Codex daemon - opinions? -1 reply

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spacemarine912

emporers enemys will be pwned

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7th March 2008

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#11 11 years ago

yes someone who knows what i'm talking about




Dude in a box

Doesn't actually own a box

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26th January 2006

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#12 11 years ago

Blessed ammunition as well? I know it's AP4 but doesn't it bugger up daemons too?




Grimskull44

Brother Sergeant of squad Zeta

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5th May 2007

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#13 11 years ago

It does, but the blessed ammunition is just psycannon rounds. And as you need access to the armoury plus a Bolt weapon, i thought the Psycannon(As even if you have a storm bolter you get one less shot) was a bit better.it's one shot or one attack in assault(due to the grey Knights true grit working with Storm Bolters.

Edit: Oh, and i don't know yet if the Chaos Daemons have invulnerable saves. if they don't, then psycannon bolts would be better than the thing itself(Due to the extra attack being for every round they're in combat, and as you need to be at least a Justicar(Grey Knight version of a Veteran Sergeant, has the Nemesis Force Weapon as +2 Str Power weapon) to have access to the Armoury(And therefore the psycannon bolts, none for stormtroopers though), if their basic troops have none, it doesn't matter about no instant death, they'll still die really fast

Note: does anyone know why Grey Knight Terminators are 46 points per Termi instead of the 60 for Space Marines? even their Brother captain is just 61 points, and he can be used as a single-wound HQ choice, he even has the option to get a Psychic power And 9 man Terminator bodyguard following him...

As for the grand master, his points cost is about 35 points cheaper than just upgrading anyone that costs the same as a Blood angels captain(100 points), And thats just if they had access to the Daemonhunters armoury, for 25 points more he gets a 4+ Invulnerable.

Oh, and if you have a psychic army, Be wary of the Inquisitor's Null rod. he and his retinure cannot be hit by ANY psychic power, and they cannot use any psychic powers. Pretty good for 20 Points i think.




Firedragon_77

I shall sing the firestorm now

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8th August 2007

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#14 11 years ago

Totally nit picking here, but in the rule book it doesn't actually say that the target suffers instant death from force weapons, they simply die. Also khornate daemons have a gift that actually protects against force weapons with a 2+ invulnerable save. I'd say because of that force weapons may still work against them.

Having said that, grey knights are now totally out of date, with their rules affecting daemonic instability tests (gone in this case) and their psychic power protection has no use as all the 'psychic' gifts that daemons recieve are not psychic powers at all.

In comments to the codex, I'll admit that while daemons seem unique, I strongly dislike the fact that the whole army deep strikes, being a person who usually plays 'last one alive wins' , it usually just gets them all killed!




Grimskull44

Brother Sergeant of squad Zeta

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5th May 2007

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#15 11 years ago

Information: The Daemonic Instability is in fact for the Daemonhunters Adversaries. It means that for example an Imperial Guard army can take a commander who has a Greater Daemon burst out of his corpse when he dies, and can take Daemon Packs of Chaos. the Greater Daemon suffers a 3d6 instability test each turn, and if it beats it's leadership it suffers the difference in wounds with no save of any kind possible. With the normal tests if they fail it is exactly the same. so if the Daemonhunters opponent is not playing as Chaos Daemons, they can use Adversaries and add Daemon packs and a Greater Daemon(which bursts out of the other commanders corpse upon his death).

The fact is that the Grand Master is the only person with an actual Force weapon ("NEMESIS" force weapon. it has varying bonuses for each rank of Grey Knight. minimum is +2 Str Combat weapon, max is +2 Str Force weapon, Justicars up to Brother Captains and terminators have Power weapons.). As for the psychic powers, do they need to take the Psychic Test? Yes? then the Aegis should have an effect, also "Minor" psychic powers have no effect against them. Not sure what these are, but i shall ask tommorow as the Local games club is every sunday.

So Adversaries are affected by the Banishment rule and the Rites of Exorcism. unless(Like happened with the 4th edition rulebook, Chainaxes of Khorne) someone chose to fiddle with things since then and didn't think it worth making a new rulebook quite yet

Edit: As a professional Nit-Picker, i don't mind. it ends up the same really, just Adamantine Mantle won't work




spacemarine912

emporers enemys will be pwned

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7th March 2008

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#16 11 years ago

minor phychic powers are powers that depend on the roll of a dice of 1-6




Marine Captain

No Pity, No Remorse, NO FEAR!

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16th October 2007

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#17 11 years ago

the problem being they don't exist anymore. They were removed from both Chaos Marines and Daemons.




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