an event that will happen one game in three to be designed as part of the daemon's psychic defense?


Uh, Red, do you have numerical stats for rolling an 11? Your likelihood is to roll a 5-9 and either a 4,10 or additional 7 per game, with the other results being on the fringe. You'd be lucky to insta-gib a psyker 1 game in 6, if not closer to 7.


I was forgetting the second roll. It's 1-in-18 to roll the 11, but you have six shots at it (on average) each game, so 6/18 is roughly 1/3, but that's just to get the 11. They still have to fail some other test, right?



I'm not sure how, but I'm not sure that's how the math for the statistics actually works, seeing as by that logic you have a 1/3rd chance for everything else.

They also have to fail a 3D6 LD check.


New Daemon Codex Competitive?  @ 2013/03/08 19:38:00


Post by: Ravenous D


Ive had some time with the book and besides the warpstorm table and random wargear and abilities the book will suffer mostly from:

-T3 dies very quickly
-No frag grenades
-Skull cannons suck, open topped is pretty much a death sentence, taking multiples is just a waste
-standard anti horde tactics work very well since they lack any form of long ranged shooting.
-MCs are super expensive, one is easy to deal with, the more you take the less easy to kill troops you have.
-5++ on an MC isnt very good.
-Crushers, flamers, chariots are a joke
-Anti psyker gear really hurts alot of the good options

Things I like:
-Beasts of nurgle, thats a wall of pain
-Seekers, cheap and very very fast.
-Horrors, as long as no space wolves or eldar are around


New Daemon Codex Competitive?  @ 2013/03/08 19:48:49


Post by: Redbeard


 ZebioLizard2 wrote:
 Redbeard wrote:


I was forgetting the second roll. It's 1-in-18 to roll the 11, but you have six shots at it (on average) each game, so 6/18 is roughly 1/3, but that's just to get the 11. They still have to fail some other test, right?



I'm not sure how, but I'm not sure that's how the math for the statistics actually works, seeing as by that logic you have a 1/3rd chance for everything else.


Why not?

If you're interested in whether you'll roll an 11 on any one of six turns, the math is fairly easy. There's a 1-in-18 chance per roll, and you're doing it six times. Because you're not interested in how many times you roll 11, or which specific turn you roll it on (figuring the odds for those is more complex), you just add the odds for the individual events. It's not entirely accurate, but it's a very close approximation that's easy to get quickly. (the actual odds are going to be marginally smaller, because otherwise, the odds of getting an 11 in 18 rolls would be 100%, but they're obviously not, so you can see that there's some approximation involved. You can work that out, but it's a much longer formula, and doesn't really add much to the discussion because the approximation is pretty darn close.



They also have to fail a 3D6 LD check.


Right, already covered that I wasn't factoring that in.


New Daemon Codex Competitive?  @ 2013/03/08 20:58:01


Post by: Psienesis


Statistics are kinda bad for this, though, because even if you are making this test 20 times in the course of a game, what you rolled in Tests 1 through 19 has no bearing on what you roll in Test 20. Each one is its stand-alone case.


New Daemon Codex Competitive?  @ 2013/03/08 21:21:31


Post by: Experiment 626


 Ravenous D wrote:
Ive had some time with the book and besides the warpstorm table and random wargear and abilities the book will suffer mostly from:

-T3 dies very quickly
-No frag grenades
-Skull cannons suck, open topped is pretty much a death sentence, taking multiples is just a waste
-standard anti horde tactics work very well since they lack any form of long ranged shooting.
-MCs are super expensive, one is easy to deal with, the more you take the less easy to kill troops you have.
-5++ on an MC isnt very good.
-Crushers, flamers, chariots are a joke
-Anti psyker gear really hurts alot of the good options


Have you tried actually playing a game with the army before doom-and-glooming it?
- T3 at face value is easy to kill, but those infantry units are either much faster, (Slaanesh w/extra run distance, Khorne w/6"+D6" charge banner), or else more resiliant through some save re-rolls. Plus they come in huge units.
So yes, 10/T3 chumpies will die fast. Only an absolute dumb*** is going to take their units at minimum size!

- No grenades? So what, either bring bigger units to absorb a few early casulties or else charge in with multiple units. Orks somehow still manage desipte being initiative crap, and T4/6+ is about as resiliant as T3/5++.

- Skullcannons have a 36" range. Again, unless you're just an idiot and don't know how to play the army, your cannons will be largely ignored in favour of the multiple cavalry/beast/jump/jetbike units you're shoving down your opponent's throat.
And even if your opponent chooses to shoot that av12 chariot? Good for them, they're ignoring the other 'X/Y/Z' threats that are likely going to do far more damage anyways.

- The funny thing about "standard anti-horde tactics" I find is that most people still completely ignore those relevent upgrades in favour of the new Plasma-spam or age-old Melta-spam. Meltaguns will not get more than 1 turn of shooting against our main hitters btw.
And no decent ranged shooting? Sure, we've got nothing beyond Horrors + Tzeentch Heralds, Screamers with their slash attacks, Skullcannons, Defilers, Burning Chariot (once it gets FAQ'd)... We may not be a gunline, but you're silly to think Daemons are completely impotent at range.

- Our MC's are expensive yes, but they're also pretty godly too. A GUO can become pretty much unkillable. A Keeper doesn't even really need upgrades to be honest. For an additional 30pts on top of it's base cost a Lord of Change can be made into a decent combat monster while a 'Thirster comes standard with weapons & a 3+ save.
Princes are good and flexible, but will pay more to come close to what a Greater can achive.
They're hardly 'bad' choices, they simply aren't instant face-beaters who can solo half an army like they have been in the past.

- Don't EVER doubt a Daemon player's ability to roll a disgusting number of 5++ saves...
Plus, every single MC can take a pair of Greater Rewards which give you some very decent protection. Just don't be a dumb*** and run your MC's into full squads of Grey Knights...

- Bloodcrushers are much, much better than before actually. First off, they're CAVALRY! So I honestly hope you can shoot down the entire unit in one turn, because it will be in your face on turn 2. They also can deploy normally, so there's no more sitting around with twiddling of thumbs waiting to charge. They also can now take a 10pts ap2 Master-crafted CCW on the Bloodhunter, who will demolish any silly little power fist Sergeant you through him up against. Again just play intelligently with them and they'll rape face. (ie: don't charge 2+ saves w/S8 attacks!)
Flamers are simply no longer instant 'erase everything' buttons. Hitting any non-T5+ unit with 9 S4/ap4 templates will still erase most things however. Just don't expect 3 of them to auto-kill a full squad of Plague Marines or such anymore. They're balanced now, so why the hate?!
Chariots in a vacuum look pretty bad. Skullcannons backing up masses of Khorne Hounds w/mounted Heralds, a unit or two of 'Crushers, a Grinder and hordes of Bloodletters will be scary. (what do you honestly shoot first?!) A Divination Tzeentch Herald on chariot is an interesting option since he can zip about as a fast skimmer and provide buffs where needed, while being protected by a 4++ jink/re-rolling 1's.

