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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Considering how downright god-awful the internal balance of the new book is,  it's quite easy to see why most Daemons lists tend to look like cookie-cutter versions of 1 or 2 main builds.<br /> <br /> Personally I feel that Daemons got a <span class="glossaryitem" onmouseover='gp(111);'>raw</span> deal this edition...  While a lot of the new concepts are very cool and really help give Daemons a unique identity and play-style,  the overall implementation of everything just comes off as very half-arsed and extremely lazy,  as if Ward didn't give a rat's fart about how things would turn out on the table top.<br /> This is most evident first by how most choices in the book tend to be either &quot;really good&quot; for their points or &quot;really crap&quot; for the investment you're putting into them.  Secondly,  the fact that Daemons were followed immediately by High Elves who've easily got one of the best internally balanced books of the current edition.  (right up alongside <span class="glossaryitem" onmouseover='gp(138);'>VC</span>'s & Empire in terms of how easy it is to build unique & flavourful lists)<br /> <br /> To that end,  some things that <span class="glossaryitem" onmouseover='gp(71);'>imho</span> would really help give Daemon players a break and let us use what we want instead of the cookie-cutter builds if we want any kind of success are;<br /> <br /> <u><b>General Fixes:</b></u><br /> - The 'Inspiring Presence' and 'Hold Your Ground' rules don't apply to hated god units only.  (ie:  General/<span class="glossaryitem" onmouseover='gp(174);'>BSB</span> of Khorne will not work for any Slaanesh units and vise-versa - ditto for Tzeentch & Nurgle)<br /> This at least makes non-mono builds more attractive while still keeping to the background of the enmity between the gods and their servents.<br /> <br /> - Reign of Chaos moves to the Shooting Phase<br /> No more overly clunky magic phase with way too much dice rolling & additional crazy effects potentially sodomising one player.  Besides,  it's not like Daemons have an exactly time consuming shooting phase anyways,  and all the 'angry god throwing crap at you' results work like shooting attack anyways! <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"><br /> Also,  the 2 result which forces the entire army to take Instability Tests - allow the General's IP rule to work to represent his/its will being strong enough to keep some control over their lesser servents.  (near army-wide Ld7 really,  really hurts!)<br /> Finally,  like in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>,  let Instruments provide a re-roll for the matching god-storm results.  (ie:  each Instrument of Khorne on the table gives a re-roll on the 'Khorne's Wrath' result.)<br /> <br /> - Gifts Tables<br /> Make them like the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> ones.  Ie:  put all 4 of the 'protective gifts' into the Greater Gifts category instead of spreading them across everywhere and making it damn near impossible to gain <i>ANY</i> protection on your characters! <img src="/s/i/a/5c217f7a079a81c85feb45c988babf50.gif" border="0">  (especially Heralds who are currently among the easiest characters in the game to kill)<br /> Also,  get rid of all the results that are merely duplicates of magic weapon effects and give us something useful & a bit more characterful instead.  (ie:  remove the <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> result from the Lesser Gift table as we can get that for the same cost through the <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> sword!)<br /> Oh,  and for the love of all that's unholy,  please remove the aptly named 'Wand of Win' and give Tzeentch another weapon,  or else swap it with the Staff to make it 50pts...  Hell,  even if it were one of the 75pts Artifacts people would still use it!  But for 25pts it's <span class="glossaryitem" onmouseover='gp(276);'>OTT</span>,  and should you get it coupled alongside the +1DD reward,  well,  it gets quite broken rather fast.<br /> <br /> Some magic banners of our own wouldn't be amiss either,  since we're currently the only army without at least 1 army-specific banner. <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"><br /> (at the very least,  it'd make-up for also being the only army in the game with no Scroll option/s!)<br /> <br /> <u><b>Lords:</b></u><br /> - Lord of Change can choose spells from Lore of Tzeentch or any of the 8 <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> Lores.  (though maybe exclude Lores of Life & Light just to prevent silly shenanigans) <br /> It's the avatar of the God of fething Magic.  As in,  the only class of dude who can withstand the magical properties of Tzeentch's Impossible Fortress and get into His library,  but apparently the only books left on the shelf are all about Alchemy... <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"><br /> <br /> - Daemon Prince can take up to 100pts of Gifts.<br /> Show me another Lord choice who can't take 100+pts of magical equipment...  And even with a full compliment of gifts open to him,  he'll still be well behind his <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> counter-part.<br /> <br /> <u><b>Heroes:</b></u><br /> - Heralds of Nurgle & Khorne gain option for Heavy Armour for +15pts (Nurgle) +20pts (Khorne).  Slaanesh gets Light Armour as standard.  (kinda cosmetic really,  but it fits with the daintiness of Slaaesh!)<br /> <br /> - Fix the costs of Khorne's Locii,  right now they're dreadfully over-costed considering how easy the Herald is to kill.<br /> The Lesser & Greater Tzeentch Locii could do with being a bit cheaper too,  since they're both purely combat based and Horrors are just awful in combat.<br /> Locus of Grace should probably be a bit more expensive for what it does honestly.<br /> <br /> - Re-write Eppi's Tally of Pestilence table or else limit it to only a 12&quot; range.<br /> <br /> <u><b>Core:</b></u><br /> - Bloodletters = 12pts/model.<br /> Yay!  Now they're not garbage compared to the other options who currently leave them completely in the dust!<br /> <br /> <u><b>Special:</b></u><br /> - Bloodcrushers gain Light Armour for a more respectable 3+ save  (even Heavy Armour would be warranted <span class="glossaryitem" onmouseover='gp(71);'>imho</span>).  Right now Khorne's biggest problem is that his units get shot to pieces rather quickly before they can reach combat.  At their current cost and with only a 4+ save,  'Crushers are simply the worst Monstrous Cav unit in the game.<br /> For Daemons,  Plaguedrones work better since they're tougher and have a better innate ability that isn't a one-shot charge-dependant gimmick meaning the only time you'll ever see 'Crushers is if someone is stubborn enough to run a mono Khorne list.<br /> <br /> - Flamers gain Quick to Fire and drop 5pts/model in cost.<br /> <br /> - Beasts should go up in points a bit honestly.  Even at 70pts/model they'd be a solid competitive choice.<br /> <br /> - Seekers go down to 16-18pts/model.<br /> They're can't function like normal Fast Cav since they can't bait-and-flee,  nor do they have a ranged option.  They're chaff/re-directors <i>who will</i> give-up their points,  or else war machine/T3 chaff hunters who can be readily shot to bits.<br /> <br /> - Seeker Chariot goes down to 90pts a piece and can take 1-3 as a unit.  They're only S4/T4/W4/6+/5++ and were complained about as being near-useless crap in the <span class="glossaryitem" onmouseover='gp(143);'>WD</span> update.  Why did the army book keep them so obviously bad??? <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"><br /> Hell,  even 80-85pts per is probably still a bit on the expensive side considering how fragile they are!  At least grouping into small units can make them viable even while being say +15-20pts overcosted.<br />  <br /> <u><b>Rare:</b></u><br /> - Skull Cannon increase to 180pts.<br /> While 200pts might be more akin to it's abilities,  keep in mind that it's rather vulnerable to being zapped by the Reign of Comedy table - with Ld7 the instant <span class="glossaryitem" onmouseover='gp(673);'>DI</span> test & Dark Prince Thirsts results tend to auto-pop them or cripple them when they take effect.<br /> <br /> - Soul Grinder 'Daemon of Nurgle' upgrade goes upto +10pts.  With WS3,  the -1 to-hit bonus from Nurgle is easily the best option,  but currently it's priced below Tzeentch!<br /> Drop the Warp Gaze upgrade to +30pts.  It's BS3 - he's not hitting the broad side of a barn on a good day and he's already one of the costlier monsters.  Plus it's not like Bolt Throwers are currently breaking the game!<br /> <br /> - Exalted Seeker Chariot drop to 170pts.<br /> Again,  like the smaller Seeker Chariot,  it's problem is being massively over-costed for a T4/6+/5++ model.  It's current cost is laughable and the only reason to take one is simply because the model looks so tasty.<br /> Plus,  it's fighting for pts alongside the Skillcannon,  Burny Chariot,  Grinder & Drones,  all of which are much,  much better buys!<br /> <br /> - Hellflayer drops to 100pts.<br /> What part of S4/T4/6+/5++ while sharing the same section as a bunch of no-brainer options makes any kind of sense here?!?  Again,  they sucked in the <span class="glossaryitem" onmouseover='gp(143);'>WD</span> update and were never used beyond &quot;I like the model&quot;.  Why didn't the book fix the obvious issues these things had?!!<br /> <br /> <br /> <br /> Basically,  make the half of the book that's currently laughable worth taking,  organise the random gifts so Heroes aren't better left naked and re-point the stupid stuff to be less stupidly auto-take!]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 22:47:32]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Proposed rules subforum.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 00:32:54]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Wow these are all solid suggestions in my opinion.  If these were implemented they would make <span class="glossaryitem" onmouseover='gp(538);'>DoC</span> fun to play again <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 03:14:28]]> GMT</pubDate>
