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		<title><![CDATA[Latest posts for the thread "Thoughts on the Chaos Codex"]]></title>
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				<title>Thoughts on the Chaos Codex</title>
				<description><![CDATA[ OK we've had the new C:<span class="glossaryitem" onmouseover='gp(22);'>CSM</span> for almost a month now and I was wondering what people thought of it. Has chaos been balanced or nerfed back to the stone age? <br />  For starters, I like what's been done with the basic <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>. for an extra point they now have frags, kraks and 2ccw, but now must have larger squads for a heavy weapon or two specials. I think it's worth it, Havocs with 2 attacks can be charged and still put up a good fight.<br />  <br />  *I apologise if a similar topic exists, but i'm too lazy to check*]]></description>
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				<pubDate><![CDATA[Sat, 13 Oct 2007 14:40:06]]> GMT</pubDate>
				<author><![CDATA[ Teh_K42]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <p>my feelings on the codex is ......</p>  <p>less options- which sucks</p>  <p>nudered deamons- which really sucks if you were a deamony kinda player </p>  <p>but as far as everything else go's im pretty happy with it, i do like having plague marines thousand sons nosie marines and berzerkers as troops while still leaving basic mairnes around. i think it will lead to new kinds of lists flying round. and 1ks sons kick so much @$$ its awsome!!!!! </p>  <p>the vindicator will make some people out there pretty happy </p>  <p>abbadon is actually pretty scary</p>  <p>cheaper rhinos and land raider is a bonus (only downside is no more fire control) </p>  <p>but all in all im cool with it and be a happy chaos player!</p>]]></description>
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				<pubDate><![CDATA[Sat, 13 Oct 2007 17:53:07]]> GMT</pubDate>
				<author><![CDATA[ NagashStillRules]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I pretty much agree with all of that, except I think abbadon costs too much. But im probably just stingy.<br>Hopefully they'll fix those daemons with the daemon 'dex, I want PLAGUEBEARERS, not generic lesser daemons.<br>The vindicator has made ME happy. S10 AP2 ordnance Pie plate!!! is there nothing it can't do? <br><br><span class="glossaryitem" onmouseover='gp(17);'>BTW</span>, what do you mean by "fire control"?  ]]></description>
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				<pubDate><![CDATA[Sat, 13 Oct 2007 18:14:03]]> GMT</pubDate>
				<author><![CDATA[ Teh_K42]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Being able to split fire.]]></description>
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				<pubDate><![CDATA[Sat, 13 Oct 2007 23:32:49]]> GMT</pubDate>
				<author><![CDATA[ skyth]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ chaos land raider used to be able to shoot at multiple targets]]></description>
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				<pubDate><![CDATA[Sun, 14 Oct 2007 00:58:19]]> GMT</pubDate>
				<author><![CDATA[ bluedragon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I wish <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s could take terminator retinues.  *pout*]]></description>
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				<pubDate><![CDATA[Sun, 14 Oct 2007 03:47:12]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I thoguht you COULD take terminator retinues.  I mean, there's nothing that's technically a retinue in there, terminator or otherwise, but you can have a 4 man termie squad plus a lord.  And really, with all the stuff that takes up no space on the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span>, who cares if they don't count as one choice?  Just my opinion.<br><br>Also, as much as I hate the fewer choices, it's nice that it's straight forward.<br><br>p.s. nude red daemons?  Like bloodletters?]]></description>
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				<pubDate><![CDATA[Sun, 14 Oct 2007 04:01:20]]> GMT</pubDate>
				<author><![CDATA[ Scottywan82]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Um, not to be rude, but a search would really do you a lot of good. It's clear that this thread is just going to be a rehash of complaints and justifications by people who weren't in the first thread on it. Why not hunt down H.B.M.C's review first? Then you can find new things to complain about--I'm sure there are plenty left.]]></description>
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				<pubDate><![CDATA[Sun, 14 Oct 2007 07:32:13]]> GMT</pubDate>
				<author><![CDATA[ tegeus-Cromis]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <a target=_blank href="http://www.dakkadakka.com/CommunityForums/tabid/56/view/topic/forumid/6/postid/181809/Default.aspx">Here you go.</a><br><br>Search sucks, though.]]></description>
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				<pubDate><![CDATA[Sun, 14 Oct 2007 09:00:26]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By malfred  on  10/14/2007 2:00 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <a target=_blank href="http://www.dakkadakka.com/CommunityForums/tabid/56/view/topic/forumid/6/postid/181809/Default.aspx" target="_blank">Here you go.</a><br />  <br />  Search sucks, though.</div></blockquote>  <br />  <br />  And good luck.&nbsp; We'll send out a search party if you're not back within three days.]]></description>
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				<pubDate><![CDATA[Sun, 14 Oct 2007 11:31:33]]> GMT</pubDate>
				<author><![CDATA[ The Power Cosmic]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Thanks. ]]></description>
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				<pubDate><![CDATA[Sun, 14 Oct 2007 20:50:47]]> GMT</pubDate>
				<author><![CDATA[ Teh_K42]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ When it comes down to it, I don't mind the new book.  It's gotten me back to my Chaos and painting new things, which is always good no matter the reason.  But that said I don't love the new book.  My gripes come down to really a few things ...<br><br>- Lack of options, even just small things that cost 5-10 points that I can fill a list out with to add flavor<br>- Lack of any rerolls for chaos lords, absurd that spiky bits and master-crafting are both gone, leaving other characters with warptime the only options if you want combat reroll lovin'<br>- Lack of +1A for terminator armor, which is so boneheaded it hurts (cost would have to go up 10 points to match loyalists, but I'd gladly pay it!)<br>- Lack of specific demons, even just stat boosts like 2 codex ago, though I'm surviving wihout my demonettes, even if I thought I couldn't<br><br>So 75% of my complaints revolve around the limitations placed on chaos lords, particularly terminator ones (which should be the new hotness with that new kit going around!).  Ah well.<br><br>- Salvage]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 05:30:53]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I think Chaos is still a viable army. You have to look for the good deals and not blow a lot of points on unnecessary stuff. The Chaos Space Marine with MoU/Glory is a great deal. I think Fabius has a lot more potential now - one good combination would be Chaos Space Marines with <span class="glossaryitem" onmouseover='gp(101);'>MoS</span> and juiced up by Bile Inc. <span class="glossaryitem" onmouseover='gp(101);'>MoS</span> is pretty cheap now and very worthwhile. The greater deamon is also well worth the points. Sure he is not that fast but for the points he can do a lot of damage if you can get him in a tussle. I am also liking a Deamon Prince with <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, wings, <span class="glossaryitem" onmouseover='gp(772);'>WT</span> and <span class="glossaryitem" onmouseover='gp(385);'>WoC</span>. Terminators are well worth the points and if you take a large squad then <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> really helps. Transports are much cheaper now so I am thinking a mechanized list will work.<br><br>- G]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 10:19:53]]> GMT</pubDate>
				<author><![CDATA[ Green Bloater]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I think it's the first time ever when a new codex is worse than the previous incarnation - which sadly is really sad. <br />  <br />  Extra sad given how positive a person I am.<br />  <br />  The new codex is sad.]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 10:49:39]]> GMT</pubDate>
				<author><![CDATA[ migsula]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I like the new codex. Overall I think it's better then the last one, However I do miss some of the wargear Options and generic Deamons are just not enough. You should have been able to mark them. <br><br>High points of the Codex in my opinion are,<br>Using <span class="glossaryitem" onmouseover='gp(149);'>WS</span> to show that Chaos Lords and Berzerkers are badasses.<br>Cult troopers are now kickass.<br>It's much easier to make a Thematic army that does not suck.<br>It feels like everything is cheaper, points wise (although this is most likely because of the lack of Demonic Gifts sucking up points).<br>All the special Characters are kickass.]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 11:54:26]]> GMT</pubDate>
				<author><![CDATA[ NinjaRay]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Teh <span class="glossaryitem" onmouseover='gp(25);'>DA</span> codex stinks <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>... a tradegy really.<br><br>- G]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 13:00:16]]> GMT</pubDate>
				<author><![CDATA[ Green Bloater]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I like Nurgle stuff, and the cost of an icon of Nurgle is a real pain. 50 pts for 1 measly Toughness! can someone please explain why that's worth more than a 5+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span>? But that's my only major grumble with the 'dex. (besides Daemons) BUT there is nurgle bikes/raptors/havocs now, even if they are an unreasonable cost.<br><br>I read the first 12 pages of that codex review/ Deconstruction thread. Is it just me or do lots of the veteran gamers hate change? They remind me of the stereotypical old folks who rant about how things were better back in their day.<br><br>Migsula, I think chaos needed a little nerfing (infiltrating speed lords with lightning claws and six or so daemonic abilities is WRONG)  They could have kept a few more options methinks, look at the Tyranid codex. It's 4th Edition and you can do ANYTHING with it. But I do really like what's been done with the cult troops. <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> for plaguemarines is great.]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 18:56:19]]> GMT</pubDate>
				<author><![CDATA[ Teh_K42]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I think the new codex is all good.<br><br>It makes life alot easier and still allows you to play most of the more common (and not broken) Chaos configs.<br><br>The only thing I don't like about the new codexes (codeci?) is the removal of restrictions on the use of special characters.<br><br>.... I'm bringing one of the Pheonix Lords, or Ahriman to a 1000pt game.<br><br>As for deamons .... I've never seen one on the field.]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 19:04:34]]> GMT</pubDate>
				<author><![CDATA[ teamroocket]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ On the other hand I'm fairly new to <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, all I have is 1000pts of chaos. If I had wanted to field Abaddon under the old rules I would need to almost double my army before I could even take him. Now a new player can field Abaddon in a 500 point army should he feel so inclined. Makes games a bit dodgy (In Theory, Haven't tried it) but there's less of people forking out for a massive army for the sake of a single character (again, in theory)]]></description>
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				<pubDate><![CDATA[Mon, 15 Oct 2007 23:37:11]]> GMT</pubDate>
				<author><![CDATA[ Teh_K42]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Have to take min Troops to get <span class="glossaryitem" onmouseover='gp(447);'>Ab</span>, and rules for such things as combat patrol don't allow such characters  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br><br>I still think there are some nasty options in the dex. Masses of cheap DSing terminators with marks are looking quite nasty.The Lash with combo is nasty. Terminator armour not giving +1 A meshes right along with <span class="glossaryitem" onmouseover='gp(25);'>DA</span> and <span class="glossaryitem" onmouseover='gp(10);'>BA</span>. <br><br>In a vacuum it's not a bad codex, but not great either. Compared to the old one it has a lot less, but time moves on. So far in playing against it with other armies, I have yet to feel the cheese as bad as the old one, which is nice. ]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 08:03:17]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Teh_K42  on  10/15/2007 11:56 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  I like Nurgle stuff, and the cost of an icon of Nurgle is a real pain. 50 pts for 1 measly Toughness! can someone please explain why that's worth more than a 5+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span>? <br />  </div></blockquote>  I imagine it is based on how many attacks are affected.&nbsp; <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> 5+ only kicks in if you don't get your normal save, which for most stuff in the dex is at 3+ or 2+, hence it only kicks in against a limited number of attacks. Extra T on the other hand which is mainly on T4 stuff kicks in against any attack from <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 - 6, which is an awful lot of weapons that you'd expect to see being fired at infantry. <br />]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 08:56:54]]> GMT</pubDate>
				<author><![CDATA[ puree]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <p>The best anti-<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> weapons are usually S8 AP3 and S7 AP2. Neither of these weapons give a damn if you're T4 or T5.<br />  <br />  It's not worth 50 points, not by a long shot.<br />  <br />  BYE</p>]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 09:17:59]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ As for my thoughts on the Chaos Codex now as opposed to when I wrote my review... well... I still hate it.<br />  <br />  It is still the single most boring release <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has ever put out. It lacks flavour, character, and anything that makes me want to play Chaos ever again. The generic daemons are still a tragedy, are are the loss of Legion rules.<br />  <br />  This is by no means to see that the Codex isn't powerful or competative. People often mistake my ire with the Codex for someone complaining that it isn't powerful. I don't give two $#!ts about the power of the Codex. It could be the most broken powerful Codex in the game, but I won't play it if the life's been sucked out of it.<br />  <br />  The Chaos Codex has had the life sucked out of it. The book itself makes an excellent door-mat though, and makes an excellent frisbee.<br />  <br />  BYE]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 09:25:17]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Sadly, reading through the Chaos codex and trying things out has done the opposite to me. I am itching to start another Chaos force, Tzeentch. ]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 09:57:04]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By H.B.M.C.  on  10/17/2007 2:17 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <p>The best anti-<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> weapons are usually S8 AP3 and S7 AP2. Neither of these weapons give a damn if you're T4 or T5.<br />  <br />  <br />  BYE</p>  </div></blockquote>  <br />  whats that got to do with anything? when your 6 man las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> squad points his plasma at me he also points 4 bolters at me, they don't give a damn about the <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save. Other armies don't exactly pack a lot of those weapons, and those that do again will often a have a lot of stuff also coming withit that gives a damn about T4 or T5.]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 11:42:45]]> GMT</pubDate>
				<author><![CDATA[ puree]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By H.B.M.C.  on  10/17/2007 2:25 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  The book itself makes an excellent door-mat though, and makes an excellent frisbee.<br />  <br />  BYE</div></blockquote>  I can see it might work as a door mat, but I'm struggling to see how it has similiar or better aerodynamics as a frisbie.<br />  <br />  [edit: actually I take that back.&nbsp; It doesn't make a good door mat either. Being paper it disintergrates quite rapidly when you wipe your feet on it, and without some mods to keep it closed it will open up between the foot lifting and coming back down and possibly trip you up or spin you round]]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 11:49:45]]> GMT</pubDate>
				<author><![CDATA[ puree]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Most people play Marines, therefore, most players will have access to Plasma Guns (S7 AP2) and Missile Launchers (S8 AP3) and even Lascannons (S9 AP2). In the face of these weapons, T4(5) is meaningless, and simply not worth 50 points.<br />  <br />  BYE]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 12:22:03]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I helps against most Gauss Weapons. It's useful against Star Cannons (as most other Eldar weapons). It's huge against Pulse Rifles. Ditto for Splinter Cannons. We haven't seen unit breakdowns for Orks yet, so it's hard to say for them.<br><br>Whether it's worth 50 points depends on the mix of armies in your local environment. I don't think it's reasonable to make blanket statements since they're unlike to hold up in all environments.  It's a fallacy that 100% of clubs have 50%+ Marine players.<br><br>I think generally speaking it's not worthwhile. It may be useful though in certain play environments.]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 12:46:14]]> GMT</pubDate>
				<author><![CDATA[ Asmodai]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ The codex is a lame nerf festival.<br><br>I haven't bothered to play a game since it came out. I've asked for extra over time on Saturdays (the normal <span class="glossaryitem" onmouseover='gp(3);'>40K</span> day around here) instead.<br><br>I'll play a few games eventually... I'm painting Death Guard and 1K Sons right now. But I really don't have the interest in playing anymore.<br><br>I'm currently ebaying all of my warhammer stuff except for my Chaos marines and my Imperial Marines... and I'm seriously considering ebaying those and using the money to finish a Flames of War army.]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 15:58:18]]> GMT</pubDate>
				<author><![CDATA[ Blackheart666]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Toreador on 10/17/2007 2:57 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Sadly, reading through the Chaos codex and trying things out has done the opposite to me. I am itching to start another Chaos force, Tzeentch. </div></blockquote>  <p><br />  as some-one you plays and collects all of the chaos legions, Tzeentch finally got the boost it needed.</p>  <p>It's awesome (powerful) now compared to terrible.&nbsp; But maybe too much of a swing.</p>]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 16:15:33]]> GMT</pubDate>
				<author><![CDATA[ Makaleth]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I recently got given back my 9 old metal chaos terminators (vastly superior to the new plastic monstrosities), so I'm tempted to repaint them as plaguey looking and bust out my Plague Marines for some Ass Kickin' in our fortnightly <span class="glossaryitem" onmouseover='gp(3);'>40K</span> league. I spent a lot of time painting and converting the army, so it'd be a shame not to let it see some play. Still bitter about the generic daemons though. I'll have fun messing with my friends anyway I suppose, not gonna let it get in the way of some fun.]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 17:23:46]]> GMT</pubDate>
				<author><![CDATA[ Da Boss]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By puree  on  10/17/2007 1:56 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By Teh_K42  on  10/15/2007 11:56 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  I like Nurgle stuff, and the cost of an icon of Nurgle is a real pain. 50 pts for 1 measly Toughness! can someone please explain why that's worth more than a 5+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span>? <br />  </div></blockquote>  I imagine it is based on how many attacks are affected.&nbsp; <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> 5+ only kicks in if you don't get your normal save, which for most stuff in the dex is at 3+ or 2+, hence it only kicks in against a limited number of attacks. Extra T on the other hand which is mainly on T4 stuff kicks in against any attack from <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 - 6, which is an awful lot of weapons that you'd expect to see being fired at infantry. <br />  </div></blockquote>  uh-huh. Makes rough sense, but still no way in hell it should cost 50.<br />  <br />  Looking back over the old 'dex I find that I'm missing veteran skills. A lot of them weren't much good <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> but it just gave us something to say :&quot;my chaos marines are a few thousand years old so they learned how to do some stuff the imperium can't do&quot;. <br />  <br />  but I really like how there are troops that are diehard cultists and troops that are moderately inclined towards a single deity. (even if they're overpriced)]]></description>
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				<pubDate><![CDATA[Wed, 17 Oct 2007 19:01:55]]> GMT</pubDate>
				<author><![CDATA[ Teh_K42]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <p>I love it how Space Marine Librarians are able to get two powers cheaply yet 10,000 year old Tzeentch Sorcerers have to pay 30 points for a power, 30 points for the <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, and then another 30 points for the second power.<br />  <br />  I also love it how 10,000 year old Veterans can't get Vet Skills, yet Loyalists can.<br />  <br />  BYE</p>]]></description>
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				<pubDate><![CDATA[Thu, 18 Oct 2007 00:21:24]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ As a Dark Angels player, I don't see your point (and when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> finally gets of its arse and hands down the much rumored redux Space Marine dex, neither will most Space Marine players).<br><br>I for one like the new dex. That is of course in the context of how the new dexes have been created and the fact that a Deamon Codex will come out in the future.<br><br>To say there wasn't a lot of things wrong with the previous codex would be delusional. How many people gave chosen the Mark of Tzeentch? How many people really fielded Havocs, or Possessed. Raptors was a rare sight to see. Sure you had a ton of options in that dex, but more options doesn't a better codex make. The worst example of this was Spiky Bits/Master Crafting. Two Wargear that do the identical thing yet one is cheaper than the other.<br><br>Don't get me wrong, I loved the 3.5 Chaos Codex and I have played two armies out of it. But in a competitive environment, how many varied lists did you see? Was any Greater Deamon used in a non-cult army that wasn't the Blood Thirster? How often did you face the Oblitorator/ 4 Heavy Support Iron Warriors, or a Deamon-bomb army?<br><br>I like the new dex because almost anything is useful in it. Possessed and the Icon of Nurgle (except on bikes) may be the two downsides, but there are may uses for every unit in the dex. It may be less options but ultimately you will see more verity of armies fielded from it.]]></description>
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				<pubDate><![CDATA[Thu, 18 Oct 2007 00:39:11]]> GMT</pubDate>
				<author><![CDATA[ Mahu]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Mahu on 10/18/2007 5:39 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  As a Dark Angels player, I don't see your point (and when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> finally gets of its arse and hands down the much rumored redux Space Marine dex, neither will most Space Marine players).<br />  <br />  </div></blockquote>  <p>And yet again, Warseer and B&amp;C (yes the wastes) are wash with commentary from <span class="glossaryitem" onmouseover='gp(311);'>JJ</span> that there are NO plans for a redux. </p>  <p><a target="_blank" href="http://warseer.com/forums/40k-news-rumour-discussion/107810-some-comfirmations.html?highlight=redux">http://warseer.com/forums/<span class="glossaryitem" onmouseover='gp(3);'>40k</span>-news-rumour-discussion/107810-some-comfirmations.html?highlight=redux</a></p>  <p>&nbsp;So if / until something changes, marines - the supposedly most hidebound of forces- have the most optionality. </p>  <p>Edit: haven't played in about two months at this point. Are people seeing variety in the new chaos lists-not theoryhammer but actual minis on the board? </p>  <p>&nbsp;</p>]]></description>
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				<pubDate><![CDATA[Thu, 18 Oct 2007 03:13:48]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By H.B.M.C. on 10/17/2007 2:25 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  This is by no means to see that the Codex isn't powerful or competative. People often mistake my ire with the Codex for someone complaining that it isn't powerful. I don't give two $#!ts about the power of the Codex. It could be the most broken powerful Codex in the game, but I won't play it if the life's been sucked out of it.<br />  <br />  The Chaos Codex has had the life sucked out of it. The book itself makes an excellent door-mat though, and makes an excellent frisbee.<br />  </div></blockquote>  <p><font >That's the thing for me.&nbsp; As a product, is this codex inspiring?&nbsp; Does it inspire players to start Chaos armies?&nbsp; </font></p>  <p><font >Obviously, some folks have been.&nbsp; And certainly the weird Warseer types can feel morally righteous about this book after calling the old one concentrated evil simply because of a few broken builds. But I suspect many others aren't interested, at least not like with the old book.&nbsp; </font></p>  <p><font ><span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s problem is that they approached this as a <b>streamlining without really offering any new take or new direction</b>.&nbsp; Yes, I know -- this one is about renegades.&nbsp; But what flavor or take does it offer a renegade player that the last book didn't?&nbsp; </font></p>  <p><font >Obviously, I'm biased, but if you're going to streamline the book and steer it away from the Legions, why not really change things and work in a few <span class="glossaryitem" onmouseover='gp(79);'>LatD</span> elements to better differentiate <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> from the loyalists?&nbsp; Then follow up one year later with a Legions book based around the &quot;big four.&quot; That way you end up with:</font></p>  <p><font >1) A somewhat new take on <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> that might attract new players<br />  2) Reason for existing <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> players to add new units and buy more models<br />  3) *More* support for people interested in Legions (and more <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> sales)</font></p>  <p><font >How is that not a better plan for <span class="glossaryitem" onmouseover='gp(50);'>GW</span>?&nbsp; </font></p>  <p><font >It's fine that they broke some eggs...but then you have to make the omelet.&nbsp; <span class="glossaryitem" onmouseover='gp(50);'>GW</span> forgot to turn on the stove.&nbsp; </font></p>  <p><font >At a time when the Legions are at a height of popularity thanks to the <span class="glossaryitem" onmouseover='gp(320);'>HH</span> books, their entire&nbsp;business plan&nbsp;on Chaos is bizarre to me. And don't get me started on creating an all-daemon army that you won't even be able to use with <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> armies.&nbsp; I don't blame Jervis and the designers much...it's clear a lot of this is coming from above them.&nbsp; </font><br />  <br />  </p>]]></description>
