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Those Psychic power changes are excellent, especially the Slaaneshi ones.
Symphony of Pain [WC7]:
one enemy unit suffers -1 to hit in the fight phase [OLD]
one enemy unit suffers -1 to hit and wound in the fight phase [NEW].
Minus 1 to hit was already a great defense debuff for a Daemonette squad going into another melee unit; but -1 to wound really helps a lot when your T3.
Hysterical Frenzy [WC7]:
Allowed a SLAANESH unit to fight in the Psychic Phase [OLD].
SLAANESH CORE unit gains +1A and exploding 6's to hit [NEW].
The old version was situational and hard to use. But this adds +10 attacks to a 10X Daemonette squad before gaining +8.5 hits for exploding 6's on average. So, that's 5 marines or 28 guardsman without any re-rolls or other buffs. If they still have thei Razor-Sharp Claws Stratagem, for +1AP, or the rumored buff full re-rolls or auto-wounding on 6's they will be quite brutal.
Heralds:
Not a fan of replacing their +1S aura with re-rolling 1's to wound, bringing them in line with space marine lieutenants. Its fine since the strength boost is baked in to the troops now. But its a good thing their psykers and are daemonic loci, so they still have a purpose.
Greater Daemons:
According to Wallace's most recent video rumor the 1 Greater Daemon per detachment limit from the play test codex was dropped. But he also doesn't believe that having more than one of the new Greater Daemon's in a Detachment is balanced.
This message was edited 1 time. Last update was at 2022/08/07 15:06:08
Not a fan of replacing their +1S aura with re-rolling 1's to wound, bringing them in line with space marine lieutenants. Its fine since the strength boost is baked in to the troops now. But its a good thing their psykers and are daemonic loci, so they still have a purpose.
Since a lot of Tzeentch's shooting is currently S = User, I'd much rather have the Strength bonus aura (since we know Horrors are staying at S3).
She/Her
"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln
Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.
Not a fan of replacing their +1S aura with re-rolling 1's to wound, bringing them in line with space marine lieutenants. Its fine since the strength boost is baked in to the troops now. But its a good thing their psykers and are daemonic loci, so they still have a purpose.
Since a lot of Tzeentch's shooting is currently S = User, I'd much rather have the Strength bonus aura (since we know Horrors are staying at S3).
I wouldn't expect Tzeentch shooting to stay the same, GW will have taken the aura changes into account. With units getting reduced in size their shooting would have to be made stronger, so it won't be user strength based. So, probably going back to having either a fix strength values or random S3+3 non-sense because Tzeentch.
Slaanesh casting debuffs will have value in allied detatchments with emperors children. Have one melee brick with black rune and herald debuffing another enemy unit. Slaanesh might become king of melee control through mass debuffs
Mothman wrote: Slaanesh casting debuffs will have value in allied detatchments with emperors children. Have one melee brick with black rune and herald debuffing another enemy unit. Slaanesh might become king of melee control through mass debuffs
The Heralds will be great for Psychic Secondaries as well. That said the CSM codex can't match the economy of the melee units avalible in the CD codex. Legionaires are twice as expensive as Daemonettes, Chosen 3-4X's as much. When the basic Daemonette has 4X S4/AP-2/D1 attacks, advance & change, deep strike, and a 4++ save at range. I'm taking as many as I can get into a patrol detachment with the 25% ally allotment.
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Can someone explain that bloodletter stratagem? It is early and it confuses me. Mostly it is the last line. Is it saying that if the unit made a normal move in the move phase than it is 2cp? Can you use the stratagem to move into engagement range?
Normal Moves as defined in the core rules cannot end within engagement range. Looks like the 2CP version of the strat is just an extra turn of movement in the fight phase.
Correct. You either pay 2 CP if the unit is not in engagement range to make a normal move, or you pay 1 CP when the unit is in engagement range and you pile in.
That's strat will have some pretty good utilty. Nice to see the Flesh Hounds got some decent buffs: S5 and Damage 2 on the charge. Hopefully they got at least AP-2 as well.
Domandi wrote: Can someone explain that bloodletter stratagem? It is early and it confuses me. Mostly it is the last line. Is it saying that if the unit made a normal move in the move phase than it is 2cp? Can you use the stratagem to move into engagement range?
it's basically a fancy version of heroic intervention. You move them six 6 inches toward the nearest enemy and if you are in engagement range you have them pile in during the fight phase without activating the unit. After that you can activate them and pile in and fight. You can do this during your opponent's turn or your turn.
Can see it being used to get models into objective and of course opponent turn could be used to bring closer for charging your turn but 2cp is pretty pricey. Not every game strategy likely but good to have in toolbox
artific3r wrote: It's not a heroic intervention because you can't end Normal Moves in engagement range.
oh I think you are right, but in the right circumstances you can get extra movement to make charges easier in your turn and grab objectives. one good use would be something like this
(enemy units)
___
/obj \
\___/
________ (cover)
(bloodletters)
if the distance between the bloodletters and the objective is less than 6 inches you get to snag an objective before your turn. You can also use it during your opponent turn to try to engage additional units specially if there is a way to increase your pile in move.
Valkyrie wrote: When would you want/need to pay 1CP for an extra pile-in?
When your normal pile-in doesn't get your models into engagement range. This is relevant in cases where you barely make your charge roll and some models are too far back to make it all the way in.
It's also useful to gain an extra 3" lateral movement to get to an objective on your turn or your opponent's turn.
The 2CP 6" normal move on your opponent's turn is pretty spicy since it happens after your opponent is done shooting. If you use it on your opponent's turn it's effectively 2CP to give your bloodletters a 12" move for your next turn.
This message was edited 1 time. Last update was at 2022/08/08 16:05:20
Valkyrie wrote: When would you want/need to pay 1CP for an extra pile-in?
You base their models with a pile-in before they move theirs. This robs them of movement which can prevent them from piling into a character as much or from consolidated into a unit behind if you do poorly among other scenarios.
God Keywords: All
Warp Locus: can bring any flavor of Daemon in from deep strike; other warp loci are god specific.
Supreme Commander
Can no longer be obscured
aura re-roll 1's to hit for DAEMONS [excluding vehicles]
-1 to hit and cannot re-roll to hit him
-1 to wound
-1 damage vs ranged attacks
WLT: 9" Command Ability of re-roll any or all hit dice for DAEMONS or Disciples of Be'lakor [excluding vehicles]
Aura of -1 LD, -1 Combat Attrition
Hates all of other Daemon Princes: they can be taken but not in his detachment.
Mono-Slaanesh and Mono-Nurgle don't need Be'lakor as they are strong enough on their own.
Fresh Rumors from Wallace and friends.
This message was edited 2 times. Last update was at 2022/08/10 18:36:02