Switch Theme:

Legiones Daemonica Tactica - 9th Edition  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in de
Nihilistic Necron Lord






Germany

Yes virulent touch works with nurgling attacks.
   
Made in gb
Cackling Chaos Conscript





I'm a little confused about what rules we get and don't get if we bring an allied super heavy detachment, specifically some wardogs, in Arks of Omen. Does it ruin some of our army special rules?
   
Made in gb
Automated Rubric Marine of Tzeentch




dorset

Mad_Proctologist wrote:
I'm a little confused about what rules we get and don't get if we bring an allied super heavy detachment, specifically some wardogs, in Arks of Omen. Does it ruin some of our army special rules?


I believe not, as both Deamons and Knights have rules wording to the effect that AGENT OF CHAOS units dont break "faction purity bonus" rules, and rules for allying with another CHAOS faction that grants the attachment AGENT OF CHAOS.

so a single super heavy unit (like a wardog squad) would NOT break any of our rules, though they wouldnt be affected by most of our own rules, as most auras and such as locked to LEGIONES DAEMONICA, so CHAOS KNIGHTS units wouldn't get any bonuses or be eligible for demonic strats, etc. however, they WOULD be eligible for their own strats if their was one you wanted to use.

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

xerxeskingofking wrote:
Mad_Proctologist wrote:
I'm a little confused about what rules we get and don't get if we bring an allied super heavy detachment, specifically some wardogs, in Arks of Omen. Does it ruin some of our army special rules?


I believe not, as both Deamons and Knights have rules wording to the effect that AGENT OF CHAOS units dont break "faction purity bonus" rules, and rules for allying with another CHAOS faction that grants the attachment AGENT OF CHAOS.

so a single super heavy unit (like a wardog squad) would NOT break any of our rules, though they wouldnt be affected by most of our own rules, as most auras and such as locked to LEGIONES DAEMONICA, so CHAOS KNIGHTS units wouldn't get any bonuses or be eligible for demonic strats, etc. however, they WOULD be eligible for their own strats if their was one you wanted to use.


Correct.
   
Made in gb
Regular Dakkanaut



UK

Returning player from fantasy/previous editions. Am I right in thinking that musicians and standards don't have a native effect currently, they just allow certain stratagems, warp storm results and possibly psychic powers to add effects, or have I missed something? And if so, what page?
   
Made in gb
Crazed Spirit of the Defiler




They do have minor effects in addition to strategem support, they are right there on the datasheet.
   
Made in gb
Cackling Chaos Conscript





Pilum wrote:
Returning player from fantasy/previous editions. Am I right in thinking that musicians and standards don't have a native effect currently, they just allow certain stratagems, warp storm results and possibly psychic powers to add effects, or have I missed something? And if so, what page?


You are correct. In previous editions they cost extra points, but this time around there is absolutely no reason to not take them.
   
Made in gb
Regular Dakkanaut



UK

EightFoldPath wrote:
They do have minor effects in addition to strategem support, they are right there on the datasheet.

... So they are. I was so convinced I'd seen it in the faction rules pages my eyes must have just skipped past that bit. What a gibbon! (In my defence, it WAS mid-game and I was under a bit of time pressure - and possibly another case of old-rules-itis!)
   
Made in gb
Cackling Chaos Conscript





Thoughts on blood crushers? point for point they seem to hit harder than blood letters and more wound per model. obviously they lack obsec and have more trouble with terrain but does that discount them?
   
Made in gb
Automated Rubric Marine of Tzeentch




dorset

Mad_Proctologist wrote:
Thoughts on blood crushers? point for point they seem to hit harder than blood letters and more wound per model. obviously they lack obsec and have more trouble with terrain but does that discount them?


i use mine trio i got in the vanguard box. Ive found the terrain issue is pretty significant, purely becuase of the sheer SIZE of those bases. I really stuggled to get them into combat except out of deep strike (thanks to deamonic deepstrike and the khorne 3d6 charge strat).

yes they hit a little harder, but i'm not in any hurry to buy more, honestly.

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
Lord of the Fleet






London

How many Blue Horrors are people generally having to use to account for Pinks splitting? I have 30 Pinks but only 10 Blues, so even though I don't plan to use the Blues, I feel this isn't enough to cover the Pinks.
   
Made in au
Regular Dakkanaut




I used 10 pinks in a game, and only had 5 blues available. (Was borrowing friend's stuff.) Technically it was fine, but only because not every pink split, and I was doing the whole "pink dies, blue dies, brimstone dies, blue dies, brimstone dies, repeat" thing.

Planning on buying friend a box of blues for their birthday.


Automatically Appended Next Post:
30 pinks will require 3 squads of 10. This could mean 10 blues aren't enough, if all 3 squads are taking damage in the same turn.