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				<pubDate><![CDATA[Thu, 18 Oct 2007 08:15:10]]> GMT</pubDate>
				<author><![CDATA[ gorgon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By migsula on 10/15/2007 3:49 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  I think it's the first time ever when a new codex is worse than the previous incarnation - which sadly is really sad. <br />  <br />  Extra sad given how positive a person I am.<br />  <br />  The new codex is sad.</div></blockquote>  <p>Yeah, if you're that down on it, it says a lot. <br />  <br />  </p>]]></description>
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				<pubDate><![CDATA[Thu, 18 Oct 2007 08:21:17]]> GMT</pubDate>
				<author><![CDATA[ gorgon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Now I'm not saying that T4(5) is worth 50 points, but to say most of the important weapons in the game ignore it is just silly.  Both Dakkafexes and most of the shooting from Eldar skimmers, heck Eldar in general, is Strength 6 and being Toughness 5 really matters.  On the contrary it can be difficult to justify the Mark of Tzeentch when the best tournament armies have a lot of high strength multi-shot weapons that will kill you as fast as a normal <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.]]></description>
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				<pubDate><![CDATA[Thu, 18 Oct 2007 08:57:16]]> GMT</pubDate>
				<author><![CDATA[ Fatman]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By gorgon on 10/18/2007 1:15 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By H.B.M.C. on 10/17/2007 2:25 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  This is by no means to see that the Codex isn't powerful or competative. People often mistake my ire with the Codex for someone complaining that it isn't powerful. I don't give two $#!ts about the power of the Codex. It could be the most broken powerful Codex in the game, but I won't play it if the life's been sucked out of it.<br />  <br />  The Chaos Codex has had the life sucked out of it. The book itself makes an excellent door-mat though, and makes an excellent frisbee.<br />  </div></blockquote>  <p><font >That's the thing for me.&nbsp; As a product, is this codex inspiring?&nbsp; Does it inspire players to start Chaos armies?&nbsp; </font></p>  <p><font >Obviously, some folks have been.&nbsp; And certainly the weird Warseer types can feel morally righteous about this book after calling the old one concentrated evil simply because of a few broken builds. But I suspect many others aren't interested, at least not like with the old book.&nbsp; </font></p>  <p><font ><span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s problem is that they approached this as a <b>streamlining without really offering any new take or new direction</b>.&nbsp; Yes, I know -- this one is about renegades.&nbsp; But what flavor or take does it offer a renegade player that the last book didn't?&nbsp; </font></p>  <p><font >Obviously, I'm biased, but if you're going to streamline the book and steer it away from the Legions, why not really change things and work in a few <span class="glossaryitem" onmouseover='gp(79);'>LatD</span> elements to better differentiate <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> from the loyalists?&nbsp; Then follow up one year later with a Legions book based around the &quot;big four.&quot; That way you end up with:</font></p>  <p><font >1) A somewhat new take on <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> that might attract new players<br />  2) Reason for existing <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> players to add new units and buy more models<br />  3) *More* support for people interested in Legions (and more <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> sales)</font></p>  <p><font >How is that not a better plan for <span class="glossaryitem" onmouseover='gp(50);'>GW</span>?&nbsp; </font></p>  <p><font >It's fine that they broke some eggs...but then you have to make the omelet.&nbsp; <span class="glossaryitem" onmouseover='gp(50);'>GW</span> forgot to turn on the stove.&nbsp; </font></p>  <p><font >At a time when the Legions are at a height of popularity thanks to the <span class="glossaryitem" onmouseover='gp(320);'>HH</span> books, their entire&nbsp;business plan&nbsp;on Chaos is bizarre to me. And don't get me started on creating an all-daemon army that you won't even be able to use with <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> armies.&nbsp; I don't blame Jervis and the designers much...it's clear a lot of this is coming from above them.&nbsp; </font><br />  <br />  </p>  </div></blockquote>  <p>Quoted for truthery. </p>  <p>Think if they had gone into detail doing:</p>  <p><br />  </p>  <p>Inversely do a retrospective. Lets pull back to <span class="glossaryitem" onmouseover='gp(320);'>HH</span>. Detail the traitor legions in all their original glory.&nbsp; Lets capitalize on these <span class="glossaryitem" onmouseover='gp(320);'>HH</span> books.&nbsp; Give them unique weaponry that existed at the time period: some ideas: a higher percentage of artificer armor,&nbsp; some better weapons, some heavy support, legion specific wargear and vehicles (Warmaster design landraider, Emperor's champion rapier tank, World Eaters Death Brigade or other interesting oddities made up just for them).&nbsp; Lets put in some heroes and villains from the books and their power at the time of the heresy.&nbsp; Loken, Torgaddon, Tarvitz, Eoden, maybe even a page with the list for the Eisenstein 70.&nbsp; You could then play them as heretics or loyalists pre-crusade (or what if scenarios). include new missions specific to the codex, culminating in &quot;Breach at Imperial Gate 27&quot; </p>  <p>Put a note in that this is dex I, Codex Dark Crusades is Part II<br />  </p>  <p>Codex Dark Crusades would detail chaos in at the turn of the 40th K. That codex would link in new traitors, <span class="glossaryitem" onmouseover='gp(79);'>LATD</span>, and Chaos forces, demonic legions, Sons of Sek units all that jazz.&nbsp; Have traitor cults units as new elites being&nbsp; more powerful than previously, and rare leading these overall forces.&nbsp;&nbsp;Visualize <span class="glossaryitem" onmouseover='gp(320);'>HH</span> era survivors as A Champ level or even <span class="glossaryitem" onmouseover='gp(305);'>GK</span> level commanding a bunch of chaos mainre &quot;newbs&quot; or chaos forces storming through the Sabbat region, new area incursions, and of course the bloodbath at <span class="glossaryitem" onmouseover='gp(33);'>EOT</span>. </p>  <p>It could have been glorious.  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> </p>  <p>&nbsp;</p>  <p>&nbsp;</p>  <p>Just think, you could then have a codex for marines at the time of <span class="glossaryitem" onmouseover='gp(320);'>HH</span> as well. </p>]]></description>
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				<pubDate><![CDATA[Thu, 18 Oct 2007 09:15:26]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By jfrazell on 10/18/2007 2:15 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  It could have been glorious.  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> <br />  </div></blockquote>  <br />  I think you just made me weep...<br />  <br />  As it happens, in the Chaos Codex I'm writing the Chosen are the 10,000 year old vets, so they're the WS5 BS5 ones. The Legion Codices we're doing will have specialist units, so a Khornate Marine army will have a unit choice 'World Eater Veterans', who are uber-Berzerkers.<br />  <br />  So much potential wasted. Instead we get generic daemons.<br />  <br />  BYE]]></description>
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				<pubDate><![CDATA[Thu, 18 Oct 2007 17:53:45]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <p><div   ><span  ><font color="#555555">As a Dark Angels player, I don't see your point</div  ><br />  <br />  Well you wouldn't. Your army doesn't have any options.<br />  <br />  But let me break it down for you:<br />  <br />  V3.5 Chaos Codex introduced Vet Skills as a way of separating Loyalists from the 10,000 year old Horus Heresy vets. V4 Marine Codex allows certain Marine units to take Vet Skills as well. V4 Chaos Codex removed Vet Skills (and everything else for that matter).<br />  <br />  So now the 10,000 Vets don't have special skills, but Loyalists do. <br />  <br />  I know you knew that already.<br />  <br />  <div   ><span class="glossaryitem" onmouseover='gp(50);'>GW</span> finally gets of its arse and hands down the much rumored redux Space Marine dex, neither will most Space Marine players</div  ><br />  <br />  Didn't the most recent quote from <span class="glossaryitem" onmouseover='gp(311);'>JJ</span> say that that book wasn't coming any time soon. Nevertheless, future actions in no way invalidate my argument <i>now</i>. They may later down the line, but that's to be expected.<br />  <br />  <div   >To say there wasn't a lot of things wrong with the previous codex would be delusional.</div  ><br />  <br />  I don't remember ever saying that. Don't put straw in my mouth.<br />  <br />  <div   >How many people gave chosen the Mark of Tzeentch? How many people really fielded Havocs, or Possessed. Raptors was a rare sight to see. Sure you had a ton of options in that dex, but more options doesn't a better codex make. The worst example of this was Spiky Bits/Master Crafting. Two Wargear that do the identical thing yet one is cheaper than the other.</div  ><br />  <br />  And this has what to do with what exactly?<br />  <br />  The last Codex had problems. The current Codex has problems. In this regard they are identicle. What the last Codex has that the new one doesn't have is <i>character/flavour/pazzaz. </i>It's <b>DULL</b><i>.<br />  <br />  <div   ></i>Was any Greater Deamon used in a non-cult army that wasn't the Blood Thirster?</div  ><br />  <br />  How is that the players' fault? If <span class="glossaryitem" onmouseover='gp(50);'>GW</span> could write rules to save themselves then all units would be equally useful and there would have been a real choice between the <span class="glossaryitem" onmouseover='gp(42);'>GD</span>'s. As it stands, Games Workshops standing rule is when there is one no brainer and three weak options, rather than make all four options good, it's just to remove all four and replace it with a half-assed half-way rule.<br />  <br />  <div   >How often did you face the Oblitorator/ 4 Heavy Support Iron Warriors, or a Deamon-bomb army?</div  ><br />  <br />  I <i>play</i> Iron Warriors. I only own 3 Oblits, and I spent most of my time using Havocs. I have the capacity to do a Slaaneshi Daemonbomb. I don't do it because it's not fun to use. I'd rather my force be an interesting mix of (useful) units. <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'d rather all my units be the same.<br />  <br />  And again, this is the fault of the people <i>writing the book</i>, not the players.<br />  <br />  <div   >It may be less options but ultimately you will see more verity of armies fielded from it.</div  ><br />  <br />  Yep, those 2 Lash/6 1Ksons armies sure are varied...<br />  <br />  BYE</font></span></p>]]></description>
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				<pubDate><![CDATA[Thu, 18 Oct 2007 18:03:02]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <div   >Well you wouldn't. Your army doesn't have any options.<br><br>But let me break it down for you:<br><br>V3.5 Chaos Codex introduced Vet Skills as a way of separating Loyalists from the 10,000 year old Horus Heresy vets. V4 Marine Codex allows certain Marine units to take Vet Skills as well. V4 Chaos Codex removed Vet Skills (and everything else for that matter).<br><br>So now the 10,000 Vets don't have special skills, but Loyalists do.<br><br>I know you knew that already.</div  ><br><br>Of course I knew that already. I was being sarcastic.<br><br><div   >Didn't the most recent quote from <span class="glossaryitem" onmouseover='gp(311);'>JJ</span> say that that book wasn't coming any time soon. Nevertheless, future actions in no way invalidate my argument now. They may later down the line, but that's to be expected.</div  ><br><br>My point was that if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has really committed to the new codex structure introduced with Dark Angels, it should be taken into account when reviewing the codex. Context is everything. <br><br><div   ><br>I don't remember ever saying that. Don't put straw in my mouth.</div  ><br><br>I apologize, I wasn't making a reference to you necessarily. I was just addressing the people who look at the old codex as some great piece of parchment, where you and me both know that it had it's fair share of problems.<br><br><br><div   >And this has what to do with what exactly?<br><br>The last Codex had problems. The current Codex has problems. In this regard they are identicle. What the last Codex has that the new one doesn't have is character/flavour/pazzaz. It's DULL.<br></div  ><br><br>I was referring to the fact that the previous codex had so many useless units and options that it did lead to certain no brainier builds. Power scale between legions was definitely a problem.<br><br>I would have to disagree on the new codex being dull. Sure, there is still a ton of potential with Chaos, but considering this is a codex to represent only one aspect of the forces of chaos, I think it does a pretty good job. But this is a matter of opinion, yours may vary but the individual person will have to make up their own mind.<br><br><div   >How is that the players' fault? If <span class="glossaryitem" onmouseover='gp(50);'>GW</span> could write rules to save themselves then all units would be equally useful and there would have been a real choice between the <span class="glossaryitem" onmouseover='gp(42);'>GD</span>'s. As it stands, Games Workshops standing rule is when there is one no brainer and three weak options, rather than make all four options good, it's just to remove all four and replace it with a half-assed half-way rule.</div  ><br><br>I think that is the point of the new codexes. Sure there are still more effective choices in the codexes, but if you really want any unit in the dex in your army, you can make it work. Unlike before there isn't any useless choices. I can even make an argument for Possessed (in a Mech Assault list). Hopefully <span class="glossaryitem" onmouseover='gp(50);'>GW</span> will take the time they need to give us a Deamon codex that actually has 4 Greater Deamons that are hard to decide, or make things like Horrors useful.<br><br><div   >I play Iron Warriors. I only own 3 Oblits, and I spent most of my time using Havocs. I have the capacity to do a Slaaneshi Daemonbomb. I don't do it because it's not fun to use. I'd rather my force be an interesting mix of (useful) units. <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'d rather all my units be the same.<br><br>And again, this is the fault of the people writing the book, not the players.</div  ><br><br>I don't blame the players, you got to field what wins games sometimes. But at least now there is an effort from <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to give us balanced codexes without useless units or a Wargear list that most veterans pass on. <br><br><div   >Yep, those 2 Lash/6 1Ksons armies sure are varied...</div  ><br><br>All I can say to that is how many different lists out of the codex place in the Ard Boys tournament. I would be surprised if every one of those list look roughly the same.]]></description>
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				<pubDate><![CDATA[Thu, 18 Oct 2007 23:49:24]]> GMT</pubDate>
				<author><![CDATA[ Mahu]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I built a 1500 point list today. We'll see how she handles on the battlefield. If anything, my playstyle has been enhanced and rewarded in the new book.<br>Read the new background too. Some of it is a bit dodgy, other bits are good. I liked the bits about marines going renegade, quite good I thought.]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2007 00:08:12]]> GMT</pubDate>
				<author><![CDATA[ Da Boss]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <p>I think the chaos codex is prety nice in terms of its units, power etc etc, and I think there is more variety in good lists than some give credit for. In that regard I disagree with a lot of what HMBC says.</p>  <p>There is one thing I do agree with him on though, and that is flavor/character or whatever you want to call it.&nbsp; I was never&nbsp;into old chaos nor did I play it, so it has nothing to do with comparing to the old stuff. But having bought the army deal, and put most of it together I found I couldn't really get into it, for some unknown reason I just just couldn't find that spark of imagination that made we want to get it painted and and play with them. </p>]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2007 00:16:17]]> GMT</pubDate>
				<author><![CDATA[ puree]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By H.B.M.C. on 10/18/2007 10:53 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By jfrazell on 10/18/2007 2:15 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  It could have been glorious.  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> <br />  </div></blockquote>  <br />  I think you just made me weep...<br />  <br />  </div></blockquote>  <p><br />  It's really sad, isn't it?&nbsp; There's so many interesting things they could have done.&nbsp; And I don't think it's truly because of a lack of ideas among the designers.</p>  <p>But <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s now a company primarily concerned with shelf space, inventory management and plastics manufacturing...not&nbsp;ideas.&nbsp; Don't get me wrong, I&nbsp;understand <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s business constraints and needs.&nbsp; But at the end of the day, you have to create interesting products that your customers really WANT. </p>  <p>At least Orks look promising.&nbsp; </p>  <p><br />  </p>]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2007 01:25:39]]> GMT</pubDate>
				<author><![CDATA[ gorgon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By gorgon on 10/19/2007 6:25 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <blockquote class="uncited"><div>Posted By H.B.M.C. on 10/18/2007 10:53 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By jfrazell on 10/18/2007 2:15 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  It could have been glorious.  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> <br />  </div></blockquote>  <br />  I think you just made me weep...<br />  <br />  </div></blockquote>  <p><br />  It's really sad, isn't it?&nbsp; There's so many interesting things they could have done.&nbsp; And I don't think it's truly because of a lack of ideas among the designers.</p>  <p>But <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s now a company primarily concerned with shelf space, inventory management and plastics manufacturing...not&nbsp;ideas.&nbsp; Don't get me wrong, I&nbsp;understand <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s business constraints and needs.&nbsp; But at the end of the day, you have to create interesting products that your customers really WANT. </p>  <p>At least Orks look promising.&nbsp; </p>  <p><br />  </p>  </div></blockquote>  <p>I respect the need to make profits, and inventory management is one part of that.&nbsp; However, this really wouldn't have impacted that. Their net SKU's need not have been higher.&nbsp;&nbsp;Indeed I'm all about combining&nbsp;SKU's.&nbsp;My primary point is that this is a fluff breakage and list breakage.&nbsp; A chaos sprue option nets you all the marine and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> vehicles troops. Specialized chaos minis would be no more than now, just set at <span class="glossaryitem" onmouseover='gp(320);'>HH</span>.&nbsp; The Dark Crusades book would feed off existing, mayhaps with some minor new kits and, heaven forbid, use of conversions until particular SKU's become popular enough to warrant the cost of a new SKU. They could even have &quot;how to kits&quot; for converting things to non-produced models (the scorpion comes to mind).&nbsp; It also would be a nice feed for <span class="glossaryitem" onmouseover='gp(39);'>FW</span>. </p>  <p>But in essence its purely a fluff and list change. </p>  <p><br />  <br />  </p>]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2007 03:17:24]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Well I read that review by HMBC and based on what he is saying I think that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> tried to fix the most broken&nbsp;Army in the game. As a guard player it was extremely annoying to have these deamons ALLWAYS get the charge, especially with millions of rending attacks coming your way. Or those guys who all had power wpns, or those I5 birds, that are also S5 that scatter then move 12 then assault. THAT was broken. There was nothing you could do about those daemon bombs, but when people do things like turbo boost into your face, it is rather difficult. <br />  <br />  It seems there is now one stat to govern them all to allow people to have more fun with chaos. Now we might start seeing som chaos armies that are actually themed. Unlike before when people would have a circus on the table and call it an Army. They looked like random models thrown together, especially deamony players (except for nurgle). The correction of much that was broken has sparked my interest and I might now start playing a chaos army.]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2007 13:24:19]]> GMT</pubDate>
				<author><![CDATA[ smart_alex]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Well HBMC, they're all piling on you, so I guess I'll try and take some of the brunt.<br />  <br />  You guys are trying to argue about different things.&nbsp; No one disagrees that the old codex had balance problems: Demonbombs, Pie Plates of Doom, etc.&nbsp; Some armies were no brainers if you cared about winning.&nbsp; Who's fault is it: the players, for utilizing an efficient and brutal army, or the designers for not figuring out how to abuse an army?<br />  <br />  But instead of taking a look at how those &quot;cheesy&quot; armies are being abused and try and tweak them to curtail their power a little, what does <span class="glossaryitem" onmouseover='gp(50);'>GW</span> do?&nbsp; They rip out the old armies completely.&nbsp; It's like if they took the old Black Templars army (which could be played cheesy as well) and rolled it into the regular Marine Codex.&nbsp; Oh, those mixed unit squads you've got?&nbsp; They're too confusing and complicated, so we'll just get rid of them.&nbsp; If you want a Black Templar army, just paint your marines black, it's the same thing really.<br />  <br />  No, they adjusted the Templar codex and it's still unique and fluffy, and (I'm guessing here) pretty balanced.&nbsp; There aren't any 40 page long posts about Templars, so I'm assuming people are pretty happy with it.<br />  <br />  But the studio <i>gutted </i>the Chaos Codex.&nbsp; Any army theme is now a paint job at most.&nbsp; Marines get 4+ codecies for individual chapters, but all of chaos gets rolled into one half-assed book.&nbsp; And guess what?&nbsp; There's still horribly cheesy armies that can be b<font size="2" face="Arial">uild from it.&nbsp; You might as well get the entire studio to stand up on an aircraft carrier and proclaim, &quot;Mission Accomplished</font><font size="2" face="Arial"><i></i></font><font size="2" face="Arial">.&quot;<br />  <br />  We should not be upset that they took strides to eliminate the overpowered army builds.&nbsp; That's a good thing.&nbsp; What we should be upset about is that they destroyed the flavor of an entire army.&nbsp; The varied styles of demons (of which there used to be 16): gone.&nbsp; The rules differentiating 8 different legion play styles: gone.<br />  <br />  And people wonder why Marines are so popular.&nbsp; Every other army gets one book for an entire race, and the marines get nearly half a dozen.<br />  <br />  Stupid, stupid moves.&nbsp; I guarantee they keep 'em coming, too.<br />  </font>]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2007 16:19:46]]> GMT</pubDate>
				<author><![CDATA[ The Power Cosmic]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By smart_alex on 10/19/2007 6:24 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Now we might start seeing som chaos armies that are actually themed. Unlike before when people would have a circus on the table and call it an Army. They looked like random models thrown together, especially deamony players (except for nurgle).<br />  </div></blockquote>  Wait, <i>what???</i>&nbsp; Are we even talking about the same codex here?&nbsp; Did you somehow obtain the secret Not Crummy edition of the new Chaos codex?&nbsp; Seeing as how the old&nbsp;codex allows themed armies based on&nbsp;one of the 9 original Traitor Legions while the new one enables players to field nice &quot;themed&quot; <strike>circuses</strike> armies of 9 Obliterators, 2 squads of 1kSons, and 2 Slaaneshi Fzorglerors - I must assume that you are merely confused.&nbsp; So just to make sure we're on the same page here -&nbsp;the <i>old&nbsp;codex</i>&nbsp;is the one with&nbsp;the two Black Legion marines on the cover, one with bolter, the other with power fist;&nbsp;the cover of the <i>new&nbsp;codex</i>&nbsp;features a fat cretinous mongoloid with a&nbsp;lightning claw who evidently has deemed it&nbsp;prudent&nbsp;to remove his helmet&nbsp;while standing in the middle of a raging inferno (it seems someone has set the whole battlefield on fire) thus revealing his hilariously&nbsp;tiny pinhead.&nbsp; I'm glad we got that straightened out.]]></description>
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				<pubDate><![CDATA[Fri, 19 Oct 2007 20:25:25]]> GMT</pubDate>
				<author><![CDATA[ Abadabadoobaddon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By The Power Cosmic on 10/19/2007 9:19 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Well HBMC, they're all piling on you, so I guess I'll try and take some of the brunt.<font face="Arial" size="2"><br />  </font></div></blockquote>  <p>And just like in my review thread, they're all heaping on me for the same reason. They all think I'm complaining about lost Codex power.<br />  <br />  <br />  <b>Please people</b>, get it through your skulls:<br />  <br />  <b><i>I. Do. Not. Care. How. Powerful. Or. Weak. The. New. Chaos. Codex. Is.</i></b><br />  <br />  It could be the most powerful Codex on the shelves. It could be spanking 'Ziller lists and killing Falcons with ease and I wouldn't a give a damn.<br />  <br />  Why?<br />  <br />  <b>Because it's boring!!!</b><br />  <br />  The character of the Legions are gone. The varied lists that made things interesting are gone. The endless options and <b>choice</b> a Chaos player had is gone.<br />  <br />  Whenever someone says &quot;<i>Well atleast 1Ksons are competative now</i>&quot; I both laugh and die a little inside because 1kSons don't EXIST as an army any more. They're a unit choice. But, on the bright side, atleast they <i>got</i> a unit choice. For all us Iron Warrior, Word Bearer and Alpha Legion players out there - like myself - we got relegated to simply a different paint job on our models. And let's not even get started on my second fav army in the game, my lovingly created and tirelessly converted Lost &amp; The Damned army, who are now completely gone.<br />  <br />  And then the Daemons. Emperor's Blood the Daemons...<br />  <br />  I said it in my review and I'm going say it again here:<br />  <br />  <br />  It is absolutley <i>sickening</i> that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> can release three different rulesets for Deep Striking Terminators in <i><b><u>three</u></b></i>&nbsp;<b>codex-following</b> Marine Chapters (Ultras, Dark Angels, Imperial Fists), yet there isn't enough difference in their minds to give a Bloodthirster and a Lord of Change different statlines.<br />  <br />  <br />  It's a joke.<br />  <br />  The new Codex has powerful builds.<br />  The new Codex can be abused - not as much as the old one, but I never denied that the old one was a little too powerful in some cases.<br />  There's nothing wrong with the new Codex from a game or power perspective.<br />  <br />  But for the reasons I play this game - for the background, fluff and making themed armies - this Codex is <b>devoid </b>of life. It's dull. Lifeless. A testament to the unimaginative morons who write these things (Phil Kelly aside... I think he's the last great bastion of decent Codex construction).<br />  <br />  <br />  So for the love of our Immortal Emperor, please stop whining at me about how I just want my 4 Heavy Support Choices back, or my Daemon Bomb back. I don't want either of those. What I want is the SOUL of Chaos to be returned, so that the army is fun again.<br />  <br />  BYE</p>]]></description>
