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Made in us
Mutated Chosen Chaos Marine






Did mutilators get any sort of buffs?

Help me, Rhonda. HA! 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

I don't know if they got the same volume of attacks buffs Oblits got but they did get a points drop. They're bout 33% cheaper iirc.
   
Made in au
Liche Priest Hierophant







Also as expected no daemonic steeds are in the codex.

Bit sad for all the people who love using Juggerlords, as it means in a few years they won't be supported.
   
Made in gb
Regular Dakkanaut




Check out Winters review on the youtubes. Pretty much everything can be seen there.

I'm absolutely loving that my two favourite legions - AL and EC are far and way the best in the codex.

Those worrying about Word Bearers shouldn't threat. You're getting deamons as troops (with ObSec), re-rolling Deamonic Ritual with immunity to doubles and trips for 1CP and all your aura's are 9" instead of 6" which means DA's can buff even more cultists in combat than before or Lords can buff more shooty units.

IW get to play with the cool stratagems for vehicle shooting, whilst being able to pack in tons of fearless ObSec cultists to wrack up the CP's. Throw Prescience on a Slaanesh dakka dread and then throw the deamon vehicle stratagem at it along with the Slaanesh double shooting one and you got a beast that's hitting on re-rollable 2's, re-rolling wounds and shooting twice. Oh and there's also a Hellbrute stratagem that lets you fire twice at the nearest target if you stand still too. Nothing says that doesn't stack with the Slaanesh thing, so you can shoot twice at the nearest and once again at anything, re-rolling everything. That's some stupid shooting right there.

I don't see much for BL here. Other than having Aby as your warlord I don't see why you would take them. Their rules are just weak or don't work properly. They don't really get anything that stands out as being good, other than maybe being able to get away with taking Vanguard detachments at low value games and still getting +3cp's. Although with two Battalions with 3 cultists each you could easily hit 12cp's at 2000pts.

No sign of points changes yet though.


Automatically Appended Next Post:
I think I saw that Mutilators still have 3 attacks.

This message was edited 1 time. Last update was at 2017/08/05 02:56:39


 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

Mutilators went from 65 points to 50.
   
Made in au
Liche Priest Hierophant







Daemon troops don't get ObSec, & mean you can't use Legion Traits (they lack the <Legion> & Heretic Astartes Keyword). In fact taking the Daemon Troops means any other Heretic Astartes troops in the detachment don't get ObSec.
Also every other CSM army can do this, it's not like it's unique to the Word Bearers.

Summoning just isn't good. Yes, Dark Pact improves it somewhat... but only for 1 summoner. And at it's core it doesn't fix Summoning's main problems - you still pay full price for the summoned unit & the summoner can't move. Reliability isn't really the problem unless you're trying to summon the big things... and even then you're probably better off just starting those big things on the board.

Just ask Black Templar players how good a 3" buff on a character is - it isn't all that great overall. And given our best user of it (the Dark Apostle) lacks any of the movement or survivability enhancements Loyalist Chaplains can get, and will be your Warlord... yeah.

This message was edited 4 times. Last update was at 2017/08/05 03:24:22


 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Summoning is garbage. The fact you have to jump through all those hoops just to end up with a limited form of the deep strike everything else gets is ridiculous.

My one hope for Word Bearers was fixing that. Making it not hurt you doesnt alleviate the makor flaws in it.


 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.


 
   
Made in us
Haemonculi Flesh Apprentice






Hey that murder sword is nuts! Put it on a lord and you can take a dent out of Bobby G himself, especially if you demon round his ass first lol. Basically the murder sword and that demon round CP gives us are own version of an assassin.

   
Made in us
Tzeentch Veteran Marine with Psychic Potential





 Eldarain wrote:
Summoning is garbage. The fact you have to jump through all those hoops just to end up with a limited form of the deep strike everything else gets is ridiculous.

My one hope for Word Bearers was fixing that. Making it not hurt you doesnt alleviate the makor flaws in it.


It's not a limited form of deep strike. It's a way to list tailor.

It's called a thick skin. The Jersey born have it innately. 
   
