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Made in us
Longtime Dakkanaut





Connecticut

Tzeentch is okay. Still confused why Tzeentch is in melee, but it is nothing but a benefit. Could be good for Screamers if they fix them.

Slaanesh is solid. Khorne is fine.

Nurgle is the star, imo. Plague drones gonna be mean.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in it
Longtime Dakkanaut




I've mathammered Tzeentch and doesn't look so good.

If you hit on 4+ it equals to a -1 to hit 25% of times.
If you hit on 3+ it equals a -1 to hit 44% of times.
If you hit on 2+ it equals a -1 to hit 69% of times.

Though it shuts down the triggers on 6 only 3% of times.

Better than nothing i suppose, but nothing great.
   
Made in us
Longtime Dakkanaut





Connecticut

It is before modifiers, though, which is worth keeping in mind. Makes it much better. Still not insane, but a nice passive bonus.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in lt
Mysterious Techpriest






Why plaguedrones especially mean?

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Longtime Dakkanaut





Connecticut

 rvd1ofakind wrote:
Why plaguedrones especially mean?


Decent enough stats even at index level, already 2d weapons and a good amount of attacks, gives them a fair chance at being punchy depending on what we see the rest of the codex do.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in it
Nurgle Chosen Marine on a Palanquin





 rvd1ofakind wrote:
Why plaguedrones especially mean?

each armor save you fail you take 3 flat damage, if drones keep dealing 2 damages with probes



This message was edited 1 time. Last update was at 2017/12/28 19:10:18


I shall reap a terrible bounty from the death that I sow in your name, Father Nurgle
 
   
Made in gb
Tunneling Trygon






Nottingham (yay!)

We've had pics of two new foot Heralds, Beast(?), GUO. No Drone Herald, though. That's worrying. I suspect GW's mothballing of mounted CSM characters is a speedbump to adding the fast Nurgle Herald; 'you gave EC and WE and TS mounted characters, where's my rules for a flying DG guy?'.

   
Made in gb
Dakka Veteran





A cheap herald buffing some Plagueburst Crawlers sounds mean.
   
Made in us
Contagious Dreadnought of Nurgle





 blackmage wrote:
 rvd1ofakind wrote:
Why plaguedrones especially mean?

each armor save you fail you take 3 flat damage, if drones keep dealing 2 damages with probes





Still needs a 6 to wound. But it's good.
   
Made in it
Nurgle Chosen Marine on a Palanquin





yes still a 6 but you count on mass of wounds, each drone right now is delivering 4+1 attacks.

I shall reap a terrible bounty from the death that I sow in your name, Father Nurgle
 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

The wording in the Slaanesh portion of the article implies that the Seekers' special ability is being changed. It's likely that inatead of advancing+charging they'll have an extra few inches added to both.

Which is nice. However, the issues Slaanesh has really isn't reaching opponents these days, its actually hurting them that's the issue. I wonder if there will he any attempts to up their punch. Failing to recognise that the flat armor pen of hellblades makes rending claws completely obsolete is the type of mistake I expect GW to make.

 
   
Made in us
Dark Angels Librarian with Book of Secrets






A Protoss colony world

 dan2026 wrote:
A cheap herald buffing some Plagueburst Crawlers sounds mean.

Ooh, I like the sound of that! Maybe it's time to pull the trigger on getting 2 more crawlers.

My armies (re-counted and updated on 6/7/18, including modeled wargear options):
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 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

I must be sleepy. Why do I care about giving the PC an extra strength? Or maybe you meant something else by 'buff'...

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

It stands to reason that the de fact +1 strength buff for heralds was a stand-in and we'll be getting more God-appropriate buffs in the codex.