				<author><![CDATA[ nathan2004]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Where to begin <br /> <br /> General fixes.<br /> <br /> 1. Reign of chaos is fine leave it alone<br /> 2. the gifts and the Inspiring presence chamges are fine and make sense.<br /> <br /> Core<br /> Don't change anything bloodletters are just fine <br /> <br /> Special<br /> 1. Bloodcrushers should have a 3+ but they are not the worst monstrous cav that belongs to Terradons. A 4+/5++ on t4 is still better than a 5+ on t3<br /> <br /> 2. the rest of your proposed changes are fine<br /> <br /> rare <br /> Other than the marks on the soul grinder (which mark of nurgle should be more points it is filthy) The rest of those aren't needed.<br /> <br /> Skullcannon 200 its a cannon with a ward that moves like a chariot. (moronic invention)<br /> <br /> Slaanesh chariots please drop them in cost <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 19:35:32]]> GMT</pubDate>
				<author><![CDATA[ captain collius]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ I wanna know who in the heck is buying those Chariot kits?  I guess that just means 9th edition they will be boss.]]></description>
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				<pubDate><![CDATA[Fri, 16 Aug 2013 17:07:31]]> GMT</pubDate>
				<author><![CDATA[ nathan2004]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1defa1246e84adee712e44db9a839824.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/5951598.page"><b>captain collius wrote:</b></a><br/>Where to begin <br /> <br /> General fixes.<br /> <br /> 1. Reign of chaos is fine leave it alone<br /> <br /> Core<br /> Don't change anything bloodletters are just fine <br /> <br /> rare <br /> Other than the marks on the soul grinder (which mark of nurgle should be more points it is filthy) The rest of those aren't needed.<br /> <br /> Skullcannon 200 its a cannon with a ward that moves like a chariot. (moronic invention)<br /> </div></blockquote><br /> <br /> 1.  I've had far too many games where Riegn of Comedy has simply nuked me or my opponent unfairly...<br /> For example,  a recent game saw my opponent lose their Lv4 on Turn 2 which effectively won me the game right then an there as I gained magical dominance simply due on a fluke.  (my opponent was NOT thrilled for obvious reasons!)<br /> More often than not though,  the table has nuked my own army.  More than once I've nailed the snake-eyes early game and either popped ranks or outright lost most/all of a critical smaller unit such as those Furies,  solo Beasts and other chaff.  (Ld7 across the board hurts a lot!)<br /> <br /> Moving it to the shooting phase at the very least cleans up the Magic Phase.  There's enough dice rolling going on between dice generation,  rolling for casting/dispels and then working out effects.  It doesn't need the needless clutter of 10-20 added rolls,  followed by rolls for scattering shots that tend to maybe kill all of 1 or 2 models!<br /> On the other hand,  our Shooting Phase is non-existant.  Put the <span class="glossaryitem" onmouseover='gp(566);'>RoC</span> there and suddenly the borking one person's magic isn't so increadibly auto-heinous and it keeps the game itself flowing instead of coming to a complete crawl. <br /> <br /> Also,  the angry God effects need some serious balancing...  Nurgle & Tzeentch rules suck,  while Slaanesh's 'The Dark Prince Thirsts' is simply disgustingly powerful.<br /> I know a number of Daemon players who are to the point they actually don't even bother rolling for their opponent's units if they get the Nurgle/Tzeentch results & will only roll the Khorne template if there's lots of large units to make it worth the time wasting.<br /> <br /> 2. Bloodletters are easily 2pts/model overcosted.  Combined with an entirely situational bonus in a game that is filled to the brim with chaff options and requiring the added Hero investment to make them hit decently.  (and that Herald is damn easy to kill to add insult to injury)<br /> Look at competitive lists - no one takes Bloodletters unless they're trying to give themselves a real challenge.  Reduce their cost to what they should be and suddenly they're relevant and worth considering.<br /> <br /> 3. Meh,  you could probably make the Bolt Thrower 'free' and no one would use it!<img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> 4. Skull Cannon may be worth 200'ish pts on paper,  but it still has to deal with;<br /> - Daemonic Instability typically on Ld7<br /> - The Dark Prince Thirsters result which if it connects,  is almost always an instant-kill on it.<br /> <br /> Sure it's a ridiculous concept and rules,  but being potentially tagged by the easily the most powerful Reign of Comedy result which happens on an 8,  (a fairly common roll one <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>),  as well as being hit by double 1's in the magic phase means it should probably keep a 10-15pts 'break'.<br /> Perhaps keeping the base cost 180 or 190pts and then making the 'Flaming Attacks' ability a 10-20pts upgrade instead of being part of the base cost would end the hate?<br /> <br /> <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4a895851bf20bc3b2df8862f0fba7253.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/5954338.page"><b>nathan2004 wrote:</b></a><br/>I wanna know who in the heck is buying those Chariot kits?  I guess that just means 9th edition they will be boss.</div></blockquote><br /> <br /> Well,  the Exalted Seeker Chariot is simply a gorgeous center piece,  even if it'll only ever sit on a shelf for the foreseeable future.<br /> <br /> I wouldn't be surprise if come 9th edition the Slaany chariots become the ultimate filth and cost like 50pts a pop and Skillcannons obviously become near 300pts of crap! <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 16 Aug 2013 19:05:44]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Shrug, I mostly like the Chaos book as it stands.  It would hold up at a fair level if not for 3 things: <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> failure, Lord failure, and High Elves BotWD/everqueen.  ]]></description>
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				<pubDate><![CDATA[Fri, 16 Aug 2013 19:36:02]]> GMT</pubDate>
				<author><![CDATA[ timetowaste85]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Most of your suggestions are fine. <br /> <br /> Change default options of gifts to include all <span class="glossaryitem" onmouseover='gp(174);'>bsb</span> items up to such points. If wizard can get arcane items. Scroll solved. fragile heralds, not so fragile now. <br /> <br /> <span class="glossaryitem" onmouseover='gp(566);'>ROC</span> is fine. reroll for muscian, cool. I like that. <br /> <br /> Fiends too expensive now. Add 4th attack back or drop costs<br /> <br /> Bloodletter. I'm fine with the cost of the unit, if the heralds upgrades are improved/cheaper. ie better access to protection, and cheaper loci. <br />  <br /> MAgic: Tzeentch Heralds should be able also roll for spells on other lores. I believe all but light and life, maybe reserve those for KArios alone. Even knowing which signature spells you're going to get makes the army 10X better. <br /> <br /> Add Flaming to warp flame then flamers will be viable. ]]></description>
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				<pubDate><![CDATA[Fri, 16 Aug 2013 19:51:42]]> GMT</pubDate>
				<author><![CDATA[ Acardia]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ I'm fine with the rules as they are but tzeentch got screwed with its magic..worst lore in the game.]]></description>
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				<pubDate><![CDATA[Fri, 16 Aug 2013 20:05:33]]> GMT</pubDate>
				<author><![CDATA[ Peasant]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ I just started demons and I think they are fun to play.]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 04:23:37]]> GMT</pubDate>
				<author><![CDATA[ TCWarRoom]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/546186/5968444.page"><b>TCWarRoom wrote:</b></a><br/>I just started demons and I think they are fun to play.</div></blockquote><br /> <br /> Fun, maybe.<br /> Balanced and competitive, no.]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 10:18:13]]> GMT</pubDate>
				<author><![CDATA[ jonolikespie]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ The main issue I ahve with Daemons is not how good or bad they are power wise<br /> It's how silly they look on the table<br /> No army look less Fantasy-like than Daemons and their lack of ranked units and "normal" stuff <br /> It has a very <span class="glossaryitem" onmouseover='gp(3);'>40K</span> style to it, too many small units wandering here and there, too few blocks<br /> and the colours ... ARGH my eyes burn! ]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 10:26:31]]> GMT</pubDate>
				<author><![CDATA[ TanKoL]]></author>
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				<title>Re:How to Fix Chaos Daemons</title>
				<description><![CDATA[ Ok the daemons are not broken as are all armys its just a perspetive of how you play a army now tell me have you looked at how daemons act in the fluff? they hate each other and other just more hate then others depending on what god they belong to hence why it makes sense for the IP and HYG not working when they are following someone who is not of there god.<br /> <br /> Ok the Reign of chaos if it is such a issue take the exalted gift of that book that allows you to re-roll the winds of magic yes you might be giving your foe another roll but atleast it lowers the chance of you loosing units and please dont say i am forced to waste points on it if its a problem and this fix's it then its not a waste of points.<br /> <br /> Reign of chaos is fine where it is time yourself playing another army and add the time it takes for the magic phase and shooting phase together after all daemons have little to non shooting this will mostly be the same amount of time in the long run.<br /> <br /> The gifts table plan around the 0 result but if you get a result you like then that take it instead dont needlessly just take gifts because it is there...<br /> <br /> We are not game designers we merly play the game so balance of cost of models should be more respected to the developers who make the game because they might have ran into somthing via play testing that if that model was too low on cost would become broken and over the top in power.<br /> <br /> Armour should not exsist for daemons because they are not of this world they exsist in a plane that lacks the laws of the real world.<br /> <br /> That is my honist opional of how i see this book.]]></description>