Made in gb
Pulsating Possessed Space Marine of Slaanesh





 Gordon Shumway wrote:
What is it suppose to be? Some sort of necklace or claws?
The Slaanesh relic is drugs, gives +1 strength and attacks for free.

This message was edited 1 time. Last update was at 2017/08/05 08:15:26


 
   
Made in il
Warplord Titan Princeps of Tzeentch






 Arkaine wrote:
 Eldarain wrote:
Summoning is garbage. The fact you have to jump through all those hoops just to end up with a limited form of the deep strike everything else gets is ridiculous.

My one hope for Word Bearers was fixing that. Making it not hurt you doesnt alleviate the makor flaws in it.


It's not a limited form of deep strike. It's a way to list tailor.


While true, are the daemons really different enough from each other for it to truly be useful tailoring?
And besides that-you can't tailor that way unless you actually own an entire daemon army with a wide variety of models to begin with.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Frenzied Berserker Terminator




Southampton, UK

 Matt.Kingsley wrote:
Also as expected no daemonic steeds are in the codex.

Bit sad for all the people who love using Juggerlords, as it means in a few years they won't be supported.


WHAT???

   
Made in ch
Sword-Wielding Bloodletter of Khorne






According to a summary on B&C the talisman of burning blood seems to be back as well. Advance and charge and re-roll charge distance! Can you give a relic to a champion? Otherwise could be nice on a daemon prince.
   
Made in il
Warplord Titan Princeps of Tzeentch






Crispy78 wrote:
 Matt.Kingsley wrote:
Also as expected no daemonic steeds are in the codex.

Bit sad for all the people who love using Juggerlords, as it means in a few years they won't be supported.


WHAT???



You can still use the index dataslate-it just won't get updated until a model comes out.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Could someone see what the abilities were for the Axe of Blind Fury, the Black Mace and the Murder Sword? I could only make out their statline.

(What I really want to know is if you still get d6 more attacks )

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in ch
Sword-Wielding Bloodletter of Khorne






