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Made in sg
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GUO
WS2 BS3 S7 T7 18W 5A

Armed with Plague Flail & Bilesword

Plague Flail 7" Assault 3 S User AP-3 2 Dmg. Can be fired within 1" of an enemy unit and can target enemy unit within 1" of friendly unit. Excess damage is not lost, spillsover.
Bileblade Strength User AP-3 D3 Dmg . Reroll Failed Wounds.
Bilesword Strength +1 AP-3 D6 Dmg. Reroll Failed Wounds.
Doomsday Bell. Str +1 AP-1 D3 Dmg.

Cast 2 Powers . Deny 1 Powers. Knows smite and 2 from Nurgle Discipline.

May Replace bilesword with doomsday bell.
May replace plague flail with bileblade.

Putrid Offering (bileblade): Suffer 1 Wound (Can be FNP) , add 1 to a psychic test before rolling .
Reverberating Summons (doomsday bell): Can summon on 4D6 instead of 3D6. At start of your turn, Roll D6 for every Nurgle Daemon unit within 7" of a GUO with Doomsday Bell, on a 4+ return a single slain model to that unit.

Crushing Bulk: Roll D6 at end of charge, on a 4+ do 1 MW to an enemy unit within 1".

Greater Daemon: Friendly Nurgle Daemon unit within 6" can use GUO's Ld (10) instead of their own.

Just over 300+ points.
Made in sg
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How would you run your GUO?
Made in sg
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 andysonic1 wrote:
Speaking of Khorne Deamonkin: can you share how many stratagems each god gets? Also seeking some clarification on the below:

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.


When you say "free attack", do you mean another round of combat in the fight phase or they get an additional A(ttack) in their fight phase? So Bloodletters with 1 attack each get boosted to 2 attacks each. Or am I wildly off the mark?


Wildly. A bloodletter within range of the relic's bearer, makes a wound roll of 6+ ? that model gets to hit 1 more time. insane book-keeping. no thanks.
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 andysonic1 wrote:
 Xasz wrote:
Spoiler:
xxhikaru123 wrote:
 andysonic1 wrote:
Speaking of Khorne Deamonkin: can you share how many stratagems each god gets? Also seeking some clarification on the below:
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.
When you say "free attack", do you mean another round of combat in the fight phase or they get an additional A(ttack) in their fight phase? So Bloodletters with 1 attack each get boosted to 2 attacks each. Or am I wildly off the mark?
Wildly. A bloodletter within range of the relic's bearer, makes a wound roll of 6+ ? that model gets to hit 1 more time. insane book-keeping. no thanks.
Sounds like Crimson Crown from AoS.
Just looked up what that was:
AGE OF SIGMAR - The Crimson Crown: When making attacks with the bearer and any KHORNE DAEMON models from your army that are within 8" of them in the combat phase, you can make one additional attack with that model for each hit roll of 6 you make. Any bonus attacks made in this manner must use the same weapon that generated them, but cannot themselves generate additional attacks.
That sounds a lot better than the one in 40k since it procs during the HIT roll and not the WOUND roll. The 40k one, if I'm understanding it correctly, makes you go backwards from the WOUND roll to then roll more HITS, which does seem like what hikaru said: insane book-keeping. Plus the amount of WOUND rolls you have will almost always be less than your HIT rolls, making it proc even less often.

I think I'll still try it once. Drop in 30 Bloodletters in front of a JuggerHerald, Stratagem them to 3D6 charge in, and daisy chain so they stay within 6 inches of the Herald. Could be good.


Dude, each model from the bearer, not unit. daisy chain does nothing for it lol it is not easy to pull off, and ridiculous amount of book-keeping

This message was edited 2 times. Last update was at 2018/01/04 00:53:36


 
Made in sg
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Rotigus
7" 2+ 3+ S7 T7 18W 5A

Streams of brackish filth 7" Assault 2D6 User -3 1 Reroll Failed Wounds.
Fanged Maw Strength User -1 1 Can make Additional D6 attacks with this weapon , each time he fits.
Gnarlrod Strength +2 -2 3 Reroll Failed Wounds
Nurgling Attacks

Deludge of Nurgle: Each successful psychic cast of 7 or more , closest enemy unit suffers 1 MW after power resolved.
Crushing Bulk: Same as GUO
Greater Daemon: Same as GUO.

