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My first 8th edition so here my cents and what I think of chaos so far(C & C)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Been Around the Block






So kinder had my 1st 8th edition game yesterday with my friend. What we did was we made a 2000 points list (KDK/CSM vs Necrons) and played a 7th edition rules game and using the same list regardless of point changes and only fixed things that a mandatory in 8th.
Our 7th edition game went for about 6 hours……. Finished
Our 8th edition game we only got up to turn 3 but the pace of the game was so much faster. I think it was about 1 and half hours to get to turn 3 and this was counting learning the new rules and looking up everything all the time so we didn’t make mistakes.

Not going to bore everyone with my input on 8ths game wise.

But here is what I think of chaos/KDK then and now. Sadly due to not finishing the 2nd game I did not get a chance to test everyone out the way I did but here we go

Bloodthirster of Insensate Rage
• 7th: This is the 1st time I got to play him against anything that wasn’t tau and OMG I never realized how deadly he could be in close combat. Normally his dead but like turn one…….. This time he manages to kill 3 vehicles before dying and lasted 3 turns before dying. Glad he had one last time to shine in 7th
• 8th: he lasted the same amount of turns but only took out one vehicle this time. From what I could tell he seems a bit weaker compared to 7th but I don’t know how well the other 2 version play in either edition as I only have played this one to kill tanks.

Kharn the Betrayer and 10 Khorne Berzerkers
• 7th: Teamed him up with my Berzerkers and they do what they always do which is destroy in close combat. Having the berzerkers in a rhino leading the charge with Karn of foot just behind. By the end of the game I was down to one Berzerker and Kharn was on 1 W but they did good.\
• 8th: Kharn didn’t do much sadly as by turn 3 he was only half way up the board and no enemy’s in sight. The berzerkers on the other hand did pretty good from what I could tell. By my 2nd turn the rhino had them half way up the board and got and to keep advance was nice. They didn’t get in Close combat sadly but notice that just shooting that held their own better then 7th ever did which is a good sign to me. Also nice that the rhino is more durable and doesn’t die from one shot.

Oblitertors
• I feel that speed of the game 8th edition gun rules for them is faster. Terms of the unit itself but 7th edition of picking the gun each turns made them a lot stronger then random rolls in 8th to determine everything which is sad as I like the concept of Oblitertors.

ForgeFiend
• Did about that same in both games which was stand back and shoot stuff from afar and clear the way for my units. Nice that if he moves but its not hitting on 6/ cant uses blast templates. Its just a -1.

Chaos space marines
• Keep it simple. Its nice to be able to split fire simple as that lol.

Sadly the other units I played didn’t get to do much in 8th to really have an input on them yet but am happy to hear others. The units where the following:
Chaos Cultis
Bloodletters – was going to try summon but kharn didn’t get close enough
Fleshhounds
Helbrute Thunderhammer
Helbrute Powerfist
   
Made in us
Beautiful and Deadly Keeper of Secrets





Helbrute Hammer is actually pretty decent if you need to smack something with 3+ wounds. Though the Scourge is likely the best generalist melee weapon as you can just blend troops like no tomorrow.
   
Made in us
Longtime Dakkanaut







Not to nitpick but Forgefiends in 7th are Walkers, so they actually didn't suffer any penalty to firing on the move. Strictly speaking, their firepower took a hit this edition so they're now hitting on 5s if they move, and they lost Daemonforge. They're relatively tougher though YMMV since they had the 5++ due to being Daemons; it is nice though weird they get the bonus Maulerfiend speed, and that they auto-heal rather than on a 5+ but *shrug*.
   
Made in au
Been Around the Block





 MagicJuggler wrote:
Not to nitpick but Forgefiends in 7th are Walkers, so they actually didn't suffer any penalty to firing on the move. Strictly speaking, their firepower took a hit this edition so they're now hitting on 5s if they move, and they lost Daemonforge. They're relatively tougher though YMMV since they had the 5++ due to being Daemons; it is nice though weird they get the bonus Maulerfiend speed, and that they auto-heal rather than on a 5+ but *shrug*.


HAHAHAAHAH well i have been playing him wrong for the longest time
   
Made in us
Loyal Necron Lychguard





 MagicJuggler wrote:
Not to nitpick but Forgefiends in 7th are Walkers, so they actually didn't suffer any penalty to firing on the move. Strictly speaking, their firepower took a hit this edition so they're now hitting on 5s if they move, and they lost Daemonforge. They're relatively tougher though YMMV since they had the 5++ due to being Daemons; it is nice though weird they get the bonus Maulerfiend speed, and that they auto-heal rather than on a 5+ but *shrug*.

Erm, Forgefiends still get a 5++. All of the daemon engines have the Daemonic rule for it.
   
 
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