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Made in fi
Locked in the Tower of Amareo





And of course get into combat. They die in droves. Shoot an stuff with bad shooting save, melee reverse

Why you are shooting high ap guns at horrors anyway...high rof better.

This message was edited 1 time. Last update was at 2022/08/06 18:45:47


2024 painted/bought: 109/109 
   
Made in us
Humming Great Unclean One of Nurgle






 Abadabadoobaddon wrote:
 NinthMusketeer wrote:
Meanwhile armor can simply come with a resilience score which counteracts AP.

Aren't armor saves already this?
Rules like armor of contempt are.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Infiltrating Broodlord





England

artific3r wrote:
3# is nice and compact, but what is the reasoning behind the pound sign? Is it just an arbitrary symbol you've chosen?


The octothrope is made of little plus symbols. To me it just seems obvious…pluses on top of pluses…

 Nostromodamus wrote:
Please don’t necro to ask if there’s been any news.
 
   
Made in us
Regular Dakkanaut




 Souleater wrote:
artific3r wrote:
3# is nice and compact, but what is the reasoning behind the pound sign? Is it just an arbitrary symbol you've chosen?


The octothrope is made of little plus symbols. To me it just seems obvious…pluses on top of pluses…


Oh, ha. I can see it but seems like a bit of a stretch. I don't think most people will get it without having someone to explain.

I didn't know it was called an octothrope. That's neat.
   
Made in us
Regular Dakkanaut




 Souleater wrote:
Domandi wrote:
 Souleater wrote:
Please, please can we write super invulnerable saves as 3# 😄


This is probably a joke, but I actually really like it. It counts as 3++++, just stacked up. Tbh, I am just gonna start doing it myself.


Oh, I'm quite serious about it. As you say, it's the pluses all stacked up on each other!

Ideally I'd campaign for:

Armour save 3+
INV Save 3++
FNP 3*
Unodifiable Armour Save 3#


My only issue with using * is that it is usually used to denote an edit. If I saw 3*, I would wonder what the 3 is replacing.
   
Made in fr
Crazed Spirit of the Defiler






New discord drop summarized here:


-"For the Ruinous Powers!" 
   
Made in us
Longtime Dakkanaut






 Souleater wrote:
Please, please can we write super invulnerable saves as 3# 😄


Its variable, so you would need 3#6 or 4#5 to cover both options, but I like it
   
Made in au
Longtime Dakkanaut




Mortal Wounds still ignore these daemonic saves though right?

Time for more psychic powers and if SoB, hymns and relics like Light of St. Agnaetha.
   
Made in us
Longtime Dakkanaut




Iracundus wrote:
Mortal Wounds still ignore these daemonic saves though right?

Time for more psychic powers and if SoB, hymns and relics like Light of St. Agnaetha.

Mortal Wounds ignore ALL saves, so yes.
   
Made in gb
Crazed Spirit of the Defiler




Iracundus wrote:
Mortal Wounds still ignore these daemonic saves though right?

No, Daemons aren't mortal, ergo, they can't suffer mortal wounds, checkmate psykers.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend





Gurnee, IL

 DreadfullyHopeful wrote:
New discord drop summarized here:



Those Psychic power changes are excellent, especially the Slaaneshi ones.

Symphony of Pain [WC7]:

one enemy unit suffers -1 to hit in the fight phase [OLD]
one enemy unit suffers -1 to hit and wound in the fight phase [NEW].

Minus 1 to hit was already a great defense debuff for a Daemonette squad going into another melee unit; but -1 to wound really helps a lot when your T3.


Hysterical Frenzy [WC7]:

Allowed a SLAANESH unit to fight in the Psychic Phase [OLD].
SLAANESH CORE unit gains +1A and exploding 6's to hit [NEW].

The old version was situational and hard to use. But this adds +10 attacks to a 10X Daemonette squad before gaining +8.5 hits for exploding 6's on average. So, that's 5 marines or 28 guardsman without any re-rolls or other buffs. If they still have thei Razor-Sharp Claws Stratagem, for +1AP, or the rumored buff full re-rolls or auto-wounding on 6's they will be quite brutal.