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				<pubDate><![CDATA[Sat, 20 Oct 2007 01:58:12]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Hear hear.<br><br>Different paint doesn't make a different army. Different rules make a different army. While you could make a Sisters of Battle army with Marine rules and just put little girly heads on them and paint them black and red it is not the same thing.]]></description>
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				<pubDate><![CDATA[Sat, 20 Oct 2007 06:23:50]]> GMT</pubDate>
				<author><![CDATA[ Wehrkind]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ If you don't like the new chaos codex so much .... don't use it<br><br>God ... whining about it incessently is "boring".<br><br><span class="glossaryitem" onmouseover='gp(50);'>GW</span> seems to be setting Chaos up like the real <span class="glossaryitem" onmouseover='gp(388);'>SMs</span>.<br><br>A main codex, with "chapter" (or leigion) codexes.<br><br>Or am I the only one that's seen the pattern here?]]></description>
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				<pubDate><![CDATA[Sat, 20 Oct 2007 20:25:27]]> GMT</pubDate>
				<author><![CDATA[ teamroocket]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By teamroocket on 10/21/2007 1:25 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  If you don't like the new chaos codex so much .... don't use it<br />  <br />  God ... whining about it incessently is &quot;boring&quot;.<br />  <br />  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> seems to be setting Chaos up like the real <span class="glossaryitem" onmouseover='gp(388);'>SMs</span>.<br />  <br />  A main codex, with &quot;chapter&quot; (or leigion) codexes.<br />  <br />  Or am I the only one that's seen the pattern here?</div></blockquote>  <p><br />  If you dont like these types of threads so much....dont read them.</p>  <p>This is what a chaos discussion looks like nowadays.</p>  <p>Perhaps I'm behind in the times for rumors or some such, perhaps you could enlighten us on what you've heard about CODEX: World Eaters, or CODEX: Night Lords....</p>  <p>sorry, you're the only one that see's a pattern set up for legion codeii, its not happening, thats been a pipe dream for chaos players for the last 3 editions of the army.&nbsp; This is all marine players are going to have to work with until finally Codex: daemons comes out....if it does.</p>  <p>....chaos marines are screwed for the next couple of years...this will be all they get.</p>  <p>...thank you drive thru.<br />  </p>]]></description>
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				<pubDate><![CDATA[Sat, 20 Oct 2007 22:04:09]]> GMT</pubDate>
				<author><![CDATA[ Deadshane1]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By teamroocket  on  10/21/2007 1:25 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  If you don't like the new chaos codex so much .... don't use it<br />  <br />  God ... whining about it incessently is &quot;boring&quot;.<br />  <br />  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> seems to be setting Chaos up like the real <span class="glossaryitem" onmouseover='gp(388);'>SMs</span>.<br />  <br />  A main codex, with &quot;chapter&quot; (or leigion) codexes.<br />  <br />  Or am I the only one that's seen the pattern here?</div></blockquote>  <br />  2 points for Whining about Whining.<br />  <br />  He's not whining. Each time he posts it's in response to someone else's<br />  post or accusation. People are discussing it with him and he's discussing<br />  right back. Knowing HBMC, he's NOT going to use the new codex<br />  unless he's playing someone outside his gaming group. <br />  <br />  Some people want to play a game where army themes translate into nifty<br />  rules. The don't have to be game breakers, they just have to be different than<br />  your average army list. I feel like the success of the Imperial Guard codex and<br />  the Space Marine codex was on its use of variant lists together with a crazy<br />  plastic splash release. When the water settled, everyone wanted to buy figures<br />  for a new army that they customized.<br />  <br />  Did some people only assemble &quot;the best&quot; options? Yes. But others also opted<br />  for the ones that fit their army, or left 1-3 slots open for a characteristic <br />  trademark that only a Doctrine could provide. (Priests, Independent <br />  Commisars, the Space Marine Scouting army, etc.)<br />  <br />  And if the Chaos Codex has the chaos god specific units already in the <br />  codex, then <span class="glossaryitem" onmouseover='gp(50);'>GW</span> probably wrote the Chaos Codex to be more like the Eldar <br />  one, i.e. without a plan to release sub-codex.]]></description>
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				<pubDate><![CDATA[Sun, 21 Oct 2007 01:48:03]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I said this on the old thread, but if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> had branded this as Codex: Renegades, I would have a lot less problem with it.&nbsp; Make the renegades the ones who are lightly aligned to reflect their more modern nature.&nbsp; Surely a chapter that's only been into Chaos for a few thousand years wouldn't be able to get as much support from the gods as the original 9.&nbsp; This would explain the lame demons and the lack of variant lists.<br />  <br />  Then you make a proper Codex: Traitor Legions, which would be focused on the original 9, like the old codex was.&nbsp; You could even then establish the Codex: Chaos Cultists book, replete with traitorous <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, all-demon armies, etc.&nbsp; That would be a &quot;let you imagination run wild&quot; type of book.<br />  <br />  Pipe dream, I know.]]></description>
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				<pubDate><![CDATA[Sun, 21 Oct 2007 06:50:38]]> GMT</pubDate>
				<author><![CDATA[ The Power Cosmic]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By The Power Cosmic on 10/21/2007 11:50 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  I said this on the old thread, but if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> had branded this as Codex: Renegades, I would have a lot less problem with it.&nbsp; Make the renegades the ones who are lightly aligned to reflect their more modern nature.<br />  </div></blockquote>  <p>But then how would they be distinguished from loyalists?&nbsp; Why wouldn't recently turned chapters still have assault cannons, land speeders, razorbacks, attack bikes and scouts?&nbsp; Why would they all of a sudden start arming their devastators with autocannons, plasma guns, meltaguns, and flamers instead of multi-meltas and plasma cannons?</p>  <p>What they should have done is kept the Chaos legions separate in their own codex (maybe with the addition of mutants/cultists).&nbsp; Then they should have had a separate codex/supplement with rules about how to convert the space marine and imperial guard lists to renegade marines and traitors -&nbsp;basically&nbsp;a more in-depth and detailed version of the Adversaries rules&nbsp;from the <span class="glossaryitem" onmouseover='gp(30);'>DH</span> and <span class="glossaryitem" onmouseover='gp(144);'>WH</span> codices.&nbsp; This supplement would contain rules for&nbsp;&quot;lesser&quot; Marks (i.e. Chaos Icons), additional units (e.g. cultists, mutants, generic daemons), additional abilities (i.e. mutations and gifts), and&nbsp;restrictions (e.g. no <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>, no Chaplains, no Priests)</p>  <p>Of course this doesn't fit into <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s &quot;one book, one army&quot; stand-alone codex paradigm, so instead they change the fluff to make every Chaos force fit a single ruleset - and yes, the fluff has been ever so subtly changed.&nbsp; Just look at the new emphasis on mixed warbands&nbsp;consisting of a bazillion different chapters and legions all working together kumbaya.&nbsp;&nbsp;Judging solely by the pictures in the new codex it looks almost as if Abaddon has decreed that (with the exception of the Black Legion)&nbsp;henceforth Chaos marines from a single legion&nbsp;may never congregate in groups larger than 10.</p>  <p>With only one ruleset to govern all of Chaos, what we&nbsp;get inevitably&nbsp;ends up looking like a sort of&nbsp;statistical average of what used to be widely disparate and varied forces.&nbsp; The result is Thousand Sons and Death Guard running alongside Red Corsair terminators with reaper autocannons.</p>  <p>The new Chaos codex is&nbsp;about neither renegade chapters nor traitor legions - at least not as&nbsp;we knew them&nbsp;in the previous fluff.&nbsp;&nbsp;The new codex is&nbsp;about a&nbsp;bland new hybrid of the two that hadn't really existed until now.&nbsp; It's&nbsp;<i>Codex: Part Legions,&nbsp;Part Renegades, All Bland.</i></p>]]></description>
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				<pubDate><![CDATA[Sun, 21 Oct 2007 09:59:00]]> GMT</pubDate>
				<author><![CDATA[ Abadabadoobaddon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ It's a shame, I really am a fan of the new codex system.  I'm currently playing eldar and I'm even happy with my Dark Angels (slowed codex sure, but at least there was a real effort made...it looks nice at least and isnt 8 pages long)<br><br>Chaos just doesnt lend itself to this sort of book however...it would have to be double the size.  Chaos desperatly needs and DESERVES the treatment that loyalist marines get.  I mean, dont they sell almost as much chaos marine stuff as they do reagular marine?  Why not give them some extra attention and sell some more codeii?  It's another excuse to rob us of more money right?  Chaos has the fluff to be so diverse that they could support <span class="glossaryitem" onmouseover='gp(482);'>AT</span> LEAST 3 codeii.  Fantasy features two right now with the chaos fans waiting for the promised "demon" version, they already have beasts and a 'mortal' book.  <span class="glossaryitem" onmouseover='gp(3);'>40k</span> should really have an interchangeable series with Marines and cultists at the very least, this daemon book coming out is a step in the right direction, but I dont think a full-on Daemon army is going to look right on the tabletop, not for <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.  At least they're doing SOMETHING though.<br><br>I think the chaos codex WORKS fine, but at this point, its still a failure.  It doenst truly represent CHAOS.  Chaos needs to be supported more, its too diverse to truly fit into one book.]]></description>
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				<pubDate><![CDATA[Sun, 21 Oct 2007 10:58:23]]> GMT</pubDate>
				<author><![CDATA[ Deadshane1]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Abadabadoobaddon  on  10/21/2007 2:59 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <p>But then how would they be distinguished from loyalists?&nbsp; Why wouldn't recently turned chapters still have assault cannons, land speeders, razorbacks, attack bikes and scouts?&nbsp; Why would they all of a sudden start arming their devastators with autocannons, plasma guns, meltaguns, and flamers instead of multi-meltas and plasma cannons?</p>  </div></blockquote>  <br />  Don't get me wrong, a Renegade codex would have to be specifically designed to be one.&nbsp; The Chaos codex as-is is not, and it doesn't really fit.<br />  <br />  With a true Renegade codex you would get the icons (as lesser marks), generic daemons, the ability to know fear, etc.&nbsp; Some of the things that marines get would have to be limited.&nbsp; Assault cannons only on terminators, 0-1 speeders, limited razorbacks (if at all).&nbsp; Scouts would have to go.&nbsp; You're either going to be a full marine or you're going to be dead.&nbsp; The devastators using mixed weaponry would also have to be out of necessity.&nbsp; Renegades would be constantly on the run.&nbsp; Trying to re-capture lost weapons would be a pain.&nbsp; Doable, but difficult.<br />  <br />  I admit it would be tough to have Renegades balance that middle ground between loyalists and the big 9, but it could be done.&nbsp; Add the renegade Inquisitors.&nbsp; You could even include rules for the cursed founding,]]></description>
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				<pubDate><![CDATA[Sun, 21 Oct 2007 11:41:16]]> GMT</pubDate>
				<author><![CDATA[ The Power Cosmic]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Deadshane1 on 10/21/2007 3:04 <span class="glossaryitem" onmouseover='gp(682);'>AM</span></div></blockquote>  <blockquote class="uncited"><div>sorry, you're the only one that see's a pattern set up for legion codeii, its not happening, thats been a pipe dream for chaos players for the last 3 editions of the army.&nbsp; This is all marine players are going to have to work with until finally Codex: daemons comes out....if it does.</div></blockquote>  <p>It seems like all signs point to the daemon book next year.&nbsp; However, all signs also point to it not being &quot;allyable&quot; with the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex.&nbsp; So if you want to start an all-daemon army, you'll be happy.&nbsp; </p>  <p>I think they left design room for Legion books, but who knows when or if they'll ever happen.&nbsp; I imagine they'll be YEARS down the road at the very minimum.&nbsp; </p>  <p>When you look at the struggle it's been to get an updated Ork codex, you have to think <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s representation of Chaos in <span class="glossaryitem" onmouseover='gp(3);'>40K</span> will be the new <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex, and an all-daemon army book (essentially <span class="glossaryitem" onmouseover='gp(3);'>40K</span> rules for WFB Daemonic Legions) for a very long time.&nbsp;&nbsp; </p>  <p>Yeah, that oughta cover it.&nbsp; </p>  <p>Boo.&nbsp; </p>  <p><br />  </p>]]></description>
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				<pubDate><![CDATA[Mon, 22 Oct 2007 01:31:37]]> GMT</pubDate>
				<author><![CDATA[ gorgon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <p >There are a few things that I don&rsquo;t like about the new chaos codex. </p>  <p > &nbsp; #1. Lack of lascanons. The good choices are infiltrating chosen but they pay a premium for their lascanons and oblits. Other than that you are looking at land raiders which are still expensive, 10 man marine squads (if they had combat squads they would be much better.), very expensive predators and havocs. So, not very many good options for you.</p>  <p > &nbsp; #2. Lack of psychic defense. You introduce the lash which is overpowered, but no defense against it? Almost every army out there has some defense against psychic powers, but to have a codex without anything is idiotic. You have Thousand Sons which are some of the most powerful sorcerers in the galaxy, but they can&rsquo;t figure out how to stop psychic attacks? </p>]]></description>
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				<pubDate><![CDATA[Mon, 22 Oct 2007 04:11:58]]> GMT</pubDate>
				<author><![CDATA[ Blackmoor]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Blackmoor  on  10/22/2007 9:11 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <br />  <p > &nbsp; #2. Lack of psychic defense. ....You have Thousand Sons which are some of the most powerful sorcerers in the galaxy, but they can&rsquo;t figure out how to stop psychic attacks? </p>  </div></blockquote>  <br />  That always makes me smile as well.&nbsp; Almost as much as Ahriman not being able to overcome some spotty teenage inquisistor with an acme psy hood.]]></description>
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				<pubDate><![CDATA[Mon, 22 Oct 2007 12:17:51]]> GMT</pubDate>
				<author><![CDATA[ puree]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ yeah daemonic rune was great.  now my khorne lord can be blown up left and right.]]></description>
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				<pubDate><![CDATA[Mon, 22 Oct 2007 14:07:43]]> GMT</pubDate>
				<author><![CDATA[ chinamanjohn]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By puree on 10/22/2007 5:17 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By Blackmoor on 10/22/2007 9:11 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <br />  <p > &nbsp; #2. Lack of psychic defense. ....You have Thousand Sons which are some of the most powerful sorcerers in the galaxy, but they can&rsquo;t figure out how to stop psychic attacks? </p>  </div></blockquote>  <br />  That always makes me smile as well.&nbsp; Almost as much as Ahriman not being able to overcome some spotty teenage inquisistor with an acme psy hood.</div></blockquote>  Well at least he finally figured out how to properly&nbsp;use his force weapon.<br />  <br />]]></description>
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				<pubDate><![CDATA[Mon, 22 Oct 2007 14:10:18]]> GMT</pubDate>
				<author><![CDATA[ Abadabadoobaddon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ So now it seems everyone is complaining about themes.  How is an army themed when they have, khorne, slaneesh, furies, and all different types of daemons, used for thier different rules.  They dont even loook like an army, slaneesh look like some kind of dark eldar, khorne looked like a cross between an ork and satan, and some daemons even looked like boogers.  Now it seems with daemons all the same stat line, (If I understood corectly) there will be no more circus effect cause people will have a true, slaneesh army with all slaneesh daemons, no need to buy somthing else to throw the theme off.  <br><br>Now all you chaos players know what its like to play <span class="glossaryitem" onmouseover='gp(69);'>IG</span> in a way.  The only difference between this and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> is <span class="glossaryitem" onmouseover='gp(69);'>IG</span> has catachans, there is NO difference between death corps, cadian, steel legion, vestroyan, harakoni, etc...You can try to use docrines to somwhat customize your army but essentially they are all the same thing.  WELCOME <span class="glossaryitem" onmouseover='gp(421);'>TO</span> OUR WORLD, YOU ARE NOW LIKE THE OTHERS.  Personally I feel the same about marines, all of the dark angels, blood angels, space wolves etc...should all be marines, if you want blood angels, then paint 'em red, there is no need for all this other crap.  How would you all feel if out of all the books put out a year 2-3 of them were <span class="glossaryitem" onmouseover='gp(69);'>IG</span> books, one for cadians, one for vestroyans, one for catachans, one for harikoni, one for tallern....etc, etc.  Quit complaining cause you THINK you have it as bad as everyone else does for a change. <br><br> I have TONS of themeing in my army, my vehicles match my troops'  uniforms as well as unit insignia, commanders fit in, and they are all painted so as to have a SINGLE look.  Themeing is at the tip of your brush and in your artistic ability, not in a rulebook.  The only theme I would ever see in chaos armies is the "I want to win" theme. ]]></description>
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				<pubDate><![CDATA[Mon, 22 Oct 2007 17:54:54]]> GMT</pubDate>
				<author><![CDATA[ smart_alex]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ @smart alex- At the same time the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> have doctrines, which gives them a lot more customisation. <br><br>can anyone direct me to where I can find out all the info on the Daemon Codex? and please don't don't say go hunting in Warseer]]></description>
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				<pubDate><![CDATA[Mon, 22 Oct 2007 18:38:10]]> GMT</pubDate>
				<author><![CDATA[ Teh_K42]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <b>smart_alex</b>:<br />  <br />  Might I suggest reading beyond the pretty pictures and looking towards the back of the Guard Codex, where different rules are given for various types of Imperial Guard regiments. They're certainly not as exhaustive as a full-blown Codex, but they are rules for different regiments.<br />  <br />  Furthermore, the Doctrine system alone allows for many different styles of play with a Guard army, which is more than anyone can say for Chaos and their generic daemons.<br />  <br />  You user title is also quite ironic. Please don't let the irony continue...<br />  <br />  BYE]]></description>
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				<pubDate><![CDATA[Mon, 22 Oct 2007 22:00:04]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By smart_alex on 10/22/2007 10:54 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  So now it seems everyone is complaining about themes. How is an army themed when they have, khorne, slaneesh, furies, and all different types of daemons, used for thier different rules. They dont even loook like an army, slaneesh look like some kind of dark eldar, khorne looked like a cross between an ork and satan, and some daemons even looked like boogers. Now it seems with daemons all the same stat line, (If I understood corectly) there will be no more circus effect cause people will have a true, slaneesh army with all slaneesh daemons, no need to buy somthing else to throw the theme off. <br />  <br />  Now all you chaos players know what its like to play <span class="glossaryitem" onmouseover='gp(69);'>IG</span> in a way. The only difference between this and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> is <span class="glossaryitem" onmouseover='gp(69);'>IG</span> has catachans, there is NO difference between death corps, cadian, steel legion, vestroyan, harakoni, etc...You can try to use docrines to somwhat customize your army but essentially they are all the same thing. WELCOME <span class="glossaryitem" onmouseover='gp(421);'>TO</span> OUR WORLD, YOU ARE NOW LIKE THE OTHERS. Personally I feel the same about marines, all of the dark angels, blood angels, space wolves etc...should all be marines, if you want blood angels, then paint 'em red, there is no need for all this other crap. How would you all feel if out of all the books put out a year 2-3 of them were <span class="glossaryitem" onmouseover='gp(69);'>IG</span> books, one for cadians, one for vestroyans, one for catachans, one for harikoni, one for tallern....etc, etc. Quit complaining cause you THINK you have it as bad as everyone else does for a change. <br />  <br />  I have TONS of themeing in my army, my vehicles match my troops' uniforms as well as unit insignia, commanders fit in, and they are all painted so as to have a SINGLE look. Themeing is at the tip of your brush and in your artistic ability, not in a rulebook. The only theme I would ever see in chaos armies is the &quot;I want to win&quot; theme. </div></blockquote>  <p><br />  Having both guard and chaos, I can safely say you are incorrect. Guard have doctrines, which makes them quite customizable. Now we all know a plethora of doctrines are craptacular due to inefficient costing, but we still can play them. Add on armored company and the joy of <span class="glossaryitem" onmouseover='gp(39);'>FW</span>/<span class="glossaryitem" onmouseover='gp(60);'>IA</span>, and we have quite&nbsp; a few lists. </p>  <p>The more appropriate comparison would be chaos vs. the V3 vanilla marine codex.&nbsp; No doctrines, no traits, demons are two items in total, one of which is <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. </p>  <p><br />  </p>]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 00:05:17]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ As far as complains of dull and unthematic, that is personal taste. Personally, I have already been tempted with three different builds out of the codex (Nurgle-themed, Thousand Sons, and Astral Claws), all can be built differently with different units, still be competitive and can play totally different to each other. It's hard for me to imagine a codex with 5 different troop choices lacking theme.<br><br>A codex does not need to provide you rules to make different themed list, not with how mutable the new chaos list is.<br><br>To the complaint of "just the same with different colors", really how was that too different than before? What was the difference between a <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> in a Word Bearers army and a <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> in an Iron Warriors army. The only thing you really lost is a few special <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> changes.<br><br>My point is, it's still easy to make different themed armies out of the codex that is beyond just using the same units and changing the colors. ]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 01:05:04]]> GMT</pubDate>
				<author><![CDATA[ Mahu]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I'm more in agreement with Mahu than I am with HBMC, but I see both points.  Most importantly I don't play Chaos, but have a lot of friends who do.&nbsp; Just keep that in mind when reading my opinions on the subject, since I don't play them I feel what I think of the new dex has less impact than a player with 2 armies from the old dex.<br />  <br />  One buddy of mine never used Demons in his Chaos lists, so when it came to the latest dex, he's actually pretty happy about it, and not just because his primary Chaos force was 1kSons.  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br />  <br />  From my own perspective, there's about as much draw to using the new Dex as there was with the Old one.  The biggest difference is how useless the new demons are, but before all I'd ever consider using was Demonettes and Bloodletters anyway, because they were quite frankly too good.<br />  <br />  My main point being that even with the new Dex, I can still think of quite a few interesting builds that I'd enjoy using both for fun and for tournament play, if I were inclined to start Chaos.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 01:12:10]]> GMT</pubDate>
				<author><![CDATA[ Voodoo Boyz]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I concur with Voodoo_Boyz/Mahu.  The new Codex got me to start Chaos Space Marines. Then again, I'm originally a Necron player, so it doesn't take much to impress me with a Codexes versatility.  They had me at 5 Troop choices.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 02:01:21]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ WHy dont some of you actually READ my ENTIRE post.  I mentioned doctrines.  As an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> player i know all about them, first off about a third of them are just equipment which do nothing more than improve saves or give you <span class="glossaryitem" onmouseover='gp(162);'>inv</span> saves.   Second of all most of them are not that good, the ability to deep strike is ok, but just if your sending in suicide bombs, most of you clearly WAY OVERESTIMATE those doctrines. a guardman is still a guardsman.   I dont need any help on finding doctrines from any of YOU I know that codex EXTREMELY WELL.  The fact that there are doctrines does not even begin to compare with the different troop/daemon choices chaos had.  YOU CANNOT EVEN COMPARE <span class="glossaryitem" onmouseover='gp(484);'>IT</span> as far as the differences between blood angels, dark angels, ultamarines, and all that other stupid garbage.  You can only take 5 doctrines, which in turn greatly limit what else you can take which is stupid.  For ONE I would not give two craps if they got rid of doctrines in the future.  It would not change my THEMEING, you ALL MISSED THE POINT OF MY POST.  why don't you actually READ <span class="glossaryitem" onmouseover='gp(484);'>IT</span>!  Then try so reply without the sarcasm which seems to be what most people like to do in dakka.  ]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 06:35:04]]> GMT</pubDate>
				<author><![CDATA[ smart_alex]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ How useful the doctrines actually are is besides the point. The point is that they are there.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 06:40:48]]> GMT</pubDate>
