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Made in ca
Bush? No, Eldar Ranger



Vancouver, BC

Today I did up a list of changes to the Daemons of Chaos index I'd implement as it went to a codex. I've attached it to this post.

A good part of this is imagining what is likely to appear in the real book, comparing to codexes already out.

It's not fully complete - I haven't written anything for Psychic powers.

And beyond the listed unit tweaks, I haven't changed many of the units. Beyond, say, point/power level reductions, I'm not sure what they need changed.

Are there any Daemon units not mentioned here that are exceptionally weak and could use a boost?

Anyways, I'd love to hear your thoughts on them. Are they too strong? Or too out of the norm?

I don't know how much GW would want to push all-god lists, but I think they'd do something for it, as it encourages sales.
 Filename DaemonsBrainstorming8th.pdf [Disk] Download
 Description
 File size 77 Kbytes

This message was edited 1 time. Last update was at 2017/10/25 23:07:38


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Godhosts are FAR too strong. ESPECIALLY since you can get all five.

Fortune of the Deceiver is too good. It's an autopass on a 9 for any power for 1 CP.

Greater Summoning Mastery MIGHT be too good, but it is 4 CP.

Khorneshard is too good.

Avatar of the Warp is super easy to combo with godhosts.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Potent Possessed Daemonvessel





Yup way too good.

Greater Summoning mastery.- So you auto summon Big Bird, and throw in Say Angarath for free (not sure which has less power level) So you can add say 700 points or so to your list for 4 CP? Seems fair right.

The ability to get all "chapter tactics" is bad form. I think if you were going to do that you would need to have to require 4 greater daemons for the HQ, and 4 maximum size troop squads. But then we are getting into formation territory. I would also say that the bonuses would only apply to the correct daemon type (so no one gets all of them). It would also only apply to that detachment not army. Otherwise we have Magnus with attacking twice, with a potentiall 2++ re-rollable save, and -1 to hit with T8. Yeah just no.

Flesh Hound rule is also far too strong. For a unit that fast that is an auto turn 1 charge, for a unit that attacks twice.

Khorne Shard: +10 S and 2D6 damage? Really, so I can put that on a herald and have him essentially wound anything on a 2+, ignore armor and deal 2D6 damage? That seems fair to you? when the trade off is -1 to hit rolls, which for a khorne character means it hits on a 3+. A fair downside would be "this character suffers mortal wounds equal to damage dealt divided by 2"

   
Made in ca
Bush? No, Eldar Ranger



Vancouver, BC

Hmm. Yeah, I guess I had focused too much on bringing them back up from their current weak state and replicating earlier rules, and didn't keep in mind how they would interact.

I've deleted the Grand Assembly trait, changed Khorneshard to -3 and just d6 damage, took away Chomping at the Bit [I had forgotten that their Scout in 7th was balanced by their inability to assault after doing so & now that Nurglings are slow].

I see what you mean about the Summoning Mastery. However, it should be kept in mind the max PL that could be chosen is 18. Aetaos and Anggrath are both significantly above that. So the best one could summon is a GUO or Bloodthirster. I didn't write GSM clearly enough to be in line with SM.

But still, getting a free Bloodthirster, even at the cost of keeping the points open for the first Bloodthirster and 4 CP, might be a smidge powerful. So, I changed both to not work with Arch-daemonic Ritual, and the Greater to only summon a single Daemon troop unit of 5 PL or less for free.

Lastly, I've tweaked the Godhosts so that single-unit detachments are ineligible, and they only count & benefit Daemon FACTION units [plus HA Daemons & Psykers, who don't benefit]. Magnus is, so far, not Daemon Faction.

This message was edited 2 times. Last update was at 2017/10/25 23:05:13


 
   
 
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