Heralds:

Not a fan of replacing their +1S aura with re-rolling 1's to wound, bringing them in line with space marine lieutenants. Its fine since the strength boost is baked in to the troops now. But its a good thing their psykers and are daemonic loci, so they still have a purpose.


Greater Daemons:

According to Wallace's most recent video rumor the 1 Greater Daemon per detachment limit from the play test codex was dropped. But he also doesn't believe that having more than one of the new Greater Daemon's in a Detachment is balanced.

This message was edited 1 time. Last update was at 2022/08/07 15:06:08


"Fear the cute ones." 
   
Made in us
Terrifying Doombull




EviscerationPlague wrote:
Iracundus wrote:
Mortal Wounds still ignore these daemonic saves though right?

Time for more psychic powers and if SoB, hymns and relics like Light of St. Agnaetha.

Mortal Wounds ignore ALL saves, so yes.

Depends on what the exact text of daemonic saves is. MW should work, but a random sentence in the codex could change that.

Efficiency is the highest virtue. 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Southern New Hampshire

 Sersi wrote:
Heralds:

Not a fan of replacing their +1S aura with re-rolling 1's to wound, bringing them in line with space marine lieutenants. Its fine since the strength boost is baked in to the troops now. But its a good thing their psykers and are daemonic loci, so they still have a purpose.


Since a lot of Tzeentch's shooting is currently S = User, I'd much rather have the Strength bonus aura (since we know Horrors are staying at S3).

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend





Gurnee, IL

 Manfred von Drakken wrote:
 Sersi wrote:
Heralds:

Not a fan of replacing their +1S aura with re-rolling 1's to wound, bringing them in line with space marine lieutenants. Its fine since the strength boost is baked in to the troops now. But its a good thing their psykers and are daemonic loci, so they still have a purpose.


Since a lot of Tzeentch's shooting is currently S = User, I'd much rather have the Strength bonus aura (since we know Horrors are staying at S3).


I wouldn't expect Tzeentch shooting to stay the same, GW will have taken the aura changes into account. With units getting reduced in size their shooting would have to be made stronger, so it won't be user strength based. So, probably going back to having either a fix strength values or random S3+3 non-sense because Tzeentch.

"Fear the cute ones." 
   
Made in gb
Regular Dakkanaut





Slaanesh casting debuffs will have value in allied detatchments with emperors children. Have one melee brick with black rune and herald debuffing another enemy unit. Slaanesh might become king of melee control through mass debuffs

   
Made in us
Slaanesh Chosen Marine Riding a Fiend





Gurnee, IL

 Mothman wrote:
Slaanesh casting debuffs will have value in allied detatchments with emperors children. Have one melee brick with black rune and herald debuffing another enemy unit. Slaanesh might become king of melee control through mass debuffs



The Heralds will be great for Psychic Secondaries as well. That said the CSM codex can't match the economy of the melee units avalible in the CD codex. Legionaires are twice as expensive as Daemonettes, Chosen 3-4X's as much. When the basic Daemonette has 4X S4/AP-2/D1 attacks, advance & change, deep strike, and a 4++ save at range. I'm taking as many as I can get into a patrol detachment with the 25% ally allotment.

"Fear the cute ones." 
   
Made in gb
Twisted Trueborn with Blaster



Shropshire

Khorne day sneak peak at Flesh hounds and Skulltaker:
https://www.warhammer-community.com/2022/08/08/khorne-day-codex-chaos-daemons-has-even-better-ways-to-reap-a-cranial-crop/

"Marion! For Gods sake, you're going to die!"
"Ah, but then I'll wake up in a magical fantasy world, filled with virgins!"
"You mean Games Workshop?" Mongrels

"Realism? THESE ARE SPACE ELVES!!" - My friend Jordan during an argument about rule abstraction 
   
Made in us
Regular Dakkanaut




Can someone explain that bloodletter stratagem? It is early and it confuses me. Mostly it is the last line. Is it saying that if the unit made a normal move in the move phase than it is 2cp? Can you use the stratagem to move into engagement range?
   
Made in us
Regular Dakkanaut




Normal Moves as defined in the core rules cannot end within engagement range. Looks like the 2CP version of the strat is just an extra turn of movement in the fight phase.
   
