A lot of games are won and lost in deployment. Since Daemons don't deploy, the game hinges on how your opponent deploys, and how you deep strike in reaction to it. Poor technique with the first turn deep strike will get your army shot to ribbons first turn and/or cause unnecessary mishaps.
One of the finer points of playing Daemons is the order in which you drop stuff on the table. Most especially on the first turn. With Screamers becoming ubiquitous, this is less important than it was, but you can't field only Screamers, so this requires a bit of thought.
The very best case scenario for deep striking is to drop your entire wave behind an LOS-blocking cover that lets you stay safe on turn 1 and hit the enemy turn 2. Observe in the picture below, my opponent was playing my army. Having watched me do this plenty of times, he, too massed his troops as much as possible within Fateweaver's bubble, behind ruins that either block LOS or grant a rerollable cover save.
This 1st turn alone set him up to beat me on his first ever game using Daemons. This here is me doing the same thing to him in a previous game.
In both cases, there are a couple units that scattered out of the bubble, but they're all in good shape. Moron (His appellation for himself.) made a mistake on his deep strike by placing one of his Screamers within 12" of anything, and sho' 'nuff, they scattered 12" on top of some Flamers that were already on the board.
Each of these represents a nearly perfect first turn deep strike. The only way it could be better is if you can land on your opponent's flank where they can't bring nearly as much firepower to bear. Both of these ended up right in front of the enemy army, but it's all good.
If there is nothing to hide behind, forming that bubble is even more important because you're going to take a beating in the next shooting phase. In this case, it is best to drop on one flank of your opponent's formation to minimize the shooting you will suffer.
Now, to get into this first turn formation you need to use the right deep strike order to mitigate risk. Fateweaver should always go first. Not only because it reduces or eliminates his chance of mishapping, but it allows all of the follow-up deep strikes to post off his finishing position. This, in-turn, allows you to clean up the bubble spacing by running Fateweaver 2d6" straight ahead if necessary, and running everything else as required to make 6".
So, if you got him, put Fateweaver on the table first and fling dem hoes. The space in front of where he lands is your staging area.
After Fateweaver comes Soul Grinders because they have a large footprint, need lots of space and want to shoot and not run first turn. Hopefully you allowed for enough room to safely drop them directly between Kairos and the enemy. If not, I'd just drop them outside the bubble and take your chances.
Next on the list any other MCs you have. They will probably be swooping themselves, so they, too, can only run forward. This makes them less maneuverable, so they should deep strike near Fateweaver. I like to drop them in BTB contact with Fateweaver because it will allow them to run up with him and reduce the odds of them scattering way outside his bubble. Plus, the odds of a scatter on top of Kairos are accetably low for a single 60mm base. The reason you DS MCs next and not normal units is because you can't spread an MC out. Flamers can run in all directions at once, whereas MCs can only go one way. If they scatter to the four winds, c'est la merde.
Next up is everything else that is not Screamers or troops. This typically means Flamers, Fiends, or Bloodcrushers. These deep strike in front of Fateweaver, because he can only run forward while swooping. Thus, when you DS Kairos, you need to leave ample room between him and the enemy lines or mishap-causing terrain. I'd say about 15-20". If he scatters backwards, you fudge it with run moves. If he scatters waaay backwards, and you can drop safely outside of his bubble elsewhere that will allow you to hit your opponent turn 2, do it because you need to be on the enemy quickly.
Once the elites are in, the troops should drop. Your first wave should contain your backfield scorers, so they should drop safely in the back out of sight with due regard for any outflanking or DSing reserves your opponent has.
Finally, the Screamers arrive. You take no chances with them since they can turboboost 24" to reach the bubble. Same with Seeker Cavalcades with their 12" flat out move.
Gambling with Flamers for the alpha strike merits consideration. I typically only do it when the payoff is so high that it's worth risking a more devastating turn 2. If, for example, your opponent has exposed a critical unit like a Banner of Devastation Command Squad, then you should risk it. Otherwise, it can wait. Really, it usually can wait.
Deep strikes in supplemental turns are entirely subjective to the ebb and blow of the game in reaction to what your opponent is trying to do. Generally, you should play it safe, but there is an art to knowing when to gamble. It's all about weighing risk and reward.
Wednesday, January 30, 2013
Monday, January 28, 2013
Banner of Devastation Bike Lists
Ok, so check this list that just won the TSHFT Open. What the hell does TSHFT stand for? I couldn't find out on the tournament website. Tournament Seattle Homeboy Fruitbooty Tournament? Sure.
- HQ – Sammael – Raven Sword, Adamantite Mantle, Corvex, Night Halo.
- HQ – Librarian – Mastery Level 2, Auspex, Space Marine Bike, Force Staff, Psychic Hood.
- HQ* – Ravenwing Command Squad – 3x – 2 Corvus Hammer, 2 Plasma Talons, Champion w/ Blade of Caliban, Apothecary w/ Narthecium, Standard Bearer w/ Banner of Devastation & Grenade Launcher.
- Troops – Ravenwing Attack Squad – 6x + 1x Atk Bike – 2 Plasmaguns, Multimelta.
- Troops – Ravenwing Attack Squad – 6x + 1x Atk Bike – 2 Flamers, Multimelta.
- Troops – Ravenwing Attack Squad – 6x + 1x Atk Bike – 2 Meltaguns, Multimelta.
- Troops – Ravenwing Attack Squad – 6x + 1x Atk Bike – 2 Meltaguns, Multimelta.
- Troops – Ravenwing Attack Squad – 6x + 1x Atk Bike – 2 Meltaguns, Multimelta.
- Fast Att – Ravenwing Black Knights – 5x – 4 Plasma Talons, Power Sword, 1 Grenade Launcher.
Wow, so you got like 45 models, all with T5, 3+ and 5+ cover. Tons of anti-armor. Tons of anti-personnel. psychic powers, debuffs, and it's fast. At first I was wondering where the anti-air was, and then I counted up all the meltaguns and realized there's plenty. The Banner of Devastation makes it all go, but it's pretty solid even without it. Sammael would ride with the Command Squad to give them three extra EW wounds protecting the banner. You might see variations with a Dark Shroud, as well.
If you read the battle reports, you'll see that he was able to absolutely blow his opponent's army away at an hilarious rate in every game but the last, which he still won handily. Let's do some math. Each bike squad is sporting seven twin-linked bolters that are Salvo 4. That is 140 twin-linked S4 shots per turn. That works out to 125 hits, 62 wounds on Screamers or Flamers, 28 of which go unsaved, even if Fateweaver is around.
In other words, this list is a "you lose" button. With a flyer supplement about to come out and nerf Night Scythes, this list just jumped to the top of your "I's Afeared Of It" list.
