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Made in us
Arch Magos w/ 4 Meg of RAM






tneva82 wrote:
 VladimirHerzog wrote:
tneva82 wrote:

So your solution is rather than buff mono go all in and make going mono even worse. Good job?


is that really what you understood from their comment??


You are the one who suggested removing only reason to not-go undivided without giving anything back. If just by having khorne model gives khorne warpstorm not much point taking khorne detachment...


ok so you misunderstood what i said.

I said to give us back locus, you know, the monogod bonus we had in 8th edition.

I was fully expecting them to have it (and they do... in crusade).

Mono nurgle : you get disgustingly resilient
Mono slaanesh : advance + charge (or fight first)
Mono tzeentch : +1 to cast?
Mono Khorne : +1 S/A on the charge?

or something like that. But get rid of the "must be within x" of a character" part
   
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dorset

ok, so just so i understand this right, their is NO built in requirement for daemons to be mono-god as standard? I can have a bloodthrister leading Plaguebearers, with bunch of Flamers, all in the same detachment? Or am i missing something here?

(i understand i cant soup them with CSM without being the correct mono-god, just talking a pure deamons force here)

To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

Coven of XVth 2000pts
The Blades of Ruin 2,000pts Watch Company Rho 1650pts
 
   
Made in fi
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Correct. If same det no warp storm for specific god and aura's don't share but that's only drawbacks.

2024 painted/bought: 109/109 
   
Made in gb
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dorset

Thanks. Second question: belakor can be taken in a normal deamons detachment as a regular choice, yes? Or is he limited solely to his own army of renown?

To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

Coven of XVth 2000pts
The Blades of Ruin 2,000pts Watch Company Rho 1650pts
 
   
Made in de
Nihilistic Necron Lord






Germany

Belakor can be taken in a regular detachment, in his AOR, and in a supreme command detachment.
   
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xerxeskingofking wrote:
Thanks. Second question: belakor can be taken in a normal deamons detachment as a regular choice, yes? Or is he limited solely to his own army of renown?


Yes. Either in supreme commander in which case he must be warlord(though unlocks all 4 god warpstorm tables) or in regular detachment at which point requirement for GD to be warlord if present is waived(funnily enough it doesn't require Be'lakor be warlord instead. Lowly herald can be warlord then as well )

2024 painted/bought: 109/109 
   
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dorset

Thank you. I'm off to try and get a lord of change form my local store...and failing that, belakor.

edit: no lord or change, no bel'kor. got myself a bloodthirster instead, because its a sodding bloodthirster.

just trying to get my head around the Bloodflail, so i understand it right.

the weapon in question is AP-4, damage 3d3, with the special rule "excess damage is not lost. Keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed".

so, If I understand correctly, you would roll to hit, to wound, and the defending player would make a single armour save at -4, then if he fails the whole unit takes 3d3 damage with no further input form the defender apart from any feel no pain type saves, correct?

This message was edited 1 time. Last update was at 2022/10/07 18:22:51


To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

Coven of XVth 2000pts
The Blades of Ruin 2,000pts Watch Company Rho 1650pts
 
   
Made in gb
Ambitious Acothyst With Agonizer





xerxeskingofking wrote:

just trying to get my head around the Bloodflail, so i understand it right.

the weapon in question is AP-4, damage 3d3, with the special rule "excess damage is not lost. Keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed".

so, If I understand correctly, you would roll to hit, to wound, and the defending player would make a single armour save at -4, then if he fails the whole unit takes 3d3 damage with no further input form the defender apart from any feel no pain type saves, correct?


Correct. Also worth pointing out when you use a CP re-roll you re-roll all dice. So for 3d3 damage you can re-roll all three dice if you roll say a triple 1. Daemons don't have many good stratagems but CP re-rolls go a long way.

This message was edited 1 time. Last update was at 2022/10/07 19:48:00



 
   
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Automated Rubric Marine of Tzeentch




dorset

sweet. I feel of the three weapons options (big axe, axe and fail, axe and lash), the axe and fail is the best of the three. however, i might be off base. Is the common consensus on the extra short anti horde shooting form the lash, that shooting is a distraction that will just lengthen your charge and i should rock the great axe?

To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

Coven of XVth 2000pts
The Blades of Ruin 2,000pts Watch Company Rho 1650pts
 
   
Made in ca
Nihilistic Necron Lord




The best State-Texas

xerxeskingofking wrote:
sweet. I feel of the three weapons options (big axe, axe and fail, axe and lash), the axe and fail is the best of the three. however, i might be off base. Is the common consensus on the extra short anti horde shooting form the lash, that shooting is a distraction that will just lengthen your charge and i should rock the great axe?


The current consensus is the the big axe is the best of the three, especially with Ang'grath. The issue with the flail is still needs to go through several hoops even with the possible spike/ damage spillover. Meanwhile you end up stuck with a pretty mediocre Axe weapon. The big Axe allows you to clear out Chaff and big targets. You can even clear out Terminators pretty easy with the sweeps if you took Angrath.

This is what we are seeing pop up with folks using the bloodthirster right now, usually with the woundgate exalted.

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NE Ohio, USA

xerxeskingofking wrote:
sweet. I feel of the three weapons options (big axe, axe and fail, axe and lash), the axe and fail is the best of the three. however, i might be off base. Is the common consensus on the extra short anti horde shooting form the lash, that shooting is a distraction that will just lengthen your charge and i should rock the great axe?


You don't HAVE to charge the things you shoot.
And Bloodthirsters can shoot while in CC.

