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Slippery Scout Biker
Talos 4: Dustball of the Imperium
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I have no idea where you where going with this article. I'm taking it you are talking about 6th edition rules, but you seemed to have been confused on a few points.
Yes. You can no longer "wound pass" incoming attacks to spread out damage and keep units alive by having this guy take a wound, and this one take one, and... I personally feel that is rather balancing for the game. Only a couple of codexes could take advantage of the wound pass loop hole, and daemons are already fairly powerful and didn't need to gain from that rule.
Also, AP3 isn't bad, and if you have a squad that can't destroy a target, you can break out of that assault now. So, if you are assulted by a dreadnought (which only has 2 hull points, so it doesn't take much to bring it down now) and you can't even think of wounding it, on your turn you can have them try to pull out of that assault. So giving yourself a way to wound it might not be best to get away from it. Though, at the same time, being set up to take it down as well as anything else is helpful to your cause, so I would still include the rending units into the squad.
Second, wounds are placed onto the closest models, including in close combat. That means having your heralds in front wont save them, or give them some kinda LOS +2 save. I don't even know what an LOS +2 save is! They still would have a "look out sir" roll, but if you succeeded, you choose a model to take that wound instead (with saves allowed, but you can only save the wound once. If I recall correctly the new rules, you do a "Look out sir" roll first, and then do a save to whichever model is taking the wound).
As far as the power weapons, besides terminators, that's still cutting threw just about everyone else's armor. And, if they count as normal power weapons, just craft them into power axes and you now strike at I 1, but have +1 strength and AP2. So, you really aren't out much. Not to mention the sheer number of attacks you pour out of that squad.
And Fateweaver helps with any saves taken to prevent a wound. As far as I know. And he counts as flying.
You wanna think your powerful daemons are screwed in the new edition? Feel the weakness of Tau, for the last few editions. Low strength, low toughness, low initiative, low weapon skill... you assault, the Tau lose, they fail the initiative roll off, and then get wiped out. Tau, in the assault, are triple penalized, and still have a low BS as well. Daemons are rated as one of the top armies right now, especially after 6th edition changes. You have invulnerable saves. You have eternal warrior. You have fear. You have a better mishap chart now for deep striking. Didn't get what you wanted first turn? Coming in from reserves is easier now. And, you can flood the field with flying monsters. You have plenty of strengths to counter the one that they took away from you, which technically was breaking the spirit of the rules (which was to have as many models removed from the game by wounds as possible, not have the whole squad take wounds and all survive). And the 2d6 charge range gives you an 8-18 inch threat range. Better than your set 12 inch from before. Got jump? Re-roll whatever dice you want to if it's low, or reroll the two if you wish.
Daemons still have a lot going for them. Yes. Things have changed. They have for us all. Landraiders are now being glanced to death by Gauss weapons with ease. Tank lines now crumple after only a turn or two. No longer are the days of invincible tanks running the field of battle. Now is in with more balanced game play. Why, since 6th editions been released, I've been seeing more Eldar, Tau, Tyranids, and yes, daemons on the field of battle than ever before. And is that a good thing? YES! It was getting tiresome when it was marine vs marine, or marine vs daemons. All the armies are now more viable and playable than they ever were before. Some of the weakest codexes are now being played, and have now come up to the ranks of being playable and loved once more.
Work with your new weaknesses, and see what are your new strengths. And don't forget about the new allies if you wished...
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