				<author><![CDATA[ tegeus-Cromis]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Calm down.<br><br>If you are reading the same Chaos Codex I am, <span class="glossaryitem" onmouseover='gp(69);'>IG</span> has it beat in terms of effectivness. Had <span class="glossaryitem" onmouseover='gp(50);'>GW</span> given at least a half hearted attempt at even some small choices and taken the same approach as with the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex, we would not even have this conversation. Its all fine and good that you like themed armies, but it does no good if they look pretty on the table and die like a dog.<br><br>In point of fact, I feel for Chaos players just for this fact alone. I play <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, and even with a platoon of simple mudsloggers, I can easily own a terminator. Never mind the fact that the lack of choices was even considered, It wouldn't have hurt <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to give the major chaos armies/ powers thier own special flavor as per example: +1 toughness for nurgle,or a chance to field more Plague marines, or nurglings per casualty. 2 attacks or a frenzy choice for Khorne, a leadership choice or two for Tzeench or a unmodified roll against psych attacks, and even the chance to tun your enemies units for the Slaneesh.<br>Heck If they are coming out with new models, why in the world wouldn't there be choices to be even be considered? More choice = more sales. <br><br>As usual, the half hearted attept at a codex is something to keep people amused with for another few years, or until enough people stop buying Chaos to do it right in the second attempt.<br><br>Along with that, you just go on and on about nothing, no wonder you bring on the sarcasm.<br><br>Try looking at the big picture.For example,  If I gave you a Lemun Russ, but only told you you could use the heavy bolter on it, you would be pretty peeved as well. Thats the same as the new Codex compaired to the older ones.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 07:00:11]]> GMT</pubDate>
				<author><![CDATA[ Grot 6]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ See, the genie is out of the bottle as far as customization goes.&nbsp; How miffed would Marine players be if all their trait choices were gone.&nbsp; A bit, I bet.&nbsp; Eldar players lost their different Craftworlds, which I also think is a shame.&nbsp; They were a bit different that the Marine traits, but still.&nbsp; Take away a huge amount of flavor and style for an army and the players have a right to be upset about it.&nbsp; Especially since those armies were converted and such at no small expense.<br />  <br />  And as far as the daemon bias.&nbsp; The solution is to reduce the doubleplusgood daemons' power, or up their point cost.&nbsp; You DO NOT eliminate all difference between a Nurgling and a Bloodletter.&nbsp; I know, balance is a four letter word in some <span class="glossaryitem" onmouseover='gp(50);'>GW</span> circles, but come on.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 08:44:19]]> GMT</pubDate>
				<author><![CDATA[ The Power Cosmic]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By smart_alex on 10/22/2007 10:54 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  So now it seems everyone is complaining about themes. How is an army themed when they have, khorne, slaneesh, furies, and all different types of daemons, used for thier different rules. </div></blockquote>  <p>How is an army themed when&nbsp;they have&nbsp;Thousand Sons,&nbsp;Raptors, Obliterators, and a Greater Daemon of _____<sup>*</sup>&nbsp;led by a pair of Slaaneshi&nbsp;Fzorglerors?&nbsp; In fact what incentive do the rules give me&nbsp;<i>not</i>&nbsp;to have my Khorne army led by two <span class="glossaryitem" onmouseover='gp(41);'>Fzorgle</span> Princes with the Mark of Slaanesh?&nbsp; Not only is it perfectly legal, I don't even have to worry about losing my free champions anymore!</p>  <p><sup>* </sup>: <font size="1"><i>Who cares?&nbsp; THEY'RE ALL THE SAME!</i></font></p>  <blockquote class="uncited"><div>Posted By smart_alex on 10/22/2007 10:54 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Now it seems with daemons all the same stat line, (If I understood corectly) there will be no more circus effect cause people will have a true, slaneesh army with all slaneesh daemons, no need to buy somthing else to throw the theme off.</div></blockquote>  Well for the sake of argument let's just assume that the new daemons are actually worth fielding.&nbsp;&nbsp;Now suppose&nbsp;I had already&nbsp;made a Slaanesh &quot;circus&quot; army with a mix of daemons using the old codex.&nbsp; Who says I'm all of a sudden&nbsp;going to have a true Slaanesh army with all Slaanesh daemons under the new one?&nbsp; Why wouldn't&nbsp;I continue to use&nbsp;my&nbsp;Bloodletters and Furies models?&nbsp;&nbsp;In fact, since they're all identical now I&nbsp;could even mix them together in the same squads!&nbsp; Now that's what I call a&nbsp;<i>circus!</i>&nbsp; And if I&nbsp;wanted to&nbsp;pad my numbers&nbsp;I could&nbsp;just pick up a pack of Nurglings, put&nbsp;each on their own individual bases, and sprinkle them around my daemon units.&nbsp; Not only would this be cheap, it&nbsp;would have the added bonus of annoying people like yourself!&nbsp; Hey, maybe the new codex isn't so bad afterall!]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 09:39:49]]> GMT</pubDate>
				<author><![CDATA[ Abadabadoobaddon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ The new Chaos Codex still allows players to create themed armies, its just that some of them aren't optimized competitive builds.&nbsp; I play Chaos and feel that although my army on the whole got nerfed and had many variations sucked out of it, the new codex did a halfway decent job of righting some of the insanely broken things about the old codex.<br />  The variant lists were disgustingly overcharged and I'm glad that they are gone.&nbsp; Iron Warriors, Alpha Legion, Night Lords and Word Bearers all had insanely hardcore builds that pretty much swept the table in many cases if they got the first turn.&nbsp; I agree that the whole lesser/greater daemon thing is stupid, but the daemon summoning rules are way more balanced now.<br />  <br />  Players can still make a themed army, it just means saying no to a lash sorcerer or Ap3 Thousand Sons if they don't fit the theme.&nbsp; The new icon system makes it possible to have Terminators or Havocs that still gain a benefit from their allegiance.&nbsp; Its up to the player to make their force characterful and powerful now.&nbsp; The mixed god army of death is looking like the meanest build right now, but that doesn't mean you have to use it.&nbsp; <br />  <br />  <span class="glossaryitem" onmouseover='gp(3);'>40k</span> army building generally consists of a tradeoff between fluffiness and optimization.&nbsp; There were too many abusive builds in the old codex that carried the theme of an army to stupid extremes.&nbsp; I know I got tired of the tournament winning 9 Oblit/6 man Las-<span class="glossaryitem" onmouseover='gp(166);'>plas</span>/4 Heavy list.&nbsp; I fail to see why Iron Warriors players can't adopt a more balanced playing style that still reflects their background.&nbsp; Coming up with a winning list for them just will take a bit more creativity.<br />  <br />  The new codex is more of a grab bag, while it got rid of daemonic gifts and the books of chaos it also got rid of many of the annoying constraints that made building an army frustrating.&nbsp; I know as a Black Legion player it pissed me off that I couldn't have a Slaaneshii unit in an army led by a Khorne lord.&nbsp;&nbsp; Now the player can dictate the fluff of their army a bit more.<br />  <br />  Gav Thorpe definitely simplified the Chaos army too much but on the whole, this codex is a step in the right direction from the old one.&nbsp;]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 10:51:08]]> GMT</pubDate>
				<author><![CDATA[ Samwise158]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Abadabadoobaddon  on  10/23/2007 2:39 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  <p>How is an army themed when&nbsp;they have&nbsp;Thousand Sons,&nbsp;Raptors, Obliterators, and a Greater Daemon of _____<sup>*</sup>&nbsp;led by a pair of Slaaneshi&nbsp;Fzorglerors?&nbsp; In fact what incentive do the rules give me&nbsp;<i>not</i>&nbsp;to have my Khorne army led by two <span class="glossaryitem" onmouseover='gp(41);'>Fzorgle</span> Princes with the Mark of Slaanesh?&nbsp; Not only is it perfectly legal, I don't even have to worry about losing my free champions anymore!</p>  <p><sup>* </sup>: <font size="1"><i>Who cares?&nbsp; THEY'RE ALL THE SAME!</i></font></p>  </div></blockquote>  So? You could do that before too you know, and nothing stopped you. And the only &quot;benefit&quot; you got was a 13 points savings on an <span class="glossaryitem" onmouseover='gp(5);'>AC</span> and a +1 to your summoning roll, both of which were pretty damn unnecessary and really only benefited 2 of the Legions anyway (Khorne &amp; Slaanesh, since they had even squad numbers and Demons worth using).&nbsp; <br />  <br />  <blockquote class="uncited"><div>Posted By Abadabadoobaddon  on  10/23/2007 2:39 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By smart_alex on 10/22/2007 10:54 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Now it seems with daemons all the same stat line, (If I understood corectly) there will be no more circus effect cause people will have a true, slaneesh army with all slaneesh daemons, no need to buy somthing else to throw the theme off.</div></blockquote>  Well for the sake of argument let's just assume that the new daemons are actually worth fielding.&nbsp;&nbsp;Now suppose&nbsp;I had already&nbsp;made a Slaanesh &quot;circus&quot; army with a mix of daemons using the old codex.&nbsp; Who says I'm all of a sudden&nbsp;going to have a true Slaanesh army with all Slaanesh daemons under the new one?&nbsp; Why wouldn't&nbsp;I continue to use&nbsp;my&nbsp;Bloodletters and Furies models?&nbsp;&nbsp;In fact, since they're all identical now I&nbsp;could even mix them together in the same squads!&nbsp; Now that's what I call a&nbsp;<i>circus!</i>&nbsp; And if I&nbsp;wanted to&nbsp;pad my numbers&nbsp;I could&nbsp;just pick up a pack of Nurglings, put&nbsp;each on their own individual bases, and sprinkle them around my daemon units.&nbsp; Not only would this be cheap, it&nbsp;would have the added bonus of annoying people like yourself!&nbsp; Hey, maybe the new codex isn't so bad afterall!</div></blockquote>  <br />  So?<br />  <br />  You can use each in their own squads, to keep them visually consistent or you can mix them all up as you wanted.&nbsp; The choice is yours.&nbsp; It has very little to do with &quot;theme&quot;.&nbsp; I suspect that we'd here a lot of *female dog*ing still if we had &quot;generic demons&quot; that could be marked to give you:<br />  <br />  +1T for Plaguebearers<br />  +1I for Demonettes<br />  +1A for Bloodletters<br />  4+ <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> Save for Horrors<br />  <br />  Each mark costs +2 Points per model.&nbsp; Then they'd be different, but still mediocre.&nbsp; Would you still be here complaining about it?<br />  <br />  You could mix and match stuff before and you can now.&nbsp; You can also theme your force but must impose restrictions upon yourself.<br />  <br />  About the only real complaints I see being valid is having models that were invalidated by the old dex.&nbsp; For those players I happen to feel sorry for them and think it's a failing of <span class="glossaryitem" onmouseover='gp(50);'>GW</span> in the Chaos Codex.<br />  <br />  What I don't see as a failing is the little itty benefits or restrictions that the old rules placed on you for &quot;theme&quot;, where as now the same &quot;theme&quot; can be replicated in many instances.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 10:53:18]]> GMT</pubDate>
				<author><![CDATA[ Voodoo Boyz]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Again, no one's arguing about the power.&nbsp; The old codex had problems with uber-builds.&nbsp; But the answer is not to eliminate those builds completely, the answer is to balance the builds out so that no one is overwhelmingly powerful when compared to the others.<br />  <br />  Regular Marines get specific rules for painting their armies different colors.&nbsp; They're specific lists that differentiate them from other Marine armies.&nbsp; Chaos should get a similar treatment.&nbsp; Night Lords should be sneakier.&nbsp; Iron Warrior should have more heavy stuff.&nbsp; Word Bearers should get all sorts of daemons.&nbsp; They just need to be balanced.&nbsp; We've got point costs for a reason, use them!]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 11:27:24]]> GMT</pubDate>
				<author><![CDATA[ The Power Cosmic]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <p><font color="#555555">Samwise158:</font></p>  <p><font color="#555555">&quot;There were too many abusive builds in the old codex that carried the theme of an army to stupid extremes.&nbsp; I know I got tired of the tournament winning 9 Oblit/6 man Las-<span class="glossaryitem" onmouseover='gp(166);'>plas</span>/4 Heavy list.&nbsp;&quot;</font></p>  <p>What I am tired of is the idea that, because a few tournament players don't like something, the entire universe of <span class="glossaryitem" onmouseover='gp(3);'>40K</span> players, including the vast majority that <b><i>aren't </i></b>tournament players, have to have a watered-down insult to the intelligence like the new Chaos codex imposed on them.</p>  <p><font color="#555555">&quot;The new codex is more of a grab bag, while it got rid of daemonic gifts and the books of chaos it also got rid of many of the annoying constraints that made building an army frustrating.&quot;</font></p>  <p><font color="#555555">Every army in <span class="glossaryitem" onmouseover='gp(3);'>40K</span> has some constraints.&nbsp; Space Marines can't run all jump-pack command squads (unless they're Raven Guard).&nbsp; Tyranids can't run two flying Hive Tyrants.&nbsp; So what?&nbsp;&nbsp;&nbsp;</font></p>  <p><font color="#555555">&quot;</font><font color="#555555">on the whole, this codex is a step in the right direction from the old one.&nbsp;&quot;</font></p>  <p><font color="#555555">If you're looking for over-simplified rules that appeal to spoiled ten-year-old brats who can nag their rich daddies to buy tons of stuff for them, sure it is.&nbsp; </font></p>  <p>If the forthcoming demon codex doesn't restore most of the daemonic gifts and the cult army lists, I for one will confine using my World Eaters&nbsp;army to friendly games where I can use the previous codex.&nbsp; </p>  <p><font color="#555555"></font></p>]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 11:39:12]]> GMT</pubDate>
				<author><![CDATA[ LordOfTheSloths]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By The Power Cosmic on 10/23/2007 4:27 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Again, no one's arguing about the power.&nbsp; The old codex had problems with uber-builds.&nbsp; But the answer is not to eliminate those builds completely, the answer is to balance the builds out so that no one is overwhelmingly powerful when compared to the others.<br />  <br />  </div></blockquote>  <p><br />  </p>  <p>No the answer is to raise the level of the other list rather than have the thoroughbred list reduced to nag status.&nbsp; But that would take effort and competence, better to geld the good list so everyone can enjoy mediocrity.<br />  </p>]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 12:11:40]]> GMT</pubDate>
				<author><![CDATA[ Dice Monkey]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Dice Monkey  on  10/23/2007 5:11 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By The Power Cosmic on 10/23/2007 4:27 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Again, no one's arguing about the power.&nbsp; The old codex had problems with uber-builds.&nbsp; But the answer is not to eliminate those builds completely, the answer is to balance the builds out so that no one is overwhelmingly powerful when compared to the others.<br />  <br />  </div></blockquote>  <p><br />  </p>  <p>No the answer is to raise the level of the other list rather than have the thoroughbred list reduced to nag status.&nbsp; But that would take effort and competence, better to geld the good list so everyone can enjoy mediocrity.<br />  </p>  </div></blockquote>  You can raise the others up or tear the main offenders down.&nbsp; Doesn't make any difference to me.&nbsp; Like HBMC, I don't particularly care if Chaos is the most powerful codex.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 12:20:41]]> GMT</pubDate>
				<author><![CDATA[ The Power Cosmic]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ well it looks like somone went back and read my post.   I think that the comparison is not really effective with the leman russ, but.....well, I would not have played <span class="glossaryitem" onmouseover='gp(69);'>IG</span> if they had a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, then a demolisher that looked nothing like it.  Or I was required to somhow paint it different.  It would not feel like a unified theme.  My problem with chaos is what I said, they dont have good themeing.  SOme used daemons from all different types and it looks like an allied army.  That is the main reason that I decided to play <span class="glossaryitem" onmouseover='gp(69);'>IG</span> was because it "looked" and felt like an army.  Then also ORKS.  I heard nidds had a problem with that earlier where the genestealers looked nothing like the gaunts which made the army look stupid.  Yes I do think they were overpowered before but that was not my point. <br><br>Are those deamonbombs still legal/possible?]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 12:41:06]]> GMT</pubDate>
				<author><![CDATA[ smart_alex]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Abadabadoobaddon on 10/23/2007 2:39 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div></div></blockquote>  <p>How is an army themed when&nbsp;they have&nbsp;Thousand Sons,&nbsp;Raptors, Obliterators, and a Greater Daemon of _____<sup>*</sup>&nbsp;led by a pair of Slaaneshi&nbsp;Fzorglerors?&nbsp; In fact what incentive do the rules give me&nbsp;<i>not</i>&nbsp;to have my Khorne army led by two <span class="glossaryitem" onmouseover='gp(41);'>Fzorgle</span> Princes with the Mark of Slaanesh?&nbsp; Not only is it perfectly legal, I don't even have to worry about losing my free champions anymore!</p>  <p><sup>* </sup>: <font size="1"><i>Who cares?&nbsp; THEY'RE ALL THE SAME!</i></font></p>  <br />  <br />  </div></blockquote>  <p>&nbsp;</p>  <p>My point was themeing not legality.&nbsp; Im sure your list is legal, but it looks like a joke.&nbsp; A circus.&nbsp; Go ahead with all your freak show varietiy of daemons, im sure its effective and kick ass.&nbsp; Like i said before, there will be NO THEME.&nbsp; other than the I WANT <span class="glossaryitem" onmouseover='gp(421);'>TO</span> WIN THEME.&nbsp; They dont even look like an army.&nbsp;&nbsp; Like I said, im sure its legal and everything, but theming is in the tip of you paint brush and in your artistic ability, NOT IN THE RULEBOOK.&nbsp; Those who think other wise are clowns, so it makes sense they would miss the old ways, cause there is no longer a point for the head clown to be leader of the circus. </p>]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 12:46:38]]> GMT</pubDate>
				<author><![CDATA[ smart_alex]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By smart_alex  on  10/23/2007 5:46 <span class="glossaryitem" onmouseover='gp(634);'>PM</span>  <p>Like I said, im sure its legal and everything, but theming is in the tip of you paint brush and in your artistic ability, NOT IN THE RULEBOOK.<br />  </p>  </div></blockquote>  <br />  You must have a strange group that you play with.&nbsp; Almost all the Chaos armies I've ever played against have been single legion, themed out the wazoo affairs.&nbsp; The old codex went out of its way to provide support for the lesser played legions (not the god-aligned ones), and brought a lot more character to the undivided armies than they had ever had before.&nbsp; And now they're paint schemes.<br />  <br />  The old Codex gave you both.&nbsp; The cool theme and cool rules to reward you for it.&nbsp; They just needed balancing.<br />  <blockquote class="uncited"><div>Posted By smart_alex  on  10/23/2007 5:46 <span class="glossaryitem" onmouseover='gp(634);'>PM</span>  <p>Those who think other wise are clowns, so it makes sense they would miss the old ways, cause there is no longer a point for the head clown to be leader of the circus. </p>  </div></blockquote>  And you've pretty much lost all sympathy or legitimacy right there.&nbsp; If you're going to continue to troll and insult people, you're entering the &quot;white noise&quot; phase of your stay at Dakka.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 12:48:47]]> GMT</pubDate>
				<author><![CDATA[ The Power Cosmic]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ THe only theme that I would ever see is nurgle, and I think I posted that an an earlier post.  Everyone else had between 3-5 different types of daemons.   It is my same problem with <span class="glossaryitem" onmouseover='gp(69);'>IG</span> rough riders.  They look like a joke.  HORSES!!!!?? Are you kidding me?!  Thats why I went out of my way to convert them and put them on motorcycles.  Other wise they look stupid and ruin themeing.  It starts to look like chaos.  Also, they new ogryn are nice cause their uniforms look more like the standard guardmen.  With the boot braces and such not to mention the aquila on the shoulder pad.  Also, as for white noise stay, I dont really care.  If somone wants to kick me out then go ahead.  Whats to stop somone from creating a new email and <span class="glossaryitem" onmouseover='gp(269);'>ID</span> and coming back in, not that I come in here much anways.  Ive been on here almost 2 years an as you can see I dont post much.  In fact I have not really played in over 4 months.  I rather go out and enjoy life than sit in here and waste my time.  These forums are just like the game somtimes, EXTREMELY broken and filled with people whose lives revolve around em. ]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 13:02:03]]> GMT</pubDate>
				<author><![CDATA[ smart_alex]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Good on you for going with a more standardized theme.&nbsp; Your guys must be from a very regimented, modern world.&nbsp; That's sweet.&nbsp; And you can pick and choose your doctrines to accentuate this.&nbsp; Some people build medieval or WWI themed armies and use the horses to reinforce their theme.&nbsp; But they have a choice.&nbsp; Chaos doesn't have that anymore because all the armies are cut from the same cloth.<br />  <br />  And if you have problems with the people you play, either talk to them about it or try to find other people to play with.&nbsp; I was lucky where I met a group of guys who all have similar views towards how the game should be played and now I rarely venture outside of this group.&nbsp; I don't need to.&nbsp; You can find other people to play, sometimes it sucks, but you just have to look.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 13:12:22]]> GMT</pubDate>
				<author><![CDATA[ The Power Cosmic]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/23/2007 3:53 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By Abadabadoobaddon on 10/23/2007 2:39 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  <p>How is an army themed when&nbsp;they have&nbsp;Thousand Sons,&nbsp;Raptors, Obliterators, and a Greater Daemon of _____<sup>*</sup>&nbsp;led by a pair of Slaaneshi&nbsp;Fzorglerors?&nbsp; In fact what incentive do the rules give me&nbsp;<i>not</i>&nbsp;to have my Khorne army led by two <span class="glossaryitem" onmouseover='gp(41);'>Fzorgle</span> Princes with the Mark of Slaanesh?&nbsp; Not only is it perfectly legal, I don't even have to worry about losing my free champions anymore!</p>  <p><sup>* </sup>: <font size="1"><i>Who cares?&nbsp; THEY'RE ALL THE SAME!</i></font></p>  </div></blockquote>  So? You could do that before too you know, and nothing stopped you.</div></blockquote>  That was my point.&nbsp; smart_alex was contrasting the old codex with the new one, saying that the old one encouraged &quot;circus&quot; builds.&nbsp; My point was that the new one does the same thing, only moreso.&nbsp; At least previously you had <i>some</i> in-game incentive to play a &quot;pure&quot; army.&nbsp; But now?<br />  <br />  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/23/2007 3:53 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  I suspect that we'd here a lot of *female dog*ing still if we had &quot;generic demons&quot; that could be marked to give you:<br />  <br />  +1T for Plaguebearers<br />  +1I for Demonettes<br />  +1A for Bloodletters<br />  4+ <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> Save for Horrors<br />  <br />  Each mark costs +2 Points per model.&nbsp; Then they'd be different, but still mediocre.&nbsp; Would you still be here complaining about it?</div></blockquote>  <p>Yes, and the complaint would be the same.&nbsp; There should be&nbsp;more differences between a Daemonette and a Bloodletter than a mere &plusmn;1I or &plusmn;1A.&nbsp; However, that still would have been preferable to what we actually got.</p>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/23/2007 3:53 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  What I don't see as a failing is the little itty benefits or restrictions that the old rules placed on you for &quot;theme&quot;, where as now the same &quot;theme&quot; can be replicated in many instances.</div></blockquote>  <p>In the old codex Thousand Sons sucked, but I&nbsp;could still make a nice fluffy Thousand Sons army with rubric terminators and sorcerer lords and sorcerer chosen.&nbsp; I can't do that anymore.&nbsp; If I try to build a Thousand Sons army&nbsp;using the new codex I&nbsp;find that I run out of&nbsp;choices the moment I look&nbsp;outside of the Troops section of the army list.&nbsp;&nbsp;Sure, I can field a &quot;Tzeentch-themed&quot; army with Thousand Sons <i>squads</i>, but if I can't field a Thousand Sons <i>army</i>.&nbsp; It seems my &quot;theme&quot; has been significantly watered-down.</p>  <p>Putting effectiveness aside, the old codex contained 9 different fluffy army lists.&nbsp;&nbsp;There were&nbsp;4 different kinds of Death Guard squad (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Chosen, Possessed, Havocs), 4 different kinds of Thousand Sons squad (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Chosen, Possessed, Rubric Terminators), 4 different kinds of World Eaters squad (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Chosen, Possessed, Bikers), and 5 different kinds of Emperor's Children squad (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Chosen, Possessed, Bikers, Havocs).&nbsp; Now there are 1 each.&nbsp; And no,&nbsp;squads with an Icon are not the same as cult squads (Tzeentch terminators are neither sorcerers nor rubrics, Khorne bikers are not Fearless, Slaanesh havocs can't take sonic weapons, etc).&nbsp; So when it comes to encouraging variation in purely fluffy armies the new codex&nbsp;is a&nbsp;failure.</p>  <p>The old codex contained a number of strong builds.&nbsp; Black Legion, Word Bearers, Emperor's Children, Alpha Legion, and, of course, Iron Warriors could all&nbsp;build very competitive&nbsp;lists.&nbsp; Now there is one strong build (<span class="glossaryitem" onmouseover='gp(41);'>Fzorgle</span>).&nbsp; So when it comes to encouraging variation in purely competitive armies the new codex is a failure.</p>  <p>On the other hand Black Legion armies got a whole lot more varied - Black Legion can take all sorts of marked non-cult squads.&nbsp; This shouldn't be surprising considering the single army list in the codex is basically the Black Legion list.&nbsp;&nbsp;The new codex could be considered a fairly successful&nbsp;<i>Codex: Black Legion</i>.&nbsp; But as a&nbsp;<i>Codex: Chaos Space Marines</i>, the new codex is a dismal failure.</p>]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 13:35:31]]> GMT</pubDate>