If you can somehow destroy the banner first turn, the list becomes manageable, but still powerful enough to be dangerous. If you field three squads of six Flamers like I do, two will come in the first wave if I get what I want. I have to hope the deep strikes go well, but I doubt a smart opponent will leave his banner anything other than totally bubble-wrapped. Especially since they get a scout move to get into better position.
If you can somehow destroy the banner first turn, the list becomes manageable, but still powerful enough to be dangerous. If you field three squads of six Flamers like I do, two will come in the first wave if I get what I want. I have to hope the deep strikes go well, but I doubt a smart opponent will leave his banner anything other than totally bubble-wrapped. Especially since they get a scout move to get into better position.
Honestly, I don't have any good idea how to beat an intelligent opponent running this list with Daemons. The army is too squishy to deal with it. If Fatecrusher was a cavalry list, that could maybe do it, but as it is, it would just get shot up slowly as the bikes play keep away. I briefly thought a Flying Circus might be able to do it, but the bikes could easily block all the swooping lanes, forcing the MCs to land. Once on the ground, they are through. If I were running this bike list, I would beat Daemons every single time in a laugher. It's not that I'm that damn good, it's that I don't have to be because I have 140 twin-linked shots on bikes, asshole! Oh, and if I go first, I'm using my scout move, first turn move and turboboost to clog the board and force you to drop where I want you. Good luck, asshole!
So we ask ourselves, what does this army fear that Chaos armies can field? Heldrakes are the clear answer since they have no defense against it. Blastmasters can also cause problems. Flamers can take out one squad at a time. Large AP3 or better blasts are good. Mass plasma would scare it, but Chaos doesn't really do the plasma thing that well. Screamers are ok if they can get the charge, and still terrific against most other armies. That's about it.
That gives us Noise Marines, Flamers, Vindicators, Soul Grinders, Defilers (LOLWTFJK), Heldrakes, Obliterators (210 points for three plasma cannons every other turn???! That won't cut it.) and Plasma Forgefiends (Har!) to work with. So, um, Noise Marines, Flamers, Vindicators and Heldrakes, you say? How dull... Good thing I like all those models.
Noise Marines aren't as useful against this army as you'd think because if you field them on foot, they're dead. If you put them in a Rhino, you have to keep the Rhino on the move to stay away from all the melta, or they're dead. The Blastmaster is only going to kill two bikes per turn on a good day anyway. We can get similar results with a plasma gun for much less. However, the Blastmaster has its uses against other armies, so it's not a total waste.
Chaos Lord, Burning Brand of Skalathrax
4x5 Chaos Space Marines, Plasma Gun, Rhino, Havoc Launcher
2 Vindicators, Daemonic Possession, Siege Shield
3 Heldrakes, Baleflamers
Aegis Defense Line, Comm Relay
Tzeentch Herald
6 Flamers
9 Screamers
5 Daemonettes
1996
That's the best I've come up with at this early stage. Two Vindicators might be too many, but maybe not. They say you need to field two Vindies to get one. Victory is not guaranteed, but it can win. The list has a major weakness in that only the Vindicators and the Screamers are credible anti-tank. I just don't have any more room to squeeze stuff in. I'll refine it with time, however, the major problem with beating that bike list is that it has a scout move on top of its tons of bolter shots, and mass melta, so it can get those multi-meltas into 12" range on turn 1 if they go first. Or, they can choose to outflank you depending on the scenario and how you deploy. Your only trump card is the Heldrakes.
As your you Daemon purists out there. Take Soul Grinders with Phlegm and hope you take out the banner quickly. Then you may have a shot.
Fateweaver
3x5 Daemonettes
5 Plaguebearers
6 Flamers
2x5 Flamers
3x6 Screamers
2x Soul Grinder, Phlegm
Daemon Prince, Mark of Tzeentch, Bolt, MoS, Breath, Flight
1996
You probably won't win, but you theoretically could if you go first. Perhaps when the new codex is released, Daemons will get new power combos that can take this on. Later, fruitbooties.
Sunday, January 27, 2013
Candidates for Outflanking with a Slaanesh Steed
A Lord or Sorcerer of Slaanesh on a Steed of Slaanesh allows he and his unit to outflank with Acute Senses. This, of course, allows you a whole lot of options for units to bring with him, with some caveats. Obviously, he can't go in a transport, so if you want to outflank a Land Raider (not a bad option for twin-linked lascannons, actually) you would want to take Huron Blackheart instead.
Unlike Huron, who only allows you to outflank with infantry, the Steed allows you not only to outflank anything that isn't a vehicle, but to do it on the side of the board you want them on. This favors using the Steed with short-ranged units. Some candidates:
Bikers
Starting with the obvious. I usually run my Steed Lord with a Lightning Claw, Power Fist, and meltabombs, and bring meltaguns, a power sword on the Champion, and an Icon of Excess. This gives the unit anti-tank power and makes them a strong threat in close combat to all but the more nasty assault specialists. This unit needs to be kept well clear of Terminators, who will make quick work of it, especially the Lord, who is T4. I have not yet decided if it's worth taking a Sigil of Corruption on him yet since he shouldn't be going anywhere near Terminators with power fists that can one-hit him.
Chaos Spawn
The problem with outflanking Spawn is that you can't take the Mark of Nurgle, which actually makes them good as opposed to so-so. As a backfield disruption unit, Spawn are ok, but they can't move onto the board and slag something first turn like bikers can. I see Spawn as more of a speedbump or countercharge type unit.
Cultists
This has some merit. It's just a shame that you can't outflank Khorne Cultists (Well, you can with Huron or Ahriman.). 35 fearless dudes with two weapons appearing on your flank led by a beatstick is enough to cause some serious trouble. The downside is that your opponent might anticipate this and deploy his force in the middle of the board so you never reach it until it's too late. That's only possible in one of the three deployment types, however. It would be nice if you could get them S4 reliably so they can glance tanks to death, but that's why they're led by a dude on a Steed.
Noise Marines
Every time I think about outflanking with them, I think, why do I need to do that? The blastmaster has plenty of range and only needs line of sight to do it's thing. It's not a great anti-tank weapon so hitting side armor is a minor perk. I could kit the marines out for close combat, but then I should just take regular CSMs.
Chaos Space Marines
A more expensive choice than Cultists, but since CSMs are sort of (poorly) designed to be all up in yo' face, this is one way to get them there, I suppose.
Possessed
Not a bad delivery system for them with all the same caveats that go with Cultists. Except that when you figure 6 Possessed cost more than 35 Cultists, there's no reason to do it whatsoever. What a crappy unit. No wonder it took me three tries to sell ten of them from the two battle forces I bought on Ebay.
