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![[Post New]](/s/i/i.gif) 2015/04/05 05:34:35
Subject: Things that need to be FAQed into Codex: Khorne Daemonkin
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Possessed Khorne Marine Covered in Spikes
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Just list what you belive should be FAQed into Codex: Khorne Daemonkin
Dirge Casters
Fluff Reasons: The mighty dirge caster isn't limited to just the Slaaneshy warbands heck it even isn't used that much by them either with its most prevalent user being the Night Lords legion. It doesn't make sence to me why the screaming Berzerkers of Khorne would not bellow their battle cries into the dirge caster to intimidate their enemies.
Gameplay: This simple upgrade actually allowed CSM Melee to be semi-competent without it we we annihilated by tau and necrons.
Why I think it didn't make it into the codex: I am a firm belive that this was literally just a typo, GW has made mistakes before and I belive this is just a mistake and will be fixed into the FAQ.
Just post things that you think should be FAQed into the codex and maybe on the off chance enough of us loyal Khorne worshiping heretics scream loud enough GW will hear us. Good luck :/.
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[Khorne Daemonkin Warband] 4/4/0 |
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![[Post New]](/s/i/i.gif) 2015/04/05 12:50:50
Subject: Things that need to be FAQed into Codex: Khorne Daemonkin
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Rampaging Khorne Dreadnought
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You mean apart from all the missing units that really should have been in there? -_-
Then Destroyer Blades for one.
Fluff: They're even kind of mentioned in the Rhino fluff. And they make you charge stuff with the tank...and make a bloody mess in the process....blood for the blood god anyone?
Gameplay: Not much used but I really like the idea and take them when the points allow it. and they really fit the play style.
Why: because GW did the usual: We gave chaos players something cool...now we need to take away all kind of stuff in order to make them less cool than loyalists
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This message was edited 1 time. Last update was at 2015/04/05 12:51:31
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![[Post New]](/s/i/i.gif) 2015/04/05 13:05:09
Subject: Things that need to be FAQed into Codex: Khorne Daemonkin
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Grim Dark Angels Interrogator-Chaplain
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Kharn... nuff said
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![[Post New]](/s/i/i.gif) 2015/04/05 13:10:27
Subject: Re:Things that need to be FAQed into Codex: Khorne Daemonkin
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Gavin Thorpe
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Probably the first time that they've ever been wanted, I'm going to say Mutilators.
Fluff Reasons: It's one of the most literal Daemonkin in that it's half-Marine, half Daemon. It's also a close combat piece festooned with blades and incoherent rage. It has every reason to be a Khorne worshipper and seems like the kinda guys He's love having around.
Gameplay: BftBG and MSU playstyle means that this is probably the only instance, ever, that a solo Mutilator actually has value. Plenty of Icons to home in on. Daemon of Khorne as an upgrade might make him slightly more palatable.
Why I think it didn't make it into the codex: Because it's Finecast and they want to phase them out? Or because they've sold so poorly that GW assumes we all hate the concept rather than the execution.
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WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company. |
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![[Post New]](/s/i/i.gif) 2015/04/05 13:29:49
Subject: Things that need to be FAQed into Codex: Khorne Daemonkin
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Rampaging Khorne Dreadnought
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True, but the same goes every unit in the codex that can take a mark of khorne...which is why i didn't bring up units.
Thats the whole fluff behind marks is it not...your dedicated to that god.... it makes no sense whatsoever to leave out units that could be so dedicated.
ruleswise, there also veterans of the long war.
They even go so far as to mention that the skullsworn have been around since right after the horus heresy. If that doesn't count as veteran...what does?
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This message was edited 1 time. Last update was at 2015/04/05 13:30:06
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![[Post New]](/s/i/i.gif) 2015/04/05 14:18:34
Subject: Things that need to be FAQed into Codex: Khorne Daemonkin
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Steady Space Marine Vet Sergeant
England
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Mutilators, a way to allow bloodthirsters to assault the turn after theyre spawned, and destroyer blades.
