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				<title>Fixing the Daemon Codex in 3...2...1...</title>
				<description><![CDATA[ Here are some fun rules that i think would more appropriately balance the daemon codex:<br /> <br /> Change Plague Banner to<br /> "Once per game, for one fight Sub-phase, the unit's weapons are poisoned (2+) and all models with the touch of rust rule glance on a roll of a 5+, instead of the normal 6+"<br /> <br /> Options: Herald of Nurgle:<br /> Add: <br /> "May take a Plague Drone as a Daemonic Steed - 55 points"<br /> "Plague Drone - Change unit type to Jet Pack Cavalry, The Herald Receives +1 Attack and +2 Wounds"<br /> <br /> Flesh Hounds - 18 points per model<br /> <br /> Relentless given to the rider of a burning chariot...<br /> <br /> Beasts of Nurgle add the special rule Acidic Sludge:<br /> "Acidic Sludge - the models melee attacks now have the rending <span class="glossaryitem" onmouseover='gp(136);'>USR</span>, in addition to poisoned (4+)"<br /> <br /> Bloodcrushers are T5<br /> <br /> Screamers of Tzeentch<br /> "Lamprey's Bite - Instead of making all of their attacks, they can instead substitute their attacks for one S5 AP2 attack that automatically hits and has the Armourbane rule"<br /> <br /> Flames of Tzeentch<br /> Change to S5 AP4 instead of S4 AP4<br /> <br /> Fateweaver is back up to his 333 points glory and specify that the re-roll allotted from staff of change can now be used on any dice, including your opponents rolls.<br /> <br /> Soul Grinder:<br /> Change Mark of Nurgle to 25 points, Warpsword to 10 points<br /> <br /> The Masque and The Blue Scribes are heralds<br /> <br /> Fiends have 5 base attacks in addition to hit and run<br /> <br /> Hellflayers can now be taken in squadrons of 1-3, each costing 50 points.<br /> <br /> <br /> <br /> Now here's the interesting things that are a little out there compared to the other suggestions:<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>: add: Insect Wings<br /> <br /> "Insect Wings - Giant, slimy insect wings sprout from the back of this <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>, allowing himself to lift off of the ground and fly short distances before smashing back down. A <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> that has insect wings is counted as a Jump Monstrous Creature"<br /> <br /> Any <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> may take Insect Wings - 40 points<br /> <br /> <br /> And that about does it.<br /> <br /> Any C&C is well appreciated. I'm thinking that these would make the daemon codex a lot more balanced, as i felt it has been lacking on a lot of choices, so i balanced those out, as well i thought it was a bit too powerful (flesh hounds, Nurgle Grinders) in some areas.<br /> <br /> Let me know what you think,<br /> Thisisnotpancho]]></description>
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				<pubDate><![CDATA[Thu, 2 May 2013 21:48:35]]> GMT</pubDate>
				<author><![CDATA[ thisisnotpancho]]></author>
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				<title>Fixing the Daemon Codex in 3...2...1...</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>, the point is he is slow as hell for a reason, he is tough as nails so <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> giving making him a jump <span class="glossaryitem" onmouseover='gp(93);'>MC</span> isnt right it would make him too powerful (espcially with iron arm).  Is there any other models that can potentialy get toughness 10?<br /> <br /> The rest I do agree with]]></description>
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				<pubDate><![CDATA[Thu, 2 May 2013 21:53:03]]> GMT</pubDate>
				<author><![CDATA[ MarkyMark]]></author>
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				<title>Re:Fixing the Daemon Codex in 3...2...1...</title>
				<description><![CDATA[ Very true, however half the time you aren't going to get it, and you cannot reliably keep him survivable enough to make his points back. <br /> <br /> He is way to expensive to only be able to move 6" per turn maximum. This means you have to deep strike him. Making him ineffective on the turn he deep strikes, as well as one to two turns after. Basically you are only going to be able to get him into one combat maximum. Even basic troops are faster than this guy. They can just move 6" and shoot at him outside of 18" and then he moves 6" and can't make the 12" charge. Next turn, rinse, repeat.<br /> <br /> He is too easily avoidable. Sure he is almost unkillable, but why shoot at him when you can walk away from him and he can't even touch you. Then you can shoot at other things. Something costing 200-300 points that <i><u>might</u></i> make it to one assault per game is really horrible. Any smart player is going to ignore him and then just walk away from him if he gets close.]]></description>
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				<pubDate><![CDATA[Fri, 3 May 2013 04:40:13]]> GMT</pubDate>
				<author><![CDATA[ thisisnotpancho]]></author>
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				<title>Fixing the Daemon Codex in 3...2...1...</title>
				<description><![CDATA[ Then take a bloodthrister Lord of change (both <span class="glossaryitem" onmouseover='gp(630);'>FMC</span>'s) or keeper of secrets, the other options are there already for you, they just dont have mega high toughness]]></description>
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				<pubDate><![CDATA[Fri, 3 May 2013 10:46:05]]> GMT</pubDate>
				<author><![CDATA[ MarkyMark]]></author>
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