No deamons are immune to fear (but can go to ground). The rumour about losing 25% cas in combat to take an instability test is false also: only if lose an assault do you test for instability (so make sure you win!). Personally, I'd much rather have this rule with a point reduction of even one than *fearless*
The more I look at the codex, the more powerful the army seems to be. I feel a little silly for all of our (including my own) over-reactions a few days ago...
Imperial Guard, 3 vendetta, 4 Leman Russ tanks, all punishers, 2 colossus mortars, 4 chimera veterans with flamers and flamers on the chimera.
How do you go about defeating that?
Or Chaos Space marines:
3 Forgefiends, 3 Heldrakes with bale flamers, 4 Noisemarines in Rhinos with havok launchers.
Or Ravenwing
4 ravenwing attack squadrons, Sammael in his landspeeder, 4 landspeeders, 24 bikes, 2 talon fighters with mega bolters.
The Ravenwing I can work through. The marines are nigh impossible, the guard, without can openers and all that long ranged ordnance and 80 shots a turn impossible.
You *can't* deepstrike beside it because it will kill you. Flamers can't open cans now so there's a limit number of units that are effective.
The options are far too random, the psychic powers seemingly designed to frustrate - with 7 rolls any one of which could fail they are almost pointless for a random strength weapon.
Before there were holes but these could be filled, now those holes are jagged spikes. I've said people should just change their tactics but Daemons can't. The options simply aren't there any more, the ability to combo a bloodletter charge with flamer can openers for example.
Instead thre's a reliance on special units and expensive options to achieve an ever more uncertain goal. How can you give opponents a good game when the army has such significant gaps?
I sure am!
ReplyDeleteYou always seem so glum.
DeleteI can be. I tend to get grumpy when I have to double my model count ;)
Deletei just thought.... since daemonic instability isn't courage anymore... can daemons suffer from fear? that's odd
ReplyDeleteNo deamons are immune to fear (but can go to ground). The rumour about losing 25% cas in combat to take an instability test is false also: only if lose an assault do you test for instability (so make sure you win!). Personally, I'd much rather have this rule with a point reduction of even one than *fearless*
DeleteThe more I look at the codex, the more powerful the army seems to be. I feel a little silly for all of our (including my own) over-reactions a few days ago...
ReplyDeleteYou and me both. I still think there is huge disparity between the power levels of the units, though.
DeleteOK, let's take some simple lists into account:
DeleteImperial Guard, 3 vendetta, 4 Leman Russ tanks, all punishers, 2 colossus mortars, 4 chimera veterans with flamers and flamers on the chimera.
How do you go about defeating that?
Or Chaos Space marines:
3 Forgefiends, 3 Heldrakes with bale flamers, 4 Noisemarines in Rhinos with havok launchers.
Or Ravenwing
4 ravenwing attack squadrons, Sammael in his landspeeder, 4 landspeeders, 24 bikes, 2 talon fighters with mega bolters.
The Ravenwing I can work through. The marines are nigh impossible, the guard, without can openers and all that long ranged ordnance and 80 shots a turn impossible.
You *can't* deepstrike beside it because it will kill you. Flamers can't open cans now so there's a limit number of units that are effective.
The options are far too random, the psychic powers seemingly designed to frustrate - with 7 rolls any one of which could fail they are almost pointless for a random strength weapon.
Before there were holes but these could be filled, now those holes are jagged spikes. I've said people should just change their tactics but Daemons can't. The options simply aren't there any more, the ability to combo a bloodletter charge with flamer can openers for example.
Instead thre's a reliance on special units and expensive options to achieve an ever more uncertain goal. How can you give opponents a good game when the army has such significant gaps?
All your negativity is harshing my mellow, man.
Deletewhat still buzzes me is the Horde-shit. i never wanted to play a horde army :/ yeah, i can prince it up, but that makes it hard and feels not right...
ReplyDelete