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![[Post New]](/s/i/i.gif) 2013/03/03 20:27:54
Subject: New Daemon Codex Competitive?
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The Last Chancer Who Survived
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NoArmorSave wrote:Selym wrote: Blaggard wrote:There's only a 1/6 chance you'll get both iron arm and the re-roll invuls. 50% chance to get iron arm and a 33% chance to get the re-roll.
Is 300 points worth the 1/6 chance of getting a beastly unit?
I would wager yes, as it has other qualities besides those two buffs. The major ones being that it is an MC, and has a ridiculously high toughness.
Yes, it is worth it. Even without the buffs he is beastly. And he can always cause instant death.
The GUO one didn't even have Iron Arm in last night's game. He had re-roll invulns, endurance, and warp speed.
]Well there we go. Chaos doesn't leave it's followers in the dust
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![[Post New]](/s/i/i.gif) 2013/03/03 20:35:13
Subject: Re:New Daemon Codex Competitive?
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Violent Space Marine Dedicated to Khorne
Fort Lee VA
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finally i can complete my fluffy CSM nurgle army with a GUO and hes a beast!
GUO and typhus tag team!!!
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![[Post New]](/s/i/i.gif) 2013/03/03 20:36:58
Subject: Re:New Daemon Codex Competitive?
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The Last Chancer Who Survived
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xscoutsniperx wrote:finally i can complete my fluffy CSM nurgle army with a GUO and hes a beast!
GUO and typhus tag team!!!  Gotta love those 7's
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![[Post New]](/s/i/i.gif) 2013/03/03 20:42:07
Subject: New Daemon Codex Competitive?
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Huge Hierodule
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magicafiend wrote:I feel like people are ignoring the massive flaws of this codex. Not one of the new units is great, skullcannon is situational and wouldn't be needed if we could actually get assualt grenades.
Do we want them?
Seriously, I'm primarily a Tyranid player, and I found it weird when all of my gribblies could do the same thing as grenades.
I like having grenades as something particular to industrialised races and races with more exotic logistics having other ways of dealing with entrenched defenders. I've really enjoyed having to use synergy in my swarm and doing the same with my Daemons sounds cool.
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![[Post New]](/s/i/i.gif) 2013/03/03 20:49:27
Subject: New Daemon Codex Competitive?
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The Last Chancer Who Survived
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lindsay40k wrote:magicafiend wrote:I feel like people are ignoring the massive flaws of this codex. Not one of the new units is great, skullcannon is situational and wouldn't be needed if we could actually get assualt grenades.
Do we want them?
Seriously, I'm primarily a Tyranid player, and I found it weird when all of my gribblies could do the same thing as grenades.
I like having grenades as something particular to industrialised races and races with more exotic logistics having other ways of dealing with entrenched defenders. I've really enjoyed having to use synergy in my swarm and doing the same with my Daemons sounds cool.
Yes, like you say, this codex, and the other two new codices require co-operation between units and sub-faction types. You can't have everything in a single unit anymore.
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This message was edited 1 time. Last update was at 2013/03/03 20:49:44
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![[Post New]](/s/i/i.gif) 2013/03/03 20:49:34
Subject: New Daemon Codex Competitive?
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Regular Dakkanaut
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I want to to use fate waver but he's so expensive and only t5 I don't know if Its worth it.
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![[Post New]](/s/i/i.gif) 2013/03/03 20:58:28
Subject: New Daemon Codex Competitive?
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Alluring Mounted Daemonette
Springfield Plaza GW Store
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lindsay40k wrote:Selym wrote: lindsay40k wrote:Hmm. Do CSM Daemonic units with a MoN count as Daemons of Nurgle for Epidemius? CSM no longer have summoned daemons, so no... 
Possessed, Oblits, Talons etc all have the Daemon rule. The point seems debatable both in RAW and fluff. Nine Oblits racking up kills for Gramps? That's some nasty synergy right there...
No. The book clearly states that it only affects ALIGNED daemons... therefore nothing in the other books combo. It also means you cannot use epidemius with plaque marines.