From B&C; a summary of the video. The relics are close to the end of that list.
1) Exalted Champions are real
2) the base wargear list is the same - so no daemon weapons outside of artefacts, no master crafted weapons, the same awkward wording on champion gear that makes it sound like if you take a bolter/combi bolter then you can't take any other weapons (no combi bolter/power weapon, can't even take a bolter+bolt pistol like regular dudes)
- psychic powers -
3) nurgle power buffs a nurgle heretic astartes unit w/in 18" cast on a six, until your next psychic phase attacks against that unit suffer -1 to hit. very nice.
4) other psychic powers are as previously spoiled elsewhere
- unit profiles -
5) abby looks the same apart from the bonus command points
6) bile looks the same
7) doom sirens are assault d6 instead of d3 now
8) cypher and fallen look the same. the prohibition against fallen rhinos (or anything else apart from cypher and the special fallen unit) remains.
9) huron grants a single extra command point if he's your warlord, otherwise looks the same to me
10) daemon prince is power rating 8, or 9 with wings, otherwise looks the same as the current CSM version to me.
11) lord looks the same to me
12) termi lord is power 6 instead of 7
13) regular sorcerer is power 6 instead of 7
14) termi sorcerer looks the same
15) NO LORDS OR SORCERERS ON DAEMONIC STEEDS (though they should still be legal with current rules)
16) NO LORDS OR SORCERERS ON BIKES (again still playable out of the index)
17) exalted champion is there, power armor only, 4 wound hero, same power rating as a lord tho. gets to reroll failed hits against enemy characters. grants aura that lets friendly legion units w/in 6" reroll ALL failed wounds, not just ones, but ONLY in the fight phase
18) smiths are power 5 instead of 6
19) basic CSMs look the same
20) cultists look the same
21) rules are included for each of the four primary daemon types, for summoning I guess. They do not have the heretic astartes faction keyword.
22) I am not familiar enough with their rules to say if they look any different.
23) extra batches of berzerkers are +4 power rating instead of +5, otherwise they look the same to me.
24) rubric marines are 7 power rating instead of 8 for the first five, but +7 instead of +6 for extra batches. Look the same to me otherwise.
25) plague marines have a lot more equipment options in melee. They can trade their bolters for an axe (S+1 AP-2 D1; plague weapon; +1 attack for having the knife in the off hand), or a second plague knife (+1 attack with their other knife). Up to two can replace their bolters with maces (S+2 AP-1 D3 -1 to hit; plague weapon; +1 attack for having the knife in the off hand) AND the previously mentioned axe, and two more can replace their bolters with cleavers (Sx2 AP-3 Dd6; plague weapon) or flails (d3 attacks for every attack on the users profile; S+2 AP -2 D2; excess damage isn't lost, just roll it onto the next model in the unit; plague weapon). these melee upgrades are in addition to the prior special weapon options. the champion doesn't get any of these special melee upgrade options, but their power fist is in addition to all their other weapons, so they can have fist, plasmagun, and plague sword in case they don't want to take the penalty to hit from the fist. Power rating stays 7, I cannot make out the power cost for extra batches.
26) Noise marines are 6 power instead of 7, doom sirens d6 hits instead of d3, I can't make out any other changes or not
27) chosen are one power rating cheaper both at base cost and for batches, otherwise look the same to me
28) mutilators are power 7 instead of 10, looks like a hefty points drop will be coming their way. cannot see anything else.
29) terminators look the same
30) possessed are 2 wounds instead of 1, same power, can't really see whether anything else is changed
31) helbrute is power 7 instead of 8, otherwise looks the same
32) bikers are power 5 instead of 7, otherwise look the same
33) spawn look the same
34) raptors are power 6 instead of 7, can't see any other changes
35) warp talons are power 7 instead of 9, look the same otherwise
36) havocs look the same
37) oblits have twice as many shots, otherwise look the same as before. That means that, at worst, they're armed with reaper autocannons, with the potential for up to 4 shots each at S9, AP-3, D3. still unreliable, but double the output from before at the same cost may move them up to usable. We'll see.
38) land raider looks the same.
39) Defiler is power 11 instead of 16, a whopping 5 power less, discount of almost a third if points follow suit. Otherwise looks the same.
40) Forgefiend is power 9 instead of 10, otherwise looks the same.
41) Maulerfiend looks the same.
