Dakkamite wrote:Any progress on daemonkin? I could just run it with khorne only elements from the two codexes here, but would rather do it properly. Main issues that daemonkin have that I am aware of are;
-Why is Axe of Khorne 30pts in Khornes own army list when its only 10pts in a vanilla Daemon army
Yup one stupidity i have a hard time swallowing, even though i understand that 10pts for an AP2, Decapitation weapon on an T4, 3+ model, would be too good.
The reason the price went up, is because Marines, while not having an invul save are slightly better then Bloodletters, better Thoughness, better armor save, more attacks.
A 15 or even 20 points for it, would have been good enough
imo, 30 is just taking the piss.
-Lack of clarity for summoned bloodthirsters landing on the turn they arrive. Can lead to monsters being summoned and spending like three turns floating around being useless.
Yup , even though the rules are clear on what happens, it doesn't change the fact that having a
FMC deep strike at turn 3 or 4, is anything but usefull...
-Feel No Pain seems to be the best Tithe choice even when you've got enough to summon a big fat daemon.
I just regret there is no special rule that allows for Deamons engines a bit more survivability, like an invul save reroll or a +1 to their invul save.
Also wish that one of the Bloodtithe was a run+assault kind of deal.
-Likewise the first tithe choice gives out Rage and Furious Charge - *every* model in the army has one or the other of these, making it somewhat redundant
While its true that its redundant in half the cases, it still give Rage to a large portion of models that don't have it, Deamon engines, Dreads, Deamons.
-No access to the Khornate characters - Kharn, Skarbrand etc.
Yup also find it silly, even though i can get why not Kharn, i don't get why no Skarbrand and also no Karanak...
-Cannot take Daemon Princes in the Heavy slot by fielding a Bloodthirster.
i really don't feel it like its such a big loss
IMO, Khorne DPrince will always be sub par compared to others
FMC.
-Possessed are terrible and use the normal terrible possessed mutation chart rather than either the good one from Crimson Slaughter or a Khorne specific one. Same deal to a lesser extent for spawn.
Then you must have read their Mutation chart wrong, their rule says that they roll on the chart in each Fight sub-phase and that the effects last untill the end of the GAME TURN( meaning your turn, AND your opponents turn), but you still roll each Fight sub-phase, so...you get 2 Mutations per turn has long that you are in
CC, wich is better then regular Possessed, also their first results allows you to reroll failed to Hit rolls, while in
CSM its failed to wound.
But yeah Possessed needs to have 2
CCW and Rending in addition to their mutations.