				<author><![CDATA[ Abadabadoobaddon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Why is it that everyone's excited about the Ork Codex and so many were down on Chaos? Because the Orks list kept a lot of the options, and brought back some old favorites (Shokk Attack Gun?). That meant they even kept a bunch of units that were always--and continue to be--less than effective. Can you build a strong list? Sure, but the Ork players are happy that they can field models they've had for years as the models they represent. <br><br>The chaos players are unhappy for the opposite reasons: their specific daemons with their specific abilities, their cult lists, their wacky legion themed armies are now generic. Everything is the same. No variation. Yes, you can still field daemons, and cult troops, but they've  not been maintained in character any way like the Ork boyz have been. <br><br>Orks needed a fix; they were underpowered. Chaos needed a fix; they were overpowered. But there was a way to do it without losing the flavor, and <span class="glossaryitem" onmouseover='gp(50);'>GW</span> blew it. ]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 13:42:44]]> GMT</pubDate>
				<author><![CDATA[ syr8766]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By smart_alex on 10/23/2007 5:46 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By Abadabadoobaddon on 10/23/2007 2:39 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div></div></blockquote>  <p>How is an army themed when&nbsp;they have&nbsp;Thousand Sons,&nbsp;Raptors, Obliterators, and a Greater Daemon of _____<sup>*</sup>&nbsp;led by a pair of Slaaneshi&nbsp;Fzorglerors?&nbsp; In fact what incentive do the rules give me&nbsp;<i>not</i>&nbsp;to have my Khorne army led by two <span class="glossaryitem" onmouseover='gp(41);'>Fzorgle</span> Princes with the Mark of Slaanesh?&nbsp; Not only is it perfectly legal, I don't even have to worry about losing my free champions anymore!</p>  <p><sup>* </sup>: <font size="1"><i>Who cares?&nbsp; THEY'RE ALL THE SAME!</i></font></p>  <br />  <br />  </div></blockquote>  <p>&nbsp;</p>  <p>My point was themeing not legality.&nbsp; Im sure your list is legal, but it looks like a joke.&nbsp; A circus.&nbsp; Go ahead with all your freak show varietiy of daemons, im sure its effective and kick ass.&nbsp; Like i said before, there will be NO THEME.&nbsp; other than the I WANT <span class="glossaryitem" onmouseover='gp(421);'>TO</span> WIN THEME.&nbsp; They dont even look like an army.&nbsp;&nbsp; Like I said, im sure its legal and everything, but theming is in the tip of you paint brush and in your artistic ability, NOT IN THE RULEBOOK.&nbsp; Those who think other wise are clowns, so it makes sense they would miss the old ways, cause there is no longer a point for the head clown to be leader of the circus. </p>  </div></blockquote>  I'd just like to let you know that I have absolutely no idea what you're talking about.<br />  <br />]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 13:53:46]]> GMT</pubDate>
				<author><![CDATA[ Abadabadoobaddon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By smart_alex on 10/22/2007 10:54 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  I have TONS of themeing in my army, my vehicles match my troops' uniforms as well as unit insignia, commanders fit in, and they are all painted so as to have a SINGLE look. Themeing is at the tip of your brush and in your artistic ability, not in a rulebook. The only theme I would ever see in chaos armies is the &quot;I want to win&quot; theme. </div></blockquote>  <br />  <br />  Wow.&nbsp; So a 'themed' army is one that is all matchy-matchy?&nbsp; W00t!&nbsp; Here comes my primer-gray themed chaos renegades!]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 14:14:53]]> GMT</pubDate>
				<author><![CDATA[ fellblade]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ At least it looks like an army rather than a mess, or a freak show, these people complaining about theming are likely the same ones that cant paint to save thier lives.  By the way you only enforced my point that dakka is full of sarcasm, why do you feel the need to be sarcastic.  Are you trying to be like the fat guys from the simpsons?  Give a direct response or shut up, your not clever or funny. ]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 14:43:36]]> GMT</pubDate>
				<author><![CDATA[ smart_alex]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Except it seems there's absolutely nothing prevent exactly what you're complaining about; last I checked Chaos doesn't get along too well with each other, and yet you can fill your army out with various troops dedicated to the Four Gods without problem.  It'd be even more of a circus with Slaanesh Space Marines fighting alongside a Tzeetch Sorcerer.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 14:51:47]]> GMT</pubDate>
				<author><![CDATA[ Balrog of Morgoth]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Abadabadoobaddon  on  10/23/2007 6:35 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  At least previously you had <i>some</i> in-game incentive to play a &quot;pure&quot; army.&nbsp; But now?<br />  <br />  </div></blockquote>  <br />  And that incentive invariably was used and abused.&nbsp; I saw many World Eaters &amp; Emperors Children, because there the incentives were &quot;good&quot;.&nbsp; In 1kSons or Death Guard, the incentives gave very little in the way. <br />  <br />  People played for theme, and can have that theme still.<br />  <br />  <blockquote class="uncited"><div>  <p>In the old codex Thousand Sons sucked, but I&nbsp;could still make a nice fluffy Thousand Sons army with rubric terminators and sorcerer lords and sorcerer chosen.&nbsp; I can't do that anymore.&nbsp; If I try to build a Thousand Sons army&nbsp;using the new codex I&nbsp;find that I run out of&nbsp;choices the moment I look&nbsp;outside of the Troops section of the army list.&nbsp;&nbsp;Sure, I can field a &quot;Tzeentch-themed&quot; army with Thousand Sons <i>squads</i>, but if I can't field a Thousand Sons <i>army</i>.&nbsp; It seems my &quot;theme&quot; has been significantly watered-down.</p>  </div></blockquote>  I find this to be a giant misnomer.&nbsp; <br />  <br />  So if I wasn't playing 1kSons before, but I wanted Tzeench worshiping Terminators, I got &quot;Rubric Terminators&quot; who counted as Tzeench Terminators.<br />  <br />  How come it's so hard to go the other way now?&nbsp;&nbsp; Just because it doesn't explicitly say &quot;1kSons Terminators&quot; doesn't mean that they're not following the rules for Tzeench Terminators, just like before. <br />  <br />  You still have rules that represent your army's background.&nbsp; Much like the new renegade legion n00bzors0fChange that worships Tzeench used to always somehow become slow and purposeful and get two wounds under the new Codex, so does now the 1kSons get the ability to move fully in their terminator armor and instead of 2 Wounds, now gets a great <span class="glossaryitem" onmouseover='gp(162);'>Inv</span>. save just like their brothers in Power Armor.<br />  <br />  <blockquote class="uncited"><div>Posted By Abadabadoobaddon  on  10/23/2007 6:35 <span class="glossaryitem" onmouseover='gp(634);'>PM</span>  <p>Putting effectiveness aside, the old codex contained 9 different fluffy army lists.&nbsp;&nbsp;There were&nbsp;4 different kinds of Death Guard squad (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Chosen, Possessed, Havocs), 4 different kinds of Thousand Sons squad (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Chosen, Possessed, Rubric Terminators), 4 different kinds of World Eaters squad (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Chosen, Possessed, Bikers), and 5 different kinds of Emperor's Children squad (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Chosen, Possessed, Bikers, Havocs).&nbsp; Now there are 1 each.&nbsp; And no,&nbsp;squads with an Icon are not the same as cult squads (Tzeentch terminators are neither sorcerers nor rubrics, Khorne bikers are not Fearless, Slaanesh havocs can't take sonic weapons, etc).&nbsp; So when it comes to encouraging variation in purely fluffy armies the new codex&nbsp;is a&nbsp;failure.</p>  <p>The old codex contained a number of strong builds.&nbsp; Black Legion, Word Bearers, Emperor's Children, Alpha Legion, and, of course, Iron Warriors could all&nbsp;build very competitive&nbsp;lists.&nbsp; Now there is one strong build (<span class="glossaryitem" onmouseover='gp(41);'>Fzorgle</span>).&nbsp; So when it comes to encouraging variation in purely competitive armies the new codex is a failure.</p>  <p>On the other hand Black Legion armies got a whole lot more varied - Black Legion can take all sorts of marked non-cult squads.&nbsp; This shouldn't be surprising considering the single army list in the codex is basically the Black Legion list.&nbsp;&nbsp;The new codex could be considered a fairly successful&nbsp;<i>Codex: Black Legion</i>.&nbsp; But as a&nbsp;<i>Codex: Chaos Space Marines</i>, the new codex is a dismal failure.</p>  </div></blockquote>  <br />  Those were hardly army lists.&nbsp; The most you got in terms of new units was Alpha Legion with cultists.&nbsp; Everything else just gave you restrictions and or bonuses for certain unit types that already existed.&nbsp; Slaanesh was arguably the most divergent giving new weapon types out to their troops.&nbsp; Though it was kind of odd how every slaaneshi cult somehow got sonic weapons. <br />  <br />  Regardless, for the most part your list is serviceable, especially if you're looking at it from a &quot;Themed&quot; perspective.&nbsp; Theme has little to do with special rules and a lot to do with composition.&nbsp; <br />  <br />  When I play my tournament Marines, I'm not playing &quot;Ultramarines&quot;.&nbsp; I'm playing Min/Maxed <span class="glossaryitem" onmouseover='gp(116);'>SAFH</span> Marines, that happen to be painted blue with gold trim and a big old U on their shoulders.&nbsp; <br />  <br />  It's not till I start taking 10 Man Squads, sargents, transports, and following the fluff and composition that I start really playing &quot;Ultramarines&quot;, despite the fact that I'm well within the established rules for the army in both configurations.<br />  <br />  <b>YES</b> - I think they made mistakes with the codex.<br />  <b>YES - </b>They invalidated models and armies (<span class="glossaryitem" onmouseover='gp(79);'>LATD</span>, Sonic Marines)<br />  <b>YES - </b>They simplified demons way, way too much<br />  <br />  But to sit here and state that for the majority of Chaos players that the codex is ruined and lacks character then you're going too far.&nbsp;&nbsp; About the only thing I can see lacking Character are the Demons and that's about where it ends.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 15:43:16]]> GMT</pubDate>
				<author><![CDATA[ Voodoo Boyz]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By syr8766  on  10/23/2007 6:42 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Why is it that everyone's excited about the Ork Codex and so many were down on Chaos? Because the Orks list kept a lot of the options, and brought back some old favorites (Shokk Attack Gun?). That meant they even kept a bunch of units that were always--and continue to be--less than effective. Can you build a strong list? Sure, but the Ork players are happy that they can field models they've had for years as the models they represent. <br />  <br />  The chaos players are unhappy for the opposite reasons: their specific daemons with their specific abilities, their cult lists, their wacky legion themed armies are now generic. Everything is the same. No variation. Yes, you can still field daemons, and cult troops, but they've  not been maintained in character any way like the Ork boyz have been. <br />  <br />  Orks needed a fix; they were underpowered. Chaos needed a fix; they were overpowered. But there was a way to do it without losing the flavor, and <span class="glossaryitem" onmouseover='gp(50);'>GW</span> blew it. </div></blockquote>  <br />  <br />  For the most part, I see people being excited about the Ork codex again because of the fact that it now looks like <b>Orks are no longer going to suck.</b>&nbsp; <br />  <br />  In fact it looks like Orks are going to be a horde army, that will stay being a horde army for it's most effective builds.&nbsp; Unlike say, Nids. <br />  <br />  There are in fact quite a few things wrong with what you've said.&nbsp; Models they've fielded for years as what they represent?&nbsp; My Skarboyz are in the dex? My Cyborks are in there?&nbsp; My 3 Squads of 'Ard Boyz?<br />  <br />  Nope, nada, zilch.<br />  <br />  All some varient of slugga boyz now, or limited drastically in the last case of the 'Ard Boyz.<br />  <br />  Looted tanks?&nbsp; Nope, Battlewagons now, with drastically different guns.&nbsp; I'm converting up a Basalisk and normal Russ to look more Orkified and battlewagon-ish.<br />  <br />  Am I really upset? No.&nbsp; Because they're going to be much more effective now, and it'll be a fun modeling project.<br />  <br />  Slugga Boyz?&nbsp; HAH! They're going to be marginalized to Trukk mobs and even then they're not all that anymore.&nbsp; The hordes and hordes of Slugga based models people own are going to become the new sub-optimal choice now that Shoota Boyz are going to be the foshizzle of the new dex.<br />  <br />  The entire army is going to change completely in how it runs effectively.<br />  <br />  Bikes? New models, still looks like crappy rules.&nbsp; Dethkoptas? No models yet.&nbsp; <br />  <br />  Old stuff that was useless before like Lootas? Now looking to be a staple in lists.<br />  <br />  Klans? <b>GONE</b>.&nbsp; &quot;<i>Just another paint job on my Orks&quot;.</i>&nbsp; Do you hear Ork players demanding that we get a &quot;Codex: Kult of Speed&quot; or &quot;Codex: Goffs&quot; because they are wildly different Ork klanz and suddenly it's going to be effective to take Ghazgull with lots of trukk mobs and Zaagstrukk?&nbsp; <br />  <br />  No.&nbsp; Why? Because now it looks like the rules are going to be good, they'll be fun to play, and the <b>character</b> of the army, is unchanged for the most part.&nbsp; Their fluff, their models, the draw that so many people like about them is staying the same while the rules for the army are getting much better.&nbsp; In fact they look like they're about to get a fair serving of the &quot;Phil Kelly Nugget of Broken&quot;, and people are going nuts.<br />  <br />  I wish I had a dollar for every time I read &quot;I'd like to start Orks but their rules put me off&quot; or &quot;I'll start Orks when they get a new Codex&quot;.&nbsp; Which basically means &quot;Orks are cool but good god they suck, give them some decent rules and I'll model them up!&quot;<br />  <br />  That's why people are so excited about the new Orks. At least that's what it seems like to me, as someone who wasn't around when the &quot;Shokk attack gun&quot; was all the rage in 2nd Ed.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 15:56:25]]> GMT</pubDate>
				<author><![CDATA[ Voodoo Boyz]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By smart_alex  on  10/23/2007 7:43 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  At least it looks like an army rather than a mess, or a freak show, these people complaining about theming are likely the same ones that cant paint to save thier lives.  By the way you only enforced my point that dakka is full of sarcasm, why do you feel the need to be sarcastic.  Are you trying to be like the fat guys from the simpsons?  Give a direct response or shut up, your not clever or funny. </div></blockquote>  What do their complaints about the quality of a codex have to do with their<br />  ability to paint, or their gaming conduct?  Your claims about them are unwarranted<br />  and they are also personal attacks.<br />  <br />  You're arguing that paint theming is important. That's true. But I think the people<br />  who are clamoring for in-game options that don't necessarily just have to do<br />  with &quot;same color&quot; models want options to inspire them to convert. The Codex<br />  doesn't work with Chaos because the way the background is themed the different<br />  Chaos Gods have their own specific types of followers that are represented by<br />  the different options of marines. Making it possible to use all those different<br />  faction fighters in a single army, even with a single paint job, does not inspire<br />  people to buy Chaos products.<br />  <br />  Maybe we've gone too far with the DIY mentality. Every army has to be a unique<br />  and beautiful snowflake or else we're not interested. Every army has to be special<br />  and more important than other people's kids, I mean armies. But I feel like that's <br />  how <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s made its money in third edition, they sold customization. They made <br />  rulesets that encouraged people to buy more than they needed and convert an <br />  army, a circus if you will, that represented their own unique creations. <br />  <br />  Or maybe I'm looking at a different game.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 17:57:47]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/23/2007 8:43 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By Abadabadoobaddon on 10/23/2007 6:35 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  At least previously you had <i>some</i> in-game incentive to play a &quot;pure&quot; army.&nbsp; But now?<br />  <br />  </div></blockquote>  <br />  And that incentive invariably was used and abused.</div></blockquote>  <p>So?&nbsp; It was fluffy.&nbsp; What's wrong with rules that reward you for playing according to the fluff?&nbsp; Isn't that what rules are supposed to&nbsp;do?&nbsp; Now if you were objecting solely&nbsp;on the grounds that they were unbalanced, then all I can say to you is &quot;welcome to the&nbsp;Games Workshop Hobby&trade;!&quot;&nbsp; <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has proven time and again that when it comes to writing balanced rules&nbsp;they can't tell their heads from their asses.&nbsp; Yes, it's true - fewer&nbsp;options&nbsp;mean fewer opportunities&nbsp;for showcasing their incompetence.&nbsp; But if that's their solution then we're gonna&nbsp;end up playing Checkers 40,000 before we get a balanced game.</p>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/23/2007 8:43 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  So if I wasn't playing 1kSons before, but I wanted Tzeench worshiping Terminators, I got &quot;Rubric Terminators&quot; who counted as Tzeench Terminators.</div></blockquote>  <p>Or you could have fielded Terminator Chosen who, while not very good value for the pts, were perfectly good representatives of generic Tzeentch Terminators.&nbsp; But this begs the question - why couldn't we have both?&nbsp; Just&nbsp;change the old <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> to grant&nbsp;Terminators +1 <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save instead of Sorcerer.&nbsp; Why does that necessitate the removal of Rubric Terminators?</p>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/23/2007 8:43 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Regardless, for the most part your list is serviceable, especially if you're looking at it from a &quot;Themed&quot; perspective.&nbsp; Theme has little to do with special rules and a lot to do with composition.</div></blockquote>  <p>Really?&nbsp; Well what if I wanted my theme to be &quot;slow and purposeful rubric marines led by sorcerers&quot;?&nbsp; The only sorcerer-led Slow &amp; Purposeful rubric marine unit is the Thousand Sons Troops choice.&nbsp; Sure I could take terminators and have them &quot;count as&quot; rubric terminators and just ignore the fact that they are neither&nbsp;Fearless nor Slow &amp; Purposeful and their Aspiring Champion has no psychic powers.&nbsp; But at that point I might as well just take vanilla&nbsp;CSMs as Troops and have them &quot;count as&quot; Thousand Sons, just for the sake of consistency.</p>  <p>Of course if I want to be fluffy and&nbsp;take 9-man squads&nbsp;then I can't take heavy weapons.&nbsp; Well if I'm doing a &quot;counts as&quot; army anyway then why stick to the Chaos codex at all?&nbsp;&nbsp;So maybe I'll just use&nbsp;the loyalist list and have the heavy weapon &quot;count as&quot; a psychic power.&nbsp; It's not as if <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> make appreciably better rubric marines than loyalist <span class="glossaryitem" onmouseover='gp(388);'>SMs</span>, right?&nbsp; And now that Tzeentch sorcerers have to take psychic tests they've lost the only advantage they had over <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Librarians.&nbsp; With better psychic powers and better psychic defenses Librarians are more powerful psykers in&nbsp;every way.&nbsp; So if Thousand Sons are supposed to have the most powerful&nbsp;psykers in the Astartes then it's actually <i>fluffier</i> to use the loyalist codex for them.&nbsp; Ah screw it - I'll just use the Necron codex and &quot;counts as&quot;.&nbsp; Hell, the Deciever makes a fluffier Thousand Sons daemon prince than anything in <i>Codex: Chaos Space Marines</i>.</p>  <p>So, yeah I can think of at least 2 other codices that allow me to build a better Thousand Sons &quot;counts as&quot; army than the new <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex.&nbsp; <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> that's qualifies it as a failure.</p>]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 20:19:16]]> GMT</pubDate>
				<author><![CDATA[ Abadabadoobaddon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Abadabadoobaddon  on  10/24/2007 1:19 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <p>Really?&nbsp; Well what if I wanted my theme to be &quot;slow and purposeful rubric marines led by sorcerers&quot;?&nbsp; The only sorcerer-led Slow &amp; Purposeful rubric marine unit is the Thousand Sons Troops choice.&nbsp; Sure I could take terminators and have them &quot;count as&quot; rubric terminators and just ignore the fact that they are neither&nbsp;Fearless nor Slow &amp; Purposeful and their Aspiring Champion has no psychic powers.&nbsp; But at that point I might as well just take vanilla&nbsp;CSMs as Troops and have them &quot;count as&quot; Thousand Sons, just for the sake of consistency.</p>  <p>Of course if I want to be fluffy and&nbsp;take 9-man squads&nbsp;then I can't take heavy weapons.&nbsp; Well if I'm doing a &quot;counts as&quot; army anyway then why stick to the Chaos codex at all?&nbsp;&nbsp;So maybe I'll just use&nbsp;the loyalist list and have the heavy weapon &quot;count as&quot; a psychic power.&nbsp; It's not as if <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> make appreciably better rubric marines than loyalist <span class="glossaryitem" onmouseover='gp(388);'>SMs</span>, right?&nbsp; And now that Tzeentch sorcerers have to take psychic tests they've lost the only advantage they had over <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Librarians.&nbsp; With better psychic powers and better psychic defenses Librarians are more powerful psykers in&nbsp;every way.&nbsp; So if Thousand Sons are supposed to have the most powerful&nbsp;psykers in the Astartes then it's actually <i>fluffier</i> to use the loyalist codex for them.&nbsp; Ah screw it - I'll just use the Necron codex and &quot;counts as&quot;.&nbsp; Hell, the Deciever makes a fluffier Thousand Sons daemon prince than anything in <i>Codex: Chaos Space Marines</i>.</p>  <p>So, yeah I can think of at least 2 other codices that allow me to build a better Thousand Sons &quot;counts as&quot; army than the new <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex.&nbsp; <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> that's qualifies it as a failure.</p>  </div></blockquote>  I agree, it counts as a failure. The new Codex: <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> is a failure <b>as Codex: Thousand Sons</b>. Whether or not it is a failure as <b>Codex: Random Warbands Containing Troops From Half A Dozen Chaos Chapters</b> (which I feel is a fair assessment of the slant of the list) is another matter entirely.<br />  <br />  Imperial Marines shouldn't excel at psionics, that much I do agree with. Then again, the entire game is really a work of Space Marine fanfiction. They're the Gary Sues making everyone else look like gimps.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 22:14:12]]> GMT</pubDate>
				<author><![CDATA[ Agamemnon2]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ smart_alex, you need to stop with the personal attacks (calling people clowns, telling people to shut up).&nbsp; If you don't like someone's idea, argue against the idea.&nbsp; You're coming across as juvenile and immature, and you're not helping your cause at all.&nbsp; <br />  <br />  You also seem to be taking this personally; I'm not sure why.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 22:40:54]]> GMT</pubDate>