Obliterators
They can already deep strike. You'd do this is you wanted sideshot melta and lascannon power without the risk of scatter, but it seems pointless. You either deploy them or deep strike them.
Mutilators
Same as Obliterators, but even more pointless because you need them on the enemy fast and they can't run. Mutilators should have the Mark of Nurgle or Tzeentch anyway. That and they suck in an astonishing fashion.
Terminators
Another unit that can deep strike. If you wanted to outflank them, I'd run them in a Land Raider and take Huron. Even if they come on the wrong side, they can move 18" and should be close enough to charge something the second turn anyway.
Warp Talons and Raptors
Warp Talons are awful and the stupid blind on the deep strike gimmick is half their charm. Raptors? I suppose if you're doing the same thing as with the Bikers above, but for cheaper, it's not a terrible idea.
So there you go, Cultists and Bikers are probably your best bets. Everything else is better used differently, or just too lousy for the job.
Friday, January 25, 2013
Away On Bidness
Hay gais! I'm heading off on a bidness trip to Africa for a couple weeks. Yes, that Africa. Usually, it is Texas... As all of you know, it is all about the business. And takin' care of it... It should be an interesting trip in which I experience exciting adventures and maybe learn a few of life's lessons along the way.
I don't think they play 40k where I'm going. I know I won't. They tell me I'll have access to dem internets, but posts may be spotty for a time. But fear not, I shall return to these United States in due course.
If I can get online, I shall post stuff, but expect posts to come a bit less regularly than usual for the next two weeks.
UPDATE: Ok, so the trip was just postponed due to 3rd party buffoonery requiring additional stateside testing. Next time I'll wait until I'm actually in Africa before announcing it...
Tuesday, January 22, 2013
Fighting a Triple Heldrake List
What this means to you is that you must now be able to defeat three Heldrakes that don't have to leave the board! Oh, by the way, they're AV 12 with a 5++, It Will Not Die and a torrent flamer that melts your troops, which you cannot hide, either in a transport or behind a wall.
Somebody is going to bring it. So whatcha gon' do 'bout it? Well, you need IG allies for the Vendetta, an Officer of the Fleet to keep the flyers off the board, and for troops in a Chimera.
Those Daemonettes I'm so fond of fielding because they're great at hiding, then running to objectives when the coast is clear? Well, they're still ok, and can survive one, maybe two blasts thanks to a 5++, but now you really need some Plaguebearers, too because a Baleflamer will only put 1.5 wounds on five of them, meaning Heldrakes suck at killing PBs. I'll be dusting mine off.
You also need Flying MCs because if you don't kill those things with a single shot, you probably won't kill them. For that, you need lucky Bolts of Tzeentch on the rear armor. If you can penetrate, a 2+ on the damage table is all you need since that'll get you a weapon destroyed, immobilized or 'splodes result, any of which are good enough to render it mostly ineffective.
Fighting three Heldrakes at 2k points or less means a full fourth of the list is in the sky, leaving a lot less stuff on the ground to be worried about. If your army is properly-constructed, the Heldrakes should pose a minimal threat. A Baleflamer will kill 1.5 Flamers if it hits a squad of six, which is negligible. Even less if Fateweaver is around.
Quad guns are almost useless because they aren't likely to do more than glance a Heldrake, and anything manning them is going to be killed by a Baleflamer. Icarus Lascannons are the better choice in this case, but even then, you're hoping to get lucky with the interceptor shot before the dudes manning it get toasted. Quad Guns are better against most other flyers.
Sample list:
Fateweaver
6 Flamers
6 Flamers
6 Flamers
6 Screamers
6 Screamers
6 Screamers
5 Daemonettes
5 Plaguebearers
Bastion, Icarus Lascannon
CCS, Autocannon, Officer of the Fleet (Goes atop Bastion)
Infantry Platoon
PCS, Autocannon (Goes in Bastion.)
Infantry Squad, Chimera
Infantry Squad, Chimera
Vendetta
Hydra Flak Tank
1997
Most of your troops are safe from the Baleflamers, and you have enough anti-air to take care of at least two of the Drakes. If you lose the CCS on the Icarus, what do you care? Damn, I's out 90 points! The Hydra should be positioned on the board edge so that a Heldrake has to leave the board to vector strike it. Otherwise, the Heldrakes can't really hurt it. Fateweaver, Flamers and Screamers do their thing.
Monday, January 21, 2013
Flamers and the New Shooting Rules
I was going to do a writeup on this, but Shadowlord has already done did it for me. In short, they are only slightly nerfed since you can extend the range of the wound pool to 18" by having one model shoot warpfire. 24" if you've got the Blue Scribes in there shooting Gaze or Bolt. It makes no sense, but according to RAW, is how it works.
Here's the link.:
http://www.3plusplus.net/2013/01/kill-zones-40k-shooting-post-faq/
Here's the link.:
http://www.3plusplus.net/2013/01/kill-zones-40k-shooting-post-faq/
Friday, January 18, 2013
Heldrakes Are Now Solid Anti-Air
| Four Freaking Coats Of Paint To Get That Pink! The Second One Is In Pieces In The Garage At The Very Bottom Of the To Paint List!!! |
That much-maligned Hades Autocannon on the Heldrake? It shoots all around now. So you can vector strike and shoot the same flyer in the same turn, most-likely on the rear armor. The flyer cannot even jink to get a cover save against the vector strike. That's 1.5 average glancing hits on AV 11 flyers per turn from the vector strike, plus whatever you get from the Hades. Not too shabby. And, since you can fire the thing 36" all around, you never have to fly off the board. I'd probably run one of each kind in a competitive CSM list, especially now that blastmasters can be fielded in squads of five. Blastmasters do pretty much the same thing as the baleflamer, though not quite as well, but can be taken by troops, which balances things out.
So, two of these, plus some missile Havocs should keep the skies cleared with plenty of versatility left over. That leaves one FA choice for melta-Bikers, Spawn or Raptors, and two heavy support choices for something to deal with 2+ armor. I recommend Vindicators. Both kinds of Forgefiends totally suck. Trust ol' Slaede. The best troops are five Noise Marines in a Rhino with the blastmaster, but I think more than three of those is too much.
For Noise Marine troops you need a Slaanesh Lord, who can either shoot the quad gun, carry the Brand of Skallythrax in a Rhino or ride with the Bikers on a Steed or his own Bike. Toss in a fortification and some Cultists for backfield scoring, and you're at 2,000 points and able to deal with anything.