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WAR GAMES ON MOTORCYCLES!!!! |
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![[Post New]](/s/i/i.gif) 2013/03/03 21:01:18
Subject: New Daemon Codex Competitive?
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The Last Chancer Who Survived
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Generalian wrote: lindsay40k wrote:Selym wrote: lindsay40k wrote:Hmm. Do CSM Daemonic units with a MoN count as Daemons of Nurgle for Epidemius? CSM no longer have summoned daemons, so no... 
Possessed, Oblits, Talons etc all have the Daemon rule. The point seems debatable both in RAW and fluff. Nine Oblits racking up kills for Gramps? That's some nasty synergy right there...
No. The book clearly states that it only affects ALIGNED daemons... therefore nothing in the other books combo. It also means you cannot use epidemius with plaque marines.
Damn... I was looking forward to nurgle cheese :/
Ah, well, looks like I'll have to work with a more varied list. My daemon prince of Tzeentch will be pleased
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![[Post New]](/s/i/i.gif) 2013/03/03 21:33:53
Subject: New Daemon Codex Competitive?
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Longtime Dakkanaut
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When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell. As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline. Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger. I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?
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This message was edited 1 time. Last update was at 2013/03/03 21:34:27
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![[Post New]](/s/i/i.gif) 2013/03/03 22:41:15
Subject: New Daemon Codex Competitive?
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Regular Dakkanaut
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Evileyes wrote:When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.
As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.
Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.
I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?
Actually, Fatewever is still quite strong. He has access to Biomancy, so he can buff himself or someone else.
He let's you re-roll one dice per turn. Blow your Iron Arm roll on your GUO, or fail to cast a Biomancy power... There you go.
He allows you to re-roll the result on the Warpstorm table every turn. That is a huge benefit.
Also, his shooting is nasty. That 24" D6+4 ST AP2 beam is not to be scoffed at. Roll bad on the ST roll, no problem, Fateweaver let's you re-roll.
Playing a lot of Space Wolves with JOTW, or other remove from play effects? No problem, Fateweaver let's you re-roll your DTW roll.
As a support unit, he is still very viable.
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This message was edited 1 time. Last update was at 2013/03/03 22:42:34
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![[Post New]](/s/i/i.gif) 2013/03/03 23:45:26
Subject: New Daemon Codex Competitive?
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Regular Dakkanaut
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NoArmorSave wrote: Evileyes wrote:When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.
As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.
Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.
I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?
Actually, Fatewever is still quite strong. He has access to Biomancy, so he can buff himself or someone else.
He let's you re-roll one dice per turn. Blow your Iron Arm roll on your GUO, or fail to cast a Biomancy power... There you go.
He allows you to re-roll the result on the Warpstorm table every turn. That is a huge benefit.
Also, his shooting is nasty. That 24" D6+4 ST AP2 beam is not to be scoffed at. Roll bad on the ST roll, no problem, Fateweaver let's you re-roll.
Playing a lot of Space Wolves with JOTW, or other remove from play effects? No problem, Fateweaver let's you re-roll your DTW roll.
As a support unit, he is still very viable.
I don't think he's viable at all. Those are all very minor situational things and require him to be alive, which he won't be with t5 and only a 4++. He's just not worth 300 pts.
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![[Post New]](/s/i/i.gif) 2013/03/04 00:27:22
Subject: Re:New Daemon Codex Competitive?
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Fresh-Faced New User
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Generalian wrote:So we are working on trying to break the codex and all we can see right now are a view obvious ones...
If you combine the psyker battle squad with slannesh pavane... you can one shot entire squads of everything.
Could you explain this in a little more detail please? I'm not quite sure I follow. Whose psyker battle squad, and how is this made possible?
Thanks...
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![[Post New]](/s/i/i.gif) 2013/03/04 00:29:43
Subject: New Daemon Codex Competitive?
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Regular Dakkanaut
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haroon wrote:NoArmorSave wrote: Evileyes wrote:When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.