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				<pubDate><![CDATA[Fri, 5 Sep 2014 10:58:22]]> GMT</pubDate>
				<author><![CDATA[ Kaligoth]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Daemons have armor. You'll see bloodthirsters wear it and Daemon Princes and Skulltaker. It's even on their models. I mean, he's the god of war/death/killing/poop and stuff.<br /> <br /> <a href="http://www.forgeworld.co.uk/Images/Product/AlternativeFW/xlarge/btp1.jpg" target="_new" rel="nofollow">http://www.forgeworld.co.<span class="glossaryitem" onmouseover='gp(134);'>uk</span>/Images/Product/AlternativeFW/xlarge/btp1.jpg</a><br /> <br /> One of the biggest turn offs for me with <span class="glossaryitem" onmouseover='gp(538);'>DoC</span> is how random they are to build. Random execution is one thing. Like Animosity. But list building is fun and creative and a large part of the strategy of the game. If you're stuck with not knowing what you'll get, you're at a massive disadvantage. Compare <span class="glossaryitem" onmouseover='gp(538);'>DoC</span> to someone like Dwarfs, who have an expanded item list and see all the crazy combinations they can do. You can sit around for days planning strategies just on their equipment. You can't do that with <span class="glossaryitem" onmouseover='gp(538);'>DoC</span> unless you're a really slow reader.]]></description>
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				<pubDate><![CDATA[Fri, 5 Sep 2014 19:57:21]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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				<title>Re:How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7177819.page"><b>Kaligoth wrote:</b></a><br/>Ok the daemons are not broken as are all armys its just a perspetive of how you play a army now tell me have you looked at how daemons act in the fluff? they hate each other and other just more hate then others depending on what god they belong to hence why it makes sense for the IP and HYG not working when they are following someone who is not of there god.</div></blockquote><br /> <br /> Background does not equal game rules.  You could have still kept the army super fluffy towards the background by simply disallowing the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>/IP rules between the hated pairings of Khorne/Slaanesh & Tzeentch/Nurgle.<br /> The fact that <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> don't have such a super fluff bunny rule makes it even more of slap in the face to Daemons players.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7177819.page"><b>Kaligoth wrote:</b></a><br/>Ok the Reign of chaos if it is such a issue take the exalted gift of that book that allows you to re-roll the winds of magic yes you might be giving your foe another roll but atleast it lowers the chance of you loosing units and please dont say i am forced to waste points on it if its a problem and this fix's it then its not a waste of points.<br /> Reign of chaos is fine where it is time yourself playing another army and add the time it takes for the magic phase and shooting phase together after all daemons have little to non shooting this will mostly be the same amount of time in the long run.</div></blockquote><br /> <br /> 1.  The book is only accessible through our Lord choices,  of which the Daemon Prince is nearly unplayable levels of bad.  What if I'm not playing a game that allows a Greater at all?  Or what if you simply don't want to be shoehorned into a Greater and instead run Herald lists?<br /> Besides,  the book is a crap default when the E.Blade exists.<br /> <br /> 2.  The complaints about Reign of Comedy aren't that adds time itself to the game,  but rather that it horribly gaks all over [/I]the flow of the actual game play itself.[/I]<br /> Instead of getting down to the business of actually casting my magic,  I'm first of all rolling for a potential 10-15+ units to see if I roll any 6's.  Then you're working out any/if it hits at all,  rolling for wounds,  rolling saves/panic tests,  etc...<br /> OR<br /> On a low or high roll,  it's simply far too game changing,  with the sad fact being that the Daemon player typically takes it up the poop-shoot as a low roll means a very nasty penalty,  on top of losing out on your Magic phase for that turn.<br /> <br /> Reign of Comedy is a prime example of poorly implemented random for random's sake.  At least the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> version works much more favourably for the Daemon player instead of seemingly working against them. <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7177819.page"><b>Kaligoth wrote:</b></a><br/>The gifts table plan around the 0 result but if you get a result you like then that take it instead dont needlessly just take gifts because it is there...</div></blockquote><br /> <br /> The Gifts tables are crap because;<br /> 1.  There is too much lazy duplication of <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> weapons.  If we're giving up access to 3/4's of the game's Magic Items,  then our random Gifts should damn well be worth the trade off!  Instead,  how many copies of 'ignores armour saves' or '+2S/+2A' does one really need in a freaking Daemons army?!<br /> 2.  We can't viably protect our characters.  At least <span class="glossaryitem" onmouseover='gp(3);'>40k</span> makes the random less random by slotting all the protection into one subset of Gifts.  Thus,  if I want my expensive <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> to be harder to kill,  I can give it a pair of Greater Gifts and know full well that my odds of gaining <i>some</i> form of defensive upgrade is near guaranteed.<br /> No one takes Heralds beyond Nurgle or Tzeentch right now because they're honestly not worth the pts when they're so damn easy to focus fire on.  Most units in the game are capable of killing a 2 wound T3 or T4/5++ model.<br /> <br /> There's no point "planning around the 0 result" when you know full well your 200-250+pts Herald will be dead within a single combat round.<br /> <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7177819.page"><b>Kaligoth wrote:</b></a><br/>We are not game designers we merly play the game so balance of cost of models should be more respected to the developers who make the game because they might have ran into somthing via play testing that if that model was too low on cost would become broken and over the top in power.</div></blockquote><br /> <br /> It doesn't take a games designer to know a turd product when we see one...  Just go compare this book to the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> version.  Fantasy Daemons got dumped on because of plain incompetence.<br /> <br /> Our book may be capable of still wrecking face at 'Tournaments',  but that's not the point.  Rather,  the good stuff in our book is laughably good,  while the plainly mediocre stuff struggles against even 'soft' choices from most other books.<br /> Our book literally can be re-named to "Warhammer: Daemons of Nurgle & Slaanesh + Khorne's Khannon and maybe some occasional Horrors & Burning Chariots."]]></description>
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				<pubDate><![CDATA[Fri, 5 Sep 2014 21:55:44]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ "Background does not equal game rules." this made me facepalm... There has to be a similarity to how the army works in the fluff to have a similarity of rules to show this we do after all play a game that is driven from the story of the warhammer world.<br /> <br /> "The book is only accessible through our Lord choices" its basically saying if your mono-god pick a greater daemon if your mix god take mix units.<br /> <br /> "Reign of Comedy" do people relies this is the gods doing this as in beings of such power who can change the fate of almost everything at there own whim and not give a damn who it effects why should there not be a random table like this or a dumb downed one like people keep asking for there gods they do as they please we are the minions who must accept this.<br /> <br /> "The Gifts" this is better if they are lazy duplication of <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> weapons because if you was going to take that <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> weapon why not just take the one in the daemon book roll a table and if you got the better thing from the roll take that instead I call it a addition to what I wanted wile other army's are stuck with having just that weapon without the chance of getting something better.<br /> <br /> "It doesn't take a games designer" that is true what you say here but you forgot both books was done by 2 different people <span class="glossaryitem" onmouseover='gp(3);'>40k</span> was Phil Kelly and fantasy was matt ward this means they have 2 view points to follow on how things should act of course they had guidelines because the books are very similar and as I put out we don't know the reasons for the values of how each model is placed at but playing the game you can't just think because of your perception of how you use a model that your ruling of the points cost is correct to say someone else's it is just what it is accept it or just leave no point complaining over something that can't be changed.]]></description>