42) Vindicator is power 8 instead of 11, cannot make out if there are any other changes.
43) Predator is power 9 instead of 10, otherwise look the same.
44) can't make out rhino at all. Power rating stays the same at least.
45) heldrake looks the same.
46) LORD OF SKULLS IS POWER RATING 29 INSTEAD OF 39. If the points follow suite, it will be fully 25% cheaper. I don't see any other changes, but cannot make it all out.
- faction/subfaction rules -
47) As previously spoiled, Pure-CSM detachments (not the regular daemon units do not count even though they appear in the book as they don't have the legion keyword) gain the same objective secured style rule as vanilla space marines
48) Legion traits look to be as spoiled previously. Of the ones not already previewed, that's ATSKNF for Word Bearers, -1 to hit Alpha Legion units more than 12" from the shooter, and Renegade Chapters can advance and Charge.
49) Fallen units and Bile, as spoiled previously, can be ignored when determining if your detachment qualifies for legion goodies, but cannot benefit from those goodies themselves.
- stratagems
50), gods, there are so many stratagems....
51) EDIT - never mind, I was able to read this below
52) Flakk Missile - 1CP - use on a single Heretic Astartes model with a missile launcher targeting a flyer in the shooting phase. Instead of firing normally, the user makes one attack at +1 to hit that causes D3 mortal wounds if it hits.
53) Fire Frenzy - 1 CP - use on a helbrute in the shooting phase and only if it stood still in the movement phase. It shoots all its weapons twice, but can only target the closest visible enemy unit. Remember, Leviathans are helbrutes, now.
54) Forward Operatives - 1 CP - Alpha Legion only, use during deployment on an Alpha Legion infantry unit. Don't set them up normally. Instead, after deployment but before the first turn, set them up anywhere on the table more than 9" from any enemy models.
55) Dark Pact - 1 CP - Word Bearers only, use when one of their characters attempts to summon daemons, may re-roll the dice, and does not suffer wounds on doubles or triples
56) Excess of Violence - 1 CP - Emperor's Children only, use on an Emperor's Children unit in the fight phase, each time the model slays an enemy model, it can make another hit roll with the same weapon against the same target. This hit rolls can't generate more hits. Note that hit rolls from DttFE cannot trigger extra attacks from EoV or vice versa. However, attacks from Music of the Apocalypse can, so long as the Noise Marine was slain and is making those attacks in the fight phase. If a Noise Marine is slain by conscripts in the fight phase while under the effect of EoV, throws a Frag Grenade with Music of the Apocalypse, and kills 4 conscripts, then he will throw four more frag grenades before being removed as a casualty. An unlikely circumstance, but cool if it happens
57) Demon Shell - 1 CP - use on a CSM character before firing a bolt pistol, bold gun, combi bolter, or the bolter part of a combi weapon. Make a single hit roll with no rerolls allowed, if you hit deal D3 mortal wounds to the target, if you miss the character suffers D3 mortal wounds instead.
58) Gifts of Chaos - 1 or 3 CP - use before battle for 1 or 2 extra artifacts respectively. Still only one of any given artifact, and only one on any given character.
59) Beseech the Dark Gods - 1 CP - use at the start of any of your turns on an unmarked CSM unit with the <mark of chaos> keyword. Pick a mark, they have it now. No word on what happens to non-mark only gear like the icon of vengeance.
60) Chaos Boon - 1 CP - ok I can read it now. Use at the end of a fight phase on a CSM character that isn't a daemon prince and that killed an enemy character, monster, or vehicle in that phase. roll 2d6 and consult the chart: 2 - the character dies, but you get a consolation spawn; 3 - add 6" to their ranged weapon ranges; 4 - add 3" to their move stat; 5 - +1 strength; 6 - +1 attacks; 7 - choose any result you want other than 2 or 12; 8 - enemies suffer -1 to hit rolls against the character in melee; 9 - +1 to saving throws; 10 - +1 toughness; 11 - +1 wounds; 12 - the character dies, but you get a consolation Daemon Prince. Spawn and princes created by this stratagem don't cost reserve points.
61) Blasphemous Machines - 1 CP - use on a CSM vehicle in the shooting phase, it ignores the hit penalties associated with heavy and assault weapons
62) Veterans of the Long War - 1 CP - use on a CSM infantry or bike unit in the shooting or fight phase; the unit gains +1 to wound rolls that turn.
63) Grandfather's Blessing - 2 CP - use on a CSM Nurgle Infantry or Biker unit at the end of your move phase. An injured model in the unit regains d3 wounds. If there are no injured models in the unit, restore one slain model to the unit with one wound remaining