 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

I don't like to assume. Although it does make sense. If Epidemius stays anything close to the same that could be a killer list with Crawlers and Drones too.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in gb
Slaanesh Veteran Marine with Tentacles





 BlaxicanX wrote:
It stands to reason that the de fact +1 strength buff for heralds was a stand-in and we'll be getting more God-appropriate buffs in the codex.
I don't mind the +1 strength on khorne and slaanesh stuff, but on Tzeentch it is just awful lol.
   
Made in gb
Fresh-Faced New User






 Fenris-77 wrote:
I must be sleepy. Why do I care about giving the PC an extra strength? Or maybe you meant something else by 'buff'...

He's talking about the Nurgle locus. It's an okay buff, not totally sure it's worth it though.
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

 matt123456790 wrote:
 Fenris-77 wrote:
I must be sleepy. Why do I care about giving the PC an extra strength? Or maybe you meant something else by 'buff'...

He's talking about the Nurgle locus. It's an okay buff, not totally sure it's worth it though.
Um, pardon? He said "Herald buffing ... Crawlers", which has since been clarified to mean he's assuming that the Herald's ability will change, which is reasonable. The locus is a fine bonus given that it's essentially free. Unless you mean not worth it to get enough Nurgle to activate the locus? if you mean the latter, it's about volume - if the locus is buffing, say, three crawlers and three bloat drones, then hell yeah it's worth it.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in gb
Fresh-Faced New User






 Fenris-77 wrote:
 matt123456790 wrote:
 Fenris-77 wrote:
I must be sleepy. Why do I care about giving the PC an extra strength? Or maybe you meant something else by 'buff'...

He's talking about the Nurgle locus. It's an okay buff, not totally sure it's worth it though.
Um, pardon? He said "Herald buffing ... Crawlers", which has since been clarified to mean he's assuming that the Herald's ability will change, which is reasonable. The locus is a fine bonus given that it's essentially free. Unless you mean not worth it to get enough Nurgle to activate the locus? if you mean the latter, it's about volume - if the locus is buffing, say, three crawlers and three bloat drones, then hell yeah it's worth it.


At this point we can only really talk about the locus buff as there has been no indication the heralds will start giving meaningful buffs to ranged shooting units from another codex.

The locus adds about .55 wounds to a crawler shooting at a T7, 3+ target with its mortar, 2 entropy cannons and a slugger. A heavy blight launcher drone (which I wouldn't rate anyway) gets less benefit when shooting at basically anything. Up to you if you think that's worth the cost of a herald. A unit of 4 plague drones (similarish cost) gets more than double that benefit against T7 3+. I don't think I'm far wrong on the numbers.

Interestingly, because of the nature of Nurgle having a lot of rerolls to wound the locus procs more when attacking higher toughness targets (ie you roll more 6s when you're rerolling everything that isn't a 6 than when you reroll only 1s or 1s and 2s), which also indicates its usefulness for daemons that reroll everything rather than just 1s.
   
Made in sg
Been Around the Block




Ask me stuff in the daemon rumour page, i have access to the dex but not to infringe on forum rules, will not post everything.
   
Made in us
Longtime Dakkanaut





Connecticut

I'll take any Tzeentch info, bud. Posted there as well. Really hoping for news on LoC/Kairos, or any major point differences.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Nurgle Chosen Marine on a Palanquin





yes know something about nurgle and Tz would be fine, thanks

I shall reap a terrible bounty from the death that I sow in your name, Father Nurgle
 
   
Made in us
Longtime Dakkanaut





Connecticut

He posted a number of times in the news and rumor thread. If he's to be believed, Exalted Flamers just got much, much better and as long as their points didn't jump then I'm a very happy man.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Longtime Dakkanaut




Northridge, CA

OP of Deamons rumors thread updated with compiled leaks.

https://www.dakkadakka.com/dakkaforum/posts/list/747441.page#9761031

Codex Rumors from xxhikaru123Made (all unconfirmed):
Spoiler:
Daemons are still 5++.
god specific traits are the same.
Do note that most attacks even shooting are Strength User, so +strength buffs actually are worth something now.