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				<pubDate><![CDATA[Sat, 6 Sep 2014 07:30:58]]> GMT</pubDate>
				<author><![CDATA[ Kaligoth]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7180139.page"><b>Kaligoth wrote:</b></a><br/> "Background does not equal game rules." this made me facepalm... There has to be a similarity to how the army works in the fluff to have a similarity of rules to show this we do after all play a game that is driven from the story of the warhammer world.</div></blockquote><br /> <br /> The rules should be inspired by the backstory yes,  but not go to extremes.  Our <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>/IP rules are too extreme <span class="glossaryitem" onmouseover='gp(258);'>atm</span> - especially since Warriors don't have to put up any similar kind of <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> The <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> especially is rendered even more useless for us since only the Nurgle Herald is a worthwhile investment to carry it.  The others are simply too easy to kill with even basic S3 rank-and-file.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7180139.page"><b>Kaligoth wrote:</b></a><br/> "The book is only accessible through our Lord choices" its basically saying if your mono-god pick a greater daemon if your mix god take mix units.<br /> <br /> "Reign of Comedy" do people relies this is the gods doing this as in beings of such power who can change the fate of almost everything at there own whim and not give a damn who it effects why should there not be a random table like this or a dumb downed one like people keep asking for there gods they do as they please we are the minions who must accept this.</div></blockquote><br /> <br /> Or else they could have just put the Reign of Comedy in the Shooting phase,  where it essentially belongs...  and wouldn't double junk-punch the Daemon player on bad rolls...<br /> And why do our Fantasy Instruments suddenly stop working properly?  Not having the re-rolls for matching instruments/God storms was just Ward being incompetent.<br /> <br /> As for the Book,  it's a mediocre item at best and not worth 75pts.  Maybe 55 - 65pts,  but we're still not talking about if being equal to the +1 'free' <span class="glossaryitem" onmouseover='gp(231);'>DD</span> gift,  or even items like a Dispel Scroll or the godly Book of Hoeth which is 20pts less than this.<br /> Plus it's competing for space alongside the incredibly superior Eternal Beatstick,  which is the top choice for all the Greaters bar the 'Thirster.<br />   <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7180139.page"><b>Kaligoth wrote:</b></a><br/>"The Gifts" this is better if they are lazy duplication of <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> weapons because if you was going to take that <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> weapon why not just take the one in the daemon book roll a table and if you got the better thing from the roll take that instead I call it a addition to what I wanted wile other army's are stuck with having just that weapon without the chance of getting something better.</div></blockquote><br /> <br /> No,  just no.  We outright give up on 75% of the game's magic items.  This includes the ability to buy standard character kit such as a 4++,  decent armour saves on very expensive Heroes/Lords,  handy toolkit items like OTS,  and/or game-changers/savers such as the humble Dispel Scroll.<br /> And what do we get for this sacrifice?  1 table that's admittedly very good (Lesser Gifts),  1 table that's extremely limited and fairly 'meh' (Exalted),  and 1 table that's outright poor due to the lazy duplication and inability to combine with anything on Heroes. (Greater Gifts)<br /> <br /> Sure,  Nurgle characters are great,  but it's not because of their Gifts,  rather,  they simply have the statline to make-up for the clusterfeth that is our Gifts tables!  Greaters work well thanks to (mostly) great spell lores & the E.Blade's existence.<br /> Non-Nurgle Heralds however are just too flimsy,  while the Prince is just plain crap due to the inability to fine tune him with proper Magic Items.  (for what,  typically 40-50 extra pts,  you can take a Greater Daemon!)<br /> <br /> There should have been NO! duplication of <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> Magic Weapons in our Gifts tables,  especially with the added gut shot of our Fantasy tables lacking any kind of organisation which makes it all but impossible to gain any kind of additional protection for our characters.<br /> And this on top of the typical added "Daemons tax" we pay on numerous Magic Weapon options...<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7180139.page"><b>Kaligoth wrote:</b></a><br/>"It doesn't take a games designer" that is true what you say here but you forgot both books was done by 2 different people <span class="glossaryitem" onmouseover='gp(3);'>40k</span> was Phil Kelly and fantasy was matt ward this means they have 2 view points to follow on how things should act of course they had guidelines because the books are very similar and as I put out we don't know the reasons for the values of how each model is placed at but playing the game you can't just think because of your perception of how you use a model that your ruling of the points cost is correct to say someone else's it is just what it is accept it or just leave no point complaining over something that can't be changed.</div></blockquote><br /> <br /> Yes,  it's quite clear that Ward screwed us over yet again...  only this time,  he did it by giving a flying rodent's gak about giving us a decently quality book instead of a steaming buffet of over powered options.]]></description>
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				<pubDate><![CDATA[Sun, 7 Sep 2014 17:13:35]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ If you want to make blood letters 12 points, why stop there? Make them S5 again! Then you can use the 90 you obviously have lying around, and you can go back to winning games without skill again. <br /> <br /> Seriously. We get it. You dislike the book. You aren't being forced to use it. If you choose to, stop this griping. ]]></description>
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				<pubDate><![CDATA[Sun, 7 Sep 2014 19:42:18]]> GMT</pubDate>
				<author><![CDATA[ thedarkavenger]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ I have attempted to give a positive view point on the <span class="glossaryitem" onmouseover='gp(538);'>DoC</span> book unfortunately Experiment 626 you are far to blinded by the factor of being in competitive games to think outside meta builds to try and make you see the positive side and have started to make yourself jaded its like in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> if people have this mind set you might as well just spend your money on tau or elder.<br /> <br /> This is what <span class="glossaryitem" onmouseover='gp(50);'>GW</span> busyness model is If the models that are populer have already sold then the next edition they will lower the strengths of current popular models and boost models that normally don't get played because then people need to buy thease models. To change this you need to hold your ground find your own way of making things better without having to change the rules but think how you can use something in a way that is not normally used if more people had a mindset like this they would not need to buy thease models and then it would force <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to come up with another way on there busyness model i dont know make us some damn plastic greater daemons <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">.]]></description>
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				<pubDate><![CDATA[Mon, 8 Sep 2014 00:11:37]]> GMT</pubDate>
				<author><![CDATA[ Kaligoth]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Advocates thinking outside the box when it comes to playing Chaos Daemons.<br /> <br /> Plays Mono Nurgle.]]></description>
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				<pubDate><![CDATA[Mon, 8 Sep 2014 00:39:22]]> GMT</pubDate>
				<author><![CDATA[ Eldarain]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Even nurgle needs to change his plagues and poxis up every so often now give nurgle a hug eldarain <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 8 Sep 2014 09:13:40]]> GMT</pubDate>
				<author><![CDATA[ Kaligoth]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/560224e42bdf3b02df712574ecb0ff6f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7183666.page"><b>Eldarain wrote:</b></a><br/>Advocates thinking outside the box when it comes to playing Chaos Daemons.<br /> <br /> Plays Mono Nurgle.</div></blockquote><br /> <br /> Hey. I play pure slaanesh and khorne! Without any wizards! In a competitive setting!  Take that detractors! I win most games!]]></description>
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				<pubDate><![CDATA[Mon, 8 Sep 2014 13:46:02]]> GMT</pubDate>
				<author><![CDATA[ thedarkavenger]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Thedarkavenger there are people who believe if its not a top tier army they believe it can't win competitive plays also I play mono nurgle without epi because I believe you can win without him and I follow the personality of nurgle himself accept things the way they are but make them better with a positive attitude other then follow that bird brain and expect change <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 9 Sep 2014 20:27:29]]> GMT</pubDate>