64) The Great Sorcerer - 1 CP - use on a CSM Tzeentch Psyker at the end of your psychic phase to immediately attempt one additional psychic power
65) Tide of Traitors - 2 CP - use at the end of your movement phase on a cultist unit. Remove the cultist unit from the table, redeploy it at its original starting strength within 6" of your board edge and more than 9" from any enemy.
66) Linebreaker Bombardment - 1 CP, use on a trio of chaos vindicators during the shooting phase. None of them shoot normally this turn. Instead pick a point within 24" of all of them and roll a die for each enemy unit within 3" of the point (-1 for characters, +1 for units of 10+). On a 4+, the unit suffers 3d3 mortal wounds.
67) Killshot - 1 CP - use on a trio of chaos predators during the shooting phase. They all gain +1 to wound monsters and vehicles that phase.
68) Daemonforge - 1 CP - use on a chaos daemon vehicle in the shoot or fight phase to re-roll all failed hit and wound rolls that phase. I'm imagining this on a Lord of Skulls and laughing.
69) Chaos Familiar - 1 CP - use on a chaos marine psyker at the start of the psychic phase to swap out one of their powers for another form the CSM psychic powers list
- artefacts -
70) Murder Sword - replaces a power sword, S+1 AP-4 D1. Pick an enemy character at the start of the game and tell your opponent. Against that character the sword inflicts a mortal wound on every hit instead of normal damage.
71) Puscleaver - nurgle only - replaces a power sword, S user AP-2 Dd3, wounds non-vehicle models on a 2+ regardless of toughness.
72) Intoxicating Elixer - slaanesh only - +1 Srength and attacks
73) Eye of Tzeentch - tzeentch psyker only - +1 to cast smite
74) Talisman of Burning Blood - khorne only - can advance and charge, can re-roll failed charges
75) Axe of Blind Fury - khorne only - replaces a power axe, S+3 AP-3 Dd3, hit rolls of 1 cannot be re-rolled or modified and will hit friendly units within 1" of the character if there are any (otherwise will miss normally - you won't hit yourself)
76) Black Mace - replaces a power maul, S+3 AP-2 D2, for every model slain roll a die, on a 6 that models unit suffers an extra mortal wound at the end of the phase
77) Eye of Night - black legion only - 1/game instead of shooting other weapons in the shooting phase make a single attack against an enemy vehicle within line of sight, on a 2+ it suffers d3 mortal wounds. Frankly, I find this extremely disappointing.
78) Cursed Crozius - word bearers only - replaces a power mace, S+2 AP-2 D3, re-roll failed wound rolls against Imperials
79) Blade of the Hydra - alpha legion only - replaces a chainsword, S+1 AP? D?, +d3 attacks with this weapon in melee
80) Blissgiver - emperor's children only - replaces a bolt pistol, 6" range, assault d6, S user, AP-1 D1, can be fired in melee, if it woulds a character without killing them roll a d6 at the end of the phase and on a 6 they suffer d3 mortal wounds
- warlord traits -
81) Eternal Vendetta - Huron always takes this - re-roll failed wound rolls for your warlord in the fight phase against Adeptus Astartes units
82) Flames of Spite - If your warlord rolls a 6+ to wound in the fight phase, the target suffers a mortal wound in addition to other damage.
83) Lord of Terror - Bile always picks this - enemy units that test morale within 6" of your warlord roll two dice and take the highest
84) Exalted Champion - your warlord gains +1 attack
85) Unholy Fortitude - your warlord gains +1 wound and ignores wounds suffered on a 6+
86) Hatred Incarnate - you can re-roll wound rolls of 1 made by your warlord
87) Stimulated by Pain - emperor's children only, lucious always takes this - your warlord gains +1 attack for every wound suffered, up to +3 max. Healed wounds remove the bonus attacks as well.
88) Abaddon always takes the black legion trait if he's your warlord
89) Khârn always takes the World Eaters trait if he's your warlord
89) Voice of Lorgar - word bearers only - +3" aura range
90) I Am Alpharius - Alpha Legion only - pick a chaos marine warlord trait in addition to this one. If your warlord dies, pick a new Alpha Legion character to be your warlord, and give them this warlord trait (including choosing an additional CSM warlord trait for them). Your opponent only counts as slaying your warlord if you run out of Alpha Legion characters to pass this trait to. I love it.
91) Cypher can be your warlord, but doesn't get to have a warlord trait at all
- points -
92) I'm too tired to try to make out any points costs, but the lord of skulls at least is fully 100 points cheaper before considering weapons
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Thanks.