Wednesday, January 16, 2013
New Codex Stuff
Natfka's got the latest. My favorite part:
The previously white dwarf released units are changing slightly (some get better, some worse)
Exactly what I wanted to hear. I want my Seeker Chariots to get better (I still have two I need to build.), and I'd like Screamers to be an anti-tank tool rather than a world-beater.
The previously white dwarf released units are changing slightly (some get better, some worse)
Exactly what I wanted to hear. I want my Seeker Chariots to get better (I still have two I need to build.), and I'd like Screamers to be an anti-tank tool rather than a world-beater.
New FAQs
GW released new FAQs today. The only update for Daemons is that Plague Zombies don't benefit from Epidemius, which I thought was obvious. More interesting is the CSM update. Abaddon can indeed join marked units, which means Slaanesh marines can give him Feel No Pain on top of his other goodness. I honestly did not know the answer to that debate. The Heldrake is now equipped with a turret weapon, which is so badass it's crazy.
Models with the Mark of Tzeentch that aren't psykers become so with the Scrolls of Magnus. So that T5 Tzeentch Lord on a disc with a 3++ can now become pretty cool.
From the main rulebook FAQ, Vector Strikes now use random wound allocation. I had been playing it from the finishing position of the model. Rending does not count as AP 2 against vehicles, which nerfs Slaanesh a bit. Warpsmiths cannot repair Chaos Daemon vehicles anymore.
Models with the Mark of Tzeentch that aren't psykers become so with the Scrolls of Magnus. So that T5 Tzeentch Lord on a disc with a 3++ can now become pretty cool.
From the main rulebook FAQ, Vector Strikes now use random wound allocation. I had been playing it from the finishing position of the model. Rending does not count as AP 2 against vehicles, which nerfs Slaanesh a bit. Warpsmiths cannot repair Chaos Daemon vehicles anymore.
Tuesday, January 15, 2013
How You Beat Dem: Dark Angels
It is said that there is a new codex out there. Yay! Waaaay back in 2nd, when Angels of Death had the Dark Angels, I thought Ravenwing was the heat. Now, I don't really care for the dark, brooding stoicism of the chapter. I've read the book a few times while on a bidness trip, and so far, I ain't too afeard of it. There are, however, ways to build the army that can give Daemons quite a headache, but only a few. At first glance, it looks like a vanilla marines army with fancy bikers and terminators, horrible flyers, and stubborn (I love that stubborn rule they have.). There are, however, not-so-hidden gems in the book, that when combined with the proper units, can be quite nasty.
First let's look at the strengths of the book:
- Quite possibly the best selection of troops in the game. They have the best Tacticals, bike and terminator troops, and Scouts, while definitely the worst of the bunch, ain't too bad.
- It's a fast army, with good cover saves on all its skimmers and bikes.
- It can field scoring Terminators, which make them difficult to ignore, allowing it to present a wide variety of viable threats.
- Decent pyschic defense with the Perfidious Relic of the Unforgiven
- Flakk missiles everywhere make up for lousy flyers
- Battle Brothers with Imperial Guard
- Azrael and Sammael are awesome
- Good debuffs
As for the weaknesses:
- The only level 3 psyker is Ezekiel, and one of his powers has to be a short-ranged focused witchfire that only threatens monstrous creatures on foot.
- Worst flyers in the game
- Only one cheap HQ worth taking (Level 1 Librarian for Prescience)
- They're Stubborn, and can't voluntarily fail a morale check (Oh you'd better believe those are weaknesses.)
Then, there are the things that simply are. The really good stuff in the army is properly-costed, so the uber units become a points-sink very fast. Like those magical standards that make the boltguns shoot faster, for example.
Let's start with the ol' Standard of Devastation. It costs the same as a Chaos Lord and grants all units with boltguns Salvo 2/4 if they have a model within 12" of it. Well, that's certainly nasty. However, the Icon forces the player to take a certain kind of build in order to fully take advantage of it. First, you need one of the three types of Command Squads, which are neither cheap nor large. If you put it on a power armored command squad, you have five easily-killed models that must go in a Rhino. If you put it on a Terminator Squad, you've just dropped around 300 points that are useless if deployed in the backfield, and have a useless icon if they deep strike. Or you could put them in a Deathwing Land Raider and have a nearly 600 point unit.
That leaves the Ravenwing Command bikes, of which you can only take three. That'll cost you over 200 points, and you're going to want an HQ in there for some extra wounds to protect the icon, which probably should be Sammael because you're going to want scoring bikers with salvo bolters. Now your unit costs over 400 points. Of course, you're now using it to make bikes shootier, which is very strong with Relentless and Salvo combined.
If you take it with five power armored guys in a Rhino, and bubble wrap it with tacticals on foot, you are asking for every blast weapon in the world to cut you down before you get into range of anything they could kill. Or you'll just get Rhino-rushed.
So, the Standard of Devastation gimmick is tricky to pull off, but let's assume your opponent takes it and you're running Daemons, who have no Rhinos, and very few blast weapons. Whatcha gon' do?
Well, if you can drop Flamers atop the standard-bearing squad, do so, but let's assume your opponent is not pants-on-head retarded and put the Standard in a Rhino bubble-wrapped by tacticals. Awesome, now his troops are out in the open, so just drop and kill them with Flamers. If the Flamer deep strike goes bad, you're kind of in trouble, because anything not called a Soul Grinder or a Seeker Chariot is in big trouble if it gets within 24" of that icon. You might want to bring a Soul Grinder if your opponent is fond of this build.
So, what if you ain't got a Soul Grinder and your Flamers did not land on target? Well, 40 overwatch shots will put two wounds on a Screamer on average, so no big deal. Turboboost out of sight, then eat one, preferably two Tactical squads next turn. The beauty is, no matter how bad you kick their butts in combat, they're Stubborn, so you get to finish them off during their turn because they'll probably pass morale, and even if they don't, you have a better than 50% chance of catching them so they can't get away. I told you Stubborn was a weakness. I also told you that lost attack from disorganized charges was a good thing, not a bad thing. Case and point.
Dark Angels are stupid marines, just like Chaos Space Marines are cowardly marines, and Space Wolves smell like wet dog. Whereas an Ultramarines squad can size up a bad situation and give a risk-free retreat the old college try, Dark Angels prefer to stand there and take their whoopin'. That's why they're worth only one point more than a Chaos Space Marine.
So, flame that boltery death star, and failing that, use Screamers to munch them down quickly. Fateweaver can fly in and dust a squad by himself while tossing a Bolt at the Rhino with the standard in it.
What else we got?