				<author><![CDATA[ Kaligoth]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7188639.page"><b>Kaligoth wrote:</b></a><br/>Thedarkavenger there are people who believe if its not a top tier army they believe it can't win competitive plays also I play mono nurgle without epi because I believe you can win without him and I follow the personality of nurgle himself accept things the way they are but make them better with a positive attitude other then follow that bird brain and expect change <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"></div></blockquote><br /> <br /> Or there's some who don't care if their army is top tier,  but rather is it fun to play with/against...  mono Tzeentch is anything but that right now,  plus the fact that my two favourite models/units are so badly overcosted right now they're next to useless.]]></description>
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				<pubDate><![CDATA[Tue, 9 Sep 2014 20:38:34]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Wait mono tzeentch is useless... <span class="glossaryitem" onmouseover='gp(334);'>wtf</span> dude? ok you have some of the most powerful units in the book and your complaining? Lets look at some.<br /> <br /> Your lords have a nasty stateline that can ruin someone day and they fly with dominating the magic phase.<br /> <br /> Your Hero's can boost the power of your horrors by giving them a bonus to there spells power.<br /> <br /> Your core gives you more spell dice and you have a dominating magic phase<br /> <br /> Your Special have range and there skirmishers so they make a great blockade unit wile each unit can do <span class="glossaryitem" onmouseover='gp(24);'>D6</span> multiple shots at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 and <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5 for pyrocaster and having a fast unit like screamers that can go for the siege weapons wile cutting up anything that gets in the way.<br /> <br /> Your Rare is a flying chariot that can fire wile moving...<br /> <br /> Every unit I have mentioned has a use it might be random and unpredictable but that's how tzeentch is in the fluff his personality change's so much to the point of random if you cant accept that then its not tzeentch that is useless its someone whos picky and wants chaos to become somthing it was never intended to be.]]></description>
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				<pubDate><![CDATA[Wed, 10 Sep 2014 08:43:20]]> GMT</pubDate>
				<author><![CDATA[ Kaligoth]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ I love running a tzeentch based army. at 2.4k it's all tz but 2 khannon and 4 crushers. <br /> <br /> Screamers are amazing. hit like ogres, but faster and less wounds, but ward save. fly over is good at killing chaff and then charging war machines turn 2. <br /> <br /> Horrors can win combat, once they blast a bit. <br /> <br /> <span class="glossaryitem" onmouseover='gp(235);'>Loc</span> is awesome.<br /> <br /> the +1s loci is pretty neat, can also put blue scibes in unit for s5 lore of fire or s5 comet, s7 chain lightning ect. <br /> <br /> The extra blue horrors one I've tried and it has won me 2 games, <br /> <br /> Not tried random S.<br /> <br /> Flamers I've tried, they are only good for killing chaff, and are a liability in combat for handing out regen. maybe if they had scouts. <br /> <br /> Flaming chariot is pretty cool. Does put out 9 s4 attacks in combat, put one into flank of a treasoned halbihorde, and took it off the table in one go. that blue horror upgrade is pretty useful even more so in a Karious list with D&D and the -1ld heavens debuff floating in your tool box. <br /> <br /> I do well top 15% placing usually with this format. plus it's fun. <br /> <br /> I'm playing a wacky 3k event next month where I can use scrolls of binding, so rolling with 2 phoenixes in addition to my mostly TZ and khorne bros. ]]></description>
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				<pubDate><![CDATA[Wed, 10 Sep 2014 12:37:07]]> GMT</pubDate>
				<author><![CDATA[ Acardia]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ That is why you use flamers on low Toughness models like hordes of zombies or skaven slaves you can dedicate them to remove them types of units in deployment if you see a huge block just put flamers in front so they can widdle them down and stop them charging into your important units remember there turning arc is going to be a lot bigger so it lowers there overall movement if they try to avoid the flamers.<br /> <br /> To counter this regen issue give the horrors the banner of Eternal Flame make the unit 10 wide 3 ranks with transmogrification (Changling comes with this if you want a hero made for melee combat) or change locus and watch them go nuts on the unit that no longer gets regen also blue horrors ignore regen because they are done at the end of combat <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> As for the strength one that is to make horrors a good unit for a charge if for example your horror unit is in a acceptable charge range and you roll a 4-6 charge and deal crazy damage if you roll a 1-3 just keep doing what you have been with them I would advice this with a horde formation because of the 3 rank supporting attacks this is a alternative to the transmogrification locus.]]></description>
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				<pubDate><![CDATA[Wed, 10 Sep 2014 15:26:49]]> GMT</pubDate>
				<author><![CDATA[ Kaligoth]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7189897.page"><b>Kaligoth wrote:</b></a><br/>Wait mono tzeentch is useless... <span class="glossaryitem" onmouseover='gp(334);'>wtf</span> dude? ok you have some of the most powerful units in the book and your complaining? Lets look at some.<br /> <br /> Your lords have a nasty stateline that can ruin someone day and they fly with dominating the magic phase.</div></blockquote><br /> <br /> The Keeper & <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> are much better than the <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> by virtue of better spell lore access,  (Slaanesh,  Death & Shadows are arguably the game's best spell lores),  and being equally capable or outright better in combat.<br /> The Chicken is decent,  but the odd time I take him,  it's never to be a mage,  but rather to be a purely beatstick character because he's honestly just a purely average mage,  which is frankly ridiculous for the avatar of the God of freaking magic!  Give him the E.Blade though,  and suddenly the supposedly "best wizard" of the Greaters is clubbing Bloodthirsters to death!<br /> <br /> But then,  I'd much rather use the Daemon Prince as I much prefer the model and their backstories.  Unfortunately,  our Prince is god awful.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7189897.page"><b>Kaligoth wrote:</b></a><br/>Your Hero's can boost the power of your horrors by giving them a bonus to there spells power.</div></blockquote><br /> <br /> Tzheralds are good,  but like all Heralds they suffer from being overall very bland characters due to the limited options.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7189897.page"><b>Kaligoth wrote:</b></a><br/>Your core gives you more spell dice and you have a dominating magic phase</div></blockquote><br /> <br /> Horrors are only truly functional when you play the spell manipulation game to ensure they end up with Gateway/Firestorm.<br /> Compare them to the other 'wizard units' that have followed.  Would it really have been too much to just give them a basic pair of spells such as say Pink Fire + Searing Doom,  or both Blue & Pink Fire,  or even Blue Fire + Fireball?!<br /> I *want* to be encouraged to take units of 18 or 27!  Instead I get pushed towards min/maxing 10-15 strong units in order to ensure two of those units are borderline <span class="glossaryitem" onmouseover='gp(280);'>OP</span> while the others are just expensive speed bumps.<br /> <br /> Mind,  the very worst aspect of Horrors are that the models are gakking impossible to ever rank up properly!  (even years of Tetris mastery cannot solve these guys...)<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7189897.page"><b>Kaligoth wrote:</b></a><br/>Your Special have range and there skirmishers so they make a great blockade unit wile each unit can do <span class="glossaryitem" onmouseover='gp(24);'>D6</span> multiple shots at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 and <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5 for pyrocaster and having a fast unit like screamers that can go for the siege weapons wile cutting up anything that gets in the way.</div></blockquote><br /> <br /> Flamers are among the game's worst units.  For 240pts you get a unit that will struggle to kill a 5 man Fast Cav unit and get smashed in combat by pretty much anything bar the likes of Chaos Hounds.  By the time you add on all the modifiers for moving & shooting,  long range *and* multiple shots,  you're consistently looking at 6's to-hit.<br /> Add in Warpflame and a crippling unit cap of only 6 and these guys are plain awful.  Their only redeeming factor currently is to take 3 of them as a 120pts 'tax' to give Exalted Flamers the Skirmisher rule,  which honestly feels really,  really dirty due to the Exalted Flamer being so woefully undercosted.<br /> <br /> Screamers are okay,  but struggle big time against their intended targets (due to being susceptible to Stomps) and are instead fulfilling a role that the army has no trouble with in hunting down chaff/war machines.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7189897.page"><b>Kaligoth wrote:</b></a><br/>Your Rare is a flying chariot that can fire wile moving...</div></blockquote><br /> <br /> And is incredibly fragile to boot,  which balances it quite well.  It also has a nasty habbit of misfiring itself to death.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7189897.page"><b>Kaligoth wrote:</b></a><br/>Every unit I have mentioned has a use it might be random and unpredictable but that's how tzeentch is in the fluff his personality change's so much to the point of random if you cant accept that then its not tzeentch that is useless its someone whos picky and wants chaos to become somthing it was never intended to be.</div></blockquote><br /> <br /> I don't mind the random,  rather it's the overall dysfunction combined with some glaring overcosting,  (looking at you <span class="glossaryitem" onmouseover='gp(262);'>DP</span> & Flamers!),  and the inability to really dominate the one phase the army should be amazing at.<br /> A bad magic phase,  especially early game is crippling to Tzeentch due to the bulk of it's damage potential being limited to magical artillery & some shooting.<br /> <br /> Add to that a local filled to the brim with Elves who eat Daemons in general,  especially Tzeentch.  (and poor Khorne too...)]]></description>