				<author><![CDATA[ Lorek]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By smart_alex on 10/23/2007 6:02 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  &nbsp;I rather go out and enjoy life than sit in here and waste my time. These forums are just like the game somtimes, EXTREMELY broken and filled with people whose lives revolve around em. </div></blockquote>  <br />  Don't let the door hit your rear on the way out.&nbsp; Seriosuly, argue the point on its merits without the insults (same to the other side of course). <br />]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 23:26:27]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <p><div   ></p>  <p>In the old codex Thousand Sons sucked, but I&nbsp;could still make a nice fluffy Thousand Sons army with rubric terminators and sorcerer lords and sorcerer chosen.&nbsp; I can't do that anymore.&nbsp; If I try to build a Thousand Sons army&nbsp;using the new codex I&nbsp;find that I run out of&nbsp;choices the moment I look&nbsp;outside of the Troops section of the army list.&nbsp;&nbsp;Sure, I can field a &quot;Tzeentch-themed&quot; army with Thousand Sons <i>squads</i>, but if I can't field a Thousand Sons <i>army</i>.&nbsp; It seems my &quot;theme&quot; has been significantly watered-down.</p>  <p></div  ></p>  <p>Admittedly I've only read the new codex twice, but why can't you?&nbsp; Lets go with Slaanesh because I was looking at that more. </p>  <p>Correct me if I am wrong but isn't the only difference the sonic weaponry? Both cult and non-cult get the +1 <span class="glossaryitem" onmouseover='gp(74);'>Init</span>. </p>  <p>Prince with Mark and nice Slaanesh instakill demon weapon</p>  <p>Termies with Slaanesh mark </p>  <p>Troops-cult</p>  <p><span class="glossaryitem" onmouseover='gp(35);'>FA</span>-(sorry can't remember-old <span class="glossaryitem" onmouseover='gp(76);'>IW</span> players don't know what <span class="glossaryitem" onmouseover='gp(35);'>FA</span> is...)</p>  <p>Heavy support-the usual suspects. </p>  <p>How would an all cult list be substantially different? </p>]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 23:33:02]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Abadabadoobaddon  on  10/24/2007 1:19 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <p>So?&nbsp; It was fluffy.&nbsp; What's wrong with rules that reward you for playing according to the fluff?&nbsp; Isn't that what rules are supposed to&nbsp;do?&nbsp; Now if you were objecting solely&nbsp;on the grounds that they were unbalanced, then all I can say to you is &quot;welcome to the&nbsp;Games Workshop Hobby&trade;!&quot;&nbsp; <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has proven time and again that when it comes to writing balanced rules&nbsp;they can't tell their heads from their asses.&nbsp; Yes, it's true - fewer&nbsp;options&nbsp;mean fewer opportunities&nbsp;for showcasing their incompetence.&nbsp; But if that's their solution then we're gonna&nbsp;end up playing Checkers 40,000 before we get a balanced game.</p>  </div></blockquote>  So when rules based on Fluff make X better than Y, because the fluff for X happens to translate into better game terms than Y does, then it's a problem.<br />  <br />  Should I be rewarded for getting 10 Man squads for my Ultramarines? Hey I'm following the fluff! Shouldn't I be rewarded?&nbsp; <br />  <br />  If you want to have squad numbers based on&nbsp; fluff then do so, you shouldn't get willynilly benefits for it.&nbsp; All the old rules did was reward people for liking Slaanesh or Khorne, instead of Tzeench or Nurgle.&nbsp; It was a prime example of something rules wise that went amiss in execution in that dex.<br />  <br />  <blockquote class="uncited"><div>Posted By Abadabadoobaddon  on  10/24/2007 1:19 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  Or you could have fielded Terminator Chosen who, while not very good value for the pts, were perfectly good representatives of generic Tzeentch Terminators.&nbsp; But this begs the question - why couldn't we have both?&nbsp; Just&nbsp;change the old <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> to grant&nbsp;Terminators +1 <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save instead of Sorcerer.&nbsp; Why does that necessitate the removal of Rubric Terminators?</div></blockquote>  <br />  Because they were somewhat redundant?&nbsp; This is one of the examples where Tzeench players lost an option.&nbsp; And it is one area I probably agree with you (like with Sonic terminators, etc), where it is a mistake by <span class="glossaryitem" onmouseover='gp(50);'>GW</span>.&nbsp; While an oversight, Tzeench terminators as they stand now are still good and are serviceable substitutes for your models.&nbsp; <br />  <br />  <blockquote class="uncited"><div>Posted By Abadabadoobaddon  on  10/24/2007 1:19 <span class="glossaryitem" onmouseover='gp(682);'>AM</span>  <p>Really?&nbsp; Well what if I wanted my theme to be &quot;slow and purposeful rubric marines led by sorcerers&quot;?&nbsp; The only sorcerer-led Slow &amp; Purposeful rubric marine unit is the Thousand Sons Troops choice.&nbsp; Sure I could take terminators and have them &quot;count as&quot; rubric terminators and just ignore the fact that they are neither&nbsp;Fearless nor Slow &amp; Purposeful and their Aspiring Champion has no psychic powers.&nbsp; But at that point I might as well just take vanilla&nbsp;CSMs as Troops and have them &quot;count as&quot; Thousand Sons, just for the sake of consistency.</p>  <p>Of course if I want to be fluffy and&nbsp;take 9-man squads&nbsp;then I can't take heavy weapons.&nbsp; Well if I'm doing a &quot;counts as&quot; army anyway then why stick to the Chaos codex at all?&nbsp;&nbsp;So maybe I'll just use&nbsp;the loyalist list and have the heavy weapon &quot;count as&quot; a psychic power.&nbsp; It's not as if <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> make appreciably better rubric marines than loyalist <span class="glossaryitem" onmouseover='gp(388);'>SMs</span>, right?&nbsp; And now that Tzeentch sorcerers have to take psychic tests they've lost the only advantage they had over <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Librarians.&nbsp; With better psychic powers and better psychic defenses Librarians are more powerful psykers in&nbsp;every way.&nbsp; So if Thousand Sons are supposed to have the most powerful&nbsp;psykers in the Astartes then it's actually <i>fluffier</i> to use the loyalist codex for them.&nbsp; Ah screw it - I'll just use the Necron codex and &quot;counts as&quot;.&nbsp; Hell, the Deciever makes a fluffier Thousand Sons daemon prince than anything in <i>Codex: Chaos Space Marines</i>.</p>  <p>So, yeah I can think of at least 2 other codices that allow me to build a better Thousand Sons &quot;counts as&quot; army than the new <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex.&nbsp; <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> that's qualifies it as a failure.</p>  </div></blockquote>  <br />  Your theme is based around <span class="glossaryitem" onmouseover='gp(136);'>USR</span>'s? (Slow &amp; Purposeful/led by Sorcerers?).&nbsp; Regardless, your loss is slow &amp; purposeful &amp; a squad sorcerer upgrade.&nbsp; Two things that were lost for Tzeench Players.&nbsp; Yes, it was a mistake of losing something that was in the old codex.&nbsp; Perhaps they felt it was redundant or under utilized, or they didn't want psychers running around in Termy squads?&nbsp; Reguardless I'll agree it's a mistake, though the Tzeench Terminators are still quite usable as models and are &quot;better&quot; in terms of performance.&nbsp; But yes, this is one case where you lost a piece of fluff driven rules.<br />  <br />  Not the case for Khorne Terminators, or Nurgle, or in the case of Slaanesh, unless you were playing an <span class="glossaryitem" onmouseover='gp(32);'>EC</span> army with Sonic weapons on your terminators, which is another loss.<br />  <br />  Your examples of using other codex's for &quot;counts-as&quot; are just you being willfully oblivious.&nbsp; You lost Sorcerers in Terminator squads.&nbsp; You still have better psychers than other astartes because of the ones in your 1kSons squads, and as <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> or as the Demon Prince.&nbsp;&nbsp; <br />  <br />  What you are ignoring is the fact that you can take Bikes or Raptors, which can represent 1KSons units that used to fill those roles, and the &quot;AC&quot; is the sorcerer commanding them, but takes too much concentration to control their automations that they can't use psychic powers.&nbsp; <br />  <br />  Your complaints about failings compared to Librarians or the fact that you can't auto-cast anymore are related to in-game performance compared to other armies, not so much in terms of fluff representation.&nbsp; You've got powerful sorcerers, they have access to powers that are much more potent or damaging than anything the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> libby can take save one broken power (FOTD).&nbsp; Funny you should compare the sorcerers to a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> librarian who is considered to be too good for his points, as opposed to say a Dark Angels librarian, who pretty much blows. <br />  <br />  The end point is that while you did lose some fluffy and characterful rules, you very much still have a decent codex that can represent Chaos as the fluff depicts it better than anything else.<br />  <br />  It's certainly not like you can't build a fun and themed force for a patron god or legion from the current codex, albeit it won't be as effective or the advantages of such a selection as unique to that army anymore.&nbsp;]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2007 23:36:51]]> GMT</pubDate>
				<author><![CDATA[ Voodoo Boyz]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By smart_alex on 10/23/2007 7:43 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  At least it looks like an army rather than a mess, or a freak show, these people complaining about theming are likely the same ones that cant paint to save thier lives. By the way you only enforced my point that dakka is full of sarcasm, why do you feel the need to be sarcastic. Are you trying to be like the fat guys from the simpsons? Give a direct response or shut up, your not clever or funny. </div></blockquote>  <p>Direct response: Your posts long ago lost any semblance of reasoned argument and have degenerated into petty whining.&nbsp; Stop it. <br />  <br />  1) Learn to spell, and use proper grammar.&nbsp; Put apostrophes in the proper places, and don't confuse the possesive <i>your</i> with the contraction <i>you're, </i>or the contraction <i>they're </i>with the possesive <i>their</i> or the adverb <i>there</i>.&nbsp; A well-written&nbsp;post is easier to read, and might make you look less like a petulant 12-year-old.</p>  <p>2) I am being sarcastic because&nbsp;sarcasm is the appropriate response to someone who is taking himself&nbsp; too seriously.&nbsp; Your definition of a themed army&nbsp;seems to be merely&nbsp;<i>'one that has a matching paint scheme'.</i>&nbsp; This is silly.&nbsp; There are many armies out there that are well-painted with matching uniforms <u>and</u> bases, but that does not mean those armies have a theme.<i>&nbsp; </i>&nbsp;</p>  <p>Worse, you are ridiculing players who have a different definition, such as&nbsp;<i>'a&nbsp;list designed&nbsp;with a back-story in mind'&nbsp;,</i>&nbsp;as in <i>'Inquisitorial Witch-Hunting Team with Commandeered Guard allies' </i>or <i>'Daemon-world Chaos Renegade Pirates'</i>, and try to choose the units in their force to follow that theme.&nbsp; What if my army was meant to represent the forces of a crusading, heretic Eccleisiarch, with companies drawn from a hundred worlds?&nbsp;&nbsp; Even if it were well-painted, each model a gem, the overall look would be rag-tag and mismatched.&nbsp; It would certainly look like a mess rather than an army, but that would be totally in keeping with my theme.</p>  <p>You are welcome to your narrow and petty definition, but if you insist on&nbsp;displaying your&nbsp;nonsensical viewpoint to the wider gaming community, don't expect your opinions to be treated with respect.&nbsp; Especially don't use sarcasm yourself (and what is calling armies a circus, a freak show, but sarcasm?- and clever, amusing sarcasm at that) and then get huffy when some gets aimed back at you.&nbsp; That is called being a hypocrite, and&nbsp;on dakka it tends to get you dogpiled and your ickle feelings hurt.</p>  <p>3) There is only one Fat Guy on the Simpsons.</p>]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 01:26:23]]> GMT</pubDate>
				<author><![CDATA[ fellblade]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Talk about being late to the party. I just got the Chaos Marine codex yesterday, due to being in the middle of East Nowhere. Much to my surprise, I like it. <br />  <br />  But then I like the idea of simplified codexes. I think there should have been more in the way of wargear and gifts for the Lord and Daemon Prince, but in general I like the more modular approach to army lists. Of course it sucks to have your modular Dark Angels go against 6-man Space Marine las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> squads, but this will all be straightened out in the fullness of time. <br />  <br />  I am also a sucker for pretty color pictures of different uniform schemes.<br />  <br />  I also assume I'll be getting specific daemons back later. So generic summoned daemons don't bother me. <br />  <br />  Like the man said, I think it's a good Chaos Renegade book. Which is annoying if you want a Chaos Legion book, but with the exception of the Iron Warriors my old legion lists actually fit pretty well. They probably won't WORK as well, but then they were never meant to be killer tourney lists anyway. <br />  <br />  Abba, I can see why you're pissed about losing Rubric terminators, but <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> it's a little odd to be complaining on behalf of Thousand Sons fans. I had no interest in playing the Rubric Deadweight Sons With Mega Sorceror Attached list, which according to Dakka was the one competitive Sons build. So to me the new 1000 Sons actually look kind of viable and therefore interesting to play. *shrug*]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 01:58:58]]> GMT</pubDate>
				<author><![CDATA[ hubcap]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Abadabadoobaddon on 10/23/2007 6:35 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  </div></blockquote>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/23/2007 3:53 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By Abadabadoobaddon on 10/23/2007 2:39 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  <p>How is an army themed when&nbsp;they have&nbsp;Thousand Sons,&nbsp;Raptors, Obliterators, and a Greater Daemon of _____<sup>*</sup>&nbsp;led by a pair of Slaaneshi&nbsp;Fzorglerors?&nbsp; In fact what incentive do the rules give me&nbsp;<i>not</i>&nbsp;to have my Khorne army led by two <span class="glossaryitem" onmouseover='gp(41);'>Fzorgle</span> Princes with the Mark of Slaanesh?&nbsp; Not only is it perfectly legal, I don't even have to worry about losing my free champions anymore!</p>  <p><sup>* </sup>: <font size="1"><i>Who cares?&nbsp; THEY'RE ALL THE SAME!</i></font></p>  </div></blockquote>  So? You could do that before too you know, and nothing stopped you.</div></blockquote>  <blockquote class="uncited"><div>That was my point.&nbsp; smart_alex was contrasting the old codex with the new one, saying that the old one encouraged &quot;circus&quot; builds.&nbsp; My point was that the new one does the same thing, only moreso.&nbsp; At least previously you had <i>some</i> in-game incentive to play a &quot;pure&quot; army.&nbsp; But now?<br />  </div></blockquote>  <blockquote class="uncited"><div><b>Actually you couldn't have done the above list. You would have needed troops, those were all elites or fast. As well no raptors if led by a slaanesh marked lord. Just saying.</b></div></blockquote>  <blockquote class="uncited"><div><br />  </div></blockquote>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/23/2007 3:53 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  I suspect that we'd here a lot of *female dog*ing still if we had &quot;generic demons&quot; that could be marked to give you:<br />  <br />  +1T for Plaguebearers<br />  +1I for Demonettes<br />  +1A for Bloodletters<br />  4+ <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> Save for Horrors<br />  <br />  Each mark costs +2 Points per model.&nbsp; Then they'd be different, but still mediocre.&nbsp; Would you still be here complaining about it?</div></blockquote>  <p >Yes, and the complaint would be the same.&nbsp; There should be&nbsp;more differences between a Daemonette and a Bloodletter than a mere &plusmn;1I or &plusmn;1A.&nbsp; However, that still would have been preferable to what we actually got.</p>  <p ><b>Kinda sad when even the first 3rd ed codex had more distinction between daemon types.</b> </p>  <p >&nbsp;</p>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/23/2007 3:53 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  What I don't see as a failing is the little itty benefits or restrictions that the old rules placed on you for &quot;theme&quot;, where as now the same &quot;theme&quot; can be replicated in many instances.</div></blockquote>  <p >In the old codex Thousand Sons sucked, but I&nbsp;could still make a nice fluffy Thousand Sons army with rubric terminators and sorcerer lords and sorcerer chosen.&nbsp; I can't do that anymore.&nbsp; If I try to build a Thousand Sons army&nbsp;using the new codex I&nbsp;find that I run out of&nbsp;choices the moment I look&nbsp;outside of the Troops section of the army list.&nbsp;&nbsp;Sure, I can field a &quot;Tzeentch-themed&quot; army with Thousand Sons <i>squads</i>, but if I can't field a Thousand Sons <i>army</i>.&nbsp; It seems my &quot;theme&quot; has been significantly watered-down.</p>  <p >Putting effectiveness aside, the old codex contained 9 different fluffy army lists.&nbsp;&nbsp;There were&nbsp;4 different kinds of Death Guard squad (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Chosen, Possessed, Havocs), 4 different kinds of Thousand Sons squad (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Chosen, Possessed, Rubric Terminators), 4 different kinds of World Eaters squad (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Chosen, Possessed, Bikers), and 5 different kinds of Emperor's Children squad (<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Chosen, Possessed, Bikers, Havocs).&nbsp; Now there are 1 each.&nbsp; And no,&nbsp;squads with an Icon are not the same as cult squads (Tzeentch terminators are neither sorcerers nor rubrics, Khorne bikers are not Fearless, Slaanesh havocs can't take sonic weapons, etc).&nbsp; So when it comes to encouraging variation in purely fluffy armies the new codex&nbsp;is a&nbsp;failure.</p>  <p >The old codex contained a number of strong builds.&nbsp; Black Legion, Word Bearers, Emperor's Children, Alpha Legion, and, of course, Iron Warriors could all&nbsp;build very competitive&nbsp;lists.&nbsp; Now there is one strong build (<span class="glossaryitem" onmouseover='gp(41);'>Fzorgle</span>).&nbsp; So when it comes to encouraging variation in purely competitive armies the new codex is a failure.</p>  <p ><b>As a longtime Chaos player I'm frustrated. I spent an unreasonable amount of money building a chaos army, and painted them as word bearers, and had a mixed army. Then the <span class="glossaryitem" onmouseover='gp(60);'>IA</span> articles came and the army ceased to be an all powers force but rather an undivided list which used a lot of (very weak) daemons, so I played as undivided putting myu cult troops aside. The new book came out and I expanded my cult troops into another&nbsp;three armies, and picked up a huge number and variety of daemons (thankfully I play some fantasy). Now there are no more wordbearers and I'm back where I started with a single army. THe themes are collapsed because they all had specialty gear which doesn't exist, or used the now worthless daemons to pump them up. I have a good strongly bland chaos army where Tzeentch Slaanesh and Khorne will march side by side with undivided gunners in the rear. Sad.</b></p>  <p >On the other hand Black Legion armies got a whole lot more varied - Black Legion can take all sorts of marked non-cult squads.&nbsp; This shouldn't be surprising considering the single army list in the codex is basically the Black Legion list.&nbsp;&nbsp;The new codex could be considered a fairly successful&nbsp;<i>Codex: Black Legion</i>.&nbsp; But as a&nbsp;<i>Codex: Chaos Space Marines</i>, the new codex is a dismal failure.</p>  <b>Yes.</b><br />  <br />]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 02:07:35]]> GMT</pubDate>
				<author><![CDATA[ efarrer]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ The only way to truly define theme is any army built around a particular concept. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has become so muddled through 3rd Edition that there is now an attitude that you have to have rules for every theme or slightly differing armies under the sun. The problem with that philosophy is that in the context of an army list it is incredibly difficult to present the players with as many options that they want and not have balance issues. Can you think of any other miniature game that presents as many options as <span class="glossaryitem" onmouseover='gp(3);'>40k</span> does?<br><br>Like I have said, in my mind the codex is a success, if not for simply the fact that you can use any choice in the list and not be punished for it. The list is still diverse enough in it's unit selections and options that building around concepts (i.e. theme) like the varying different legions, is still very doable and can make for many different competitive lists.<br><br>The codex is not perfect, there are still a couple of power builds out of it. But in my mind it is a success in what it accomplishes. Now lets give <span class="glossaryitem" onmouseover='gp(50);'>GW</span> time to get the rest of the forces of choas their own book.]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 02:09:20]]> GMT</pubDate>
				<author><![CDATA[ Mahu]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/23/2007 8:56 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  <br />  Bikes? New models, still looks like crappy rules.&nbsp; Dethkoptas? No models yet.&nbsp; <br />  </div></blockquote>  <blockquote class="uncited"><div><b>Really, I have three.</b></div></blockquote>  <blockquote class="uncited"><div><br />  <br />  Klans? <b>GONE</b>.&nbsp; &quot;<i>Just another paint job on my Orks&quot;.</i>&nbsp; Do you hear Ork players demanding that we get a &quot;Codex: Kult of Speed&quot; or &quot;Codex: Goffs&quot; because they are wildly different Ork klanz and suddenly it's going to be effective to take Ghazgull with lots of trukk mobs and Zaagstrukk?&nbsp; </div></blockquote>  <blockquote class="uncited"><div><b>They have never been very different though. The chaos legions were <i>very</i> different. Now they are not.</b></div></blockquote>  <blockquote class="uncited"><div><br />  <br />  No.&nbsp; Why? Because now it looks like the rules are going to be good, they'll be fun to play, and the <b>character</b> of the army, is unchanged for the most part.&nbsp; Their fluff, their models, the draw that so many people like about them is staying the same while the rules for the army are getting much better.&nbsp; In fact they look like they're about to get a fair serving of the &quot;Phil Kelly Nugget of Broken&quot;, and people are going nuts.<br />  <br />  I wish I had a dollar for every time I read &quot;I'd like to start Orks but their rules put me off&quot; or &quot;I'll start Orks when they get a new Codex&quot;.&nbsp; Which basically means &quot;Orks are cool but good god they suck, give them some decent rules and I'll model them up!&quot;<br />  <br />  That's why people are so excited about the new Orks. At least that's what it seems like to me, as someone who wasn't around when the &quot;Shokk attack gun&quot; was all the rage in 2nd Ed.</div></blockquote>  <br />  <br />  <b>I think when its all on the table people will still go meh, in the end.</b>]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 02:18:57]]> GMT</pubDate>
				<author><![CDATA[ efarrer]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Mahu on 10/24/2007 7:09 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  The only way to truly define theme is any army built around a particular concept. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has become so muddled through 3rd Edition that there is now an attitude that you have to have rules for every theme or slightly differing armies under the sun. The problem with that philosophy is that in the context of an army list it is incredibly difficult to present the players with as many options that they want and not have balance issues. Can you think of any other miniature game that presents as many options as <span class="glossaryitem" onmouseover='gp(3);'>40k</span> does?<br />  <br />  Like I have said, in my mind the codex is a success, if not for simply the fact that you can use any choice in the list and not be punished for it. The list is still diverse enough in it's unit selections and options that building around concepts (i.e. theme) like the varying different legions, is still very doable and can make for many different competitive lists.<br />  <br />  The codex is not perfect, there are still a couple of power builds out of it. But in my mind it is a success in what it accomplishes. Now lets give <span class="glossaryitem" onmouseover='gp(50);'>GW</span> time to get the rest of the forces of choas their own book.</div></blockquote>  <p><br />  <br />  Really. Tell me what variation your seeing or hearing about, in good lists.</p>  <p>I'll tell you in order the units you are least likely to see.</p>  <p>Lesser deamons- Less said = better</p>  <p>Spawn- No one can convince me a slow and porpuseful model with three wounds and no armour is any good at all atr that price.</p>  <p>Possessed-&nbsp;4 points less than a terminator&nbsp;for a random ability, Nope.</p>  <p>Dreadnaughts- Oh good, they kill thier own troops again. Just what I wanted another &nbsp;random factor, in the crowded elites section...</p>  <p>Havocs- Relative to the other heavy support, why bother? Other choices are much better (Obis and vindicators).</p>  <p>Noise&nbsp;Marines (with guns)- As usual initiative is over valued on basic troopers. In particular on troops meant to be equiped with heavy weapons.</p>  <p>Bikers- Too expensive, More expensive then <span class="glossaryitem" onmouseover='gp(10);'>BA</span> bikers who get a champion. In particular when cheapness of raptors is factored in.</p>  <p>Chaos marines- Requiring ten to get a heavy makes these guys the losers of the troops section. If you want a heavy in your troops use noise marines and only take a blast master = 140 points for a better heavy weapon at any rate.</p>  <p>Predators- almost good enough to make my not often list, but overpriced lascannons limit it's usefulness.</p>  <p>&nbsp;</p>  <p>Units you will see</p>  <p><span class="glossaryitem" onmouseover='gp(41);'>Fzorgle</span> Princes-&nbsp; Love em or hate they will be king.</p>  <p>Obliterators- staple of iron warriors list now in Heavy support. Still worth it.</p>  <p>Chosen with stupid numbers&nbsp;of special &nbsp;weapons.</p>  <p>Terminators- cheap cheap terminators, just in time for new models to be released. If only they put that thought into the possessed.</p>  <p>All cult troops other then slaanesh with guns- The only veteran skills left in the army, relatively cheap.</p>  <p>Raptors- cheaper then assault marines same stats.</p>  <p>vindicators- the only tank that wins on the heavy support list. </p>  <p>&nbsp;</p>  <p>Units that will pop up from time to time</p>  <p>Defiler- meh other heavys are better</p>  <p>Land raider- as above</p>  <p>Slaanesh without guns</p>  <p>Sorcerer- maybe the slaanesh version will be more common. Psyker rules make the tzeentch model a bit of a waste.&nbsp;</p>  <p>Lord- Can be killed by any chump with a fist, only has a 3+ save, weapon malfunctions up to twice a game. not very good at all, but still not such a complete loser I'd put him in the rarely see list.</p>  <p>&nbsp;</p>  <p>I ignored the special characters, as most are broken enough to make them worthy of use.</p>  <p>&nbsp;</p>  <p>edit: To be fair, some people will use the units from the first list, and claim they are great. These however are, for the most part,&nbsp;the same people who believe striking scorpians are still the best assault unit in the eldar. They may still believe in Santa, as well  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> .</p>]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 03:01:35]]> GMT</pubDate>
				<author><![CDATA[ efarrer]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ How truly different are the Legions that the necessitate their own rules. Let's really look at them:<br><br>Alpha Legion - Experts in Infiltration and Cultists. They probably got the shortest end of the stick but what is stopping you from taking multiple chosen units (that infiltrate), <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squads, Deamon Princes, and Havocs with the Icon of Undivided. Decent army, with a good amount of shooting and play to their theme as much as possible.<br><br>Word Bearers - Fanatical religious nuts that love deamons. They can play just like before, take multiple units (at least 4) of the generic deamons, <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> in Rhinos, Bikers, <span class="glossaryitem" onmouseover='gp(42);'>GD</span>, Deamon Prince, Lord and play the old deamon bomb. Can be an effective list if you use the amount of generic deamons to tie up squads for elite <span class="glossaryitem" onmouseover='gp(19);'>CC</span> elements like Terminators, Possessed, or Chosen.<br><br>Iron Warriors - Less deamons more siege. Essentially it all comes down to their heavy support choices, max oblitorators, couple of vindicators and predators, Havocs. Any one of them would do. Combine that with the usual suspects like <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> in rhinos, chosen, Terminators etc. and you can still capture their style.<br><br>Night Lords - Scare tactics and raptors, oh my! Easily take three units of raptors, combine that with <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> in rhinos, Generic Deamons, Winged Deamon Princes, and you have a pretty decent list that is fast and can get to you quickly.<br><br>Emporer's Children - Multple units of Noise Marines, back by Deamon Princes, Armored Support, and generic deamons, plays them similar to before.<br><br>World Eaters - I was talking to a fried about this one, you could really do a crazy charge at you type army. Chaos Lords, Terminators, and Generic Deamons can pop in off of Berserkers in Rhinos, Bikers, and crazy charging Defilers.<br><br>Thousand Sons - Multiple units of either mounted or walking Thousand Sons with durable Terminators, <span class="glossaryitem" onmouseover='gp(262);'>DP</span>, Sorcerors, and Generic Deamons providing shooting and assault support, backed by Predators, Vindicators, etc.<br><br>Death Guard - Multiple Plague Marines back by Deamon Princes, <span class="glossaryitem" onmouseover='gp(42);'>GD</span>, Generic Deamons, Defilers, Bikers, Predators, etc.<br><br><br>There you go, a way to field 8 different competitive armies that match the theme of the Legion in question using the same list.]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 03:12:30]]> GMT</pubDate>
				<author><![CDATA[ Mahu]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Mahu on 10/24/2007 7:09 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <br />  &nbsp;Now lets give <span class="glossaryitem" onmouseover='gp(50);'>GW</span> time to get the rest of the forces of choas their own book.</div></blockquote>  <p>I think the nay-sayers' argument is, in a nutshell,&nbsp;&quot;I hate to wait&quot;.&nbsp; </p>  <p>And who came blame them, given Games Workshop's track record?&nbsp; There is no guarantee that the rumored codex daemonica will even address their concerns, let alone fix the perceived problems.</p>  <p>So stop being the voice of reason!</p>]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 03:22:15]]> GMT</pubDate>