So no Daemon Weapons (d6 extra attacks) anymore, not sure how I feel about that since, on the flip side, artifacts are almost free now...

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

Why is it basically impossible for Defilers to be balanced? What is the hidden factor that makes them junk no matter what changes are made to them?
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 BlaxicanX wrote:
Why is it basically impossible for Defilers to be balanced? What is the hidden factor that makes them junk no matter what changes are made to them?

OO, OO, I know this one! BS/WS4+, BS5+ when it moves and only 3 attacks in cc?

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in fi
Furious Raptor



Finland

Night Lords are looking extremely good based on rumours, here I have listed some things that we have going for us:
Generic WT: Enemy must test Morale with 2D6 and pick highest, 6" range.
Nurgle Psychic Power 'Miasma of Pestilence': -1 to hit in shooting phase and in fight phase too(?).
FW Butcher Cannon: -2 Ld for any unit taking casualties from this.
Fire Frenzy Stratagem: Helbrute (uncertain if this covers FW walkers which have Helbrute keyword) which remained stationary can shoot second time at the closest visible enemy unit. Combine this with the Butcher cannon.
Icon of Despair: Range apparently increased to 6".

Of course other psychic powers are also good, Slaanesh 5+ FnP and Tzeentch 5++ or +1 to X++ save or both very good. I consider combined -2 to hit be more beneficial due to all the re-roll auras and effects available to armies.
For example 3+ to hit with Re-Roll aura (Guilliman) doesn't really help much at all when when one has -2 to hit.

This message was edited 2 times. Last update was at 2017/08/05 11:19:36


 
   
Made in gb
Regular Dakkanaut




NL certainly do look strong. That Nurgle spell does indeed affect the fight phase. If you're taking the generic trait and going for a freakshow then you can throw in Spawn to your list of Ld malus', and possibly pick up a cheap R&H detachment for a Malefic Lord with the -d3 Ld spell.

FW dreads (at least the Hellforged ones) are confirmed to have the hellbrute keyword. They count for legion traits and stratagem buffs.

If you're not set on NL and want to leverage hit penalties then AL is the way to go. They' get teir -1 to iht built in and don't have to spend a CP on it. It isn't as strong as the NL stratagem in that it doesn't work up close, but then it isn't limited to one unit either. Leveraging that on NL will mean choosing one unit and buffing it to the max, making it the unit your opponent HAS to attack. And as you're going Nurgle you have the heal d3 wounds stratagem for 2cp's too (it heals d3 or brings one model back on 1 wound if none are wounded). Choose Termies or a Cult of Destruction unit (if they're any good with the points changes) so you can get more out of the healing. Or use a CC dread for this if the NL stratagem works on dreads as this benefits more from healing (not a Hellforged one though because they can only heal through killing stuff).

So I've run the numbers on the three cult psychic powers, squad of termies vs plasma and also lascannon. Chose this unit as I'm looking for a good spearhead unit for my AL alpha strike. The Tzeentch +1 invul is patently the worst at improving defence for termies. Slaanesh FnP is patently the best at improving survivability (by a small margin over the Nurgle -1 to hit). Slaanesh will also mes up any incoming plasma fire because chances are you're passing one of the two FnP's you need to make for incoming overcharged plasma (most likely due to targeting termies) so in the majority of cases a single termie model is going to be taking the shots from two weapons to bring it down, generating overkill that brings down the efficiency of enemy fire considerably. So they get a stealth survivability increase. Howeverr the Nurgle -1 to hit counters enemy re-roll 1 and +1 to hit buffs, making it a little more risky to overcharge those plasma shots in the first place. This increases the opportunity cost of overcharging vs Nurgle Termies (I'm assuming we're in Rapid Fire range here as you wouldn't overcharge at +12" and the AL trait therefore doesn't kick on). So Nurgle Termies get a slight increase in survivability vs plasma only due to the increased risk of attempting an overcharge (or they force a higher likelihood of the enemy taking casualties from exploding weapons if they do choose to overcharge). The Nurgle boon also combo's well with the AL trait in that units at +12" are hitting with -2, making them more likely to survive to heavy weapon damage from lascannon or other d6 damage weapons over Slaanesh (gonna be hard to tank 6 damage on a 5+++). Trying to work out which is better to take. The Slaanesh stratagem to double shoot is very very tempting, together with their spell being the best at stopping plasma. But would that potential -2 to hit and better protection vs d6 damage weapons be superior?

I'm frickin loving this new codex and all the toys chaos players have to play with now. It's like a mini-game in itself working out what what, and who's gonna benefit most from it all! The disgusting combo's that I'm coming up with makes me sick (of giddy, I can't decide whether to go Nurgle or Slaanesh for my Alpha's)! Lovin it! Just wish I hadn't glued a lightning claw onto my new Raptor Lord yesterday. Gonna have to rip it off and find a nice looking chainsword now. What's not to love about an artifact you don't even pay for! :-D
   
Made in fi
Furious Raptor



Finland

Thanks for your insights, you made very good points!
I think more the merrier with all these -X to hit modifiers, although Nurgle spell has the same 1 per turn as Night Lords stratagem. So be it AL or NL -X to hit combo one goes for, one need to make 1 really big scary unit to make it actually work. If the unit is not scary enough, enemy will just flat out ignore it and shoot at your other targets. This however isn't such a big problem for AL as you have the 12"+ range -1 to hit trait. I suggest try go for Infiltrating Havocs into terrain for optimal firing positions and cover! Deep striking your AL terminators outside 12" could work out for you too maybe.
We should mathhammer it, but I feel -2 to hit is more beneficial than -1 and 5+++, mostly because the -2 to hit roll wrecks up re-roll mechanics very efficiently, especially with High Damage Low Volume weapons like Lascannons.