As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.
Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.
I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?
Actually, Fatewever is still quite strong. He has access to Biomancy, so he can buff himself or someone else.
He let's you re-roll one dice per turn. Blow your Iron Arm roll on your GUO, or fail to cast a Biomancy power... There you go.
He allows you to re-roll the result on the Warpstorm table every turn. That is a huge benefit.
Also, his shooting is nasty. That 24" D6+4 ST AP2 beam is not to be scoffed at. Roll bad on the ST roll, no problem, Fateweaver let's you re-roll.
Playing a lot of Space Wolves with JOTW, or other remove from play effects? No problem, Fateweaver let's you re-roll your DTW roll.
As a support unit, he is still very viable.
I don't think he's viable at all. Those are all very minor situational things and require him to be alive, which he won't be with t5 and only a 4++. He's just not worth 300 pts.
"which he won't be with t5 and only a 4++"
Biomancy, Invisibility are a couple of ways to mitigate that. You can easily set him up with T8, or to have a 2+ save that he can re-roll once.
He is also a FMC, so shooting is largely mitigated barring heavy flyers. I can keep him alive just fine.
His powers are far from "minor or situational". I don't think you understand him at all. His shooting can be flat out gross, and you can position him easily where he will do maximum damage with it.
The re-roll can also be game changing.
He is plenty viable and very powerful.
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This message was edited 2 times. Last update was at 2013/03/04 00:39:13
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![[Post New]](/s/i/i.gif) 2013/03/04 00:52:12
Subject: New Daemon Codex Competitive?
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Regular Dakkanaut
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NoArmorSave wrote:haroon wrote:NoArmorSave wrote: Evileyes wrote:When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.
As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.
Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.
I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?
Actually, Fatewever is still quite strong. He has access to Biomancy, so he can buff himself or someone else.
He let's you re-roll one dice per turn. Blow your Iron Arm roll on your GUO, or fail to cast a Biomancy power... There you go.
He allows you to re-roll the result on the Warpstorm table every turn. That is a huge benefit.
Also, his shooting is nasty. That 24" D6+4 ST AP2 beam is not to be scoffed at. Roll bad on the ST roll, no problem, Fateweaver let's you re-roll.
Playing a lot of Space Wolves with JOTW, or other remove from play effects? No problem, Fateweaver let's you re-roll your DTW roll.
As a support unit, he is still very viable.
I don't think he's viable at all. Those are all very minor situational things and require him to be alive, which he won't be with t5 and only a 4++. He's just not worth 300 pts.
"which he won't be with t5 and only a 4++"
Biomancy, Invisibility are a couple of ways to mitigate that. You can easily set him up with T8, or to have a 2+ save that he can re-roll once.
He is also a FMC, so shooting is largely mitigated barring heavy flyers. I can keep him alive just fine.
His powers are far from "minor or situational". I don't think you understand him at all. His shooting can be flat out gross, and you can position him easily where he will do maximum damage with it.
The re-roll can also be game changing.
He is plenty viable and very powerful.
He's really not, you cannot "easily " set him up with t8 because he only gets 1 biomancy power so that's a 1/6 chance to get iron arm. You cannot count on these things for survivability. The more I think about it the more I realize how terrible he is. Also there's no way to get a 2+ that he can reroll that I can see. You have to remember he only gets 1 power from each table and its random.
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![[Post New]](/s/i/i.gif) 2013/03/04 00:55:18
Subject: New Daemon Codex Competitive?
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Executing Exarch
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People seem to think you will get your powers you want every game, I designed a Nid list a while back with the focus on enfeeble, after repeatly rolling it I found its not worth the time to do because depending on powers is idiotic. Divination is the only good one because the primis power is infinitely useful.
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Rick Priestley said it best:
Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! The modern studio isn’t a studio in the same way; it isn’t a collection of artists and creatives sharing ideas and driving each other on. It’s become the promotions department of a toy company – things move on!