				<author><![CDATA[ fellblade]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <div   >Lesser deamons- Less said = better</div  ><br><br>Lesser deamons are totally worth it. Putting a model with a Marine stat. line at less points, that can guarantee an assault 12" from the Icon and is fearless. Yes, please. Esspecially if I need a unit that can tie up anything in close combat long enough for Terminators and <span class="glossaryitem" onmouseover='gp(262);'>DP</span>'s to get some fun.<br><br><div   >Spawn- No one can convince me a slow and porpuseful model with three wounds and no armour is any good at all atr that price.</div  ><br><br>It's not that they are good on an individual basis. It's more that they are good when you take 15+ of them. I have seen the new Spawn Spam, and it is dangerous. There is simple not enough high rate of fire guns per the target saturation that you would see to take them all down, and you still have points to take a bunch nasty units to assault the enemy.<br><br><div   >Possessed- 4 points less than a terminator for a random ability, Nope.</div  ><br><br>The best use I have seen from them is riding in the cheaper Land Raider. They are cheaper than Terminators and you can cram more into a Land Raider. In that set-up there is really only one bad roll you can make for them and that is the scouts roll. But between, Feel no pain, Fleet, Rending, Power Weapons, all work well in that set-up. Plus, it is my opinion that 26 points for a marine with +1 attack, +1 toughness, and 5+ invulnerable save is still a decent deal if not the best. That statline is only marginally worst than a terminator one, and they are marginally cheaper. The random ability I see as icing on the proverbial cake.<br><br><div   >Dreadnaughts- Oh good, they kill thier own troops again. Just what I wanted another  random factor, in the crowded elites section...</div  ><br><br>They are one of the least effective choices in the codex, but can still find some use.<br><br><div   >Havocs- Relative to the other heavy support, why bother? Other choices are much better (Obis and vindicators).</div  ><br><br>Because they can be more survivable than one model creatures that can be instakilled (oblits) and tanks that can die to one shot (any armored choice).<br><br><div   >Noise Marines (with guns)- As usual initiative is over valued on basic troopers. In particular on troops meant to be equiped with heavy weapons.</div  ><br><br>Don't understand your point, and Noise Marine unit would probably equip themselves with sonic weapons. The only reason to have the basic weapon option is for <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to cover themselves with a poorly thought out box set.<br><br><div   >Bikers- Too expensive, More expensive then <span class="glossaryitem" onmouseover='gp(10);'>BA</span> bikers who get a champion. In particular when cheapness of raptors is factored in.</div  ><br><br>Still can preform the same summoning support as in the old codex, and can be even improved with Icon,<br><br><div   >Chaos marines- Requiring ten to get a heavy makes these guys the losers of the troops section. If you want a heavy in your troops use noise marines and only take a blast master = 140 points for a better heavy weapon at any rate.</div  ><br><br>They still have access to multiple specials and can fulfill a great assault roll in a rhino. Their new load out is better than true grit any day. Plus you can always play the <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> hoard with them.<br><br><div   >Predators- almost good enough to make my not often list, but overpriced lascannons limit it's usefulness.</div  ><br><br>The cheap version is just as effective in new <span class="glossaryitem" onmouseover='gp(119);'>SM</span> lists. If you plan on building a vehicles kill infantry, infantry kills vehicles army they are very useful.]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 03:30:51]]> GMT</pubDate>
				<author><![CDATA[ Mahu]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Mahu on 10/24/2007 8:12 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  How truly different are the Legions that the necessitate their own rules. Let's really look at them:<br />  <br />  Alpha Legion - Experts in Infiltration and Cultists. They probably got the shortest end of the stick but what is stopping you from taking multiple chosen units (that infiltrate), <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squads, Deamon Princes, and Havocs with the Icon of Undivided. Decent army, with a good amount of shooting and play to their theme as much as possible.<br />  </div></blockquote>  <blockquote class="uncited"><div><b>Not an optimal list.</b>&nbsp; <b>d- at best.</b></div></blockquote>  <blockquote class="uncited"><div><br />  Word Bearers - Fanatical religious nuts that love deamons. They can play just like before, take multiple units (at least 4) of the generic deamons, <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> in Rhinos, Bikers, <span class="glossaryitem" onmouseover='gp(42);'>GD</span>, Deamon Prince, Lord and play the old deamon bomb. Can be an effective list if you use the amount of generic deamons to tie up squads for elite <span class="glossaryitem" onmouseover='gp(19);'>CC</span> elements like Terminators, Possessed, or Chosen.<br />  </div></blockquote>  <blockquote class="uncited"><div><b>Please tell me how you can even suggest this idea. Do you play the game? &nbsp;The new daemons aren't worth taking as filler. It's not even a shade on the dbomb. The fact that you suggest using possessed tells me how well you thought this through. It's a lsoing bet to take units meant to tie up other in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>. You need to take units that win <span class="glossaryitem" onmouseover='gp(19);'>cc</span>. The lesser daemons don't. d- at best now from b+.</b></div></blockquote>  <blockquote class="uncited"><div><br />  Iron Warriors - Less deamons more siege. Essentially it all comes down to their heavy support choices, max oblitorators, couple of vindicators and predators, Havocs. Any one of them would do. Combine that with the usual suspects like <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> in rhinos, chosen, Terminators etc. and you can still capture their style.<br />  </div></blockquote>  <blockquote class="uncited"><div><b>Since <span class="glossaryitem" onmouseover='gp(76);'>IW</span> couldn't use daemons before I am confused.</b> <b><span class="glossaryitem" onmouseover='gp(76);'>IW</span> lost the least.</b></div></blockquote>  <blockquote class="uncited"><div><br />  Night Lords - Scare tactics and raptors, oh my! Easily take three units of raptors, combine that with <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> in rhinos, Generic Deamons, Winged Deamon Princes, and you have a pretty decent list that is fast and can get to you quickly.<br />  </div></blockquote>  <blockquote class="uncited"><div><b>Again you suggest generic daemons. Again I ask do you play? The reason dbomb worked was daemons were strong enough to win, not hold. So you took enough units to mkae up for the inconvienent way they appeared. You over value random units obviously. C list</b></div></blockquote>  <blockquote class="uncited"><div><br />  Emporer's Children - Multple units of Noise Marines, back by Deamon Princes, Armored Support, and generic deamons, plays them similar to before.<br />  </div></blockquote>  <blockquote class="uncited"><div><b>The daemonettes used to balance the weakness of the shooty marines. Lesser dameons don't. No Noise havos eliminates a staple since 2nd edition. C list (the only one of the cult troops to get a c list)</b></div></blockquote>  <blockquote class="uncited"><div><br />  World Eaters - I was talking to a fried about this one, you could really do a crazy charge at you type army. Chaos Lords, Terminators, and Generic Deamons can pop in off of Berserkers in Rhinos, Bikers, and crazy charging Defilers.</div></blockquote>  <blockquote class="uncited"><div><b>Might be a good list, if your opponent doesn't do <span class="glossaryitem" onmouseover='gp(19);'>cc</span> better then you (nids and Eldar for sure). Again you try to use generics. They aren't worth it. Solid b list as Nids and Eldar are so strong and common.</b></div></blockquote>  <blockquote class="uncited"><div><br />  <br />  Thousand Sons - Multiple units of either mounted or walking Thousand Sons with durable Terminators, <span class="glossaryitem" onmouseover='gp(262);'>DP</span>, Sorcerors, and Generic Deamons providing shooting and assault support, backed by Predators, Vindicators, etc.</div></blockquote>  <blockquote class="uncited"><div><b>Generic daemons don't shoot. Solid b list. Won't fight back well in c but tough.</b></div></blockquote>  <blockquote class="uncited"><div><br />  <br />  Death Guard - Multiple Plague Marines back by Deamon Princes, <span class="glossaryitem" onmouseover='gp(42);'>GD</span>, Generic Deamons, Defilers, Bikers, Predators, etc.</div></blockquote>  <blockquote class="uncited"><div><b>Ok list still a b-list.</b></div></blockquote>  <blockquote class="uncited"><div><br />  There you go, a way to field 8 different competitive armies that match the theme of the Legion in question using the same list.</div></blockquote>  <br />  8 different armies yes. Top level competetive. No. Only A list army in the book is the <span class="glossaryitem" onmouseover='gp(41);'>Fzorgle</span> <span class="glossaryitem" onmouseover='gp(262);'>dp</span> build.<br />]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 03:56:40]]> GMT</pubDate>
				<author><![CDATA[ efarrer]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Which makes me wonder if you, Efarrer have used the lesser daemons. They are a lot better than you give them credit for. They aren't the old daemons, but they work well in the new lists.<br />  <br />  And I think he was talking about fluffy armies, not competitive. All those armies weren't exactly all top tier before. <br />  <br />  I don't think I would start making judgments on the toughness of the codex yet. It took some time before people figured out the good builds of Tyranids....]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 04:23:50]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Mahu on 10/24/2007 8:30 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <div   >Lesser deamons- Less said = better</div  ><br />  <br />  Lesser deamons are totally worth it. Putting a model with a Marine stat. line at less points, that can guarantee an assault 12&quot; from the Icon and is fearless. Yes, please. Esspecially if I need a unit that can tie up anything in close combat long enough for Terminators and <span class="glossaryitem" onmouseover='gp(262);'>DP</span>'s to get some fun.<br />  </div></blockquote>  <blockquote class="uncited"><div><b>Which still shows up randomly. Bad.</b></div></blockquote>  <blockquote class="uncited"><div><br />  <div   >Spawn- No one can convince me a slow and porpuseful model with three wounds and no armour is any good at all atr that price.</div  ><br />  <br />  It's not that they are good on an individual basis. It's more that they are good when you take 15+ of them. I have seen the new Spawn Spam, and it is dangerous. There is simple not enough high rate of fire guns per the target saturation that you would see to take them all down, and you still have points to take a bunch nasty units to assault the enemy.<br />  </div></blockquote>  <blockquote class="uncited"><div>15+ eh? so 600 points worth. Nope. </div></blockquote>  <blockquote class="uncited"><div><br />  <div   >Possessed- 4 points less than a terminator for a random ability, Nope.</div  ><br />  <br />  The best use I have seen from them is riding in the cheaper Land Raider. They are cheaper than Terminators and you can cram more into a Land Raider. In that set-up there is really only one bad roll you can make for them and that is the scouts roll. But between, Feel no pain, Fleet, Rending, Power Weapons, all work well in that set-up. Plus, it is my opinion that 26 points for a marine with +1 attack, +1 toughness, and 5+ invulnerable save is still a decent deal if not the best. That statline is only marginally worst than a terminator one, and they are marginally cheaper. The random ability I see as icing on the proverbial cake.<br />  </div></blockquote>  <blockquote class="uncited"><div><b>Still not worth it to me, because the other choices are that much better.</b></div></blockquote>  <blockquote class="uncited"><div><br />  <div   >Dreadnaughts- Oh good, they kill thier own troops again. Just what I wanted another random factor, in the crowded elites section...</div  ><br />  <br />  They are one of the least effective choices in the codex, but can still find some use.<br />  </div></blockquote>  <blockquote class="uncited"><div><b>Not in a optimized list.</b></div></blockquote>  <blockquote class="uncited"><div><br />  <div   >Havocs- Relative to the other heavy support, why bother? Other choices are much better (Obis and vindicators).</div  ><br />  <br />  Because they can be more survivable than one model creatures that can be instakilled (oblits) and tanks that can die to one shot (any armored choice).<br />  </div></blockquote>  <blockquote class="uncited"><div><b>I disagree, but whatever. I'll give you this one without serious arguement.</b></div></blockquote>  <blockquote class="uncited"><div><br />  <div   >Noise Marines (with guns)- As usual initiative is over valued on basic troopers. In particular on troops meant to be equiped with heavy weapons.</div  ><br />  <br />  Don't understand your point, and Noise Marine unit would probably equip themselves with sonic weapons. The only reason to have the basic weapon option is for <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to cover themselves with a poorly thought out box set.<br />  </div></blockquote>  <blockquote class="uncited"><div><b>The gunned out choice is not worth it. Use thousand sons for more kills.</b> I<b> actually think the non gunned out option is the better use of points.</b></div></blockquote>  <blockquote class="uncited"><div><br />  <div   >Bikers- Too expensive, More expensive then <span class="glossaryitem" onmouseover='gp(10);'>BA</span> bikers who get a champion. In particular when cheapness of raptors is factored in.</div  ><br />  <br />  Still can preform the same summoning support as in the old codex, and can be even improved with Icon,<br />  </div></blockquote>  <blockquote class="uncited"><div><b>You like lesser daemons though. Not heard of anyone off of warseer supporting them so.</b></div></blockquote>  <blockquote class="uncited"><div><br />  <div   >Chaos marines- Requiring ten to get a heavy makes these guys the losers of the troops section. If you want a heavy in your troops use noise marines and only take a blast master = 140 points for a better heavy weapon at any rate.</div  ><br />  <br />  They still have access to multiple specials and can fulfill a great assault roll in a rhino. Their new load out is better than true grit any day. Plus you can always play the <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> hoard with them.<br />  </div></blockquote>  <blockquote class="uncited"><div><b>Use cult troops they are better.</b></div></blockquote>  <blockquote class="uncited"><div><br />  <div   >Predators- almost good enough to make my not often list, but overpriced lascannons limit it's usefulness.</div  ><br />  <br />  The cheap version is just as effective in new <span class="glossaryitem" onmouseover='gp(119);'>SM</span> lists. If you plan on building a vehicles kill infantry, infantry kills vehicles army they are very useful.</div></blockquote>  <br />  <br />]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 04:25:22]]> GMT</pubDate>
				<author><![CDATA[ efarrer]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By fellblade on 10/24/2007 8:22 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <p>I think the nay-sayers' argument is, in a nutshell,&nbsp;&quot;I hate to wait&quot;.&nbsp; </p>  <p>And who came blame them, given Games Workshop's track record?&nbsp; There is no guarantee that the rumored codex daemonica will even address their concerns, let alone fix the perceived problems.</p>  </div></blockquote>  <p><br />  I've corresponded with Jervis regarding <span class="glossaryitem" onmouseover='gp(79);'>LatD</span>.&nbsp; And from what I can gather, they will in no way, shape or form be represented in the Daemon book.&nbsp; They view <span class="glossaryitem" onmouseover='gp(79);'>LatD</span> as something that would deserve its own codex, but it sounds as though there's no plan for&nbsp;it in sight (meaning we have to keep reminding them that we're interested seeing it happen).</p>  <p>Moreover, the reliable sources on Warseer indicate that the daemon book won't be &quot;allyable&quot; with the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex except in&nbsp;Apocalypse games.&nbsp; It's a separate army list. </p>  <p>When you consider that Orks, Daemons, a new edition of <span class="glossaryitem" onmouseover='gp(3);'>40K</span> and maybe a &quot;Planetstrike&quot; supplement&nbsp;may be&nbsp;on the way for 2008, and <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, Necrons, <span class="glossaryitem" onmouseover='gp(10);'>BA</span>, <span class="glossaryitem" onmouseover='gp(124);'>SW</span> and others are still somewhere in the queue, things are looking fairly bleak for Chaos to get anything else in the next few years.&nbsp; <br />  </p>]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 04:32:43]]> GMT</pubDate>
				<author><![CDATA[ gorgon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Toreador on 10/24/2007 9:23 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  Which makes me wonder if you, Efarrer have used the lesser daemons. They are a lot better than you give them credit for. They aren't the old daemons, but they work well in the new lists.<br />  <br />  And I think he was talking about fluffy armies, not competitive. All those armies weren't exactly all top tier before. <br />  <br />  I don't think I would start making judgments on the toughness of the codex yet. It took some time before people figured out the good builds of Tyranids...</div></blockquote>  <p>If they come when needed. As it stands they arrive within&nbsp; of&nbsp;an&nbsp;Icon bearer, only good if things work out. Have you played them? Do you even play chaos? &nbsp;They won't be used in the power builds for the army.&nbsp; For the record I have used daemons for two versions of the book. I'm not bothering with these ones. They are weaker versions of the daemons from the 3rd ed book. Not worth it to me.</p>  <p>He used the word comptetive. I did not. <span class="glossaryitem" onmouseover='gp(76);'>IW</span> and Word Bearers dbomb were close to top tier.</p>  <p>The toughness of the book is not what my complaint. There is a good competetive build, it was figured out before the book was even in general release. Not three, four, five, six, seven, or eight. </p>  <p>&nbsp;</p>  <p>edit to address content</p>]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 04:44:32]]> GMT</pubDate>
				<author><![CDATA[ efarrer]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Yep, have played with and against the new daemons. I thought at first that they were pretty weak, but that was in comparison to the old. I found after a few games that they actually are quite useful, especially against eldar. <br><br>Anything that deepstrikes has the same problem that daemons have, but daemons are rather more useful in that they can assault that turn. Yes, it takes setting things up to happen correctly, but it took almost the same planning in the old codex. <br><br>Greater Daemons on the other hand are not quite as useful, but are cheap for their abilities. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 05:43:08]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/24/2007 4:36 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  So when rules based on Fluff make X better than Y, because the fluff for X happens to translate into better game terms than Y does, then it's a problem.&nbsp;</div></blockquote>  <p>That's what pts costs are for.</p>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/24/2007 4:36 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  Should I be rewarded for getting 10 Man squads for my Ultramarines? Hey I'm following the fluff! Shouldn't I be rewarded?&nbsp;</div></blockquote>  <p>Yes you should.&nbsp;&nbsp;If&nbsp;Ultramarines are supposed to use 10-man squads but their rules make 6-man squads more effective than 10-man squads then those rules are a failure.</p>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/24/2007 4:36 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  All the old rules did was reward people for liking Slaanesh or Khorne, instead of Tzeench or Nurgle.&nbsp;</div></blockquote>  <p>Actually all the old rules did was&nbsp;compensate people for restricting their armies to a single god.&nbsp; Pure cult armies not only used to lose access to all other Marks, all other&nbsp;daemons, and all other god-specific wargear, but they also lost access to unmarked units as well.&nbsp; Even though the old Marks weren't quite balanced they were still balanced enough to make&nbsp;restricting yourself to a single Mark a disadvantage.&nbsp; So the old codex gave&nbsp;you bonuses to compensate.</p>  <p>But now restricting yourself to a single Mark gets you nothing in return.&nbsp;&nbsp;If taking a pure cult army puts you at a disadvantage, and the rules no longer even <i>try</i> to counterbalance that, then in effect the rules are discouraging you from taking pure cult armies.</p>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/24/2007 4:36 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  What you are ignoring is the fact that you can take Bikes or Raptors, which can represent 1KSons units that used to fill those roles, and the &quot;AC&quot; is the sorcerer commanding them, but takes too much concentration to control their automations that they can't use psychic powers.</div></blockquote>  <p>I could take Bikes or Raptors using the old list.&nbsp; Of course it wouldn't be a &quot;pure Thousand Sons army&quot; anymore, but I can't play a &quot;pure Thousand Sons army&quot; now either (since it no longer exists).&nbsp; <i>But wait</i>, you say, <i>now you&nbsp;can give them a Tzeentch Icon!</i>&nbsp; Well I can give a Tzeentch Icon to my <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> too.&nbsp; That doesn't make them Thousand Sons.</p>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/24/2007 4:36 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  You've got powerful sorcerers, they have access to powers that are much more potent or damaging than anything the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> libby can take save one broken power (FOTD).</div></blockquote>  <p>Huh?&nbsp; How are Tzeentch psychic powers more potent than Librarian ones?&nbsp;&nbsp;Ignoring pts costs for now, and just focusing on <span class="glossaryitem" onmouseover='gp(111);'>raw</span> power:</p>  <p>Force Weapon = Force Weapon</p>  <p>Fury of the Ancients&nbsp;&gt;&nbsp;Bolt of Change, Doom Bolt, Wind of Chaos</p>  <p>Veil of Time&nbsp;&gt; Warptime</p>  <p>Psychic Hood&nbsp;&gt; no psychic defense whatsoever</p>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/24/2007 4:36 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  Funny you should compare the sorcerers to a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> librarian who is considered to be too good for his points, as opposed to say a Dark Angels librarian, who pretty much blows.</div></blockquote>  <p>Maybe I did that because the fluff doesn't state that Thousand Sons don't have more powerful&nbsp;psykers than&nbsp;Dark Angels - it states that they&nbsp;have more powerful psykers than&nbsp;<i>all the other space marines.</i></p>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/24/2007 4:36 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  Your complaints about failings compared to Librarians or the fact that you can't auto-cast anymore are related to in-game performance compared to other armies, not so much in terms of fluff representation.<br />  </div></blockquote>  <p>Uh, <i>what?</i>&nbsp; So if guardsmen were all S4 then it would be perfectly&nbsp;fluffy for Orks to remain S3?&nbsp; Yeah I guess comparisons with other armies don't matter if all I do is play other Thousand Sons.&nbsp; But the minute I face a Librarian all of a sudden my in-game performance isn't really representing the fluff so well now is it?&nbsp; Hell, I don't even need to look as far as <i>Codex: Space Marines</i> to find stronger psykers - there are stronger psykers right there in <i>Codex: Chaos Space Marines</i>!&nbsp; <i><span class="glossaryitem" onmouseover='gp(41);'>Fzorgle</span>!</i></p>  <blockquote class="uncited"><div>Posted By Voodoo Boyz on 10/24/2007 4:36 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  Your examples of using other codex's for &quot;counts-as&quot; are just you being willfully oblivious.</div></blockquote>  <p>How is that?&nbsp; At least if I use the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex all my &quot;psykers&quot; (=&nbsp;heavy weapons marines)&nbsp;and &quot;rubrics&quot; (= bolter marines) will&nbsp;have consistent rules.&nbsp; Just cause the rules say &quot;Tzeentch&quot; doesn't mean they are the most accurate representation of the Thousand Sons fluff.&nbsp; Hell, Grey Knights make better Thousand Sons terminators than the ones in C:<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.&nbsp;</p>  <p>Besides, I shouldn't have to resort to &quot;counts as&quot; to field an army that has been one of the 5 main Chaos armies since <i>The Lost and the Damned</i>.&nbsp; That I do is a&nbsp;solid indictment of the Chaos codex.</p>]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 05:44:21]]> GMT</pubDate>
				<author><![CDATA[ Abadabadoobaddon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By jfrazell on 10/24/2007 4:33 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <br />  Lets go with Slaanesh because I was looking at that more.<br />  <br />  Correct me if I am wrong but isn't the only difference the sonic weaponry? Both cult and non-cult get the +1 <span class="glossaryitem" onmouseover='gp(74);'>Init</span>. </div></blockquote>  <p>Actually, of all the cult armies Emperor's Children come away as the best represented under the new rules.&nbsp; This is because the&nbsp;only difference between Noise Marines and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> w/<span class="glossaryitem" onmouseover='gp(101);'>MoS</span> is Fearless and the option to take sonic weapons.&nbsp; Emperor's Children were never a&nbsp;&quot;sonic weapons only&quot; force so&nbsp;you can still build a traditional Emperor's Children army with the new codex,&nbsp;the only inconsistent feature being that your Troops are Fearless while your terminators et al are not.</p>  <p>Contrast this with World Eaters whose terminators have a lower Weapon Skill and lack Furious Charge&nbsp;or&nbsp;Death Guard where they have a higher Initiative&nbsp;and lack Feel No Pain.&nbsp; And Tzeentch terminators are so different from Thousand Sons it really stretches &quot;counts as&quot; to the breaking point <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.</p>  <blockquote class="uncited"><div>Posted By Toreador on 10/24/2007 9:23 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  And I think he was talking about fluffy armies, not competitive. All those armies weren't exactly all top tier before.</div></blockquote>  <p>So not only are they less representative of the fluff, but they're still not very competitive.&nbsp; So what's the purpose of the new codex again?&nbsp; I mean, besides pissing off Chaos players?</p>  <blockquote class="uncited"><div>Posted By Toreador on 10/24/2007 9:23 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  It took some time before people figured out the good build of Tyranids....</div></blockquote>  <p>Well, the Tyranid codex is more flexible.&nbsp; Also, FYT.</p>]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 06:33:13]]> GMT</pubDate>