Well I mathhammered it quickly:
30 BS 3+ with re-roll, 2+ wounding AP-3 against -1 to hit with 5++/5+++ equals 7,41 unsaved wounds
30 BS 3+ with re-roll, 2+ wounding AP-3 against -2 to hit with 5++ equals 7,22 unsaved wounds.
If the enemy doesn't have re-roll both situations curiously result in 5,55 unsaved wounds.

My current plan with NL would be that I deep strike in first turn Big unit of Nurgle Terminators along with Sorcerer and Jump pack Lord with lightning claws as character assassin. At the same time Raptors deploy behind LoS-blocking terrain, if possible.

In general I might still be leaning more on Slaanesh for the potential threat of firing twice with 3 CP. The thing is, you don't actually need to do it, and save the CP for other things. Still considering the option out loud so your opponent knows about it might affect his choices in shooting, which is beneficial to you.

This message was edited 1 time. Last update was at 2017/08/05 13:37:29


 
   
Made in gb
Pulsating Possessed Space Marine of Slaanesh





Firing twice costs 2cp it is the melee twice which cost 3cp. Imagine having 10 overcharged plasma rapid firing with prescience and lord reroll for 40 str8,ap-3,D2.
Expensive but pretty sure anything you look at will be dead.
   
Made in fi
Furious Raptor



Finland

That is brutal! Then same thing again next turn if enemy decides to ignore the squad. Also with prescience you might not even need to overcharge your plasma guns. One could instead rapid fire both bolter and plasmagun if the target is some low T low save unit. The amount of death is just overwhelming.
   
Made in mt
Regular Dakkanaut



Sweden

I have made an army of fallen Dark Angels and have been wanting to add Cypher to that list, but I can't think of any reasons (besides fluff) to include him. What does he bring to a list? Yes, he doesn't give up StW on a 2+ but apart from that? It doesn't matter if I play my army as DA or CSM, Cypher doesn't buff it in any way, unless I bring Fallen, and then I have Rhinos and Droppods that can't be used. Help please... What does Cypher actually do?
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 Matt.Kingsley wrote:
Daemon troops don't get ObSec, & mean you can't use Legion Traits (they lack the <Legion> & Heretic Astartes Keyword). In fact taking the Daemon Troops means any other Heretic Astartes troops in the detachment don't get ObSec
This is incorrect.
"If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability...."

Chaos Space Marine Detachments can take Plaguebearers, Daemonettes, 'Letters, and Horrors as troops. It does not say anything about Heretic Astartes. Heretic Astartes =! Chaos Space Marine Detachment.

The way I read this is that if you take daemonettes as troops with a daemon prince from the CSM codex, you get Obsec.
   
Made in gb
Sword-Wielding Bloodletter of Khorne






 mrhappyface wrote:
Thanks.

So no Daemon Weapons (d6 extra attacks) anymore, not sure how I feel about that since, on the flip side, artifacts are almost free now...


But none for Daemon Princes, which is sad. Well, no relic weapons, at least.

Sisters of Battle: 5500pts
Imperial Agents: 500pts
Tyranids: 5100pts
Khorne Daemons: 3015pts

Gloomspite Gitz: 8030pts
Skaven: 5770pts
Blades of Khorne Daemons: 3980pts
Destruction Mercenaries: 480pts 
   
Made in us
Haemonculi Flesh Apprentice






Ghorgul wrote:
That is brutal! Then same thing again next turn if enemy decides to ignore the squad. Also with prescience you might not even need to overcharge your plasma guns. One could instead rapid fire both bolter and plasmagun if the target is some low T low save unit. The amount of death is just overwhelming.


Ignore that squad? With the buff characters he describing that's at least half your army lol.