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![[Post New]](/s/i/i.gif) 2013/03/04 00:56:50
Subject: New Daemon Codex Competitive?
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Blood Angel Terminator with Lightning Claws
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haroon wrote:NoArmorSave wrote:haroon wrote:NoArmorSave wrote: Evileyes wrote:When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.
As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.
Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.
I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?
Actually, Fatewever is still quite strong. He has access to Biomancy, so he can buff himself or someone else.
He let's you re-roll one dice per turn. Blow your Iron Arm roll on your GUO, or fail to cast a Biomancy power... There you go.
He allows you to re-roll the result on the Warpstorm table every turn. That is a huge benefit.
Also, his shooting is nasty. That 24" D6+4 ST AP2 beam is not to be scoffed at. Roll bad on the ST roll, no problem, Fateweaver let's you re-roll.
Playing a lot of Space Wolves with JOTW, or other remove from play effects? No problem, Fateweaver let's you re-roll your DTW roll.
As a support unit, he is still very viable.
I don't think he's viable at all. Those are all very minor situational things and require him to be alive, which he won't be with t5 and only a 4++. He's just not worth 300 pts.
"which he won't be with t5 and only a 4++"
Biomancy, Invisibility are a couple of ways to mitigate that. You can easily set him up with T8, or to have a 2+ save that he can re-roll once.
He is also a FMC, so shooting is largely mitigated barring heavy flyers. I can keep him alive just fine.
His powers are far from "minor or situational". I don't think you understand him at all. His shooting can be flat out gross, and you can position him easily where he will do maximum damage with it.
The re-roll can also be game changing.
He is plenty viable and very powerful.
He's really not, you cannot "easily " set him up with t8 because he only gets 1 biomancy power so that's a 1/6 chance to get iron arm. You cannot count on these things for survivability. The more I think about it the more I realize how terrible he is. Also there's no way to get a 2+ that he can reroll that I can see. You have to remember he only gets 1 power from each table and its random.
He's a damon of tzeentch, all of them re-roll invuln saves of 1. Therefore, for all itens and purposes, the 2++ he gets from Grimore of True Names is re-rollable...
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GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" |
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![[Post New]](/s/i/i.gif) 2013/03/04 00:58:47
Subject: New Daemon Codex Competitive?
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Been Around the Block
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I think Demons can be pretty good. A lot better than WHFB daemons at least.
I originally had a pretty powerful list written up with Slaanesh and Tz units, but after reading about the Burning Chariot of Tz mess up, I don't know if I want to commit anymore.
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![[Post New]](/s/i/i.gif) 2013/03/04 01:36:57
Subject: Re:New Daemon Codex Competitive?
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Sybarite Swinging an Agonizer
Charleston, SC
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It is going to be really interesting when this GUO everyone is talking about winds up in base to base with the Swarmlord. XD
That said. This book is definitely competitive. Not a doubt in my mind.
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This message was edited 2 times. Last update was at 2013/03/04 01:38:25
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![[Post New]](/s/i/i.gif) 2013/03/04 01:55:20
Subject: Re:New Daemon Codex Competitive?
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Tunneling Trygon
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Nightwolf829 wrote:It is going to be really interesting when this GUO everyone is talking about winds up in base to base with the Swarmlord. XD
That said. This book is definitely competitive. Not a doubt in my mind.
Or, poisoned gants!
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![[Post New]](/s/i/i.gif) 2013/03/04 01:55:53
Subject: New Daemon Codex Competitive?
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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HERO wrote:I think Demons can be pretty good. A lot better than WHFB daemons at least.
I originally had a pretty powerful list written up with Slaanesh and Tz units, but after reading about the Burning Chariot of Tz mess up, I don't know if I want to commit anymore.
Erm, Fantasy Daemons are still broken as hell...
Have you actually seen what a Loc w/Wand of Whimsy does? God forbid the (mandetory) 2x Skullcannons for all of 270pts.
The problem with Fantasy is that half the book sucks monkeyballs, the other half is still game-breakingly over the top...