- The only really awful anti-psychic gear to be worried about are Eldar Runes, (which will likely get re-written later this year with their new codex), SW's, (and you have plenty of good options for hunting down those Rune Priests), and Grey Knights (who are borderline broken against Daemons anyways!)
And with Ld10, Tzeentch is less afraid of Eldar Runes than the others since 10 is the average roll on 3D6 - so it's still worth risking 1 chumpie for your Horror units to try and get their shooting off.


Daemons don't have any blaitent OMG must spamz!!1!11! options, but outside of the Burning Chariot issue which needs FAQ'ing, there aren't really any terd choices either.
The randomness can be controlled somewhat - especially the Warpstorm table, and the ability to tailor Rewards to opponents at the start of the game is pretty freaking amazing!

Daemons aren't a spam-happy 5th edition book. They're a balanced 6th edition book with plenty of good flavour.


New Daemon Codex Competitive?  @ 2013/03/08 22:44:43


Post by: JimbobBar


After my few games of daemons a few things popped out:

Big units of 20 Troop are best

Slaanesh rending is great

Bloodthirster is beast, presumably other Greater D are too.

T3 on bloodletters is a terrible kick in the teeth, even with the points drop. But taking 20 for a similar price that 10 used to cost eases this a little.

Horrors are crap, we used to be best friends but we're not gonna be hangin out very often anymore. 4D6 hits sounds great but not when you kill maybe... 3 Marines? if you're lucky? Not worth giving them feel no pain. If you are against armour 4+ then maybe if you take a herald with divination they might be worthwhile but in general... narp!

Cover is absolutely vital! More so than before, but with T3 and with a 5++ you really want it!

Flamers are still decent but not in 3's I think. Against armour 4+ or worse small units might be ok but with better armour guys you'd want to be dropping plenty of templates on them

Warp Storms been bad for me, rolled low much more than high but thats just luck. Khornes 9 killed a whole unit of ripper swarms today (sure its only swarms but it woulda taken a turn or two otherwise). Then again I also lost about 2 unit characters in my first few games sooo... The warlord reroll trait is surprisingly useful.

Bloodcrushers die faster but are so so quick, because cavalry are so uncommon I think people are caught off guard when suddenly a wall of khorne cavalry are up in yo' business.

The reward tables are lovely. The greater one is pretty much ALWAYS applicable, I take 2 Gr. on my Thirster when I wheel him out. The lesser table has considerable less useful results (it IS lesser), but you can always take an Ap2 weapon as people point out! The exalted table is probably less useful than greater but also probably more fun! The portalglyph is not so good for kill points, but in Capture points, you spawn a unit for capture purposes reasonably consistently. And also since of the way you choose your artefacts you do not have to commit to a portalglyph if kill points rolls up.

The low LD on psykers is very annoying but ah well. Slaanesh magic looks best, though I have little nurgle models to give it a proper try out. The 1 power is wonderful, no counterattack or overwatch and -5 I (I think), thats wonderful, and a great big rude gesture to SW

All in all I am mostly happy with the new book but there are some units made almost unusable in it, Horrors for certain, possibly flamers unless you commit to a larger unit (I played 5 against eldar and they did decent), bloodletters are not useless, just less useful! Greater daemons seem to actually be what you expect them to be, I love the 7+D3 attacks on a chargin bloodthirster!

It seems to focus on getting in your enemies face as fast as possible and this is very possible with all the beasts and cavalry. Once I get my hands on my seekers I will see how seekers and bloodcrushers work together! And gonna try more FMCs!


New Daemon Codex Competitive?  @ 2013/03/08 23:46:09


Post by: Ravenous D


Experiment 626 wrote:


Have you tried actually playing a game with the army before doom-and-glooming it?
- T3 at face value is easy to kill, but those infantry units are either much faster, (Slaanesh w/extra run distance, Khorne w/6"+D6" charge banner), or else more resiliant through some save re-rolls. Plus they come in huge units.
So yes, 10/T3 chumpies will die fast. Only an absolute dumb*** is going to take their units at minimum size!

- No grenades? So what, either bring bigger units to absorb a few early casulties or else charge in with multiple units. Orks somehow still manage desipte being initiative crap, and T4/6+ is about as resiliant as T3/5++.

- Skullcannons have a 36" range. Again, unless you're just an idiot and don't know how to play the army, your cannons will be largely ignored in favour of the multiple cavalry/beast/jump/jetbike units you're shoving down your opponent's throat.
And even if your opponent chooses to shoot that av12 chariot? Good for them, they're ignoring the other 'X/Y/Z' threats that are likely going to do far more damage anyways.

- The funny thing about "standard anti-horde tactics" I find is that most people still completely ignore those relevent upgrades in favour of the new Plasma-spam or age-old Melta-spam. Meltaguns will not get more than 1 turn of shooting against our main hitters btw.
And no decent ranged shooting? Sure, we've got nothing beyond Horrors + Tzeentch Heralds, Screamers with their slash attacks, Skullcannons, Defilers, Burning Chariot (once it gets FAQ'd)... We may not be a gunline, but you're silly to think Daemons are completely impotent at range.

- Our MC's are expensive yes, but they're also pretty godly too. A GUO can become pretty much unkillable. A Keeper doesn't even really need upgrades to be honest. For an additional 30pts on top of it's base cost a Lord of Change can be made into a decent combat monster while a 'Thirster comes standard with weapons & a 3+ save.
Princes are good and flexible, but will pay more to come close to what a Greater can achive.
They're hardly 'bad' choices, they simply aren't instant face-beaters who can solo half an army like they have been in the past.

- Don't EVER doubt a Daemon player's ability to roll a disgusting number of 5++ saves...
Plus, every single MC can take a pair of Greater Rewards which give you some very decent protection. Just don't be a dumb*** and run your MC's into full squads of Grey Knights...

- Bloodcrushers are much, much better than before actually. First off, they're CAVALRY! So I honestly hope you can shoot down the entire unit in one turn, because it will be in your face on turn 2. They also can deploy normally, so there's no more sitting around with twiddling of thumbs waiting to charge. They also can now take a 10pts ap2 Master-crafted CCW on the Bloodhunter, who will demolish any silly little power fist Sergeant you through him up against. Again just play intelligently with them and they'll rape face. (ie: don't charge 2+ saves w/S8 attacks!)
Flamers are simply no longer instant 'erase everything' buttons. Hitting any non-T5+ unit with 9 S4/ap4 templates will still erase most things however. Just don't expect 3 of them to auto-kill a full squad of Plague Marines or such anymore. They're balanced now, so why the hate?!
Chariots in a vacuum look pretty bad. Skullcannons backing up masses of Khorne Hounds w/mounted Heralds, a unit or two of 'Crushers, a Grinder and hordes of Bloodletters will be scary. (what do you honestly shoot first?!) A Divination Tzeentch Herald on chariot is an interesting option since he can zip about as a fast skimmer and provide buffs where needed, while being protected by a 4++ jink/re-rolling 1's.

- The only really awful anti-psychic gear to be worried about are Eldar Runes, (which will likely get re-written later this year with their new codex), SW's, (and you have plenty of good options for hunting down those Rune Priests), and Grey Knights (who are borderline broken against Daemons anyways!)
And with Ld10, Tzeentch is less afraid of Eldar Runes than the others since 10 is the average roll on 3D6 - so it's still worth risking 1 chumpie for your Horror units to try and get their shooting off.