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				<pubDate><![CDATA[Wed, 10 Sep 2014 15:37:45]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/546186/5948652.page"><b>Experiment 626 wrote:</b></a><br/><br /> - Reign of Chaos moves to the Shooting Phase<br /> No more overly clunky magic phase with way too much dice rolling & additional crazy effects potentially sodomising one player.  Besides,  it's not like Daemons have an exactly time consuming shooting phase anyways,  and all the 'angry god throwing crap at you' results work like shooting attack anyways! <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"><br /> Also,  the 2 result which forces the entire army to take Instability Tests - allow the General's IP rule to work to represent his/its will being strong enough to keep some control over their lesser servents.  (near army-wide Ld7 really,  really hurts!)<br /> Finally,  like in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>,  let Instruments provide a re-roll for the matching god-storm results.  (ie:  each Instrument of Khorne on the table gives a re-roll on the 'Khorne's Wrath' result.)<br /> </div></blockquote><br /> <br /> Oh man, you're right. All that clunky magic phase shenanigans. Man, I couldn't handle rolling all those dice. <br /> <br /> Trolling aside, I thought the Inspiring presense rule worked for Leadership tests, which is what Demonic Instability is. Which is also why you can reroll it with a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2e74f1cf69bfcde671e7e3903a0752a9.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/5954926.page"><b>Peasant wrote:</b></a><br/>I'm fine with the rules as they are but tzeentch got screwed with its magic..worst lore in the game.</div></blockquote><br /> <br /> Uhhh...No? Metal is extremely good against certain tough armies, and decent against most others. Anything with a good armor save dies, and you can buff your other stuff. Plus, what Metal doesn't do, Lore of Tzeentch can take care of.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7189897.page"><b>Kaligoth wrote:</b></a><br/>Wait mono tzeentch is useless... <span class="glossaryitem" onmouseover='gp(334);'>wtf</span> dude? ok you have some of the most powerful units in the book and your complaining? Lets look at some.<br /> <br /> Your lords have a nasty stateline that can ruin someone day and they fly with dominating the magic phase.<br /> <br /> Your Hero's can boost the power of your horrors by giving them a bonus to there spells power.<br /> <br /> Your core gives you more spell dice and you have a dominating magic phase<br /> </div></blockquote><br /> <br /> Umm, dominating Magic Phase? Yeah, with my <span class="glossaryitem" onmouseover='gp(418);'>TK</span> maybe. I've had bad luck regularly of rolling a 4 or 5 for magic, and getting no channels. You have a similar magic phase as everyone else, only if you roll low, you also get screwed over more. <br /> <br /> And pure Tzeentch is really good. Heck, one of the best players in the area near me apparently uses nothing but tzeentch and wins. It's the sheer mobility of the army that tops everyone else. Flyers, Skirmishers, the like.]]></description>
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				<pubDate><![CDATA[Fri, 12 Sep 2014 16:05:31]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ To be fair, on its own, the book does have terrible internal balance. But that's in a bubble situation. And warhammer is anything but. When the book came out, the king was nurgle+cannons with a combat chicken. Then the elf armies came out, which meant khorne came in with ambushing flesh hounds and the like. And now slaanesh and tzeentch are coming in, due to the low toughness and asf abundance. The book is proving to be well balanced in the meta. <br /> <br /> All the complaints I here are just bad players looking to shift the blame. ]]></description>
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				<pubDate><![CDATA[Sat, 13 Sep 2014 04:21:39]]> GMT</pubDate>
				<author><![CDATA[ thedarkavenger]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Not to really start a rant but i played against a khorne daemons army 2-3 weeks ago and he rolled on the reign of chaos chart and lost nearly his whole army with the exception of like a daemon prince.  It's one of the only wins i've had in a while and it felt like an empty win.]]></description>
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				<pubDate><![CDATA[Sat, 13 Sep 2014 06:17:09]]> GMT</pubDate>
				<author><![CDATA[ flamingkillamajig]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8edcf084d6f90899883d4a792c27ac07.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7198615.page"><b>flamingkillamajig wrote:</b></a><br/>Not to really start a rant but i played against a khorne daemons army 2-3 weeks ago and he rolled on the reign of chaos chart and lost nearly his whole army with the exception of like a daemon prince.  It's one of the only wins i've had in a while and it felt like an empty win.</div></blockquote><br /> <br /> Oh yeah. Reign of Chaos is a terrible mechanic. It's one of the few issues the book actually has. ]]></description>
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				<pubDate><![CDATA[Sat, 13 Sep 2014 08:29:09]]> GMT</pubDate>
				<author><![CDATA[ thedarkavenger]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ The book has a ton of issues. I've said it a lot, but one of the biggest flaws <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> is random gifts. Kitting your heroes and lords is maybe 1/4-1/3 of your army selection process and it's largely out of your hands. Most people default to taking the 0th item or <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> weapons and relying on the generic ward or regen. <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 04:59:18]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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				<title>Re:How to Fix Chaos Daemons</title>
				<description><![CDATA[ I would not say its terrible the mechanic is indeed fluffy but the results could use a tone down be more of a inconvenience then "you die and you die"<br /> <br /> For instance instead of <br /> result 2 make it all daemons follow the lowest leadership in there unit cant benefit from general presence<br /> result 3 being a random Daemonic Character and his unit that makes them unable to act for this turn<br /> result 4 is reasonable<br /> result 5 Tzeentch removes D3 dispel dice from your foe dispel pool<br /> result 6 Nurgle on a roll of a 6 on each enemy unit lowers armour value by D3 for that turn<br /> result 7 is fine <br /> result 8 Slaanesh roll a 6 on each enemy unit lowers there initiative value by D3 for that turn<br /> result 9 Khorne roll a 6 on each enemy unit always strikes last but gives them Frenzy for that turn<br /> result 10 is reasonable<br /> result 11 Daemonic possession just steals a enemy spell and gives it to a random Daemonic Character<br /> result 12 I have no issues with that I rarely get it and the unit normally dies anyway.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 08:56:34]]> GMT</pubDate>
				<author><![CDATA[ Kaligoth]]></author>
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				<title>Re:How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c96f1742bba7ddcf8deaf085f95fed0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7201015.page"><b>Kaligoth wrote:</b></a><br/>I would not say its terrible the mechanic is indeed fluffy but the results could use a tone down be more of a inconvenience then "you die and you die"</div></blockquote><br /> <br /> It pretty much is. Most of the time, it adds unnecessary time onto gameplay, and the fact that it can take off entire demon armies just makes it worse. It has the capability to turn favourable combats into unfavourable combats just by rolling poorly for the winds of magic.]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 11:33:26]]> GMT</pubDate>
				<author><![CDATA[ thedarkavenger]]></author>
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				<title>Re:How to Fix Chaos Daemons</title>
				<description><![CDATA[ I would be happier with the gifts if, as 626 pointed out, the greater gifts were all defensive so you could get some kind of protection. I also agree that the gifts need to be better than the equal point sword you can default to simply because they're random. For example:<br /> <br /> Lesser Gifts: "Offensive"<br /> 0: Same<br /> 1: Same but for any model in a challenge (makes it similar to Eye of the Gods)<br /> 2: Multiple Wounds (2)<br /> 3: +3 <span class="glossaryitem" onmouseover='gp(149);'>WS</span><br /> 4: +2 Attacks<br /> 5: S2 Breath Weapon that ignores armour<br /> 6: <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> and +3I<br /> <br /> Greater Gifts: "Defensive"<br /> 0: Same but includes armour<br /> 1: +1 Wound and Chaos Armor<br /> 2: 2+ Armour and 2+ ward versus first hit <br /> 3: +2 toughness<br /> 4: +2 Strength and +1A<br /> 5: Every unsaved wound caused in combat (not from stomp/thunderstomp) roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> on a 4+ gain a wound up to starting total<br /> 6: 3+ Armour and reroll failed armour saves<br /> <br /> Exalted Gifts: "Magic"<br /> 0: Same for Hellforged<br /> 1: One use: Enemy wizards within <span class="glossaryitem" onmouseover='gp(24);'>D6</span> x 5 inches take T test, if failed they lose a magic level and forget a random spell (daemon of nurgle can pick this one without rolling)<br /> 2: Dispels a spell on a 2+ then on a 4+ steals the spell (like Glean Magic) (daemon of tzeentch can pick this one without rolling)<br /> 3: Wizard targeting bearer must pass leadership on <span class="glossaryitem" onmouseover='gp(2);'>3D6</span> or must select a different target (daemon of slaanesh can pick this one without rolling)<br /> 4: +2 to Dispel rolls (unless wizard level is higher) and extra dispel dice per attempt (daemon of khorne can pick this one without rolling)<br /> 5: Knows 1 more spell and has +1 to cast (pseudo-level 5)<br /> 6: Doubly Blessed<br /> <br /> I've play tested these a bit and they don't seem so ridiculous or <span class="glossaryitem" onmouseover='gp(280);'>OP</span> because you can't plan on them, but at the same time it makes you not want to just take the default every time either. Also we tried to make it so that with the gifts Heralds and Daemon Princes would be more attractive since I think they're a bit overpriced now. ]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 12:24:46]]> GMT</pubDate>