I hope Burning Chariots get FAQ'd quickly though...
While they're not 100% unplayable, I can't ever see one surviving past the first time it shoots something. Kind of a poor trade, especially the anti-tank shot.
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![[Post New]](/s/i/i.gif) 2013/03/04 01:55:56
Subject: New Daemon Codex Competitive?
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Automated Rubric Marine of Tzeentch
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Well, im definitely like the idea of a herald and a group of pink horrors sitting back in my CSM back line, 135 points for a divination psyker and a 10 man squad to feed him some extra wounds if needed.
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CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts
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![[Post New]](/s/i/i.gif) 2013/03/04 02:09:44
Subject: Re:New Daemon Codex Competitive?
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Dark Angels Librarian with Book of Secrets
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NoArmorSave wrote: labmouse42 wrote: Generalian wrote:The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.
You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.
Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.
If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.
25% of the height maybe, but not the mass of the model. The soul grinder is on spindly legs with a massive body, much like a ... well ... spider! Check the wording on cover for vehicles. Does it say 25% of the model, or 25% of the height?
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![[Post New]](/s/i/i.gif) 2013/03/04 02:41:41
Subject: Re:New Daemon Codex Competitive?
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Dakka Veteran
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labmouse42 wrote:NoArmorSave wrote: labmouse42 wrote: Generalian wrote:The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.
You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.
Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.
If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.
25% of the height maybe, but not the mass of the model. The soul grinder is on spindly legs with a massive body, much like a ... well ... spider! Check the wording on cover for vehicles. Does it say 25% of the model, or 25% of the height?
25% of the facing.
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![[Post New]](/s/i/i.gif) 2013/03/04 02:43:45
Subject: New Daemon Codex Competitive?
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Longtime Dakkanaut
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I believe they will make good allies to CSM, but Warp Storm's ability to completely ruin a game for the demon player will weed them out of any serious competitors hands as a primary army.
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This message was edited 1 time. Last update was at 2013/03/04 02:44:12
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![[Post New]](/s/i/i.gif) 2013/03/04 02:43:55
Subject: New Daemon Codex Competitive?
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Been Around the Block
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Experiment 626 wrote: HERO wrote:I think Demons can be pretty good. A lot better than WHFB daemons at least.
I originally had a pretty powerful list written up with Slaanesh and Tz units, but after reading about the Burning Chariot of Tz mess up, I don't know if I want to commit anymore.
Erm, Fantasy Daemons are still broken as hell...
Have you actually seen what a Loc w/Wand of Whimsy does? God forbid the (mandetory) 2x Skullcannons for all of 270pts.
The problem with Fantasy is that half the book sucks monkeyballs, the other half is still game-breakingly over the top...
I hope Burning Chariots get FAQ'd quickly though...
While they're not 100% unplayable, I can't ever see one surviving past the first time it shoots something. Kind of a poor trade, especially the anti-tank shot.
I hear this is the case as well.
The grossly underpriced Skullcannons, but I don't think much else is overpowered. In fact, I'm pretty sure Fantasy Daemons is in pretty bad shape right now from what I've heard.
I have yet to see the book myself though.. but any book without access to a dispel scroll can't be that great lol.
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![[Post New]](/s/i/i.gif) 2013/03/04 02:53:45
Subject: Re:New Daemon Codex Competitive?
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Enigmatic Chaos Sorcerer
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xole wrote: labmouse42 wrote:NoArmorSave wrote: labmouse42 wrote: Generalian wrote:The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.
You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.
Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.
If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.
25% of the height maybe, but not the mass of the model. The soul grinder is on spindly legs with a massive body, much like a ... well ... spider! Check the wording on cover for vehicles. Does it say 25% of the model, or 25% of the height?
25% of the facing.
How do you determine a Defiler/Soulgrinders facings? Seems like a pretty nebulous model that way.
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BlaxicanX wrote:A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.
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![[Post New]](/s/i/i.gif) 2013/03/04 02:59:11
Subject: Re:New Daemon Codex Competitive?