Kharn isn't in there because he isn't part of the daemonkin, I mean he's part of his own warband.
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If you can't believe in yourself, believe in me! Believe in the Dakka who believes in you! |
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![[Post New]](/s/i/i.gif) 2015/04/05 14:55:20
Subject: Things that need to be FAQed into Codex: Khorne Daemonkin
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Rampaging Khorne Dreadnought
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yea but unless they have plans for making a khorne codex containing kharn and a blood tithe equivalent....then he should have been in the codex anyway. That or update the butcherhorde to use the bloodtithe thing.
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![[Post New]](/s/i/i.gif) 2015/04/07 23:38:59
Subject: Things that need to be FAQed into Codex: Khorne Daemonkin
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Possessed Khorne Marine Covered in Spikes
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Also, the Brazen Onslaught formation needs to add +2 attacks not +1.
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[Khorne Daemonkin Warband] 4/4/0 |
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![[Post New]](/s/i/i.gif) 2015/04/07 23:58:14
Subject: Things that need to be FAQed into Codex: Khorne Daemonkin
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Gavin Thorpe
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No offence intended but I really don't think this solves any problems with the units involved. People don't like Terminators for anything other than pop'n'drop because they demand a Land Raider, and people don't like Bloodcrushers because Flesh Hounds outperform them in almost every way. Ideally you'd want to give the 'Crushers an advantage over the Hounds, and some stronger incentive to gear Terminators up for melee.
I'd say that in a Brazen Onslaught, Bloodcrushers gain Warp=Forged Armour and Terminators gain WS5, Fearless and Furious Charge. Come for the Juggernauts, stay for the Berzerker upgrade.
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WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company. |
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![[Post New]](/s/i/i.gif) 2015/04/08 00:19:58
Subject: Things that need to be FAQed into Codex: Khorne Daemonkin
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Possessed Khorne Marine Covered in Spikes
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How bout this: Termies get toughness 5 along with the +1 attacks and Crushers get +1 attacks, warpforged armor, and the ability to re-roll their armor save because this formation is all about tanky hammer units.
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[Khorne Daemonkin Warband] 4/4/0 |
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![[Post New]](/s/i/i.gif) 2015/04/08 04:18:31
Subject: Things that need to be FAQed into Codex: Khorne Daemonkin
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Possessed Khorne Marine Covered in Spikes
Ohio
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Summoned units should not enter using the deep strike rules. First of all, you have greater daemon popping out of you chest. He should not be flying when that happens. waiting to get on the ground to assault is not good. Also cult terminators. New named characters would give the army some much needed flavor as well.
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The Black Hand
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![[Post New]](/s/i/i.gif) 2015/04/08 04:57:55
Subject: Things that need to be FAQed into Codex: Khorne Daemonkin
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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I didn't get a chance to look at my friend's book for the specifics, but I was thinking that if you take the relic axe that makes you turn into a thirster (that will die quickly,) but you use blood tithe to make that character turn into a daemon prince (which I think counts him as a casualty, activating the axe, and iirc, the prince has the axe equipped as well,) then the prince dies and another thirster appears? If the character was the warlord, which one gives you a warlord kill?
Just wondering about that since I had a tourney game tonight and didn't have spare time to read up on details like that before he left.
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20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2015/04/08 05:36:33
Subject: Re:Things that need to be FAQed into Codex: Khorne Daemonkin
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!!Goffik Rocker!!
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The prince/spawn counts as a warlord iirc.
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![[Post New]](/s/i/i.gif) 2015/04/08 21:16:39
Subject: Things that need to be FAQed into Codex: Khorne Daemonkin
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Possessed Khorne Marine Covered in Spikes
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All deep-striking units in this codex may assault right after they are placed at the penalty that they are at initiative 1 during the fight.
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This message was edited 1 time. Last update was at 2015/04/08 21:16:56
[Khorne Daemonkin Warband] 4/4/0 |
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