Tuesday 5 March 2013

Codex Daemons first impression

I have not posted in a good while, been distracted with other things.  However I do have a brand spanking new copy of Codex Daemons that I had a brief look through.

I am not going to say I will write a full codex review, since I am unlikely to finish it.  However I will go through important changes and other bits I have picked up.

Firstly, no more daemonic assault.  The army deploys conventionally, but every unit appears to have deep strike.  Icons work as before, but as your army can deploy on the table, this is far more effective.  Substantially cheaper too.  Musicians, previously all but worthless allow other units to deep strike in without rolling if the unit with the musician passes the test.  Pretty handy if you have a greater daemon in reserve.

Psychic powers are back.  Most of the daemonic HQ choices, and Tzeench in general gets spell casters.  Different lores to Chaos marines, but obviously similar theme.  Horrors have brotherhood of sorcerers special rule and can get to have three warp charge with a big enough squad. This replaces their shooting.

Flamers were nerfed badly.  Flamers now ap4 and have no real ability vs tanks.  No surprise here.  Bloodcrushers lose their 3+ save, replacing it with a 6+ and they are no cheaper.  They are now cavalry though.  All bloodletters remain ap3 in combat.

Screamers oddly seem to have kept their overpowered abilities from the white dwarf write up. 

All lesser daemons are dirt cheap.  All the four main types are ten points or under a model.  Statistically they are worse than before, but due to price cuts, I don't think that is a big deal.

Heralds are four to a HQ slot.  They can buy loci's which upgrade their attached unit.

All unnamed HQs can buy daemonic gifts.  Three levels, costing a variety of points.  You then get  to roll on a chart to determine what you have, but can default to a weapon. 

No Keeper of Secrets special character.  Masque got nerfed.  No real love for Slaanesh with one special character.  Nurgle has two, Khorne and Tzeench three.  Tallyman got nerfed.  Fateweaver got changed substantially.  Tzeench characters get access to Diviniation, which is great.

Greater daemons become greater.  Biggest change is they all seem to have an additional wound, but worse saves than before.  Daemons get their abilities the same as in Codex Chaos.  They are mostly cheaper, with better upgrades.  Leadership maxes out at 9.

Daemonic Instability is very random.  Same as it used to be to an extent, though a double 1 heals dead models and a double 6 kills the unit out right. 

There is also a random chart you roll on per shooting phase.   It can hit your own units, but if you take one god exclusively you minimize these risks.  Otherwise it is fairly balanced by shafting you, and hurting the enemy. 

Plague drones are jump jet cavalry.  A totally unique unit in the game at the moment.

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