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Alluring Mounted Daemonette
Springfield Plaza GW Store
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labmouse42 wrote:NoArmorSave wrote: labmouse42 wrote: Generalian wrote:The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.
You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.
Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.
If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.
25% of the height maybe, but not the mass of the model. The soul grinder is on spindly legs with a massive body, much like a ... well ... spider! Check the wording on cover for vehicles. Does it say 25% of the model, or 25% of the height?
25% hidden of the FACING of the vehicle from the FIRER = 4+ cover save in ruins or other applicable cover save listed on page 18.
That means that anything shooting at a ground level to the soul grinder will give the cover save, but anything like a flyer or model higher up will ignore it.
http://www.belloflostsouls.net/2012/07/40k-vehicles-and-cover-saves-in-6th.html
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This message was edited 1 time. Last update was at 2013/03/04 02:59:41
WAR GAMES ON MOTORCYCLES!!!! |
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![[Post New]](/s/i/i.gif) 2013/03/04 03:01:08
Subject: Re:New Daemon Codex Competitive?
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Regular Dakkanaut
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Eldarain wrote: xole wrote: labmouse42 wrote:NoArmorSave wrote: labmouse42 wrote: Generalian wrote:The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.
You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.
Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.
If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.
25% of the height maybe, but not the mass of the model. The soul grinder is on spindly legs with a massive body, much like a ... well ... spider! Check the wording on cover for vehicles. Does it say 25% of the model, or 25% of the height?
25% of the facing.
How do you determine a Defiler/Soulgrinders facings? Seems like a pretty nebulous model that way.
I have measured it multiple times. Just sit down the Soul Grinder and stack 4 pieces of Aegis in front of it. It is more than 25% covered.
You may not like the rule, but it is 100% legal and is what it is.
Automatically Appended Next Post: Generalian wrote: labmouse42 wrote:NoArmorSave wrote: labmouse42 wrote: Generalian wrote:The dual soulgrinder behind an aegis with mark of nurgle and phlgem
(+3 cover with skyfire and ridiculous shooting)
(khorne herald manning the auto cannon with his BS 7)
A normal bloodletter is BS 5. That's all you need to man the gun. Those heralds are gems and should be used doing work up close and personal.
You can't hide 25% of the soulgrinder behind an aegis. Blame those spiderly legs. Its 25% of the vehicle, not 25% from the bottom. Try it and see. You will get maybe 7% covered.
Not true. The legs are absolutely a core part of the model, not just the upper part. No where do the rules state this is not the case.
If you measure from the top to bottom of the model, it is more than 25% covered and would benefit from aegis.
25% of the height maybe, but not the mass of the model. The soul grinder is on spindly legs with a massive body, much like a ... well ... spider! Check the wording on cover for vehicles. Does it say 25% of the model, or 25% of the height?
25% hidden of the FACING of the vehicle from the FIRER = 4+ cover save in ruins or other applicable cover save listed on page 18.
That means that anything shooting at a ground level to the soul grinder will give the cover save, but anything like a flyer or model higher up will ignore it.
http://www.belloflostsouls.net/2012/07/40k-vehicles-and-cover-saves-in-6th.html
This is the case for almost any model being shot at by a flyer. Not just the Soul Grinder. Automatically Appended Next Post: haroon wrote:NoArmorSave wrote:haroon wrote:NoArmorSave wrote: Evileyes wrote:When you pay 300+ points for one model, don't be surprised when that one model is awesome. GUO's entire thing, is that it's resillient as hell.
As for fateweaver...well, a normal lord of change, has +5 more weapon skill, +1 more strength, toughness, initiative, +3 more attacks. Add that to the fact that he can get mastery level 3, and still be 50 point's less than fateweaver. All fateweaver gives you really, is one reroll a turn. You can't even pick what powers he takes, he get's one random one from each discipline.
Fateweaver is a walking joke now sadly. The unnamed version is vastly cheaper, and vastly stronger.