				<author><![CDATA[ Abadabadoobaddon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I would say overall more of them are at least competitive now, compared to the past. They have lopped the head off of the beast though, with more armies now in the middle instead of top and bottom. Eldar mech lists and godzilla lists are just going to be tough for any of the "new" armies to beat, but Chaos can more than deal with any of the other older lists. <br><br>Godzilla nids is flexible?<br><br>I think we will see more and more builds out there. I keep seeing terminator builds popping up around here. I will be curious to see what shakes out. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 07:08:08]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Mahu on 10/24/2007 8:12 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  How truly different are the Legions that the necessitate their own rules. Let's really look at them:<br />  <br />  Word Bearers ... take multiple units (at least 4) of the generic deamons<br />  <br />  Night Lords ... combine that with ... Generic Deamons<br />  <br />  Emporer's Children ... generic deamons, plays them similar to before.<br />  <br />  World Eaters ... and Generic Deamons ...<br />  <br />  Thousand Sons ... and Generic Deamons providing shooting ...<br />  <br />  Death Guard ... Generic Deamons...<br />  <br />  <br />  There you go, a way to field 8 different competitive armies that match the theme of the Legion in question using the same list.</div></blockquote>  <br />  Every time you say 'generic daemons', a Fury loses&nbsp;it's wings.<br />  <br />  Anyway Mahu, I call bull*gak* on your whole post. You can approximate anything with the new Codex, but honest to God man - simply saying that taking 'generic daemons' - whoops, there goes another set of wings! - makes up for the lack of real daemons, it's an insult to Chaos players who own lots of Daemons.<br />  <br />  I own lots of Daemons. Nearly AUD$1000 worth of them. I ordered very specific units of Bloodletters, Daemonettes, Daemonette Cav and Furies, and I was looking to get 3-4 units of Plaguebearers in the future for a Death Guard army.<br />  <br />  Now not only do Death Guard not exist - neither do Plaguebearers!<br />  <br />  No, taking a Lord with the <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, some Plague Marines, and some generic daemons will NOT give me a Death Guard army. It will give me an army with a Lord with the <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, some Plague Marines, and some hopeless waste-of-points generic daemons.<br />  <br />  BYE]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 08:30:19]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I disagree that an army list has to be specifically named as "Thousand Sons" to be a thousand sons (or whatever) army. The current codex does allow Death gaurd armies. Pretty damn easily actually.<br>What annoyed me was the ret conning of the fluff in the case of Vindicators and the various cult troops (you have to join the Death Gaurd to be a plague marine, cos Nurgle sez so. Unless your are in the Black Legion. You gotta get lobotomised to be a Berserker, unless you're in the Black Legion. Etc.)]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 08:42:44]]> GMT</pubDate>
				<author><![CDATA[ Da Boss]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ The argument I was addressing was that the idea that it is impossible to play themed armies out of the new dex was ridiculous at best.<br><br>You and I would have to disagree on the usefulness of Lesser Deamons. <br><br>But I do agree that those that spent the money to get specific deamons because of their use in game, was really slapped in the face by the new codex. I am only glad I sold my Word Bearers when I did.<br><br>But what is this really a discussion of. I feel like three different agreements are floating around here, with a reasonable answer to one being met with a separate argument rather than an answer.<br><br>Is the argument over what Chaos lost with the new book?<br><br>Is the argument over the effectiveness of the new book?<br><br>Or is the argument over our own personal feelings about the book?<br><br>For my part, here is my whole argument. Sure Chaos lost a lot from one book to another. But the new book is still competitive, and does allow for a lot of diversity in balance competitive play. Personally, from strictly a <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> perspective, I like it. Some will disagree, and judging by the posters in this thread, opinions are varied to where there isn't an overtly majority opinion. The only thing I dislike the most about it, is that it favors players who are approaching the army anew over long time chaos players who where used to a particular way, you have that in every codex release, just more so with chaos because of the previous lists diversity. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 08:54:58]]> GMT</pubDate>
				<author><![CDATA[ Mahu]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I pretty much agree with that. In a vacuum, the codex isn't that bad. But a lot has been washed away. I would hope they bring back some of the legeions, and they seem to state that they want to. Only time will tell there. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 10:30:03]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Mahu on 10/24/2007 1:54 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  <br />  For my part, here is my whole argument. Sure Chaos lost a lot from one book to another. But the new book is still competitive, and does allow for a lot of diversity in balance competitive play. Personally, from strictly a <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> perspective, I like it. Some will disagree, and judging by the posters in this thread, opinions are varied to where there isn't an overtly majority opinion. The only thing I dislike the most about it, is that it favors players who are approaching the army anew over long time chaos players who where used to a particular way, you have that in every codex release, just more so with chaos because of the previous lists diversity. </div></blockquote>  <p><br />  It doesn't do that.</p>  <p>It provides one highly competitve build and a large number of builds you can take to your local <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to lose games with. The lists you have suggested would be beat by a 12 year old with a good army.<br />  </p>]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 11:45:23]]> GMT</pubDate>
				<author><![CDATA[ efarrer]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Mahu on 10/24/2007 1:54 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  The argument I was addressing was that the idea that it is impossible to play themed armies out of the new dex was ridiculous at best.</div></blockquote>  <p>The new codex doesn't make it impossible to play themed armies.&nbsp;&nbsp;It just makes it a lot more difficult for no good reason.</p>  <p>That is of course assuming&nbsp;your theme isn't &quot;<i>Chaos Rainbow Coalition with Random Assortment of Units from a Dozen Different Renegade Chapters (Plus Generic Daemons) Hooray!</i>&quot;</p>]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 12:57:37]]> GMT</pubDate>
				<author><![CDATA[ Abadabadoobaddon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ What I think Mahu is saying is that the design of the new dex is vastly different to what was previously designed,<br><br>Armies and build that people could take are now obsolete,<br>any one who owned a 1550 tornie build now will have to change there list not just because things no longer exist (What is a kai gun again) but because things shifted.<br><br>The dex as it is can be used very effectively,<br>but you have to build a new army from the floor up.  Unless you have quite a bit of chaos (including all of the now obsolete builds because so many options IE peoples modelling efforts) you need to buy more models to be able to build them.<br><br>This is what I get annoyed at,<br>I understand that they are releasing a daemon codex (but who knows when) but the only real way I can think to explain this is the following.<br><br>The last codex wasn't a single codex, it was many.<br>All of the sublists were their own real army existance, Iron Warriors was an interal codex of itself, as were all of the other sects that were given rules and regulations (and restictions)<br><br>This has all been lost.<br><br>Now we have 1 codex that doesn't differentiate between sublists because all sublists not only do not exist (really) but they can be taken at the same time.<br><br>How often did you see noise marine armies led by a bloodthirster of genericness and a daemon prince of nurgle, you didn't because the sublists restricted you based on the feel of the fluff and the purpose of the list rather than chaos as a whole.<br><br>They have taken a new approach,<br>which is fine, that's their perogative.<br>What quite a few people are annoyed about is that we (including myself) preferred the old codex system and felt that units and legions needed balancing, and not starting from scratch.<br><br>I'm sure I have put words in to some people mouths (seemingly)<br>but I'm in agreement with Toreador, they washed far too much away (and made up for the crappy 1K Sons rules of the past!)<br><br>:-)]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 13:11:29]]> GMT</pubDate>
				<author><![CDATA[ Makaleth]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I think Abadabadoobaddon hit it on the head,<br><br>It is now 10 times easier to play the rainbow chaos list of naughtiness compared to actually trying to field a proper legion or marked army.<br><br>Man, the daemon princes have as many options as the troops.  (but that's another issue)]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 13:14:35]]> GMT</pubDate>
				<author><![CDATA[ Makaleth]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Well, do you really need a list to make you field a fluffy army? Or does the powergamer in us all demand we make the ultra competitive rainbow warrior coalition? It's kind of like when the old USSR broke up. There were a lot of people that wanted and liked to be restricted. They need it. Now with nothing making you be fluffy, there is no reason to.  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 13:26:55]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Toreador on 10/24/2007 6:26 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Well, do you really need a list to make you field a fluffy army?</div></blockquote>  No, but it certainly helps if I don't have to struggle&nbsp;against the army list every step of the way.&nbsp; The new codex definitely doesn't make it easy.&nbsp; And that's why I don't like it.&nbsp; No sir, I don't like it one bit.]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 15:38:20]]> GMT</pubDate>
				<author><![CDATA[ Abadabadoobaddon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I appologize for jumping in here but I have been summoned once again into a thread concerning the new Chaos dex.<br />  <br />  As I see it there are three seperate issues with the codex:<br />  <br />  1. fluff<br />  2. choices of army composition<br />  3. competitiveness/strength of force<br />  <br />  I've seen arguments similar to: &quot;the new codex sucks because they took away all of our choices!&quot; while someone else is arguing &quot;no it doesn't, they can still make some really broken builds!&quot; These are two seperate points. One could argue that the new codex DOES suck because of the limited choices, the counter to that would not have anything to do with the competitiveness of certain builds though nor would it have anything to do with the fluff. Here is where I stand on these issues:<br />  <br />  The fluff has been pretty much destroyed. I'm not even a big chaos follower but even I can see it's pretty much gone the way of the freebooter. I guess we should just all be happy that demons haven't all become fungus or something. If they plan to go more in depth into demons in their own dex then I suppose this is forgiveable, but we've definately left flavor country. Personally, I don't care about fluff. All I need is a 3 page pamphlet of nothing but in-game rules for the units and stats. I can imagine my own fluff and make up backstories myself. Plus it avoids confusion when we have a passage like &quot;Nurgle marines are awesome! They can never be killed by normal weapons so they have a Toughness of 5!&quot; (NOTE: this is NOT an actual quote from the dex, merely an example) Is that fluff or a rule? Is it both? Where does the fluff end and the rule begin? We've all seen crazy stuff like this elsewhere and it just confuses the issue.<br />  <br />  Another note on fluff: If fluff is the most important thing to a gamer then I would expect that gamers army to be completely painted and representative of his fluff. What do I historically see? Unprimed Imperial Space Marine bikes that are actually chaos bikers speeding ahead to unload demons into my ranks. Which one's the icon bearer? Oh, it's the one with no arms that's been primed black of course! If the fact that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> took away differences in demons annoys you then maybe you should take a good hard look at your unfinished minis and realize that it never made a difference to your opponents anyway.<br />  <br />  The choices are significantly less. This cannot be argued. My feelings on this are positive though. I like the new Blood Angels dex and I like the new Chaos dex because of simplicity. Warmachine is about as simple as it gets but it is far more tactically challenging than <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. So, taking away choice doesn't seem to be a factor in the tactical aspect. What is the issue then? I understand a player's problem with it if he constantly paints up new minis and changes his list from week to week because he can't stand to play the same list twice. In my experience though that is a rarity. I played against the same two lists when I played against chaos players and the game was fairly predictable. Even now, I've seen two very similar lists with the new dex. Even with less choices players still seem to gravitate toward one build and make sure everyone else knows that if they deviate from that their just kidding themselves.<br />  <br />  As far as the strength of the new dex goes I suppose the jury's still out. For my own experience I have lost twice out of two games against it. I played stright up <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and lost both times to double lash lists. The funny part though is that Lash didn't do much of anything against <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. I lost to the same thing I always did before, which is demons popping out in my ranks and gaining the invaluable immunity to my fire by being in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. So, from my point of view not alot has changed. I admitedly have had limited exposure to it though and I'm sure armies that swing the pendulum farther out like nids or Tau may have differing experiences. I haven't heard alot about chaos being nerfed though. It seems like people just focus on the lack of choices and leave it at that.]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 18:48:17]]> GMT</pubDate>
				<author><![CDATA[ Glaive Company CO]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By efarrer  on  10/24/2007 4:45 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  It doesn't do that.  <p>It provides one highly competitve build and a large number of builds you can take to your local <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to lose games with. The lists you have suggested would be beat by a 12 year old with a good army.<br />  </p>  </div></blockquote>  <br />  You just described the Imperial Guard Codex in a nutshell. Why should Chaos be any better than them.]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 21:43:54]]> GMT</pubDate>
				<author><![CDATA[ Agamemnon2]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Agamemnon2  on  10/25/2007 2:43 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <blockquote class="uncited"><div>Posted By efarrer  on  10/24/2007 4:45 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  It doesn't do that.  <p>It provides one highly competitve build and a large number of builds you can take to your local <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to lose games with. The lists you have suggested would be beat by a 12 year old with a good army.<br />  </p>  </div></blockquote>  <br />  You just described the Imperial Guard Codex in a nutshell. Why should Chaos be any better than them.</div></blockquote>  Judging by a lot of comments I see in the army list/tactics sections there must be a lot a players who think that describes any codex.&nbsp; How often do I see not nidzilla = not competitive, no falcon/harlie spam = not competitive etc. <br />  <br />  I do sort of agree with HBMCs lack of character comments though, although maybe for slightly different reasons.<br />  <br />  I agree with toreador about demons, they are not crap (boring fluff wise maybe). There aren't many units that can beat harlies consistently, and beat them even if the harlies charge. Demons do that point for point. They also tie up and eventually beat 6man las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span>/<span class="glossaryitem" onmouseover='gp(105);'>PF</span> squads. Yes they come in at a random time like most other deepstrikers, but they also come in with pin point precision and assault same turn unlike most other deepstrikers.]]></description>
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				<pubDate><![CDATA[Wed, 24 Oct 2007 22:30:57]]> GMT</pubDate>
				<author><![CDATA[ puree]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Glaive Company CO on 10/24/2007 11:48 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  I like the new Blood Angels dex and I like the new Chaos dex because of simplicity. Warmachine is about as simple as it gets but it is far more tactically challenging than <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. So, taking away choice doesn't seem to be a factor in the tactical aspect. What is the issue then?</div></blockquote>  Making <span class="glossaryitem" onmouseover='gp(3);'>40K</span> simpler doesn't make it more tactically challenging.&nbsp; It just makes it simpler.&nbsp; Without all the bells and whistles there's less to distract&nbsp;one from the&nbsp;realization that the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> ruleset really just isn't very good.]]></description>
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				<pubDate><![CDATA[Thu, 25 Oct 2007 02:35:51]]> GMT</pubDate>
				<author><![CDATA[ Abadabadoobaddon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ What makes a simpler rule set like <span class="glossaryitem" onmouseover='gp(3);'>40k</span> more tactically challenging is the diversification on units and forces on the table. Once players can no longer rely on the fact that they are going to be playing against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>'s all the time, you will see a much more balanced challenging game. Hopefully with these newer codexes we will see that in the long run.]]></description>
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				<pubDate><![CDATA[Thu, 25 Oct 2007 03:02:26]]> GMT</pubDate>
				<author><![CDATA[ Mahu]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Have to agree with Aba here.<br><br>Warmachine is a superior game, tactically, because the ruleset makes it so, not because the unit selections cannot be customized to any great extent.  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> simplifying its codecis will not improve the game until they tighten up their core rules.]]></description>
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				<pubDate><![CDATA[Thu, 25 Oct 2007 03:02:37]]> GMT</pubDate>
				<author><![CDATA[ Saldiven]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Abadabadoobaddon on 10/25/2007 7:35 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <blockquote class="uncited"><div>Posted By Glaive Company CO on 10/24/2007 11:48 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  I like the new Blood Angels dex and I like the new Chaos dex because of simplicity. Warmachine is about as simple as it gets but it is far more tactically challenging than <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. So, taking away choice doesn't seem to be a factor in the tactical aspect. What is the issue then?</div></blockquote>  Making <span class="glossaryitem" onmouseover='gp(3);'>40K</span> simpler doesn't make it more tactically challenging.&nbsp; It just makes it simpler.&nbsp; Without all the bells and whistles there's less to distract&nbsp;one from the&nbsp;realization that the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> ruleset really just isn't very good.</div></blockquote>  <br />  Then what's the answer?&nbsp; To make a poor ruleset worse by adding wargear that breaks the core rules?&nbsp; If players had to both face each other using the same army list I would imagine that it would be up to the better tactician to win.&nbsp; To say that it would be up to who gets the first turn or the dice rolls is sort of a cop out because that can be said about any other game system.&nbsp; It has just been my experience that the simpler the rules the more tactically challenging the game.&nbsp; Maybe it's just me.&nbsp; The one thing I know though is that if the core rules are the problem having more wargear choices in a codex isn't going to help anything.]]></description>
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				<pubDate><![CDATA[Thu, 25 Oct 2007 04:05:52]]> GMT</pubDate>
				<author><![CDATA[ Glaive Company CO]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Toreador on 10/24/2007 6:26 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Well, do you really need a list to make you field a fluffy army? Or does the powergamer in us all demand we make the ultra competitive rainbow warrior coalition? It's kind of like when the old USSR broke up. There were a lot of people that wanted and liked to be restricted. They need it. Now with nothing making you be fluffy, there is no reason to.  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> </div></blockquote>  <p><br />  I do if I want to play a demon heavy army or <span class="glossaryitem" onmouseover='gp(79);'>LATD</span>. </p>  <p>Restricted? </p>  <p>*Vet skills are gone&nbsp;</p>  <p>*the full panopoly of wargear is gone</p>  <p>*the full panopoly of demon options are gone. </p>  <p>Its the new list that is substantially more restrictive.&nbsp; It can be configured in a1st tier competitive way, but there's minimal in the new book that black legion couldn't do in the old. </p>  <p><br />  </p>]]></description>
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				<pubDate><![CDATA[Thu, 25 Oct 2007 04:21:55]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Abadabadoobaddon  on  10/24/2007 5:57 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By Mahu on 10/24/2007 1:54 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  The argument I was addressing was that the idea that it is impossible to play themed armies out of the new dex was ridiculous at best.</div></blockquote>  <p>The new codex doesn't make it impossible to play themed armies.&nbsp;&nbsp;It just makes it a lot more difficult for no good reason.</p>  </div></blockquote>  Could you please explain how? Because I see a list that allows you to mark every single unit except Obliterators. The only list that isn't really viable now are Plague Marines, due to the high cost of the icon. Khorne got better, Slaanesh stayed more or less the same, Tzeentch improved a hundredfold. The other heresy legions lost chaplains, stealth adepts, and cultists, but you can still pretty much make representative lists. And if you don't mind using different marks in the same army to represent different stuff, it's even easier to tailor-make your individual units to represent stuff - any demon can be summoned off any mark now, and there's no penalty for mixing marks, so why not?]]></description>
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				<pubDate><![CDATA[Thu, 25 Oct 2007 08:06:18]]> GMT</pubDate>
				<author><![CDATA[ Salvation122]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Salvation122 on 10/25/2007 1:06 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By Abadabadoobaddon on 10/24/2007 5:57 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By Mahu on 10/24/2007 1:54 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  The argument I was addressing was that the idea that it is impossible to play themed armies out of the new dex was ridiculous at best.</div></blockquote>  <p>The new codex doesn't make it impossible to play themed armies.&nbsp;&nbsp;It just makes it a lot more difficult for no good reason.</p>  </div></blockquote>  Could you please explain how? Because I see a list that allows you to mark every single unit except Obliterators. The only list that isn't really viable now are Plague Marines, due to the high cost of the icon. Khorne got better, Slaanesh stayed more or less the same, Tzeentch improved a hundredfold. The other heresy legions lost chaplains, stealth adepts, and cultists, but you can still pretty much make representative lists. And if you don't mind using different marks in the same army to represent different stuff, it's even easier to tailor-make your individual units to represent stuff - any demon can be summoned off any mark now, and there's no penalty for mixing marks, so why not?</div></blockquote>  <p>This is the way I see it. In the previous codex, you had rules that allowed you to field an army that was devoted to Nurgle, Khorne, etc. In the new dex, you don't. Sure, you can field armies that are similar to the last codex's incarnations, but they aren't the same. Now matter how much painting and modeling your figures to look like Death Guard or World Eaters or whatever, the entire army isn't necessarilly made up of models that are Death Guard, <span class="glossaryitem" onmouseover='gp(411);'>WE</span>, etc.</p>  <p>Let's say I like lemons. Then let's say every store in my area stops selling lemons, and there is no way for me to get lemons in my area. Someone tells me to just dye a lime yellow, and I'll have a good substitue for a lemon. But it's not a lemon. It's a lime colored to look like a lemon, and I want the real thing.</p>  <p><br />  <br />  </p>]]></description>
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				<pubDate><![CDATA[Sat, 27 Oct 2007 22:26:58]]> GMT</pubDate>
				<author><![CDATA[ Lord_Mortis]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Here's a thought probably thunked by others before.<br><br>What if Codex Space Marines was written like Codex Chaos?<br><br>Headquarter:<br>Sanguinary Chaplain<br>Deathwing Master<br>Ravenwing Master<br><br><br>Elites: <br>Deathwing<br>Wolfguard<br>Space Wolf Scouts<br><br>Troops: <br>Ultramarine Tactical Squad<br>Scout Marines<br><br>Fast Attack: <br>Blood Angel Assault Squad<br>Ravenwing Bike Squad<br><br>Heavy Support: <br>Devastator Squad]]></description>
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				<pubDate><![CDATA[Sun, 28 Oct 2007 16:23:58]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ Nicely put, Malfred.]]></description>
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				<pubDate><![CDATA[Mon, 29 Oct 2007 07:31:56]]> GMT</pubDate>
				<author><![CDATA[ gorgon]]></author>
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				<title>RE: Thoughts on the Chaos Codex</title>
				<description><![CDATA[ I think the new Chaos codex has taken the army back 2 editions of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. Remember 2nd ed Space Marines? <br><br>"To makes a Blood Angel Army paint all of your mans red. Blood Angles are CRAZY! To makes an Ultramarine army paint all of your mans blue. Ultramarines are BORING! etc"<br><br>The new codex seems more marketing then anything else. Release updated basic marines to promote sales. Make special units like Zerkers or Thousand Sons available to a wider range of armies to move some more boxed sets. New <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> sculpts, make the Vindicator available etc. For most folks who used to play a themed army, Chaos has turned into a big money sink. Not to mention the multitude of new armies the release of a new Codex always inspires. (Note also that the codex is now 80% pre-published fluff and they have actually managed to take the workable army list to 9 or 10 well spaced pages hidden in the back of the book)<br><br>I'm only disappointed that with all the new possibilities with no mark restrictions etc the only thing people can seem to focus on is the Twin Lash. ]]></description>
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				<pubDate><![CDATA[Tue, 30 Oct 2007 03:35:27]]> GMT</pubDate>
				<author><![CDATA[ Tekksama]]></author>
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