Daemons don't have any blaitent OMG must spamz!!1!11! options, but outside of the Burning Chariot issue which needs FAQ'ing, there aren't really any terd choices either.
The randomness can be controlled somewhat - especially the Warpstorm table, and the ability to tailor Rewards to opponents at the start of the game is pretty freaking amazing!

Daemons aren't a spam-happy 5th edition book. They're a balanced 6th edition book with plenty of good flavour.


You really need to relax dude, you fly off the handle when anyone says GW or something they make is bad. The thread is called "are daemons competitive?" and the I just pointed out what I thought was bad using my experience from playing for years. If you're going to go all fluff bunny and "everything is awesome" then why the hell are you posting in a "is it competitive?" thread. Not to mention you completely glazed over the units that I said were good. Never did I say it couldnt win, its just not tops. There are such thing as bad choices in a book that have no purpose.



New Daemon Codex Competitive?  @ 2013/03/08 23:49:45


Post by: Experiment 626


Horrors really need Herald support. Prescience is all but mandetory, while rolling up Misfortune and hitting your intended target with it, well, your opponent can pretty much just remove that unit should they fail their deny rolls!
I had 18 Horrors + Herald (without Prescience since I blew my Ld10 test! >.< ), simply erase an entire Deathwing command squad in one turn. 4D6/S6 + 3D6/S6 + 2D6/S4 auto-hits hurts no matter who you are.

Another good idea for your Horrors is to simply max-out Lesser Rewards on both the unit's Iridescent Horror & attached Herald. Gives you a pretty solid shot at generating at least one, if not two 'Corrosive Breath' results.
That first unit that then tries to assault you gets nailed with 2D3/S5 auto-hits from Wall of Death and then takes an additional 2D6/S4 auto-hits from the Blasted Standard. Should give you pretty solid odds of stopping that first assault and give you another turn of Flickering Fire fun!

I'm also wanting to try a unit of 18 led by a Herald w/Greater Locus of Change for the D6 strength. Sure it can backfire with a paltry S1 or 2 result, but imagine suddenly facing S6 Pinkies! More for laughs than 'uber competitiveness, but still could be a nasty surprise for what your opponent initially thought would be an easy assault victory!


New Daemon Codex Competitive?  @ 2013/03/09 00:03:20


Post by: Redbeard


Experiment 626 wrote:
Horrors really need Herald support. Prescience is all but mandetory, while rolling up Misfortune and hitting your intended target with it, well, your opponent can pretty much just remove that unit should they fail their deny rolls!
I had 18 Horrors + Herald (without Prescience since I blew my Ld10 test! >.< ), simply erase an entire Deathwing command squad in one turn. 4D6/S6 + 3D6/S6 + 2D6/S4 auto-hits hurts no matter who you are.


So, the point total of what you used was... and it killed?

Honestly, pink horror shooting is not good. Okay, so if you stick multiple debuffs on an opponent, any volume of fire will beat it. But when you do the math, Pink horrors have worse shooting than firewarriors (a similar craptacular assault unit that dies if looked at and is intended just to shoot stuff, at a very similar point-per-model cost). And firewarriors aren't even considered competitive. Plus, Pinkies need to pass a Ld test and a Deny the witch as well. And the firewarriors double in effectiveness at 15", and outrange the pink horrors as well.

Plus, as a psychic power, you're pretty much unable to overwatch, right? So you lose that too.

Sure, you can spend more points and get more additional models that can stack more additional debuffs on enemies or buffs on the horrors and you will actually kill something once in a while. But to say their shooting is good is an overstatement. It's not, your empirical story not withstanding.


New Daemon Codex Competitive?  @ 2013/03/09 00:19:12


Post by: Ferrum_Sanguinis


 Ravenous D wrote:
Experiment 626 wrote:


Have you tried actually playing a game with the army before doom-and-glooming it?
- T3 at face value is easy to kill, but those infantry units are either much faster, (Slaanesh w/extra run distance, Khorne w/6"+D6" charge banner), or else more resiliant through some save re-rolls. Plus they come in huge units.
So yes, 10/T3 chumpies will die fast. Only an absolute dumb*** is going to take their units at minimum size!

- No grenades? So what, either bring bigger units to absorb a few early casulties or else charge in with multiple units. Orks somehow still manage desipte being initiative crap, and T4/6+ is about as resiliant as T3/5++.

- Skullcannons have a 36" range. Again, unless you're just an idiot and don't know how to play the army, your cannons will be largely ignored in favour of the multiple cavalry/beast/jump/jetbike units you're shoving down your opponent's throat.
And even if your opponent chooses to shoot that av12 chariot? Good for them, they're ignoring the other 'X/Y/Z' threats that are likely going to do far more damage anyways.

- The funny thing about "standard anti-horde tactics" I find is that most people still completely ignore those relevent upgrades in favour of the new Plasma-spam or age-old Melta-spam. Meltaguns will not get more than 1 turn of shooting against our main hitters btw.
And no decent ranged shooting? Sure, we've got nothing beyond Horrors + Tzeentch Heralds, Screamers with their slash attacks, Skullcannons, Defilers, Burning Chariot (once it gets FAQ'd)... We may not be a gunline, but you're silly to think Daemons are completely impotent at range.

- Our MC's are expensive yes, but they're also pretty godly too. A GUO can become pretty much unkillable. A Keeper doesn't even really need upgrades to be honest. For an additional 30pts on top of it's base cost a Lord of Change can be made into a decent combat monster while a 'Thirster comes standard with weapons & a 3+ save.
Princes are good and flexible, but will pay more to come close to what a Greater can achive.
They're hardly 'bad' choices, they simply aren't instant face-beaters who can solo half an army like they have been in the past.

- Don't EVER doubt a Daemon player's ability to roll a disgusting number of 5++ saves...
Plus, every single MC can take a pair of Greater Rewards which give you some very decent protection. Just don't be a dumb*** and run your MC's into full squads of Grey Knights...

- Bloodcrushers are much, much better than before actually. First off, they're CAVALRY! So I honestly hope you can shoot down the entire unit in one turn, because it will be in your face on turn 2. They also can deploy normally, so there's no more sitting around with twiddling of thumbs waiting to charge. They also can now take a 10pts ap2 Master-crafted CCW on the Bloodhunter, who will demolish any silly little power fist Sergeant you through him up against. Again just play intelligently with them and they'll rape face. (ie: don't charge 2+ saves w/S8 attacks!)
Flamers are simply no longer instant 'erase everything' buttons. Hitting any non-T5+ unit with 9 S4/ap4 templates will still erase most things however. Just don't expect 3 of them to auto-kill a full squad of Plague Marines or such anymore. They're balanced now, so why the hate?!
Chariots in a vacuum look pretty bad. Skullcannons backing up masses of Khorne Hounds w/mounted Heralds, a unit or two of 'Crushers, a Grinder and hordes of Bloodletters will be scary. (what do you honestly shoot first?!) A Divination Tzeentch Herald on chariot is an interesting option since he can zip about as a fast skimmer and provide buffs where needed, while being protected by a 4++ jink/re-rolling 1's.