				<author><![CDATA[ Cirronimbus]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ A great unclean one with a 2+ armour and a charmed shield? Not ridiculous at all. Totally balanced. ]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 12:42:21]]> GMT</pubDate>
				<author><![CDATA[ thedarkavenger]]></author>
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				<title>Re:How to Fix Chaos Daemons</title>
				<description><![CDATA[ One thing I'd really love to see for the Greater Daemons to help give them some added character is to give them "Archetypes" similar to the Herald Locii abilities for a pts increase.<br /> For example,  Tzeentch could be something like;<br /> - Lesser Changebringer = All enemy models in base to base take an automatic S3 hit with the Warpflame rule before any blows are struck in combat. (+10 pts)<br /> - Greater Dark Magister = The Daemon adds an additional +1 to all their casting & dispel rolls.  (+20 pts)<br /> - Exalted Master of Sorcery = May choose to generate spells from any of the spell lores in the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span>.  (+25 pts).<br /> <br /> Khorne could be;<br /> - Lesser Slaughterman = May re-roll missed To-Hit rolls in the first round of combat.  (+30 pts)<br /> - Greater Spell Destroyer = MR3 & enemy Wizards within 12" may not attempt to channel dice.  Enemy Wizards in base-to-base contact may not add their wizard levels to their casting/dispel attempts.  (+45 pts)<br /> - Exalted Destroyer of Worlds = Replace the models attacks with <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+2 attacks.  Model may not use a Magic Weapon.  (+60 pts)<br /> <br /> Nurgle;<br /> - Lesser Lord of Rot = Enemy models in base-to-base contact suffer an automatic wound on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> roll of 5+.  (+10 pts)<br /> - Greater Host of Contagion = S3 Breath weapon.  Armour saves suffer a -3 modifier.  (+25 pts)<br /> - Exalted Plaguebringer = All enemy models in base-to-base contact lose <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> (if they have it) and gain <span class="glossaryitem" onmouseover='gp(570);'>ASL</span>.  (+50 pts)<br /> <br /> Slaanesh;<br /> - Lesser Tormentor = Enemy model who suffers an unsaved wound must pass a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test to attack the Daemon.  (+10 pts)<br /> - Greater Spirit Swallower = If the Daemon kills one or more enemies in close combat,  roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>.  On a 6 regain a single lost wound.  (+15 pts)<br /> - Exalted Radiance of Dark Glory = Enemy unit in base-to-base contact suffer -1Ld.  At the start of their turn,  enemy units within 6" must pass an Initiative test if they <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> or suffer -1Ld to any <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> tests.  (+50 pts)<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 14:34:49]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/37c7d1abb00448dd90b1fcafa03e7a33.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7201308.page"><b>thedarkavenger wrote:</b></a><br/>A great unclean one with a 2+ armour and a charmed shield? Not ridiculous at all. Totally balanced. </div></blockquote><br /> <br /> They can get that now for the price of an exalted gift. Not terribly reliable but it is possible. Not saying my gifts are the epitome of balance or anything though...<br /> <br />  I guess my point is the random gifts should be better than the equal points spent on a magic item from the book, because they're random. So Armour of Silvered Steel is pretty much a greater gift, so the armour option should be better than a 2+ cannot be improved armour save. Maybe a 1+? <br /> <br /> I like the archetype idea too. I was kind of hinting at something like that with exalted gifts that certain god-aligned daemons could automatically pick. But I think I like the "super-locii" more. ]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 15:03:52]]> GMT</pubDate>
				<author><![CDATA[ Cirronimbus]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ they need to rename gifts to Boons<br /> Boons of Fury = attacking gifts (25 points)<br /> Boons of Warding = defensive gifts (50 points)<br /> Boons of the dark god = Exalted gifts (75 points)]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 15:41:55]]> GMT</pubDate>
				<author><![CDATA[ Kaligoth]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ I have a simple and efficient idea to fix the gifts<br /> Scrap them completely<br /> Then keep 10-15 magic items from the full list and give them access to the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> items<br /> Gifts are fixed, done]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 17:14:13]]> GMT</pubDate>
				<author><![CDATA[ TanKoL]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2664b076adaaa94d87293f3b1c4d8e59.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7201729.page"><b>TanKoL wrote:</b></a><br/>I have a simple and efficient idea to fix the gifts<br /> Scrap them completely<br /> Then keep 10-15 magic items from the full list and give them access to the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> items<br /> Gifts are fixed, done</div></blockquote><br /> <br /> Absolutely not!  If people still whine that Daemons are still zomg!brokenz!!!1! right now,  I can't wait to hear the cries of 'uber cheese when we get to see the likes of a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> w/<span class="glossaryitem" onmouseover='gp(474);'>ASF</span> sword + Glittering Scales + Charmed Shield + Dragonbane Gem + Other Trickster's Shard...<br /> Or the Bloodthirster w/re-rollable 2+ save and 2++ vs. Flaming attacks...<br /> Or whatever other insanely cheesey combinations one could build out of the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> items.<br /> <br /> Daemons don't need access to all the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> items and for good reason.  What we need though is for our own items to not be mostly utter gak and/or carbon copies of readily accessible weapons.<br /> <br /> I honestly love the idea of the randomised Gifts - they actually work quite well in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.  Fantasy just got a <span class="glossaryitem" onmouseover='gp(111);'>raw</span> deal with the results being bunk.<br /> The Lesser table is currently the only one that's really worth the investment right now.<br /> <br /> The Greater table could easily however become along the lines of;<br /> 1. Corpulescence = +1W and Regeneration 4+<br /> 2. Soul Eater = If cause any wounds in combat,  regain a lost wound on a 2+<br /> 3. Dark Blessing = re-roll failed Ward Saves<br /> 4. Power Vortex = adds 1 dice to both the power & dispel dice pools<br /> 5. Daemonic Resilience = +1T and can never be wounded on better than a 3+<br /> 6. Warp-forged Armour = 3+ armour save.  Magic Weapons in base contact count as mundane weapons of their type.  (ie:  magical <span class="glossaryitem" onmouseover='gp(50);'>GW</span> that strikes at initiative becomes a mundane <span class="glossaryitem" onmouseover='gp(50);'>GW</span>)<br /> <br /> Exalted Table:<br /> 1. Doubly Blessed<br /> 2. Riftbringer = every wound caused in combat creates either a new unit of Furies OR a new unit of Lesser Daemons of the same God.<br /> 3. Aura of Disruption = MR2 and adds a 'free' dispel dice to any dispel attempt made by the Daemon.<br /> 4. Dark Insanity = May make an additional attack for each unsaved wound caused.  These additional attacks cannot generate further attacks.<br /> 5. Aura of Dark Majesty = All Daemons within 6" may use the model's <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>,  even if they are not of the same God.<br /> 6. Warp Tether = Model may never suffer more than a single wound per attack.  Attacks that deal multiple wounds only ever deal 1 wound.]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 20:37:46]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Making 50 lists of what the gifts should be I don't know if that's relevant. It should be in Proposed Rules instead of here.<br /> <br /> I haven't heard anyone complain that <span class="glossaryitem" onmouseover='gp(538);'>DoC</span> is broken anytime recently. They still did months after release, but I think they hadn't read it or played it or seen it and were just griping about 7th and continuing to do so.<br /> <br /> It is a bit silly that:<br /> -GOD OF MAGIC =  sucky magic units<br /> -GOD OF <span class="glossaryitem" onmouseover='gp(410);'>WAR</span> = sucky at fighting, good with cannons<br /> -GOD OF DISEASE = hard to kill<br /> -GOD OF PORN = elf]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 21:15:38]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/68bbf0f202413a42de846f4ffc0a3e02.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7202279.page"><b>DukeRustfield wrote:</b></a><br/>Making 50 lists of what the gifts should be I don't know if that's relevant. It should be in Proposed Rules instead of here.<br /> <br /> I haven't heard anyone complain that <span class="glossaryitem" onmouseover='gp(538);'>DoC</span> is broken anytime recently. They still did months after release, but I think they hadn't read it or played it or seen it and were just griping about 7th and continuing to do so.<br /> <br /> It is a bit silly that:<br /> -GOD OF MAGIC =  sucky magic units<br /> -GOD OF <span class="glossaryitem" onmouseover='gp(410);'>WAR</span> = sucky at fighting, good with cannons<br /> -GOD OF DISEASE = hard to kill<br /> -GOD OF PORN = elf</div></blockquote><br /> <br /> <br /> To be fair, Horrors aren't actually bad at magic. Warlocks are just horribly broken!]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 22:11:32]]> GMT</pubDate>