Well those Ravenwing bikers sure are fast. Fast enough to get away from Flamers if they don't land on target, for example. Screamers can chase them around, and should beat them straight up, but the Black Knights have rad grenade launchers that can cause you some hurt what with Corvus Hammers wounding them on 2's and whatnot. Best not let them shoot and charge you. Ravenwing must be charged or Flamed to be killed because it will probably be protected by a Darkshroud, which itself can only be killed by Flamers, or in assault.
Deathwing are too slow, and put out too few shots to pose a threat to a solid Daemon army, so I wouldn't worry too much about them.
The real nasty combo in the army is when allies are thrown into the mix. You are going to see Azrael blob Guard builds become a staple of tournaments in the very near future, because it can do exactly what Tony Kopach's Space Wolves did at NOVA without having to roll on the psychic power table. You take Azrael, a Primaris Psyker who rolls on Biomancy and hopes for Fortitude, and four Infantry Squads, with Sergeants carrying power axes and melta-bombs so the blob can't be tarpitted by a single walker. It's going to take a lot of Flamers to kill that off, but that's about the only way you're going to do it, because they're Fearless and have 4++ saves thanks to the Lion Helm. Azrael also lets the player take any of the four troop choices. The Guard allows them to bring a Vendetta, which is no big deal, but makes the combo more enticing.
If you see this, you're going to want to go first, hope your Flamers land on target and whittle it down significantly, because a mob that size can clog up the board fast, and put out enough shots to significantly weaken, or wipe out many of your units.
Pavane Azrael to the front if youz got it and the gimmick collapses in a heap.
Other than that, what ya got here is a Spesh Marine army that you deal with like all the others.
Saturday, January 12, 2013
How You Beat Dem: Tyranids
Around these parts, Tyranid players are harder to find than 9' tall migratory ape men or Icons of Despair. Since 6th edition has started, I've been to over half a dozen tournaments and played tons of games in every shop in the local area, and haven't seen Tyranids anywhere. So this here article is theoryhammer. That is, I have a pretty good idea how I would fight Tyranids if anyone actually played them, but I confess a total lack of 6th edition experience playing against them. Not my fault...
The intrawebnet says they are bad, but I'm not so sure. It almost makes me want to start an army just to show 'em, but maybe next year. Tyranids have basically two things going for them that challenge Daemons.
They have tons of psychic powers for which you have no particular defense, and lots of expendable units that still manage to be dangerous to your squishy, yet potent army. Their numbers are best dealt with by dakka, of which the Daemon army has very little. The way you beat Screamer/Flamer Daemon lists is by tying them with up sacrificial units while killing off all the troops. Tyranids are terrific at that first bit, and can handle the second bit just fine.
With Synapse Creatures making the little bugs fearless, and therefore tarpitty, your obvious goal is to take out the big ones before the little ones can tie you up. Easier said than done against a skilled player with a good list.
Here is an example of what is essentially a 27/27 Screamer/Flamer list (which is still a not-so-great idea, by the way) getting gnawed about the hands and face by what, from what I have read, is more or less the best you can do with Tyranids, list-wise. Let us examine it:
Flyrant - 2x TL-Devourers
Flyrant - 2x TL-Devourers
(The Flyrant or the Swarmlord are probably the best HQ choices. The Devourers are S6 Assault 6, Twin-linked. Flyrants always roll Biomancy powers, which can be nasty.)
Doom of Malan'tai
(A potentially devastating choice if it doesn't take a S8 hit while not costing so much that you care if it dies.)
2x Hive Guards
2x Hive Guards
(Generally considered the best all-round elites choice since they carry S8 guns with neato rules on a T6 model.)
Tervigon - Adrenal Glands, Catalyst, Cluster Spines, Onslaught, Toxin Sacs, Crushing Claws
10x Termagants
Tervigon - Adrenal Glands, Catalyst, Cluster Spines, Onslaught, Toxin Sacs
10x Termagants
Tervigon - Adrenal Glands, Catalyst, Cluster Spines, Onslaught, Toxin Sacs
10x Termagants
(Tyranid armies don't work without at least two of these combos. Board control is one of the prime Tyranid weapons, and only real flyer defense. Tervigons are the enablers. Catalyst grants FNP to what have you, while Synapse keeps the Gants fearless. Adrenal glands are an odd choice because Termagants don't benefit that much from S4 on the charge, especially when their attacks are already poisoned, but hey.)15x Gargoyles - Adrenal Glands, Toxin Sacs
(From here, the army is kind of filler because the best stuff is in Elites, and Troops should be Tervigons and Gants. Gargoyles are jumping Termagants.)
3x Biovores
2x Biovores
(Biovores are a decent Heavy Support choice, but I really think you're more likely to see a Trygon Prime in there for anti-tank in an all-comers list. Methinks there could be some anti-Daemon list tailoring going on here.)
That's a pretty solid list but for the lack of a Trygon Prime, which I really think should be in there rather than the Gargoyles and the extra Biovores. Other decent units are Ymgarl Genestealers, that can assault when they arrive from reserve and are I6, and Zoanthropes, who bring extra psychic powers to the table. Venomthropes are useful, as well. Sadly, there are only so many Elites choices to go around. Also in the Elites section is the infamous Pyrovore. Cruddace may or may not have been drinking when he wrote the rules for that unit, depending on whether or not he was finished drinking when he did it.
So how do you take this down? Well, there are four kinds of units out there: those you shoot, those you charge, those you ignore, and those you avoid or tarpit.
Daemons are unlikely to knock Flyrants out of the sky without some allied firepower. With those guns of theirs, they have zero reason to land. Plus, they're great at hunting down your troops. Honestly, there's not much you can do about a Flyrant if you don't knock it out of the sky, and for that you need allies.
If you have no allies, you'd better have Fateweaver and Tzeentch Princes to shoot and Vector strike them instead of a whole bunch of Screamers and Flamers or your troops are through. The same cannot be said for the Swarmlord. He's big and nasty, but super slow, so you ignore him. Since there's a good chance Tyrants or the Swarmlord will roll Iron Arm, Flamers are the best choice for killing them. Charging the Swarmlord with your own MCs is inadvisable as you have to reroll successful invulnerable saves, and don't get to use FnP with Great Unclean Ones.
The Hive Guards only have two shots each, which isn't much of a threat to Screamers and Flamers, but since you can't hide from them, they are murder to your troops. Avoid them with your troops, and ignore them until they get close enough to threaten.
Tervigons are target priority number one because once they die, the army tends to crumble, and if they are allowed to survive, they can create more threats than your small units have turns to deal with. Charge them with Screamers, Fiends and Crushers. Blast them with Flamers and Bolt and Gaze. Those 6 wounds must go.
Termagants should be ignored and avoided until late in the game because they are exactly what your opponent wants you to kill. If they are standing in the way of a Tervigon, use Pavane to move them. If you don't have Pavane, try to clear a hole with Breath of Chaos so you can charge the Screamers in.