I just...300 point's for a monstrous creature with a lower weapon skill than a grot...?! Really?
Actually, Fatewever is still quite strong. He has access to Biomancy, so he can buff himself or someone else.
He let's you re-roll one dice per turn. Blow your Iron Arm roll on your GUO, or fail to cast a Biomancy power... There you go.
He allows you to re-roll the result on the Warpstorm table every turn. That is a huge benefit.
Also, his shooting is nasty. That 24" D6+4 ST AP2 beam is not to be scoffed at. Roll bad on the ST roll, no problem, Fateweaver let's you re-roll.
Playing a lot of Space Wolves with JOTW, or other remove from play effects? No problem, Fateweaver let's you re-roll your DTW roll.
As a support unit, he is still very viable.
I don't think he's viable at all. Those are all very minor situational things and require him to be alive, which he won't be with t5 and only a 4++. He's just not worth 300 pts.
"which he won't be with t5 and only a 4++"
Biomancy, Invisibility are a couple of ways to mitigate that. You can easily set him up with T8, or to have a 2+ save that he can re-roll once.
He is also a FMC, so shooting is largely mitigated barring heavy flyers. I can keep him alive just fine.
His powers are far from "minor or situational". I don't think you understand him at all. His shooting can be flat out gross, and you can position him easily where he will do maximum damage with it.
The re-roll can also be game changing.
He is plenty viable and very powerful.
He's really not, you cannot "easily " set him up with t8 because he only gets 1 biomancy power so that's a 1/6 chance to get iron arm. You cannot count on these things for survivability. The more I think about it the more I realize how terrible he is. Also there's no way to get a 2+ that he can reroll that I can see. You have to remember he only gets 1 power from each table and its random.
Sure there is. Invisibility + keep him in ruins or behind an Aegis. 2+ and you re-roll 1's.
So you have Iron Arm, Endurance, Invisibility, and he is a FMC. He has 5W, and doesn't go poof when he fails a LD test.
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This message was edited 2 times. Last update was at 2013/03/04 03:13:49
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![[Post New]](/s/i/i.gif) 2013/03/04 04:03:21
Subject: New Daemon Codex Competitive?
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Longtime Dakkanaut
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So I'm planning on running a Bloodthirster as a CSM ally, and planning to load him out thusly:
Two greater gifts, one of which being the blood blade (unless I roll two really good gifts, like... feel no pain 4+, and extra wound or something)
Now, the blood blade is an unwieldy specialist weapon that "gives the bearer the Rampage rule" (+d3 attacks if outnumbered in combat)
So, this pairs with the Axe of Khorne (also a specialist weapon) to give the thirst+1 attack. Then, as I understand it, the bloodblade's rampage rule is active as long as he's just equipped with it, not actually using it.
So, 7 attacks base, +D3 if outnumbered, striking at initiative 9, with instant death on 6's (axe of khone)
A solid interpretation?
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This message was edited 1 time. Last update was at 2013/03/04 04:04:37
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![[Post New]](/s/i/i.gif) 2013/03/04 05:49:01
Subject: New Daemon Codex Competitive?
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Huge Hierodule
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McGibs wrote:So I'm planning on running a Bloodthirster as a CSM ally, and planning to load him out thusly:
Two greater gifts, one of which being the blood blade (unless I roll two really good gifts, like... feel no pain 4+, and extra wound or something)
Now, the blood blade is an unwieldy specialist weapon that "gives the bearer the Rampage rule" (+d3 attacks if outnumbered in combat)
So, this pairs with the Axe of Khorne (also a specialist weapon) to give the thirst+1 attack. Then, as I understand it, the bloodblade's rampage rule is active as long as he's just equipped with it, not actually using it.
So, 7 attacks base, +D3 if outnumbered, striking at initiative 9, with instant death on 6's (axe of khone)
A solid interpretation?
While RAW that might be fundamentally true, I *feel* as though it is intended to only get the benefits of whichever weapon is currently being used in combat.
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Been out of the game for awhile, trying to find time to get back into it. |
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