- The only really awful anti-psychic gear to be worried about are Eldar Runes, (which will likely get re-written later this year with their new codex), SW's, (and you have plenty of good options for hunting down those Rune Priests), and Grey Knights (who are borderline broken against Daemons anyways!)
And with Ld10, Tzeentch is less afraid of Eldar Runes than the others since 10 is the average roll on 3D6 - so it's still worth risking 1 chumpie for your Horror units to try and get their shooting off.


Daemons don't have any blaitent OMG must spamz!!1!11! options, but outside of the Burning Chariot issue which needs FAQ'ing, there aren't really any terd choices either.
The randomness can be controlled somewhat - especially the Warpstorm table, and the ability to tailor Rewards to opponents at the start of the game is pretty freaking amazing!

Daemons aren't a spam-happy 5th edition book. They're a balanced 6th edition book with plenty of good flavour.


You really need to relax dude, you fly off the handle when anyone says GW or something they make is bad. The thread is called "are daemons competitive?" and the I just pointed out what I thought was bad using my experience from playing for years. If you're going to go all fluff bunny and "everything is awesome" then why the hell are you posting in a "is it competitive?" thread. Not to mention you completely glazed over the units that I said were good. Never did I say it couldnt win, its just not tops. There are such thing as bad choices in a book that have no purpose.



You are in NO position to tell someone to calm down after you have been decrying a codex a failure when it hasn't even been out for a week. And since you have provided no counter-points to his arguments, I'm just gonna assume you're just mad you got owned.


New Daemon Codex Competitive?  @ 2013/03/09 00:40:46


Post by: Experiment 626


 Redbeard wrote:

So, the point total of what you used was... and it killed?

Honestly, pink horror shooting is not good. Okay, so if you stick multiple debuffs on an opponent, any volume of fire will beat it. But when you do the math, Pink horrors have worse shooting than firewarriors (a similar craptacular assault unit that dies if looked at and is intended just to shoot stuff, at a very similar point-per-model cost). And firewarriors aren't even considered competitive. Plus, Pinkies need to pass a Ld test and a Deny the witch as well. And the firewarriors double in effectiveness at 15", and outrange the pink horrors as well.

Plus, as a psychic power, you're pretty much unable to overwatch, right? So you lose that too.

Sure, you can spend more points and get more additional models that can stack more additional debuffs on enemies or buffs on the horrors and you will actually kill something once in a while. But to say their shooting is good is an overstatement. It's not, your empirical story not withstanding.


The total unit combo cost me 337pts. (18 Pinkies w/Iridescent Horror + Lesser Reward, Blasted Standard + Herald w/Lv3, Greater Reward, Locus of Conjuration)
The Deathwing Command Squad was at least 300pts. (I can't remember entirely what upgrades they had - but there was a cyclone launcher, banner, champion, a pair of hammer/shields)

So yes, it was pretty much an even trade.
And like I said, I had failed my Prescience test. If I'd had my re-rolls to-hit, then Belial would have very likely died as well! Instead he suffered a wound and gained a 6+ FnP that had no impact on the rest of the game. (he actually killed 90pts worth of Horrors and then got bogged down in the most epic-fail challenge of all time against my 3++ Tzeentch CSM Sorcerer... 8 rounds of nothing but whiffles vs passed invulns! )
That Horror unit that killed the command squad then went on to kill 3 more Deathwing Termies + 1 Deathwing Knight before being wiped out in combat. So overall, they killed more than their pts in terms of total models killed.

And yes, with *just* the psychic powers, there's no Overwatch. So if you want it, then just stick to Lesser Rewards since rolling a 3 on the chart gives you a S5/ap5 template weapon. Then you can save-up your Blasted Standard and use it as part of the Overwatch reaction.

Unless you're shooting at an actual psyker or within range of a runice weapon, or going against an Farseer, DtW is hardly an issue. (6+ is never to be relied upon - again, my buddy failed every single Deny roll the entire game since his Libby was stuck fighting Fiends & then Bloodletters)



Horrors may not be the single greatest shooters out there. They're certainly not worthless crap like alot of people are trying to suggest.

And the question of a codex being competitive or not isn't simply "is this book top dog/near top dog?" That's a pretty simplistic view.
The question should be, are Daemons able to win games with a variety of playstyles, or they stuck being shoehorned into 1 or 2 'powerbuilds' to keep pace?
The answer is, yes, Daemons have lots of potential and can compete against most any army using a variety of builds. They may not roflstomp like GK's or SW's did in 5th, or Necrons currently are in 6th, but they're nowhere near as bad as their old rules or Tyranids in 5th!

Seriously, if you guys are wanting to whine about Daemons, go look at how awful the Fantasy book turned out! Now there's a case for checklisting "ZOMG Amazing!" vs "Why-oh-why does this even exist?"


New Daemon Codex Competitive?  @ 2013/03/09 00:58:56


Post by: Lilrys


Comparing horrors to fire warriors and ignoring fearless/inv/not losing firepower to casualties. Is slightly silly.


New Daemon Codex Competitive?  @ 2013/03/09 01:30:11


Post by: ClassicCarraway


Pink Horrors are not spectacular, but they are certainly useful. They perform, GASP, exactly as you'd expect a unit that costs as little as they do to perform. Not game winners/breakers, but certainly worth the trouble to put out on the table. Given that they can reroll save rolls of 1, it makes them a bit more durable. They are also very good at taking out light armour (they destroyed a ghost ark and put a hull point on an annihilation barge in the game I played this week).

Has anyone considered taking them in min sized units and taking some of the more powerful tzeentch powers such as bolt of change to use as tank hunters? Its situational at best, but an intriguing option I might try out (I have 30 of the dang things after all).


New Daemon Codex Competitive?  @ 2013/03/09 01:43:51


Post by: Ferrum_Sanguinis


 ClassicCarraway wrote:
Pink Horrors are not spectacular, but they are certainly useful. They perform, GASP, exactly as you'd expect a unit that costs as little as they do to perform. Not game winners/breakers, but certainly worth the trouble to put out on the table. Given that they can reroll save rolls of 1, it makes them a bit more durable. They are also very good at taking out light armour (they destroyed a ghost ark and put a hull point on an annihilation barge in the game I played this week).

Has anyone considered taking them in min sized units and taking some of the more powerful tzeentch powers such as bolt of change to use as tank hunters? Its situational at best, but an intriguing option I might try out (I have 30 of the dang things after all).


I've considering that since in a Tzeentch-based Daemonzilla list I'm coming up with I'm only bringing in 2x10 Horrors just to fulfill FoC requirements, so they might as well be able to pack a punch.


New Daemon Codex Competitive?  @ 2013/03/09 03:18:22


Post by: Experiment 626


 ClassicCarraway wrote:
Pink Horrors are not spectacular, but they are certainly useful. They perform, GASP, exactly as you'd expect a unit that costs as little as they do to perform. Not game winners/breakers, but certainly worth the trouble to put out on the table. Given that they can reroll save rolls of 1, it makes them a bit more durable. They are also very good at taking out light armour (they destroyed a ghost ark and put a hull point on an annihilation barge in the game I played this week).

Has anyone considered taking them in min sized units and taking some of the more powerful tzeentch powers such as bolt of change to use as tank hunters? Its situational at best, but an intriguing option I might try out (I have 30 of the dang things after all).