Biovores should be charged and killed quickly lest they artillerize your troops. Trygons, Zoanthropes, etc... are easily dealt with by Flamers/Screamers, etc...
So, target priority: Tervigons, Flyrants, Hive Guard, Biovores, everything else in that order. It doesn't sound easy for Daemons to take out Flyrants and Tervigons quickly at all, so victory will not be easy.
What to bring: Fateweaver, Lords of Change, Tzeentch Princes, Plaguebearers, Screamers, Flamers, Bloodcrushers, Skulltaker, Fiends, Epidemius. Tyranids probably cannot defeat a good Epidemius list. Skulltaker is the ultimate cure for Tyranid MCs.
Soul Grinders could help with their template weapons, but with I3 it just screams "Trygon or Flyrant goes here!". It is terrible against the things in the Tyranid army that you actually need to kill fast. Same with Seeker Chariots, that rely too much on Rending to deal six wounds to a Tervigon.
All told, I think this is one of the tougher matchups for the current "top tier" Daemon list, but since I haven't played them since 6th edition hasn't started, I figure I must've already won.
Friday, January 11, 2013
A Peek At the Dark Angel Rules
I'm just putting this link out there. Now what you do with it... Dat's on you.
http://apocalypse40k.blogspot.de/2013/01/dark-angels-codex-pictures.html?m=1
The one thing that irks me from a balance standpoint is that DA Tactical squads are 70 points as opposed to 75 for the CSMs, 80 if you want to upgrade the sergeant to LD 9 like the CSMs get standard. On top of this, they get ATSKNF, Combat Squads, Stubborn and the ability to take a plasma cannon with only 5 dudes. All of that is worth only one point per model? I'll spend 85 points for 5 stubborn dudes with a plasma cannon any day. Beats the hell out of 5 Horrors with Bolt for the same price.
Now in return CSMs are much more customizable with either CCW/BP combos or boltguns, and you can buy all three, become fearless, T5, etc... Obviously, CSMs are meant to be better in close combat what with Hatred and all. But from a starting point, a Dark Angel is a much better buy. Same with Chosen vs. Veterans. This is, however, my only gripe with the codex, and I don't feel it is a significant imbalance. Their flyers kind of suck (Though the Dark Talon might be a hidden gem.) and the only Lvl 3 psyker they have is Ezekiel, who has to take a garbage power.
Do I care that they can take a single Flakk missile in their scout and tactical squads? No, because one Flakk missile is about as useful as fake tits on a dead pig. Especially the BS 3 Scout version. They should be taking plasma cannons, meltaguns and combat squadding with one half in a Razorback, which is what I would be doing with CSMs with an autocannon in place of a plasma cannon if I were allowed to do that sort of thing.
http://apocalypse40k.blogspot.de/2013/01/dark-angels-codex-pictures.html?m=1
The one thing that irks me from a balance standpoint is that DA Tactical squads are 70 points as opposed to 75 for the CSMs, 80 if you want to upgrade the sergeant to LD 9 like the CSMs get standard. On top of this, they get ATSKNF, Combat Squads, Stubborn and the ability to take a plasma cannon with only 5 dudes. All of that is worth only one point per model? I'll spend 85 points for 5 stubborn dudes with a plasma cannon any day. Beats the hell out of 5 Horrors with Bolt for the same price.
Now in return CSMs are much more customizable with either CCW/BP combos or boltguns, and you can buy all three, become fearless, T5, etc... Obviously, CSMs are meant to be better in close combat what with Hatred and all. But from a starting point, a Dark Angel is a much better buy. Same with Chosen vs. Veterans. This is, however, my only gripe with the codex, and I don't feel it is a significant imbalance. Their flyers kind of suck (Though the Dark Talon might be a hidden gem.) and the only Lvl 3 psyker they have is Ezekiel, who has to take a garbage power.
Do I care that they can take a single Flakk missile in their scout and tactical squads? No, because one Flakk missile is about as useful as fake tits on a dead pig. Especially the BS 3 Scout version. They should be taking plasma cannons, meltaguns and combat squadding with one half in a Razorback, which is what I would be doing with CSMs with an autocannon in place of a plasma cannon if I were allowed to do that sort of thing.
Thursday, January 10, 2013
Hastings Says Daemons Are Getting a Codex
For what it is worth, Hastings, the rumormonger considered nigh infallible by the intertubes says that he expects Daemons to get a full new codex/army book next month, not a WD update.
I have posted for you a link.
Unlike Natfka, who always urges you to take rumors with a grain of salt, I say that you should be absolutely 100% certain about this rumor. You have never been presented with more certain information in your life.
My quorstion is: if they're dropping a whole new codex, why only release some of the models at the same time?
I have posted for you a link.
Unlike Natfka, who always urges you to take rumors with a grain of salt, I say that you should be absolutely 100% certain about this rumor. You have never been presented with more certain information in your life.
My quorstion is: if they're dropping a whole new codex, why only release some of the models at the same time?
Wednesday, January 9, 2013
Dark Angel Stuff
Dude called Chizal's got both an early look at the DA codex and a Warseer account and has been lifting up the skirt of the new book. Things that I saw that may interest you folks what plays Daemons:
First are the stasis and rad weapons. Stasis weapons do no damage, but reduce WS and I by 3. Rad grenades reduce T by 1. Combine the two and you got some very in-trouble Screamers if they get charged, especially by those S5 mauls the Black Knights carry. Don't let this happen to you, because if it does, the Black Knight always triumphs. The rad grenades are a big problem for your Flamers as well because they'll die that much more quickly to dakka.
Those S6, AP4 Heavy 5 super-duper bolters everyone is bitching about on the Nephilim may not scare enemy flyers, but they should scare the hell out of you considering it's got the Strafing Run special rule.
Deathwing getting to use twin-linked shots on the deep strike is not as scary as it sounds because terminators don't have a lot of shots per model to begin with, and you should be very happy to face a terminator-heavy list if you brought 18 or so Flamers along.
So from what I see at this very early stage, Ravenwing = Scary. Deathwing = not so scary unless you forgot that Screamers and Flamers are what you ought to field. For Chaos Space Marines, I think the Deathwing is plenty scary as they ain't got a whole lotta AP2 lying around.
What I'm trying to figure out is how regular Space Marines are supposed to get through the 2+ cover save granted by skilled rider, the darkshroud and turboboost biker movement on T5 models before the bikes slam into their lines. Because if I'm building a DA list, I'm running Sammael on his jetbike, a Darkshroud, one squad of Black Knights and a smattering of Ravenwing bike squads, one of which is led by Sammael and coming right at you.