Automatically Appended Next Post:
Agusto wrote:
I have made an army of fallen Dark Angels and have been wanting to add Cypher to that list, but I can't think of any reasons (besides fluff) to include him. What does he bring to a list? Yes, he doesn't give up StW on a 2+ but apart from that? It doesn't matter if I play my army as DA or CSM, Cypher doesn't buff it in any way, unless I bring Fallen, and then I have Rhinos and Droppods that can't be used. Help please... What does Cypher actually do?


Don't expect him to help pan army. He is a fluff driven character and his fluff is all about him being a loner on his own mission ie. not yours lol.

My solution, paint him as a showpiece and run a normal cheaper character or convert him into your own.


Automatically Appended Next Post:
 labmouse42 wrote:
 Matt.Kingsley wrote:
Daemon troops don't get ObSec, & mean you can't use Legion Traits (they lack the <Legion> & Heretic Astartes Keyword). In fact taking the Daemon Troops means any other Heretic Astartes troops in the detachment don't get ObSec
This is incorrect.
"If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability...."

Chaos Space Marine Detachments can take Plaguebearers, Daemonettes, 'Letters, and Horrors as troops. It does not say anything about Heretic Astartes. Heretic Astartes =! Chaos Space Marine Detachment.

The way I read this is that if you take daemonettes as troops with a daemon prince from the CSM codex, you get Obsec.


Correct, however those demons definitely do not get obsec themselves and you also are no longer qualified for a legion tactic. That said, depending on the legion who cares In fact thats my theory of why the black legions and word bearers are so meh. They work better within a gestalt rather then being hyper focused on themselves thematically.

This message was edited 2 times. Last update was at 2017/08/05 15:50:38


   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Thought I'd have a go at a list, mixing together my Night Lords stuff (psykers and flyer) with my World Eaters army. See if I can't make use of those delicious psychic powers.

World Eaters Battalion detachment:

HQ

Chaos Lord
- Axe of Blind Fury
- Plasma Pistol
- 86pts

Chaos Lord
- Terminator Armour
- Power Fist
- Combi-Plasma
-149pts

Exalted Champion
- Chainsword
- Boltgun
-60pts <--- assuming same points as Leuitenant

Troops

Khorne Bezerkers
- Power Fist
- Chain Swords
- Chain Axes
- Icon of Wrath
-106pts

Khorne Bezerkers
- Power Fist
- Chain Swords
- Chain Axes
- Icon of Wrath
-106pts

Khorne Bezerkers
- Power Fist
- Chain Swords
- Chain Axes
- Icon of Wrath
-106pts

Chaos Rhino
- Combi-bolter
-72pts

Chaos Rhino
- Combi-bolter
-72pts

Elites

Chaos Terminators
- Power Fists
- Combi-Melta
- Icon of Wrath
-320pts

Heavy Support
Havocs
- 2xLascannons
-115pts

Flyer

Chaos Fire Raptor
- Twin Bolt Cannon
- 2x Quad Heavy Bolters
- 2x Twin Lascannons
-422pts

Night Lords Supreme Command Detachment


HQ

Sorcerer (Tzeentch)
- Jump Pack
- Bolt Pistol
- Force Sword
-126pts

Sorcerer
- Jump Pack
- Bolt Pistol
- Force Sword
-126pts

Sorcerer
- Jump Pack
- Bolt Pistol
- Force Sword
-126pts

1992pts <--- Using current pricess except for cheaper 12pt power fists. If rumours are true, most of this stuff will be cheaper.

9CP, nom nom nom. Thinking of immediately spending a CP to make the Fire Raptor TZEENTCH so I can give it a 5++. The other two psykers can deep strike in and jump around handing out Prescience, warptime, Diabolical strength (lord with the Axe at S9 and 7 attacks on the charge? Yes please.) and some smite esc stuff.

What do we think? (Note, this is just WE and NL stuff and mainly WE stuff at that so no Slaanesh firing twice or Nurgle -1 to hit shenanigans)

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in gb
Pulsating Possessed Space Marine of Slaanesh





Now that the daemonic sword and axe are same pts cost as the pair of malefic talons how do the three daemon prince loadouts compare ?
   
 
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