I've been thinking instead of trying for the other Tzeentch powers on a chariot Herald as he gains insane mobility and can be quite resilient with a 4++ jink/re-rolling 1's.
Since Bolt is a Beam type power, it's unaffected by the snap-shot rule. Just line it up and blow gak up! Get him lined-up facing down the opponent's flank, and you could do some serious damage to rear line units like artillery/heavy weapons or else hit vehicles on their weaker flanks.

Sure you can do similar on a Disc, but hey, the chariot looks way cooler and has some added potential for throwing into combat with small squads due to its multiple HoW hits + Herald attacks.


New Daemon Codex Competitive?  @ 2013/03/09 03:20:17


Post by: Quintinus


Ferrum_Sanguinis wrote:
 ClassicCarraway wrote:
Pink Horrors are not spectacular, but they are certainly useful. They perform, GASP, exactly as you'd expect a unit that costs as little as they do to perform. Not game winners/breakers, but certainly worth the trouble to put out on the table. Given that they can reroll save rolls of 1, it makes them a bit more durable. They are also very good at taking out light armour (they destroyed a ghost ark and put a hull point on an annihilation barge in the game I played this week).

Has anyone considered taking them in min sized units and taking some of the more powerful tzeentch powers such as bolt of change to use as tank hunters? Its situational at best, but an intriguing option I might try out (I have 30 of the dang things after all).


I've considering that since in a Tzeentch-based Daemonzilla list I'm coming up with I'm only bringing in 2x10 Horrors just to fulfill FoC requirements, so they might as well be able to pack a punch.


I'm actually expecting that most "competitive" (I only say that because I view competitive as being more likely to win, I think competitive 40k is ridiculous) Chaos Daemon lists are going to be pretty sparse on the troops side except for Slaanesh or Nurgle.


New Daemon Codex Competitive?  @ 2013/03/09 03:26:53


Post by: Ferrum_Sanguinis


 Vladsimpaler wrote:
Ferrum_Sanguinis wrote:
 ClassicCarraway wrote:
Pink Horrors are not spectacular, but they are certainly useful. They perform, GASP, exactly as you'd expect a unit that costs as little as they do to perform. Not game winners/breakers, but certainly worth the trouble to put out on the table. Given that they can reroll save rolls of 1, it makes them a bit more durable. They are also very good at taking out light armour (they destroyed a ghost ark and put a hull point on an annihilation barge in the game I played this week).

Has anyone considered taking them in min sized units and taking some of the more powerful tzeentch powers such as bolt of change to use as tank hunters? Its situational at best, but an intriguing option I might try out (I have 30 of the dang things after all).


I've considering that since in a Tzeentch-based Daemonzilla list I'm coming up with I'm only bringing in 2x10 Horrors just to fulfill FoC requirements, so they might as well be able to pack a punch.


I'm actually expecting that most "competitive" (I only say that because I view competitive as being more likely to win, I think competitive 40k is ridiculous) Chaos Daemon lists are going to be pretty sparse on the troops side except for Slaanesh or Nurgle.


Bloodletters are now good for their points. Horrors are really the only iffy troop choice this edition...


New Daemon Codex Competitive?  @ 2013/03/09 03:32:44


Post by: Azreal13


An Internet cookie to the first person who outflanks Nurglings!

Seriously though, they could become really useful as an early game fire screen.


New Daemon Codex Competitive?  @ 2013/03/09 03:37:15


Post by: Redbeard


Lilrys wrote:Comparing horrors to fire warriors and ignoring fearless/inv/not losing firepower to casualties. Is slightly silly.


Horrors most certainly do lose firepower to casualties. As you lose horrors, you lose warp charge, as you lose warp charge, your primaris power does less, or if you had the 2 charge power, you may lose all your firepower completely.

You can always pick something that's different between two units, that doesn't mean comparisons are silly. So Firewarriors don't have inv saves, they've got a better save against small arms, and can use cover to get a 5+ vs. big guns. They may not be fearless, but they double their damage output within 15". Horrors can't use a transport. Everything horrors shoot at have a flat 6+ save to ignore ALL damage.

The point is, as a shooty unit, they're not putting out as much shooty as another shooty unit in the game that's widely considered to be underpowered. If you're not doing as much as the underpowered unit, maybe you're not that hot.




New Daemon Codex Competitive?  @ 2013/03/09 04:14:38


Post by: MandalorynOranj


I'm really not loving design philosophy of "hey, we made this worse, but it's also cheap, so that's ok!" I haven't gotten a chance to try out the new Horrors yet, so I'm sure they're not that bad, but it just seems a little disheartening that on average, a 20-man squad is only putting out 14 shots.

I really can't wait to throw down the new Lord of Change, that thing is going to be a beatstick and a support powerhouse slinging Divination around at the same time. The sheer amount of Divination that's gonna be be available is ridiculous, hopefully between the LoC and three Heralds, I can get one or two of the 4++ powers. Those combined with a Grimoire of True Names can help boost the durability of the army pretty well.


New Daemon Codex Competitive?  @ 2013/03/09 04:20:51


Post by: Adam LongWalker


I've shelved my Daemon Army. All 225 models. I'll play my Nids, Orks, and IG for my horde army as they to me are far superior in what they are designed for.

The 6th ED game mechanics makes the entire game process slower than 5th ED. The New codex involves more randomness and more charting to cause the game to go even slower. Maybe I'll keep 125 models in my display case. But that's it. Good luck with your army. Maybe it will be fun for you, but right now it is not fun for me to run an army in a set of rules and game mechanics that makes the game for me to go slower.


New Daemon Codex Competitive?  @ 2013/03/09 17:08:21


Post by: Ravenous D


Ferrum_Sanguinis wrote:
 Ravenous D wrote:
Experiment 626 wrote:


Have you tried actually playing a game with the army before doom-and-glooming it?
- T3 at face value is easy to kill, but those infantry units are either much faster, (Slaanesh w/extra run distance, Khorne w/6"+D6" charge banner), or else more resiliant through some save re-rolls. Plus they come in huge units.
So yes, 10/T3 chumpies will die fast. Only an absolute dumb*** is going to take their units at minimum size!

- No grenades? So what, either bring bigger units to absorb a few early casulties or else charge in with multiple units. Orks somehow still manage desipte being initiative crap, and T4/6+ is about as resiliant as T3/5++.

- Skullcannons have a 36" range. Again, unless you're just an idiot and don't know how to play the army, your cannons will be largely ignored in favour of the multiple cavalry/beast/jump/jetbike units you're shoving down your opponent's throat.
And even if your opponent chooses to shoot that av12 chariot? Good for them, they're ignoring the other 'X/Y/Z' threats that are likely going to do far more damage anyways.

- The funny thing about "standard anti-horde tactics" I find is that most people still completely ignore those relevent upgrades in favour of the new Plasma-spam or age-old Melta-spam. Meltaguns will not get more than 1 turn of shooting against our main hitters btw.
And no decent ranged shooting? Sure, we've got nothing beyond Horrors + Tzeentch Heralds, Screamers with their slash attacks, Skullcannons, Defilers, Burning Chariot (once it gets FAQ'd)... We may not be a gunline, but you're silly to think Daemons are completely impotent at range.