+ Undivided +

Belakor - has access to Dark Hereticus (the only one who does)

Stratagems:
We get a deepstrike strategem:
* 1 CP for 8 PL and below
* 2 Cp for 9 PL and above.
* no other restrictions.
you cannot reroll saving throws but it gives a daemon unit +1 to invulnerable saves. No better than 3++.
when enemy psyker suffers perils of the warp, use this strategem, they take 2d3 MW instead of 1d3.

+ Khorne +

Bloodthirsters no change to pt
Insensate Rage BT have two attack profiles now. Second (new) S:U -2 1 dmg , make 2 hit roll instead of 1 if use this attack.
All BTs get a rule that for each unmodded hit roll of 6, they score a 2nd free hit.

Stratagems:
1CP Khorne. pick a banner, that unit charges 3D6 instead of 2D6.

Artifacts:
Khorne: (Mons only) - 4++ Deny 1 power in each enemy psychic phase.
Khorne: 1 model. Each time you make wound roll of 6+ fr friendly khorne daemon unit within 6" of bearer, can make another free attack.

+ Tzeentch +


LOC/Kairos drop 20-35.
Brimstone horrors are 6++, blues are 5++, pinks are 4++.
Changeling lost -1 to hit for 6+++ FNP.
Flamers are 12" range now
Exalted are 3 shots instead of D3.
Anything with screamers lost slashing talon but their attacks became Lamprey bite.
Eg. 2 slashing attacks 1 bite? now 3 bites.

Warlord Trait:
reroll 1s to wound in 9".

New Powers:
Tz:
WC6. Reroll a single dice roll later during ur turn.
WC5. Pick friendly tz daemon unit within 18". Until next psychic phase, +1 to wound roll.
WC8. nearest enemy model wihtin 12, that model's unit and every other unit (friend or foe) within 3' of that model , suffers d3 MW. Suffer D6 MW, if power manifested with more than psychic roll of 12+.

Stratagems:
2CP Tz Strat. pick a char, 6" aura of reroll psychic test.

Artifacts:
Tz: 1 additional TZ power
Tz: +1 to smite cast

+ Nurgle +

Beast of Nurgle are 5 Wounds now , and if you try to Fall Back from them (1"), on a 4+, you do a MW.

New powers:
Nurgle:
Wc7. Roll D6 for every unit (excluding nurgle) within 7" of caster. 4+ D3 MW.
WC6. Pick enemy unit visible within 18". -1 Toughness.
WC6 Miasma of Pestilence same as DG contagion but targets Nurgle Daemon.

Stratagems:
1CP Nurgle. pick a unit with an icon before battle. during 1 fight phase. dmg characteristtics of a plaguesword carried by that unit increased to 2

Artifacts:
Nurgle: everytime bearer kills a model in fight phase while within 7' of a plaguebearer unit , on a 4+, add a PB to that unit.

+ Slaanesh +

New powers:
Slaanesh:
WC5. Select friendly slaanhesh daemon within 18". 6+++ FnP
WC6. select enemy unit within 18 visible. Roll d6 for every model in that enemy unit. on a 6, 1 mw.
WC6. All enenmy unit -1 ld within 12 inch of psyker.

Stratagems:
1CP Slaanesh. pick slaanesh daemon unit, all units within 3inch of that -1Attack for that phase. (To a minimum of 1.)

Artifacts:
Slaanesh: 1x per game, start of phase, select enemy char within 12" roll 3d6, if exceed enemy char ld, it cannot do anything, and its abilities dont affect anything.
   