				<author><![CDATA[ thedarkavenger]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/37c7d1abb00448dd90b1fcafa03e7a33.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7202402.page"><b>thedarkavenger wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/68bbf0f202413a42de846f4ffc0a3e02.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7202279.page"><b>DukeRustfield wrote:</b></a><br/>Making 50 lists of what the gifts should be I don't know if that's relevant. It should be in Proposed Rules instead of here.<br /> <br /> I haven't heard anyone complain that <span class="glossaryitem" onmouseover='gp(538);'>DoC</span> is broken anytime recently. They still did months after release, but I think they hadn't read it or played it or seen it and were just griping about 7th and continuing to do so.<br /> <br /> It is a bit silly that:<br /> -GOD OF MAGIC =  sucky magic units<br /> -GOD OF <span class="glossaryitem" onmouseover='gp(410);'>WAR</span> = sucky at fighting, good with cannons<br /> -GOD OF DISEASE = hard to kill<br /> -GOD OF PORN = elf</div></blockquote><br /> <br /> <br /> To be fair, Horrors aren't actually bad at magic. Warlocks are just horribly broken!</div></blockquote><br /> <br /> To be truthful,  Horrors are only really good if you can manipulate their spells,  at which point they do indeed border on brokenly good.]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 23:43:22]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Horrors aren't bad at sucky magic, that is quite true. But being good at sucky magic doesn't make them good at magic. You have finite PD and having some horrors cast some TZ spells with less bonuses you can get elsewhere doesn't spell GOD OF MAGIC. It's simply of limited value.<br /> <br /> If horrors could transform of Kaden or Mindrazor or such things, then you'd be like, okay those guys are dangerous. But they aren't. And they're frankly expensive for casters who are pretty kneecapped.<br /> <br /> You can make a good casty TZ pile with a herald and bonus, but you're talking like 500ish points. You can get a beatstick greater daemon for that who has a choice of lores and bonuses.]]></description>
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				<pubDate><![CDATA[Sun, 14 Sep 2014 23:50:53]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>thedarkavenger wrote:</cite>To be fair, Horrors aren't actually bad at magic. Warlocks are just horribly broken!</div></blockquote>I played my <span class="glossaryitem" onmouseover='gp(804);'>DoT</span> vs <span class="glossaryitem" onmouseover='gp(27);'>DE</span> right about when their new book hit. Warlocks vs Horrors showed just how much they got 'caster units' wrong with daemons and broken with delves ...<br /> <blockquote><div><cite>Experiment 626 wrote:</cite>To be truthful,  Horrors are only really good if you can manipulate their spells,  at which point they do indeed border on brokenly good.</div></blockquote>Admittedly, Gateway is pretty cool, now that I've started spending the points (and getting lucky) to get it onto horror blocks. Buuuuuuut I don't think that quite makes them work, outside of 10 horror min/max spam, comped out in most events I play in (and also stupid).<br /> <blockquote><div><cite>DukeRustfield wrote:</cite>Horrors aren't bad at sucky magic, that is quite true. But being good at sucky magic doesn't make them good at magic. You have finite PD and having some horrors cast some TZ spells with less bonuses you can get elsewhere doesn't spell GOD OF MAGIC. It's simply of limited value.<br /> <br /> If horrors could transform of Kaden or Mindrazor or such things, then you'd be like, okay those guys are dangerous. But they aren't. And they're frankly expensive for casters who are pretty kneecapped.</div></blockquote>On the question of what's wrong with the <span class="glossaryitem" onmouseover='gp(538);'>DoC</span>, my first answer is the gifts - not that they're random per se, but as noted that the charts are badly designed. Also that there's no magical standard chart, because 25 points in basic standards is stupidly limiting.<br /> <br /> And my second answer is that the Lore of Tizz is sorely lacking. Drop one of the worthless 'template with SD6' spells and give me a stat booster: +<span class="glossaryitem" onmouseover='gp(24);'>D6S</span> would be simple and random enough. And then drop another worthless 'template with SD6' spell and give me an AOE SD6 damage spell - my blocks are destined to be stuck in combat, how about something for them to do while they're there? I'd actually be pretty content with just an augment and a short range AOE to make combat painful, rather than a multi-turn grind where my only hope is to roll 6's <span class="glossaryitem" onmouseover='gp(264);'>ftw</span> (S2-3 uberalles).<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Mon, 15 Sep 2014 13:29:12]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/bfdee3ea31f6a52599dfc3081bd2bda4.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7203597.page"><b>Boss Salvage wrote:</b></a><br/>On the question of what's wrong with the <span class="glossaryitem" onmouseover='gp(538);'>DoC</span>, my first answer is the gifts - not that they're random per se, but as noted that the charts are badly designed. Also that there's no magical standard chart, because 25 points in basic standards is stupidly limiting.</div></blockquote><br /> <br /> For the Standards,  I think we'd be perfectly fine if...<br /> 1.  4 of the banners from the previous book where brought back as a 0-1 option.  Such as 0-1 units of Horrors could take the Banner of Change which had the bound spell that did <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>/S4 hits to a unit in base-to-base.<br /> Khorne could get a banner that gives a single unit Devastating Charge.<br /> Nurgle a banner that once per game allows the unit to re-rolled failed to-wound rolls<br /> Slaanesh a banner that makes the unit Stubborn for their first <span class="glossaryitem" onmouseover='gp(673);'>DI</span> test.<br /> <br /> 2. Bring back a pair of <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> options.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/bfdee3ea31f6a52599dfc3081bd2bda4.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/546186/7203597.page"><b>Boss Salvage wrote:</b></a><br/>And my second answer is that the Lore of Tizz is sorely lacking. Drop one of the worthless 'template with SD6' spells and give me a stat booster: +<span class="glossaryitem" onmouseover='gp(24);'>D6S</span> would be simple and random enough. And then drop another worthless 'template with SD6' spell and give me an AOE SD6 damage spell - my blocks are destined to be stuck in combat, how about something for them to do while they're there? I'd actually be pretty content with just an augment and a short range AOE to make combat painful, rather than a multi-turn grind where my only hope is to roll 6's <span class="glossaryitem" onmouseover='gp(264);'>ftw</span> (S2-3 uberalles).<br /> <br /> - Salvage</div></blockquote><br /> <br /> Pink Fire & Bolt are the main culprits <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>,  as well as Blue Fire's 'powered-up' version being a simple range boost instead of keeping the shorter range and adding more hits.<br /> Make Pink Fire a combat-based augment and make Bolt not suck and suddenly Lore of Tzeentch is on par with Nurgle and only slightly behind Slaanesh.]]></description>
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				<pubDate><![CDATA[Mon, 15 Sep 2014 14:10:22]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ I really think the <span class="glossaryitem" onmouseover='gp(235);'>LOC</span> should of gotten some better casting options. Chose one of 3 set ups.<br /> <br /> Roll 4 spells of tz or metal and gain all sig spells from the 8 main lores<br /> <br /> Loremaster TZ and roll 4 on ANY lore from any race.<br /> <br /> roll 4 tz spells, but be +1 to cast and dispel, and roll twice on miscast chart, pick result. ]]></description>
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				<pubDate><![CDATA[Thu, 18 Sep 2014 14:44:12]]> GMT</pubDate>
				<author><![CDATA[ Acardia]]></author>
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				<title>How to Fix Chaos Daemons</title>
				<description><![CDATA[ Aye, bit curious that the quote-unquote embodiment of the Chaos God of Magicks isn't particularly awesome at magic, or not much different from a variety of mortal level 4's - who I might add tend to be a lot more resilient against cannonballs <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> Hence why the big chicken usually gets an Eternal Beatstick and goes and smashes things instead (something that most mortal level 4's are less good at) <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> Loremaster TIZZ or METAL would have been enough for me, as much as I'd like bonuses to cast and such too.<br /> <br /> (Wait, don't <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> Tizz casters get bonuses to cast? <span class="glossaryitem" onmouseover='gp(334);'>WTF</span>?)<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Thu, 18 Sep 2014 18:24:44]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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