- Our MC's are expensive yes, but they're also pretty godly too. A GUO can become pretty much unkillable. A Keeper doesn't even really need upgrades to be honest. For an additional 30pts on top of it's base cost a Lord of Change can be made into a decent combat monster while a 'Thirster comes standard with weapons & a 3+ save.
Princes are good and flexible, but will pay more to come close to what a Greater can achive.
They're hardly 'bad' choices, they simply aren't instant face-beaters who can solo half an army like they have been in the past.

- Don't EVER doubt a Daemon player's ability to roll a disgusting number of 5++ saves...
Plus, every single MC can take a pair of Greater Rewards which give you some very decent protection. Just don't be a dumb*** and run your MC's into full squads of Grey Knights...

- Bloodcrushers are much, much better than before actually. First off, they're CAVALRY! So I honestly hope you can shoot down the entire unit in one turn, because it will be in your face on turn 2. They also can deploy normally, so there's no more sitting around with twiddling of thumbs waiting to charge. They also can now take a 10pts ap2 Master-crafted CCW on the Bloodhunter, who will demolish any silly little power fist Sergeant you through him up against. Again just play intelligently with them and they'll rape face. (ie: don't charge 2+ saves w/S8 attacks!)
Flamers are simply no longer instant 'erase everything' buttons. Hitting any non-T5+ unit with 9 S4/ap4 templates will still erase most things however. Just don't expect 3 of them to auto-kill a full squad of Plague Marines or such anymore. They're balanced now, so why the hate?!
Chariots in a vacuum look pretty bad. Skullcannons backing up masses of Khorne Hounds w/mounted Heralds, a unit or two of 'Crushers, a Grinder and hordes of Bloodletters will be scary. (what do you honestly shoot first?!) A Divination Tzeentch Herald on chariot is an interesting option since he can zip about as a fast skimmer and provide buffs where needed, while being protected by a 4++ jink/re-rolling 1's.

- The only really awful anti-psychic gear to be worried about are Eldar Runes, (which will likely get re-written later this year with their new codex), SW's, (and you have plenty of good options for hunting down those Rune Priests), and Grey Knights (who are borderline broken against Daemons anyways!)
And with Ld10, Tzeentch is less afraid of Eldar Runes than the others since 10 is the average roll on 3D6 - so it's still worth risking 1 chumpie for your Horror units to try and get their shooting off.


Daemons don't have any blaitent OMG must spamz!!1!11! options, but outside of the Burning Chariot issue which needs FAQ'ing, there aren't really any terd choices either.
The randomness can be controlled somewhat - especially the Warpstorm table, and the ability to tailor Rewards to opponents at the start of the game is pretty freaking amazing!

Daemons aren't a spam-happy 5th edition book. They're a balanced 6th edition book with plenty of good flavour.


You really need to relax dude, you fly off the handle when anyone says GW or something they make is bad. The thread is called "are daemons competitive?" and the I just pointed out what I thought was bad using my experience from playing for years. If you're going to go all fluff bunny and "everything is awesome" then why the hell are you posting in a "is it competitive?" thread. Not to mention you completely glazed over the units that I said were good. Never did I say it couldnt win, its just not tops. There are such thing as bad choices in a book that have no purpose.



You are in NO position to tell someone to calm down after you have been decrying a codex a failure when it hasn't even been out for a week. And since you have provided no counter-points to his arguments, I'm just gonna assume you're just mad you got owned.


Not a failure. it has glaring weaknesses and some screwy mechanics, and I did so with a calm demeanour.

I offer no counter points because his list consists of a high amount of "maybe" "if" "could" "probably" which show how competitively inclined he is, again its a thread about how competitive it is, not if it cant beat on noobs and average generals. Experiment262 (and you apparently) have a problem reading tone, I pointed out potential flaws in the army and it probably isnt top teir from my POV using years of experience and he countered it with things that dont work in game. "Anti green tide tactics dont work because I have meltaguns" "crushers are better because they are calvary" "skull cannons are totally fine", Its pointless to debate with people that cant accept things arent good. Pointing out his flawed tactical knowledge is a waste of my time because its not going to suddenly make him understand, its a pointless endeavour to argue with someone when you already know what they are going to say. I call "BS" on what I think is a problem being either a game mechanic/rule or the ethics of GW, Experiment262 flips his lid nearly every time I do and writes overly agressive posts as if Im yelling at him. I'm sure I could point out how people dont use aegis lines and LOS properly and he'd lose his mind.

Reality is, daemons suffer from marine tax (no grenades) like many other books have shown, will suffer massively from speed bumping and anti horde tactics. Their MCs are very expensive for only a 5++, thats 8-9 wounds, 15 if they have 3+ armour and a 200-300pt price tag. It has issues with fiiting in the toys and still having enough troops. Losing combat isnt an option for this book, its essentially a different version of "no rethreat" which Im sure many of you can remember can murder units. Its like nids in 5th (certianly feels like the same arguements) they can win but because of the effort involved you wont see them as much as the armies that dont have self damaging rules and consistent results.


EDIT: Also I said I liked some of the units, but I dont see the posts agreeing about the potentially awesomeness of that.




New Daemon Codex Competitive?  @ 2013/03/09 19:26:39


Post by: ClassicCarraway


 Adam LongWalker wrote:
I've shelved my Daemon Army. All 225 models. I'll play my Nids, Orks, and IG for my horde army as they to me are far superior in what they are designed for.

The 6th ED game mechanics makes the entire game process slower than 5th ED. The New codex involves more randomness and more charting to cause the game to go even slower. Maybe I'll keep 125 models in my display case. But that's it. Good luck with your army. Maybe it will be fun for you, but right now it is not fun for me to run an army in a set of rules and game mechanics that makes the game for me to go slower.



Spoken like someone who hasn't actually played using the new codex. The "it's gonna make the game drag" nonsense really needs to stop. My first game with that army (mind you, not just the first game with the codex, but with the entire army!), we managed to get through 7 turns at 1500 points in about 3 hours. The Warp Storm table added a whole 90 seconds to the process. The biggest drag was in the pre-game when I had to roll up all of the rewards and psychic powers (added about ten minutes because I didn't know what was what), and the fact that I had to keep looking up units and their abilities.

Has anybody noticed that C:CD is the first codex that totally disregards the WYSIWYG mentality? Random wargear means no way to enforce WYSIWYG.


New Daemon Codex Competitive?  @ 2013/03/09 19:44:40


Post by: Experiment 626


 Ravenous D wrote:
Ferrum_Sanguinis wrote:


You are in NO position to tell someone to calm down after you have been decrying a codex a failure when it hasn't even been out for a week. And since you have provided no counter-points to his arguments, I'm just gonna assume you're just mad you got owned.


Not a failure. it has glaring weaknesses and some screwy mechanics, and I did so with a calm demeanour.