Made in us
Regular Dakkanaut




Oh, I think I get it. the 1cp version is just to get a 2nd pile in?
   
Made in nl
Regular Dakkanaut




Correct. You either pay 2 CP if the unit is not in engagement range to make a normal move, or you pay 1 CP when the unit is in engagement range and you pile in.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend





Gurnee, IL

That's strat will have some pretty good utilty. Nice to see the Flesh Hounds got some decent buffs: S5 and Damage 2 on the charge. Hopefully they got at least AP-2 as well.

"Fear the cute ones." 
   
Made in us
Regular Dakkanaut





Domandi wrote:
Can someone explain that bloodletter stratagem? It is early and it confuses me. Mostly it is the last line. Is it saying that if the unit made a normal move in the move phase than it is 2cp? Can you use the stratagem to move into engagement range?


it's basically a fancy version of heroic intervention. You move them six 6 inches toward the nearest enemy and if you are in engagement range you have them pile in during the fight phase without activating the unit. After that you can activate them and pile in and fight. You can do this during your opponent's turn or your turn.
   
Made in us
Regular Dakkanaut




It's not a heroic intervention because you can't end Normal Moves in engagement range.
   
Made in fi
Locked in the Tower of Amareo





Can see it being used to get models into objective and of course opponent turn could be used to bring closer for charging your turn but 2cp is pretty pricey. Not every game strategy likely but good to have in toolbox

2024 painted/bought: 109/109 
   
Made in us
Lord of the Fleet






London

When would you want/need to pay 1CP for an extra pile-in?
   
Made in us
Regular Dakkanaut





artific3r wrote:
It's not a heroic intervention because you can't end Normal Moves in engagement range.


oh I think you are right, but in the right circumstances you can get extra movement to make charges easier in your turn and grab objectives. one good use would be something like this

(enemy units)
___
/obj \
\___/

________ (cover)

(bloodletters)

if the distance between the bloodletters and the objective is less than 6 inches you get to snag an objective before your turn. You can also use it during your opponent turn to try to engage additional units specially if there is a way to increase your pile in move.
   
Made in us
Regular Dakkanaut




 Valkyrie wrote:
When would you want/need to pay 1CP for an extra pile-in?


When your normal pile-in doesn't get your models into engagement range. This is relevant in cases where you barely make your charge roll and some models are too far back to make it all the way in.

It's also useful to gain an extra 3" lateral movement to get to an objective on your turn or your opponent's turn.

The 2CP 6" normal move on your opponent's turn is pretty spicy since it happens after your opponent is done shooting. If you use it on your opponent's turn it's effectively 2CP to give your bloodletters a 12" move for your next turn.

This message was edited 1 time. Last update was at 2022/08/08 16:05:20


 
   
Made in us
Decrepit Dakkanaut





 Valkyrie wrote:
When would you want/need to pay 1CP for an extra pile-in?


You base their models with a pile-in before they move theirs. This robs them of movement which can prevent them from piling into a character as much or from consolidated into a unit behind if you do poorly among other scenarios.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend





Gurnee, IL

BE'LAKOR:

M12/8"/6", WS2+, BS2+, S8, T7, W20, A6, LD9, DSV 4+/4+

Sweep: 12X Attacks, S8/AP-3/D1
Pierce: S12/AP-4/Dam 3+D3/No invulnerable saves

God Keywords: All
Warp Locus: can bring any flavor of Daemon in from deep strike; other warp loci are god specific.
Supreme Commander
Can no longer be obscured


aura re-roll 1's to hit for DAEMONS [excluding vehicles]
-1 to hit and cannot re-roll to hit him
-1 to wound
-1 damage vs ranged attacks
WLT: 9" Command Ability of re-roll any or all hit dice for DAEMONS or Disciples of Be'lakor [excluding vehicles]
Aura of -1 LD, -1 Combat Attrition
Hates all of other Daemon Princes: they can be taken but not in his detachment.
Mono-Slaanesh and Mono-Nurgle don't need Be'lakor as they are strong enough on their own.


Fresh Rumors from Wallace and friends.

This message was edited 2 times. Last update was at 2022/08/10 18:36:02


"Fear the cute ones." 
   
 
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