Honestly, I'd get another box just in case. But I'm a Slaanesh player, only borrowed some Tzeentch a couple times.

This message was edited 1 time. Last update was at 2023/03/25 18:50:55


 
   
Made in fi
Locked in the Tower of Amareo





Also 10 might not be enough if 7-8 pinks die and you get lucky with splits. Can't split blue's to brim's here then.

With 30 pinks would get 20 blue's.

At least 40k doesn't have as bad as aos where 10 automatically splits to 20 blues and can summon blue's also. I have 10 pinks and def need 30 blues in aos.

2024 painted/bought: 109/109 
   
Made in de
Nihilistic Necron Lord






Germany

Who plays pinks anyway ? They are way overpriced. 14 ppm is insane.

This message was edited 1 time. Last update was at 2023/03/26 05:40:33


 
   
Made in au
Dakka Veteran




It depends on what your meta is like, but I wouldn't bother with more than 20 Blues regardless of how many Pinks you take. I found that Pink Horrors are a unit that either get completely ignored because the opponent has more pressing threats, or simply get slaughtered in close combat. They do have their uses in performing actions and deep strike denial. They can also be used to make pile in / consolidate a problem for an enemy and can bog down shooting units in pointless combat.
   
Made in us
Arch Magos w/ 4 Meg of RAM






 p5freak wrote:
Who plays pinks anyway ? They are way overpriced. 14 ppm is insane.


God i wish GW just gave them full splits and removed the need for the squad to not be wiped to be allowed splits in the first place
   
Made in gb
Lord of the Fleet






London

I've splurged out on around 1000pts of Slannesh stuff to go with my Tzeench and Khorne (around 1.5-2k each), I'm struggling to put together a list that feels a little balanced between the gods. By the time I've added the GD and a couple of Troop choices for each god (even if it's only two chosen) I'm running low on points for Elites/FA.

Anyone have any tips on running multiple gods in a list? I've seen examples where they have 3x GD plus Be'lakor, and it just seems to light on the ground in terms of numbers.
   
Made in gb
Crazed Spirit of the Defiler




I think you have to lean in to going one way or the other, either:

4~5 big lumps and not much else. Score some points but win by killing and preventing their scoring.

Carpet of troops/elites daemons. Kill some stuff but win by getting lots and lots of points.
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

EightFoldPath wrote:
I think you have to lean in to going one way or the other, either:

4~5 big lumps and not much else. Score some points but win by killing and preventing their scoring.

Carpet of troops/elites daemons. Kill some stuff but win by getting lots and lots of points.

Yup. Pretty much that.

I would go with 1 GD, and cram as much troops/elites as much as possible.

One list I'd wanna try is bringing 3 nurgle Soul Grinders. I proxied 2 of them in 3 games, and they just have staying power. My only loss was from a SoB army, (miracle dice pulling in 5, 6s) but it was a chore for my opponent to bring 'em down.

Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Automated Rubric Marine of Tzeentch




dorset

https://www.warhammer-community.com/2023/05/09/warhammer-40000-faction-focus-chaos-daemons-2/

Info on our new 10e rules. I don't have time for a real analysis, but it seems promising

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 au
Dakka Veteran




I think the rules look fun and interactive. The biggest challenge IMO is that the Keeper won't be able to kill tanks. I hope mono-Slaanesh get a way to deal with them. I am a little sad that the save vs shooting and save vs melee is gone though. I was also hoping to see how troops looked, but I guess we will have to wait until closer to release.

Overall, I think there are some fun mechanics for Daemons.
   
Made in gb
Automated Rubric Marine of Tzeentch




dorset

so, a few quick thoughts:

i aggree the removal of the demonic split save is a little loss, but on the other hand i understand it was a bit of a "special snowflake" save, only brought in to mitigate how free they'd been with ignores invuls weaponry, and invuls in general. hopefully it doesn't translate into a loss of survivability this edition.

the removal of the physic phase and transformation of witchfire powers to shooting attack might actaully increase our effective ranged ability, if they give them to enough units. i'll be intrested to see who gets what, or even if the new powers line up at all with out current selections.

the placement of a regen mechanic into the new battleshock test is an intresting one. assuming units stay alive long enough to get it, it might significantly increase our regen ability and thus staying power. of coruse, this also incentvises alpha strikes to overkill units and prevent regen, but it might still work in our favour.

i have more to say but no time to say it.

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 au
Regular Dakkanaut




Deep striking at 6" away in the corrupted zones seems nice. Like having Warp Locus in entire zones, rather than centred on, say, the Infernal Enrapturess. I'm optimistic. Daemons seem to have better rules so far than my other army, Necrons. Still, there's still far too little info to have a strong opinion.
   