Knows Smite & 3 powers from Nurgle. Cast and deny 2 powers.

Low 300s.
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 Wolf_in_Human_Shape wrote:
Broken record status, but any word on bloodcrushers yet?


I only post changes.
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 Cheexsta wrote:
 buddha wrote:
Thinking of a super fun idea for anti dark reaper or gunline spam. Take a unit of 20 flesh hounds and use the deepstrike strategem for 2 CP then another CP to give them the 3d6 charge. Because of their base size you can tie up nearly an entire board length and they are still scary as hell in CC with a buttload of attacks.

Problem is that the leaked 3D6" charge stratagem sounded like the unit needs an Icon.

xxhikaru123, are you able to confirm?


Yes. you need an icon.
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Use this strategem during deployment. If you spend 1 CP to set up one of your Daemon units that has a Power Rating of 8 or less in the warp instead of placing it on the battlefield. If you spend 2 CP, you can choose a Daemon unit that has a Power Rating of 9 or more instead. At the end of any of your movement phase that unit can tear its way into reality - set it up anywhere on the battlefield that is more than 9" away from enemy models.
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 Ysclyth wrote:
Because it keeps coming up:
https://www.warhammer-community.com/wp-content/uploads/2017/07/Warhammer_40000_Designers_Commentary.pdf
"Q: What is the difference between a keyword and a
Faction keyword?
A: The only real difference is that Faction keywords are
used when building an army; when Battle-forging an
army, for instance, you will often only be able to include
units in the same detachment if they share the same
Faction keyword. Also, if you are playing a matched
play game, you will need to have an Army Faction – this
is a Faction keyword that is shared by all of the units
in your entire army (with the exception of those that
are Unaligned). Once the battle has begun, there is
no functional difference between a keyword and a
Faction keyword."


So faction is to build your list together.

keyword is just for everything else? powers/abilities/dmg etc.?

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 Cephalobeard wrote:
nagash42 wrote:
One of the guys on frontline gaming slipped up about tzeentch invul saves changing.
Reece quickly had him stop talking so tzeentch might not get +1 to invuls anymore.


If that's the case Tzeentch is dead.


what? ephemeral form is still there
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I feel the book is pretty meh or even bad on first read through. There are no "dark reapers" standalone perfect unit in there that leaps out.
It took multiple readings to really realise the combination and potential. I like most of this codex, alot.
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 Cephalobeard wrote:
xxhikaru123 wrote:
I feel the book is pretty meh or even bad on first read through. There are no "dark reapers" standalone perfect unit in there that leaps out.
It took multiple readings to really realise the combination and potential. I like most of this codex, alot.


Got a favorite combo?


pm better
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 Klor wrote:
drakerocket wrote:
Any chance someone had seen a change that will alter daemonettes to not being just strictly inferior to bloodletters in the same role?


They can advance and charge in a mono slaanesh army(detachment?). They also have smaller bases so it's easier to fit more of them into combat


the only main advantage is that you might not want to gamble deepstrike charges against an opponent with a lot of scouting units. Otherwise I will almost always pick Bloodletters.
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 rvd1ofakind wrote:
My biggest fear is that, because daemons are so simple and interchangeable, a lot of deamons will just get outclassed. Like bloodletters are just straight up upgrades over bloodcrushers or
not so straight upgrade over daemonettes. Which will lead to those models seeing no play.


Possible. I am just looking at a min-max top tier to decently competitive list building, there are a lot of possibilities and that excites me.

But yes, I do see some units getting severely outclassed.

This message was edited 1 time. Last update was at 2018/01/05 04:26:49


 
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3rdlegion wrote:
 techsoldaten wrote:
Before we all crush on Slaanesh, let's see what the rules are.

Everything I've heard about this Codex is complex and requires a combination / specific build to get the full value. Not used to thinking about Daemons that way in the first place, going to need to really think about it before we can say anything is truly useless.


Indeed and that's why I am asking for info and clarification. Because so far everything that has been revealed about the Slaanesh faction seems lacking.

Hikaru, are you able to give us Slaanesh players more info?


I already mentioned that aside from 1-2 heralds for powers and maybe random stuff like 1-2 small unit of seekers for disruption, I'd rather bring Khorne.