Made in us
Enigmatic Exalted Daemon





Albany, NY

 andysonic1 wrote:
Beast of Nurgle are 5 Wounds now , and if you try to Fall Back from them (1"), on a 4+, you do a MW.
Abilities that feth with the hot garbage that is Fall Back are really important for an essentially melee army, which I'm pretty sure Daemons are still going to be, and are also distressingly rare in 8E. Am now curious how much of a bump going mono-god is going to be, since I'm considering shoving some Beasts into my Khorne army

- Salvage

This message was edited 1 time. Last update was at 2018/01/02 15:01:56


BLOODFIRE: KOW SALAMANDER REPORTS 
   
Made in gb
Tunneling Trygon






Nottingham (yay!)

Huh. Nurgle and Slaanesh getting Fall Back interference, then. Hopefully Fiends won’t get nerfed, I’ve had them hold down a Knight whilst my DP punches it to death.

   
Made in us
Enigmatic Exalted Daemon





Albany, NY

Oh right, Fiends Converting up some wiry fast rage monsters might fit the bill more than bloated bounding rage monsters, and not sure if I'd rather lock a large target in combat or cuddle an infantry unit to death if it tries to fall back ...

- Salvage

BLOODFIRE: KOW SALAMANDER REPORTS 
   
Made in us
Longtime Dakkanaut




Northridge, CA

Khorne Faction Focus - https://www.warhammer-community.com/2018/01/02/faction-focus-daemons-of-khornegw-homepage-post-4/
Spoiler:


Darkness is sweeping the 41st Millennium, and the mortal hordes of the Heretic Astartes are bolstered by legions of daemonic allies. Thanks to the Great Rift, the servants of the Chaos Gods have been pouring forth to devour reality in ever-greater numbers across the galaxy – so it’s about time they got a codex of their own! Codex: Chaos Daemons brings a raft of new ways to customise and play your Daemons army, offering particular rewards for those players who dedicate themselves to a single Chaos God.



While we’ve taken a look at the codex as a whole, this week, we’ll be looking into what each specific Chaos God can bring to the tabletop, starting with the Blood God, Khorne:

We’ve already looked at the Khornate Daemonic Locus, the aptly-named Locus of Rage, but it’s worth reiterating just how handy this ability is. Whether you’re looking to insert a deadly block of Bloodletters into the enemy frontlines, or you’ve got a tricky charge to make with a Bloodthirster, this helps you get your Daemons where they need to be as soon as possible.



Khorne armies also have some powerful artefacts on hand, ranging from deadly weaponry to some essential utility items. One particularly useful option is the Armour of Scorn; as well as upgrading the invulnerable save of a key Character, it’ll also help shore up your psychic defences against any cowards that dare use magic against a servant of the God of Murder!



Skullreaver, meanwhile, is quite possibly one of the deadliest weapons in the entire game. In the hands of a Wrath of Khorne Bloodthirster, you’ll be able to carve through powerful Characters (even Daemon Primarchs of rival Chaos Gods) and enemy super-heavies with brutal efficiency.



Indeed, Greater Daemons of Khorne – or any Chaos God – have received a significant improvement in the new codex thanks to 24 (yes, 24!) Warlord Traits. For Khorne, you won’t want to overlook Oblivious to Pain, which provides an additional save against wounds, as well as forcing any enemy shooting at you to risk supercharging your favourite Character in the next turn:



Khorne Daemons may not be subtle, but they’re undeniably effective, whether you’re looking to dominate the battlefield with swarms of elite combat infantry or to grind skulls beneath the hooves of larger Daemons. You can pre-order your Chaos Daemons codex this weekend, while Start Collecting! Daemons of Khorne contains a great selection of models for you to get a headstart with.

This message was edited 1 time. Last update was at 2018/01/02 16:27:08


 
   
Made in us
Been Around the Block




Typo on the skullreaver? The data seems incomplete..

Looking forward to the deepstrike stratagems.
   
Made in us
Regular Dakkanaut




eternalxfl wrote:
Typo on the skullreaver? The data seems incomplete..

Looking forward to the deepstrike stratagems.


indeed also wondering if summoning for daemons is gonna work the same, or if it mgiht get a longer range.
   
 
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