Better have some Assault Termies ready to absorb that charge or have a Command Squad with power lances of your own to counter-charge that mess. How the hell does Tau beat that for that matter?
First are the stasis and rad weapons. Stasis weapons do no damage, but reduce WS and I by 3. Rad grenades reduce T by 1. Combine the two and you got some very in-trouble Screamers if they get charged, especially by those S5 mauls the Black Knights carry. Don't let this happen to you, because if it does, the Black Knight always triumphs. The rad grenades are a big problem for your Flamers as well because they'll die that much more quickly to dakka.
Those S6, AP4 Heavy 5 super-duper bolters everyone is bitching about on the Nephilim may not scare enemy flyers, but they should scare the hell out of you considering it's got the Strafing Run special rule.
Deathwing getting to use twin-linked shots on the deep strike is not as scary as it sounds because terminators don't have a lot of shots per model to begin with, and you should be very happy to face a terminator-heavy list if you brought 18 or so Flamers along.
So from what I see at this very early stage, Ravenwing = Scary. Deathwing = not so scary unless you forgot that Screamers and Flamers are what you ought to field. For Chaos Space Marines, I think the Deathwing is plenty scary as they ain't got a whole lotta AP2 lying around.
What I'm trying to figure out is how regular Space Marines are supposed to get through the 2+ cover save granted by skilled rider, the darkshroud and turboboost biker movement on T5 models before the bikes slam into their lines. Because if I'm building a DA list, I'm running Sammael on his jetbike, a Darkshroud, one squad of Black Knights and a smattering of Ravenwing bike squads, one of which is led by Sammael and coming right at you.
Better have some Assault Termies ready to absorb that charge or have a Command Squad with power lances of your own to counter-charge that mess. How the hell does Tau beat that for that matter?
Monday, January 7, 2013
Fighty Marines: Khorne vs. Slaanesh vs. Nurgle
Chaos Space Marines with the Marks of Khorne, Nurgle and Slaanesh are the three versions of basic assault-oriented marines available to you. For this exercise, we'll compare 10 of each. None of these units is good for taking on anything nastier than a Tactical Squad, so don't get any crazy ideas with them. We'll give the Khorne and Slaanesh marines their respective icons, but not the Nurgle Marines, for their icon is poop, and they are more 'spensive anyway. Assume all marines have BP/CCW.
10 Khorne Marines, Icon of Wrath - 180
10 Nurgle Marines - 170
10 Slaanesh Marines, Icon of Excess - 190
Well, Nurgle is the cheapest, so they're winning so far. The Khorne Marines get an extra attack are are S5 on the charge. They're also most-likely to make the charge due to pseudo-fleet from the Icon. Slaanesh will swing first against most foes, and is about as durable as the Nurgle marine when the FNP save is factored in.
So, Khorne is the best on the charge by a mile, but the worst in successive turns. They'll kill about 4.5 Marines on the charge while the other two kill 2.5. This means they'll take fewer attacks back in successive turns, but they risk winning the initial combat by so much that the enemy breaks and runs, or gets away in the case of ATSKNF models. This exposes them to shooting.
Nurgle and Slaanesh have more staying power. Slaanesh Marines are especially good at staying in combat with ATSKNF models thanks to I5, and they'll take fewer attacks than Nurgle Marines against most opponents thanks to I5. They are much more likely to bog down their opponent.
The mark of a great assault unit is one that can charge, do a lot of damage, but stay in assault through the next turn, then finish off the enemy during the opponent's turn. Because none of these three units has the power weapons necessary to do that, their job is to bog shooty stuff down, while whittling away at opponents who aren't so great in assault. So what you really want out of your fighty troops is to be able to multi-charge, win and stay in combat so you bog down several targets at once. Thus, the Khorne Marines aren't really a great choice for the job because they're too good in the first round, and lousy in successive turns. Plus, if you declare a disorganized charge, you lose out on all the benefits of having taken Khorne in the first place. Neither Furious Charge nor Hatred will work.
Nurgle Marines are pretty good because they do the job on the cheap, while Slaanesh Marines do that job the best of all, but are the most expensive of the three.
Now, obviously, you're going to want to run these sorts of units with power weapons on the champions, and possibly even with a character in there so they will be sure to finish off power armored opponents in a reasonable amount of time. However, doing this makes the Khorne unit even more beastly on the charge, which makes it even harder to stay in combat.
Finally, you have the problem of reaching combat. Rhinos are a lousy delivery system, Land Raiders are a way too expensive delivery system for this sort of unit, and Storm Eagles are Forge World. That leaves Rhinos or footslogging, both of which expose them to shooting, and while Khorne is the most likely to get the charge, they're the least survivable of the three when on foot, which is yet another mark against them.
So what am the verdict? Slaanesh and Nurgle Marines are better at tying up mulitple shooty units, while Khorne is better at killing them in the first turn. If you're going to run Khorne, your tactics will be different in that you'll send your Khorne Marines after one weak target at a time in an effort to beat them down quickly and move on to the next target while your real assault specialists take out the harder stuff.
In this regard, Slaanesh and Nurgle are the more useful of the three, with costs reflecting their effectiveness.
The other takeaway from this exercise is that it might be a better idea to take boltguns and the Mark of Nurgle in a Rhino and try not to get your fool ass troops blow'd up.
10 Khorne Marines, Icon of Wrath - 180
10 Nurgle Marines - 170
10 Slaanesh Marines, Icon of Excess - 190
Well, Nurgle is the cheapest, so they're winning so far. The Khorne Marines get an extra attack are are S5 on the charge. They're also most-likely to make the charge due to pseudo-fleet from the Icon. Slaanesh will swing first against most foes, and is about as durable as the Nurgle marine when the FNP save is factored in.
So, Khorne is the best on the charge by a mile, but the worst in successive turns. They'll kill about 4.5 Marines on the charge while the other two kill 2.5. This means they'll take fewer attacks back in successive turns, but they risk winning the initial combat by so much that the enemy breaks and runs, or gets away in the case of ATSKNF models. This exposes them to shooting.
Nurgle and Slaanesh have more staying power. Slaanesh Marines are especially good at staying in combat with ATSKNF models thanks to I5, and they'll take fewer attacks than Nurgle Marines against most opponents thanks to I5. They are much more likely to bog down their opponent.
The mark of a great assault unit is one that can charge, do a lot of damage, but stay in assault through the next turn, then finish off the enemy during the opponent's turn. Because none of these three units has the power weapons necessary to do that, their job is to bog shooty stuff down, while whittling away at opponents who aren't so great in assault. So what you really want out of your fighty troops is to be able to multi-charge, win and stay in combat so you bog down several targets at once. Thus, the Khorne Marines aren't really a great choice for the job because they're too good in the first round, and lousy in successive turns. Plus, if you declare a disorganized charge, you lose out on all the benefits of having taken Khorne in the first place. Neither Furious Charge nor Hatred will work.