Automatically Appended Next Post:
 techsoldaten wrote:
Before we all crush on Slaanesh, let's see what the rules are.

Everything I've heard about this Codex is complex and requires a combination / specific build to get the full value. Not used to thinking about Daemons that way in the first place, going to need to really think about it before we can say anything is truly useless.


I am more used to daemons requiring a lot of inter-locking pieces and buff stacking.

This message was edited 1 time. Last update was at 2018/01/05 07:20:49


 
Made in sg
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I have already listed the most useful non-weapon artefact for Slaanesh as well as their new powers.

I can double check if I have mentioned Slaanesh warlord traits. I am not sure if there is anything else you might be wishing for?

This message was edited 2 times. Last update was at 2018/01/05 07:37:29


 
Made in sg
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Slaanesh

1. 3" To M
2. Reroll fail hit and wound against Char.
3. If warlord charges, add D3 to Attacks until end of ensuing fight phases. (roll D3 after charge)
4. Each time you make a wound roll of 6+ in fight phase. Suffers an additional MW.
5. Add 1 to warlord Attack characteristics.
6. Enemy model -1 attack (min 1) within 6" of your warlord. Does not affect vehicles.

I like 6, but very specific and dependent on opposing army.

This message was edited 1 time. Last update was at 2018/01/05 07:45:16


 
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 WindstormSCR wrote:
Small request of 2 bits:

The gw tzeentch reveal seemed to allude to blue horrors having a shooting attack now, is this correct or just community page hype being poorly worded again?


no. only pink horrors can shoot.
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Khorne

1. Each time an enemy unit fails morale within 8" of your warlord, that unit loses 1 additional model.
2. Add 1 to warlord Attack characteristics, if there are more enemy models within 8" of it than friendly models.
3. 6+++ FnP. if you pass the 6+++ FnP, you can reroll all failed hits and wounds until end of your next turn. ( )
4. +1 warlord Strength
5. Each time ur warlord fights, can make a single attack instead of normal cc attack. Make a single hit roll, if successful, target suffers D3MW.
6. Reroll hits of 1 for friendly Khorne Daemon units that charged this turn and are within 8" of your Warlord when they fight ( )

Tzeentch

1. Add 1 to result of 1st psychic test taken by your warlord.
2. reduce all dmg by 1 (min1 to warlord)
3. reroll failed morale test for friendly tz daemons within 9 of warlord.
4. add 6" to range of first psychic power casted by warlord
5. roll d6, 2+ ignore perils of warp.
6. Reroll wounds rolls of 1 by tzeentch daemons for shooting phase, within 9" of warlord.

Nurgle
1. +1 Wound
2. Each time warlord lose Wound in fight phase. 4+ , unit that caused that wound to the warlord , suffers a MW.
3. Your opponent must subtract -1 from all hit roll that target warlord if attacking unit within 7"
4. Add 1 to all wound roll made by warlord in the fight phase unless target vehicle.
5. Warlord got a 4+ save.
6. Roll a dice for each enemy within 1" of warlord at start of your turn. On a 4+, that unit suffers a MW.

This message was edited 2 times. Last update was at 2018/01/05 09:04:02


 
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 WindstormSCR wrote:
xxhikaru123 wrote:

WL trait stuff


Neat. Tzeentch #2 plus the impossible robe would make for a nicely durable LoC


not my cup of tea but yeah , it makes the LoC pretty dang thick.
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zamerion wrote:
Wow, interesting warlord traits!!



xxhikaru, thanks a lot

But do you hate bilipiper herald? You havent said anything about it


Must make you guys buy the codex, otherwise, i will regret doing this.
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 rvd1ofakind wrote:
Errr... that's 4++ on the nurgle warlord trait.... right? ._.


4+. 2+ standing in the tree I suppose. Or rly good against bolter / no AP fire.
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DJ3 wrote:
xxhikaru123 wrote:
 rvd1ofakind wrote:
Errr... that's 4++ on the nurgle warlord trait.... right? ._.


4+. 2+ standing in the tree I suppose. Or rly good against bolter / no AP fire.


Any chance you could get us the timing on triggering the universal +1 inv stratagem?

Timing makes or breaks defensive stratagems.

During your own turn: awful
Start of opponent turn: decent
When targeted by an attack: great
When rolling saves: amazing



Start of a phase til end of the the phase
 
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