Post by robomummy on Mar 13, 2013 14:14:20 GMT
So I just got my copy of the daemons book yesterday (finally) and have been reading through it and making lists to see what I can do to make the best possible list.
overall I like the codex, there is alot of randomness that will help or hurt an army and it is really Chaotic. One major problem I have however is that alot of units have their roles changed from the previous edition and I am not sure what role they are going to play in the game.
I must say though the thing that really annoys me is apart from Khorne or other special characters most daemons dont even have an armor save so unless i am missing something this army isnt vey survivable.
Lets start at the beginning (in order from the back section of the book):
Skarbrand- your special khorne greater daemon, virtually nothing can stand against him in assault on its own. can make Daemon Princes heavy support.
Kairos Fateweaver- Your special Tzeentch grater daemon, has a host of spellcasting abilities that can be devistating to other armies. Makes Daemon princes HS.
Ku'Gath- The special Nurgle greater daemon, extremely tough to kill with T7 and has some interesting rules to make him good at killing stuff. Same thing with daemon princes.
Bloodthirster- the generic Khorne Greater daemon, can be deadly in CC and is a flying monsterous creature.
Lord of Change- The generic Tzeentch daemon with the ability to cast different spells. can be upgraded to level 3 for more powers.
Unclean one- Not as good a ku'gath but still pretty deadly and tough to kill. acts as a tank unit that can take alot of punishment.
Keeper of secrets- the only greater daemon of slaanesh (no special character unit), this thing is fast and about as good statline as the other greater daemons.
Daemon prince- this has become basically a build your own greater daemon with options that allow you to determine its role in your army.
Skulltaker- the named Khorne Herald. pretty good in CC and may take a juggernaught for added fun. He will be best used in CC where he can kill everything but has the chance of getting shot up before he gets there.
Karnak- The fleshhound herald character, it is a good unit to go character hunting with because of his special rules.
Herald of Khorne- the generic Herald unit for Khorne, good at CC and not much else. can take a juggernaught or a blood throne for getting them stuck in combat faster or added survivability.
The changeling- not too sure what this thing's role is as a herald, when in CC he can change his stats to match one of the models in your opponent's unit but not much else. lost the ability to make your opponent shoot at himself.
The blue scribes- can use one random psychic power from your choice of the tables in the book per warp charge, gets more charges with more enemy psykers and can give charges to your psykers. a fun character but not too good on it's own unless you role a good power.
Herald of tzeentch- the generic tzeentch herald, decent stats but has no sv so it can be killed easily. can be a good spellcaster with ability to upgrade to level 3.
Epidemus- no longer as good as he was in the previous edition, only grants upgrades to those within range of his power. still decent if you want to run nurgle but not too good on his own.
Herald of nurgle- the generic herald unit for nurgle, tough to kill and has poisoned 4+ weapons so not too bad in CC and survivability though not as tough as herald of khorne in CC, has generally decent statline.
Masque of slaanesh- interesting herald for slaanesh, has rules for different dances that debuff or kill enemy units. probably fun to play with these rules and with a decent statline that can make them hit fast and hard in CC.
Herald of Slaanesh- the generic heral model, similer role to the keeper of secrets but cheaper and not as good.
Bloodletters- Daemons with a 6+ save and ap3 weaponry that will give marines a run for their money. costs a little more then the other types of daemons but for what they do it is worth it.
Pink Horrors- No longer the shooting troop unit of the army, they have the brotherhood of psykers rule and can cast shooting powers but no longer have just a basic shooting attack, not too sure what their role will be when they just cast the same powers as every other tzeentch unit. also have a rule that hits the opponent in assault with a strength 2 hit for every horror that dies, might do something but this isnt really an assaulty unit.
Plaguebearers- with a higher toughness then most other daemon troops (same as a marine) they seem to be a more survivable CC unit with poisoned weapons. though not too survivable as like most daemons they have no save.
Daemonettes- Fast and decent hitting units but glass cannons when in assault. this isnt too uch of a problem as they will most likley die to shooting before that happens.
Nurglings- Ill be honest i havent really looked at them too much, a decent tarpit unit but not that tough and again has no save so wont be tough to kill.
Blood throne- chariot of khorne with a better armor then most other chariots, the model is ugly but it isnt the worst thing in the codex. has a rule about feeding on your oppoent's models or something like that, i havent looked to closely at it yet.
Bloodcrushers- the khorne cavelry unit, not as good as they were but still viable.
Flamers- talk about overcompensation for these guys, they give your opponent FNP if they pass a toughness test. I would still use them on GEq because they can still kill alot of models just use them on things that wont get a sv agaisnt them.
Beasts of nurgle- your fun loving disease dogs that is tough and hard to kill but has a rnadom number of attacks and a poor WS.
Feinds of slaanesh- fast but again is a glass cannon when in CC, at least it can make it into CC because it is a beast type.