Made in us
Regular Dakkanaut




Lots of flavor with the new rules. Definitely looks like an improvement over the 9e ruleset.
   
Made in us
Banelord Titan Princeps of Khorne




Noctis Labyrinthus

Rules look good, the datasheets for the Keeper of Secrets and Be'lakor look like utter gak.

The Keeper bounces off of rhinos now. This is a 300+ points model that can not destroy the weakest tank Marines have.

"But maybe they will make them cheape-" no, feth off and eat a bag of <removed>

At least the KoC appears to be way tankier.

This message was edited 1 time. Last update was at 2023/05/12 12:26:25


 
   
Made in au
Dakka Veteran




I disagree that Be'lakor's datasheet is gak.

The highlights,
1) He's still good in close combat. He can deal with both hoards and bigger targets.
2) He has two psychic abilities. Betraying shades looks useful against a number of targets, and his shadow form abilities look like they all have their uses - Wreathed in Shadows is great if the opponent gets T1, and Pall of Dispair combos nicely with Shadow of Chaos (which Be'lakor projects)
3) Be'lakor's durability should be reasonable at T10, 18 wounds, a 4++, and Stealth (which is likely a -1 to hit)

So he can deal damage, survive hits, and buffs friendlies? Sounds good to me.

Obviously points will be something that can make or breaks him, but without that information his datasheet wholistically looks good.
   
Made in us
Pestilent Plague Marine with Blight Grenade





 Void__Dragon wrote:
Rules look good, the datasheets for the Keeper of Secrets and Be'lakor look like utter gak.

The Keeper bounces off of rhinos now. This is a 300+ points model that can not destroy the weakest tank Marines have.

"But maybe they will make them cheape-" no, feth off and eat a bag of bearshit.

At least the KoC appears to be way tankier.


Yeah, greater daemons should be able to be tank killers, though who knows, there might be ways for daemons to crank out mortal wounds for that. Also, Nurgle daemons might get the Death Guard ability of reducing the toughness of any enemy units within a particular range. Bloodthirsters should most definitely be able to take down large targets, as that's one of their chief purposes. The Insensate Wrath BT should be able to cleave Knights in half with ease.
   
Made in de
Nihilistic Necron Lord






Germany

JakeSiren wrote:
I disagree that Be'lakor's datasheet is gak.

The highlights,
1) He's still good in close combat. He can deal with both hoards and bigger targets.
2) He has two psychic abilities. Betraying shades looks useful against a number of targets, and his shadow form abilities look like they all have their uses - Wreathed in Shadows is great if the opponent gets T1, and Pall of Dispair combos nicely with Shadow of Chaos (which Be'lakor projects)
3) Be'lakor's durability should be reasonable at T10, 18 wounds, a 4++, and Stealth (which is likely a -1 to hit)

So he can deal damage, survive hits, and buffs friendlies? Sounds good to me.

Obviously points will be something that can make or breaks him, but without that information his datasheet wholistically looks good.


Belakor lost all four chaos god keywords, he cant be buffed by anything which require god specific keywords. Belakor lost his ignore inv., his shadow form got replaced by stealth, which is most likely worse. He lost his reroll 1s aura, D6+1 damage is worse that D3+3 in my opinion.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 p5freak wrote:
JakeSiren wrote:
I disagree that Be'lakor's datasheet is gak.

The highlights,
1) He's still good in close combat. He can deal with both hoards and bigger targets.
2) He has two psychic abilities. Betraying shades looks useful against a number of targets, and his shadow form abilities look like they all have their uses - Wreathed in Shadows is great if the opponent gets T1, and Pall of Dispair combos nicely with Shadow of Chaos (which Be'lakor projects)
3) Be'lakor's durability should be reasonable at T10, 18 wounds, a 4++, and Stealth (which is likely a -1 to hit)

So he can deal damage, survive hits, and buffs friendlies? Sounds good to me.

Obviously points will be something that can make or breaks him, but without that information his datasheet wholistically looks good.


Belakor lost all four chaos god keywords, he cant be buffed by anything which require god specific keywords. Belakor lost his ignore inv., his shadow form got replaced by stealth, which is most likely worse. He lost his reroll 1s aura, D6+1 damage is worse that D3+3 in my opinion.
Losing god keywords feels a bit naff and bad.
But "He got less lethal" isn't a bad thing, when that's the GOAL of this reset. He got less lethal-so did just about everything else.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in de
Nihilistic Necron Lord






Germany

We dont know if 10th will be less lethal. GWs claims that, but i doubt it. Marines get to "autodelete" two enemy units with girlyman, if they delete the first one. So far we have only seen tiny bits of all the army rules.
   
 
Forum Index » 40K General Discussion
Go to: