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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