Flesh hounds- generally good at killing stuff and are beasts. not a bad option still.
That is all I have time to do right now i will do the rest later.
overall I like the codex, there is alot of randomness that will help or hurt an army and it is really Chaotic. One major problem I have however is that alot of units have their roles changed from the previous edition and I am not sure what role they are going to play in the game.
I must say though the thing that really annoys me is apart from Khorne or other special characters most daemons dont even have an armor save so unless i am missing something this army isnt vey survivable.
Lets start at the beginning (in order from the back section of the book):
Skarbrand- your special khorne greater daemon, virtually nothing can stand against him in assault on its own. can make Daemon Princes heavy support.
Kairos Fateweaver- Your special Tzeentch grater daemon, has a host of spellcasting abilities that can be devistating to other armies. Makes Daemon princes HS.
Ku'Gath- The special Nurgle greater daemon, extremely tough to kill with T7 and has some interesting rules to make him good at killing stuff. Same thing with daemon princes.
Bloodthirster- the generic Khorne Greater daemon, can be deadly in CC and is a flying monsterous creature.
Lord of Change- The generic Tzeentch daemon with the ability to cast different spells. can be upgraded to level 3 for more powers.
Unclean one- Not as good a ku'gath but still pretty deadly and tough to kill. acts as a tank unit that can take alot of punishment.
Keeper of secrets- the only greater daemon of slaanesh (no special character unit), this thing is fast and about as good statline as the other greater daemons.
Daemon prince- this has become basically a build your own greater daemon with options that allow you to determine its role in your army.
Skulltaker- the named Khorne Herald. pretty good in CC and may take a juggernaught for added fun. He will be best used in CC where he can kill everything but has the chance of getting shot up before he gets there.
Karnak- The fleshhound herald character, it is a good unit to go character hunting with because of his special rules.
Herald of Khorne- the generic Herald unit for Khorne, good at CC and not much else. can take a juggernaught or a blood throne for getting them stuck in combat faster or added survivability.
The changeling- not too sure what this thing's role is as a herald, when in CC he can change his stats to match one of the models in your opponent's unit but not much else. lost the ability to make your opponent shoot at himself.
The blue scribes- can use one random psychic power from your choice of the tables in the book per warp charge, gets more charges with more enemy psykers and can give charges to your psykers. a fun character but not too good on it's own unless you role a good power.
Herald of tzeentch- the generic tzeentch herald, decent stats but has no sv so it can be killed easily. can be a good spellcaster with ability to upgrade to level 3.
Epidemus- no longer as good as he was in the previous edition, only grants upgrades to those within range of his power. still decent if you want to run nurgle but not too good on his own.
Herald of nurgle- the generic herald unit for nurgle, tough to kill and has poisoned 4+ weapons so not too bad in CC and survivability though not as tough as herald of khorne in CC, has generally decent statline.
Masque of slaanesh- interesting herald for slaanesh, has rules for different dances that debuff or kill enemy units. probably fun to play with these rules and with a decent statline that can make them hit fast and hard in CC.
Herald of Slaanesh- the generic heral model, similer role to the keeper of secrets but cheaper and not as good.
Bloodletters- Daemons with a 6+ save and ap3 weaponry that will give marines a run for their money. costs a little more then the other types of daemons but for what they do it is worth it.
Pink Horrors- No longer the shooting troop unit of the army, they have the brotherhood of psykers rule and can cast shooting powers but no longer have just a basic shooting attack, not too sure what their role will be when they just cast the same powers as every other tzeentch unit. also have a rule that hits the opponent in assault with a strength 2 hit for every horror that dies, might do something but this isnt really an assaulty unit.
Plaguebearers- with a higher toughness then most other daemon troops (same as a marine) they seem to be a more survivable CC unit with poisoned weapons. though not too survivable as like most daemons they have no save.
Daemonettes- Fast and decent hitting units but glass cannons when in assault. this isnt too uch of a problem as they will most likley die to shooting before that happens.
Nurglings- Ill be honest i havent really looked at them too much, a decent tarpit unit but not that tough and again has no save so wont be tough to kill.
Blood throne- chariot of khorne with a better armor then most other chariots, the model is ugly but it isnt the worst thing in the codex. has a rule about feeding on your oppoent's models or something like that, i havent looked to closely at it yet.
Bloodcrushers- the khorne cavelry unit, not as good as they were but still viable.
Flamers- talk about overcompensation for these guys, they give your opponent FNP if they pass a toughness test. I would still use them on GEq because they can still kill alot of models just use them on things that wont get a sv agaisnt them.
Beasts of nurgle- your fun loving disease dogs that is tough and hard to kill but has a rnadom number of attacks and a poor WS.
Feinds of slaanesh- fast but again is a glass cannon when in CC, at least it can make it into CC because it is a beast type.
Flesh hounds- generally good at killing stuff and are beasts. not a bad option still.
That is all I have time to do right now i will do the rest later.