   
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I like axe&whip with blade of kings. It's been doing it's job and with relic sweeps marines nicely and i like having some shooting that can deal with threats i can't charge(eradicators etc).

Albeit that's my 2nd thirster after main one.

2024 painted/bought: 109/109 
   
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dorset

Thankyou for your continuing help. I've gone with the great axe for simplicity. Next question, the warlord trait "devastating blow", which says that "abilities that ignore wounds cannot be used".

What, exactly, is covered by this? "Feel no pain" type saves? Wound caps abilities like "indomitable onslaught "? Other abilities as well?

To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

Coven of XVth 2000pts
The Blades of Ruin 2,000pts Watch Company Rho 1650pts
 
   
Made in fi
Locked in the Tower of Amareo





Feel no pain and wound caps.

Some people love it. Myself i go for fnp myself as it's always useful. From 5 games so far that would never have played. Gold in right matchup though. Steady effect all the time vs useless some(most?) Games, huge in some.

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Lieutenant Colonel






is there anything stopping daemons from materializing in the first turns reserves phase?

 
   
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Germany

Yes, its called mission rules.
   
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 easysauce wrote:
is there anything stopping daemons from materializing in the first turns reserves phase?


Same thing that stops terminators etc. Mission pack.


Turns you can come and how much can be put off board is limited by mission rules. Note how no deep strike etc limits turn they can come.

2024 painted/bought: 109/109 
   
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Lieutenant Colonel






tneva82 wrote:
 easysauce wrote:
is there anything stopping daemons from materializing in the first turns reserves phase?


Same thing that stops terminators etc. Mission pack.


Turns you can come and how much can be put off board is limited by mission rules. Note how no deep strike etc limits turn they can come.


thank you

 
   
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Regular Dakkanaut




Mono-Slaanesh question:

I recently bought some Fiends, and am unsure of tactics. I'm new. I have:

Masque
Enrapturess
10 Daemonettes
5 Seekers
3 Fiends
Exalted Chariot
(I also have another starter box, unassembled.)

That's 30 Power. I'm starting a Crusade soon, and my opponents will be Votann, Blood Angels, Tzeentch, Chaos Knights, and possibly Orks.

I know I want a Keeper, as soon as I can afford one both in cash AND crusade points.

Question is: What do I use as damage soak, and what's most important to get into combat?

I expect Fiends can take out elites, and Daemonettes can crush the troops OR smaller HQ enemies. Not sure about Seekers. But in general, should I use Fiends to distract the enemy and clean up with everything else? Or do I sacrifice other units to get the Fiends into combat?

As I said, I'm new still. Thanks in advance!


Automatically Appended Next Post:
My instincts say to use the Seekers as damage soak for the Fiends, but that's because in the old codex, my main opponent focused on the Seekers. Not even sure how useful Seekers are.

This message was edited 1 time. Last update was at 2022/10/10 07:26:34


 
   
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Well you want your main damage dealer likely to come out of reserves for nice 6-7" charge(unless you are facing army with loads of LD9-10 units). That way your main punch doesn't have to deal with taking damage before it gets to attack.

Daemonic reserve is big part of our faction abilities. Use it Generally I find first turn to be very quiet for me as I wait for main things to come out.

This message was edited 1 time. Last update was at 2022/10/10 07:50:05


2024 painted/bought: 109/109 
   
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So, as much in reserves as possible, and protect the Enrapturess for Locus?
   
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Hecate wrote:
So, as much in reserves as possible, and protect the Enrapturess for Locus?


If they rush you remember you can deepstrike 3" away from enemies as long as you are wholly within your deployment zone. This effectively means anything within 7" of your deployment zone is never going to be more than a 6" charge (without locus and other buffs). This makes your half of the table a very scary place to be.

On an unrelated note:

Plaguebearers get an icon for free. The icon lets you ignore modifiers to combat attrition and use a stratagem (that is never worth using). Free stuff is good right? Well the icon makes the unit much harder to hide. Do you take it?

This message was edited 1 time. Last update was at 2022/10/10 13:54:02



 
   
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All daemons get command models for free.

And 40k it's basically obscuring terrain or you are visible and obscuring doesn't care about icon being taller.

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Any idea when the faq will be available?
If the flamers get more expensive i hope they drop screamers and all troops also at least
   
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Typically 1 month after release, but if Codex: CSM is a clue it's closer to 6/7 weeks. So Daemons FAQ should be mid this month. (CSM came out 2nd July, FAQ was 17th August)
   
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Also points rarely adjusted in first FAQ anyway so not expecting the inevitable nerf of flamers there already.

2024 painted/bought: 109/109 
   
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Daemons faq is apparently live on the 40k app, don't see a link for the PDF file yet though
   
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Krull wrote:
Any idea when the faq will be available?
If the flamers get more expensive i hope they drop screamers and all troops also at least


Even if they don't touch flamers they should still drop the points on most other datasheet tbh.
(and give obsec to blues and make brimstones takeable as a unit once more)
   
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Flamers should get nerfed (if they get nerfed) when the next Chapter Approved comes out and GW release a free PDF points update via their website. GIven the last CA was out in June-ish we should be seeing something about the next CA in December.

However, they have published an article about the way they balance the factions and it does seem they don't really look at internal faction balance that closely. So as long as Daemons as a whole aren't doing that well then Flamers might not get nerfed and weaker units (hello Nurgle) might not get buffed.
   
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They have plenty of sale data which is what they care. When sale of op units slows due to everybody having them time to change what's the op unit next.

2024 painted/bought: 109/109 
   
 
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