I offer no counter points because his list consists of a high amount of "maybe" "if" "could" "probably" which show how competitively inclined he is, again its a thread about how competitive it is, not if it cant beat on noobs and average generals. Experiment262 (and you apparently) have a problem reading tone, I pointed out potential flaws in the army and it probably isnt top teir from my POV using years of experience and he countered it with things that dont work in game. "Anti green tide tactics dont work because I have meltaguns" "crushers are better because they are calvary" "skull cannons are totally fine", Its pointless to debate with people that cant accept things arent good. Pointing out his flawed tactical knowledge is a waste of my time because its not going to suddenly make him understand, its a pointless endeavour to argue with someone when you already know what they are going to say. I call "BS" on what I think is a problem being either a game mechanic/rule or the ethics of GW, Experiment262 flips his lid nearly every time I do and writes overly agressive posts as if Im yelling at him. I'm sure I could point out how people dont use aegis lines and LOS properly and he'd lose his mind.

Reality is, daemons suffer from marine tax (no grenades) like many other books have shown, will suffer massively from speed bumping and anti horde tactics. Their MCs are very expensive for only a 5++, thats 8-9 wounds, 15 if they have 3+ armour and a 200-300pt price tag. It has issues with fiiting in the toys and still having enough troops. Losing combat isnt an option for this book, its essentially a different version of "no rethreat" which Im sure many of you can remember can murder units. Its like nids in 5th (certianly feels like the same arguements) they can win but because of the effort involved you wont see them as much as the armies that dont have self damaging rules and consistent results.


EDIT: Also I said I liked some of the units, but I dont see the posts agreeing about the potentially awesomeness of that.


I have to ask, have you actually tried playing a game or two with the new codex?
Theoryhammer/mathhammer and on-paper observations and predictions are fine and dandy, but it's still looking at things in a vacuum.

Daemonic Instability is not as bad as 'No Retreat!' was since that rule never took Ld into account. So now unless you're fighting something that was easily going to rape you to begin with, you have a shot at losing nothing. (or even gaining back everything that died that round)
Sure, boxcars is an auto-pooched, but it's still only a 2.7% chance and is still just as disastrous a roll for every other non-marine army anyways.
But then you're ignoring that DI is better than even ATSKNF in the shooting phase since you can't force Daemons to fall back or pin them. You need to wipe-out a unit entirely or odds are, the survivors are going to assault you, or else you need to phsyically go dig them off of any objectives they're camping on.

The army does not have that many issues fitting in adequit Troops + toys. For 1080pts a Daemon army can put 120 Horrors/Daenonettes/Plaguebearers on to the table. Sure you're not going to actively see that in a real game, but the point is, the Troops are cheap cheap as chips for what you're getting. Even 40 Plaguebearers + 20 'Nettes is good enough for most 1500-1750pts games. That's plenty of pts left to fit in support elements such as a pair of Grinders, a couple Heralds and Seekers/Screamers/Khorne Dogs.

People also seem to dismiss that fact that the entire Daemon army can now deploy as normal - a massive buff over the old codex. Coupled with how fast the army is, opponents are going to be faced with easily having at least 2-3+ units assaulting on turn 2 against non-mono Nurgle armies.
As for the random aspect, it's as much an advantage as it is a potential disadvantage. Opponent's cannot know just by looking across the table how the army is going to function. Will that GUO be T8-10? Will that Slaaneshii Herald have S9? Are those Horror units going to be able to stop my first assault dead in it's tracks? What ccw's will the characters have? Is that LoC going to suddenly become a combat beast? What Greater Rewards will that Prince have?
The Daemon player on the other hand likely has thought through the possible combos they can roll up and thus is much better prepared to utilise whatever additions their units/characters gain. This alone will make Daemons difficult to counter because what works well with one series of upgrades will fall flat against a different series of abilities/rewards.

Do I think that Daemons are going to outright replace Necrons as the next top/god tier? Probably not because Necrons are the outright best army adapted to 6th edition and gained the most from the new rules.
But I still believe that Daemons, especially in the right hands, will be able to contend extremely well as at its core, it's a well rounded & adaptable army.


New Daemon Codex Competitive?  @ 2013/03/09 20:05:13


Post by: AtoMaki


Experiment 626 wrote:
[
The army does not have that many issues fitting in adequit Troops + toys.


Actually, it has. The best units are super-duper expensive and the only way to have points for them is to cut the Troops. Because let's be honest, the least appealing part of the Codex is the Troops selection. So at the end of the day, if you want an army that can actually do something, then you should play with min/maxed Troops (3x10 or 2x10) because the rest of your army costs a fortune in points.

Experiment 626 wrote:
[
As for the random aspect, it's as much an advantage as it is a potential disadvantage. Opponent's cannot know just by looking across the table how the army is going to function. Will that GUO be T8-10? Will that Slaaneshii Herald have S9? Are those Horror units going to be able to stop my first assault dead in it's tracks? What ccw's will the characters have? Is that LoC going to suddenly become a combat beast? What Greater Rewards will that Prince have?
The Daemon player on the other hand likely has thought through the possible combos they can roll up and thus is much better prepared to utilise whatever additions their units/characters gain. This alone will make Daemons difficult to counter because what works well with one series of upgrades will fall flat against a different series of abilities/rewards.


Why? Does the Daemon player have some sort of magical dice what will do what he wants? Or what? The Daemon player starts with the same certanity than his opponent: maybe he will get the right stuff... Or maybe not. Maybe his 290 points GUO will have Iron Arm and Warp Speed to wreck face... Or he won't, so his performance will be significantly weaker. And even then, you will have Iron Arm, Warp Speed and all the awesome rewards... And you will roll a 4 on Turn 2, and lose your GUO before he can do anything. The randomness makes Daemons hard to counter, granted. But it also makes them a nightmare to plan ahead. And for a tourney army (where you want your chances as close to 100% as you could) it is a real killing blow.

And I've already played several games with Daemons, so I know what I'm talking about .


New Daemon Codex Competitive?  @ 2013/03/09 20:06:43


Post by: JimbobBar


 ClassicCarraway wrote:
Pink Horrors are not spectacular, but they are certainly useful. They perform, GASP, exactly as you'd expect a unit that costs as little as they do to perform. Not game winners/breakers, but certainly worth the trouble to put out on the table. Given that they can reroll save rolls of 1, it makes them a bit more durable. They are also very good at taking out light armour (they destroyed a ghost ark and put a hull point on an annihilation barge in the game I played this week).


Hmm maybe minimal sized units for objective holding or tank hunting might be worthwhile. The D6 shots power was awful when I played with a large unit, but maybe using them for popping vehicles they might be worth while.

I also totally forgot that they can reroll 1's


New Daemon Codex Competitive?  @ 2013/03/10 01:45:19


Post by: ClassicCarraway


 AtoMaki wrote:
Experiment 626 wrote:
[
The army does not have that many issues fitting in adequit Troops + toys.


Actually, it has. The best units are super-duper expensive and the only way to have points for them is to cut the Troops. Because let's be honest, the least appealing part of the Codex is the Troops selection. So at the end of the day, if you want an army that can actually do something, then you should play with min/maxed Troops (3x10 or 2x10) because the rest of your army costs a fortune in points.