Nurgle Marines are pretty good because they do the job on the cheap, while Slaanesh Marines do that job the best of all, but are the most expensive of the three.
Now, obviously, you're going to want to run these sorts of units with power weapons on the champions, and possibly even with a character in there so they will be sure to finish off power armored opponents in a reasonable amount of time. However, doing this makes the Khorne unit even more beastly on the charge, which makes it even harder to stay in combat.
Finally, you have the problem of reaching combat. Rhinos are a lousy delivery system, Land Raiders are a way too expensive delivery system for this sort of unit, and Storm Eagles are Forge World. That leaves Rhinos or footslogging, both of which expose them to shooting, and while Khorne is the most likely to get the charge, they're the least survivable of the three when on foot, which is yet another mark against them.
So what am the verdict? Slaanesh and Nurgle Marines are better at tying up mulitple shooty units, while Khorne is better at killing them in the first turn. If you're going to run Khorne, your tactics will be different in that you'll send your Khorne Marines after one weak target at a time in an effort to beat them down quickly and move on to the next target while your real assault specialists take out the harder stuff.
In this regard, Slaanesh and Nurgle are the more useful of the three, with costs reflecting their effectiveness.
The other takeaway from this exercise is that it might be a better idea to take boltguns and the Mark of Nurgle in a Rhino and try not to get your fool ass troops blow'd up.
Saturday, January 5, 2013
Slaanesh Daemon Princes (The Space Marine Variety)
So, here's how I like to build mine:
Daemon of Slaanesh
Mastery Level 3
Spell Familiar
Wings
Power Armor
305
Yep, it's a lot of points, but he doesn't work unless you take all of those things. Not quite as expensive as Fateweaver, but potentially much more devastating. I take one roll on the Slaanesh table and two on the Biomancy table. If he gets Iron Arm, he's nearly unstoppable, but most of the Biomancy powers are awesome for a Daemon Prince. The only garbage Biomancy power is Haemorrhage, which can be swapped out for the not-too-bad Smite. The Slaanesh and Biomancy disciplines combine several strong buffs and debuffs giving him enormous utility. He's going to get his powers off thanks to the Spell Familiar. If you combine him with Noise Marines, which you should and I do, you can potentially get Enfeeblement and Symphony of Pain on the same unit. Endurance is terrific when used on Spawn, or any two wound Daemon allies.
Building a Daemon Prince in this way creates a model that has a lot of versatility. Not only is he fast, and threatening to most targets, he's also capable of buffing/debuffing. So it's a floor wax and a desert topping. If used carefully, your 305 points can go a long way turning matchups in your favor, while taking out tough targets.
I do not take the Black Mace because that works much better on a Nurgle or Khorne Daemon Prince. The Slaanesh Prince doesn't need it because of the Psychic powers at his disposal.
Thursday, January 3, 2013
Chaos Storm Eagles
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| It Just Flies Somehow, Okay!? |
You may not be familiar with the Chaos Storm Eagle unless you have purchased Imperial Armour Aeronautica, or happened upon it through creative use of information technology and ill regard for intellectual property law. You scofflaws needn't read further, for you already possess all you need to know. For the benighted, the Chaos Storm Eagle clocks in at 220 points with a twin-linked multi-melta, which is how you will run it. It's a Fast Attack choice that is AV12 all-round with ceramite plating. You don't get POTMS, which means you can't take advantage of the bug smasher missiles and the multi-melta in the same turn, but you decided to play Chaos.
The beauty of said Storm Eagle is that it can transport 20 models even as it melts other flyers, so you can stash a bunch of Khorne marines inside the thing. First turn it's available, it flies on and blasts something. Second turn it hovers, drops off 20 or so very cross marines, and then it probably gets blown up, but it has done its job because now there are a bunch of scoring marines rampaging across the enemy's backfield. Bring a telepathic HQ and you have a chance to make the thing un-visible, with a 2+ cover save.
According to the FAQ, units transported in vehicles that must start in reserve don't count towards the number of units you must deploy, so you can reserve your entire CSM allied force if you put them all aboard de plane.
15 Khorne marines plus a properly-kitted out Khorne Lord in a Storm Eagle is around 600 points.
This model will set you back a pretty fair amount in coin of the realm ($150 USD) unless you just buy a Storm Raven and convert it by scribbling "STROM IGGLE" in magic marker on the wings. If Forgeworld becomes generally accepted for competitive play, you may wish to pick one up and send it zooming around the battlefield at breakneck speeds of up to 30 scale miles per hour.
Wednesday, January 2, 2013
Latest Daemon Rumors
Jeremy Vetock seems to have been a busy boy, rumored to have written the Dark Angels, and both upcoming Daemon books, but since books tend to sit on the shelf until they hit their release window, this is not indicative of him being overworked as such. Trying to keep sales figures consistent from year to year and all that makes you wonder how many other books are done, but held back so as not to big up the annual EPS expectations of shareholders.
I sawed a couple of new things in the latest in a long line of rumor compliations. The first is some sort of non-aligned daemon beasty what's Daemon Prince sized. Possibly a piece of terrain, but I seriously doubt that while hoping I'm wrong.
There is this bit:
"Daemons update will not be a huge overhaul to the books, mostly an addition of new models"
I don't even know what to make of that because depending who you talk to, the CSM book either was or wasn't a huge overhaul. Some people say it's the same as the 4th edition codex with the Dinobots added in, but it sure seems a hell of a lot different to me with cultists and lots of new wargear options and two new HQs. I don't know what constitutes an overhaul exactly.
Other than this, there's not much new out there. I'm excited to find out what the Tzeentch chariots and the Khorne cannon do.
I sawed a couple of new things in the latest in a long line of rumor compliations. The first is some sort of non-aligned daemon beasty what's Daemon Prince sized. Possibly a piece of terrain, but I seriously doubt that while hoping I'm wrong.
There is this bit:
"Daemons update will not be a huge overhaul to the books, mostly an addition of new models"
I don't even know what to make of that because depending who you talk to, the CSM book either was or wasn't a huge overhaul. Some people say it's the same as the 4th edition codex with the Dinobots added in, but it sure seems a hell of a lot different to me with cultists and lots of new wargear options and two new HQs. I don't know what constitutes an overhaul exactly.
Other than this, there's not much new out there. I'm excited to find out what the Tzeentch chariots and the Khorne cannon do.
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