Experiment 626 wrote:
[
As for the random aspect, it's as much an advantage as it is a potential disadvantage. Opponent's cannot know just by looking across the table how the army is going to function. Will that GUO be T8-10? Will that Slaaneshii Herald have S9? Are those Horror units going to be able to stop my first assault dead in it's tracks? What ccw's will the characters have? Is that LoC going to suddenly become a combat beast? What Greater Rewards will that Prince have?
The Daemon player on the other hand likely has thought through the possible combos they can roll up and thus is much better prepared to utilise whatever additions their units/characters gain. This alone will make Daemons difficult to counter because what works well with one series of upgrades will fall flat against a different series of abilities/rewards.


Why? Does the Daemon player have some sort of magical dice what will do what he wants? Or what? The Daemon player starts with the same certanity than his opponent: maybe he will get the right stuff... Or maybe not. Maybe his 290 points GUO will have Iron Arm and Warp Speed to wreck face... Or he won't, so his performance will be significantly weaker. And even then, you will have Iron Arm, Warp Speed and all the awesome rewards... And you will roll a 4 on Turn 2, and lose your GUO before he can do anything. The randomness makes Daemons hard to counter, granted. But it also makes them a nightmare to plan ahead. And for a tourney army (where you want your chances as close to 100% as you could) it is a real killing blow.

And I've already played several games with Daemons, so I know what I'm talking about .


I agree with some of your points, but completely disagree on your stance about troops. Troops in this codex are the heart of the army. After all, I think this is the first codex for 6th edition that has more than 2 core troops choices. And the majority of the elites and fast attack units are not expensive either. The only thing that is costly are the HQ and some Heavy Support selections, which given how effective they are, I would not say they are overcosted. Sure, if you want to do the 5 FMC build, you won't be taking much else, but that's more on the WAAC guy that uses that build than the Codex.

As for your comment about its use as a tourney army, I couldn't agree more. Tourney builds are all based around optimal builds and math-hammer, and despite my personal feelings on that, I understand that alot of people enjoy that sort of thing. This Codex will NOT be a tourney player's friend. I'm sure given time, there will be sturdy builds that can influence the Warpstorm table, but until that time, we will have to continue to see more posts about how horrible the army is because of the random element

My question about tournaments is, will tourney organizers have Daemon players roll their rewards once and keep the results for the entire tourney, or allow them to roll before each game. This is probably the only element that adds time to the game. Not having much shooting tends to equalize that over the course of a game, but it does take time.


New Daemon Codex Competitive?  @ 2013/03/10 02:43:09


Post by: timetowaste85


It would make sense to treat the gifts just like psychic powers and magic powers in fantasy: you have to know which chart you're rolling on, but you roll at the start of each game to determine your "random" upgrades. I can't see levelheaded TOs going against that. Well, okay, I can. But I think it would be a bad call. Many daemon players with multiple rolls on the chart will often have primary gifts picked without even needing to roll and will likely only have to roll for 1-2 guys.


New Daemon Codex Competitive?  @ 2013/03/10 04:03:26


Post by: Mannahnin


Rewards are explicitly generated before each game, just like rolling for rulebook psychic powers. I can't see any TO changing that. The process of generating them will get quick with practice. Once you've played your army a bunch of times and know the charts, it'll be quick. Certainly quicker than Tyranid players generating their psychic powers currently.


New Daemon Codex Competitive?  @ 2013/03/10 05:47:29


Post by: Adam LongWalker


 ClassicCarraway wrote:
 Adam LongWalker wrote:
I've shelved my Daemon Army. All 225 models. I'll play my Nids, Orks, and IG for my horde army as they to me are far superior in what they are designed for.

The 6th ED game mechanics makes the entire game process slower than 5th ED. The New codex involves more randomness and more charting to cause the game to go even slower. Maybe I'll keep 125 models in my display case. But that's it. Good luck with your army. Maybe it will be fun for you, but right now it is not fun for me to run an army in a set of rules and game mechanics that makes the game for me to go slower.



Spoken like someone who hasn't actually played using the new codex. The "it's gonna make the game drag" nonsense really needs to stop. My first game with that army (mind you, not just the first game with the codex, but with the entire army!), we managed to get through 7 turns at 1500 points in about 3 hours. The Warp Storm table added a whole 90 seconds to the process. The biggest drag was in the pre-game when I had to roll up all of the rewards and psychic powers (added about ten minutes because I didn't know what was what), and the fact that I had to keep looking up units and their abilities.

Has anybody noticed that C:CD is the first codex that totally disregards the WYSIWYG mentality? Random wargear means no way to enforce WYSIWYG.


3 hours for 1500 point army? That is 45 minutes too long Thank you but no. Try 2000 points and see how this nonsense gets bogged down. Like I did.

Have fun with your army. I'll go and play my Nids.


New Daemon Codex Competitive?  @ 2013/03/10 06:31:24


Post by: Eldercaveman


 Adam LongWalker wrote:
 ClassicCarraway wrote:
 Adam LongWalker wrote:
I've shelved my Daemon Army. All 225 models. I'll play my Nids, Orks, and IG for my horde army as they to me are far superior in what they are designed for.

The 6th ED game mechanics makes the entire game process slower than 5th ED. The New codex involves more randomness and more charting to cause the game to go even slower. Maybe I'll keep 125 models in my display case. But that's it. Good luck with your army. Maybe it will be fun for you, but right now it is not fun for me to run an army in a set of rules and game mechanics that makes the game for me to go slower.



Spoken like someone who hasn't actually played using the new codex. The "it's gonna make the game drag" nonsense really needs to stop. My first game with that army (mind you, not just the first game with the codex, but with the entire army!), we managed to get through 7 turns at 1500 points in about 3 hours. The Warp Storm table added a whole 90 seconds to the process. The biggest drag was in the pre-game when I had to roll up all of the rewards and psychic powers (added about ten minutes because I didn't know what was what), and the fact that I had to keep looking up units and their abilities.

Has anybody noticed that C:CD is the first codex that totally disregards the WYSIWYG mentality? Random wargear means no way to enforce WYSIWYG.


3 hours for 1500 point army? That is 45 minutes too long Thank you but no. Try 2000 points and see how this nonsense gets bogged down. Like I did.

Have fun with your army. I'll go and play my Nids.


Clearly just brashed off what he said, 7 turns with an unfamiliar army and new rules, no matter what army is going to take 45 minutes longer than usual.


New Daemon Codex Competitive?  @ 2013/03/10 09:31:49


Post by: nosferatu1001


Adam - so the first time you played your NIds it didnt take any longer to play? Honestly?


New Daemon Codex Competitive?  @ 2013/03/10 09:36:24


Post by: Eldercaveman


nosferatu1001 wrote:
Adam - so the first time you played your NIds it didnt take any longer to play? Honestly?


We all know the sky must fall for at least one person when a codex comes out.


New Daemon Codex Competitive?  @ 2013/03/10 09:50:04


Post by: danp164


Has anyone thought that a large component of the doom and glooming is that Deamons went from what was really a small elite army, to a horde army with little to no warning?

5th Ed 10 Plaguebearers could stand up to an inordinate amount of firepower.

5th Ed 10 Bloodletters could panhandle anything without fear of loosing combat... ever.

5th Ed 10 Horrors would annihilate a whole unit of 4+ save shmucks.

These units are still good, but now function at a larger size mainly due to GW wanting to sell us more models. Nothing became bad its just the whole army shifted focus from small elite units to large hordes.

But hell that's just my observations....