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**'''Aetaos'Rau'Keres (Forge World/Apocalypse)''' - 999 points of pain. Ironically for the oldest LoC in existence his shooting attacks aren't that great. On the other hand he gets lots of them along with the ability to call down apocalyptic barrages and bounce psychic abilities. Whats really going to have you rocking a permanent troll face though is that he gets a ''flamer template boon of mutation'' and a 20" move and flying monstrous creature rules, allowing you to reduce entire squads, ICs and all, to piles of spawn allowing you to increase the size of your army at the cost of theirs, giving you an excuse to have lots of chaos spawn models at very long last, all while laughing at incoming ground fire with his high toughness, large number of wounds, 3++ invulnerable save, and flyer rules. Pretty much, he's like Ahriman on steroids, lots and lots of steroids. When he shows up, shit will blow up in copious quantities and you will lay down so much firepower you'll make [[touhou]] look conservative by comparison. Any army that's tightly packed will pretty much cease to exist the moment he's in range, leaving only spawn and ashes in his wake. To add to that, he's pretty damned fucking durable too and can whack enemy fliers with his magic stick/shoot them with mind bullets, and despite not looking very intimidating, he still can take out titans, or at least lock them in close combat. If you see this guy leading a tetragon of darkness you're getting screwed. The only winning move is to find the tournament organizer and punch them in the throat.
**'''Aetaos'Rau'Keres (Forge World/Apocalypse)''' - 999 points of pain. Ironically for the oldest LoC in existence his shooting attacks aren't that great. On the other hand he gets lots of them along with the ability to call down apocalyptic barrages and bounce psychic abilities. Whats really going to have you rocking a permanent troll face though is that he gets a ''flamer template boon of mutation'' and a 20" move and flying monstrous creature rules, allowing you to reduce entire squads, ICs and all, to piles of spawn allowing you to increase the size of your army at the cost of theirs, giving you an excuse to have lots of chaos spawn models at very long last, all while laughing at incoming ground fire with his high toughness, large number of wounds, 3++ invulnerable save, and flyer rules. Pretty much, he's like Ahriman on steroids, lots and lots of steroids. When he shows up, shit will blow up in copious quantities and you will lay down so much firepower you'll make [[touhou]] look conservative by comparison. Any army that's tightly packed will pretty much cease to exist the moment he's in range, leaving only spawn and ashes in his wake. To add to that, he's pretty damned fucking durable too and can whack enemy fliers with his magic stick/shoot them with mind bullets, and despite not looking very intimidating, he still can take out titans, or at least lock them in close combat. If you see this guy leading a tetragon of darkness you're getting screwed. The only winning move is to find the tournament organizer and punch them in the throat.
−
*'''Daemon Prince''' - Your customizable killing machine. Most of the time these guys won't be your HQ if you like your Greater Daemons, because when you buy a Greater Daemon of your choice God, a Daemon Prince of that God moves to a Heavy Support choice (Similar
with
the Tyranid
's
Tervigon, except they're taken as Troops).
Very versatile,
can
be either
a close combat monster or a shooty flying creature. Must be upgraded to a Daemon of a Chaos God (one of them had to promote the lucky mortal after all). Be warned that you will need to roll a d6 on those upgrade tables to find out what gift it'll take, so pray that you get what you're hoping for. With certain upgrades this MC can become expensive fast, but equally as powerful. Try
greater
and Exalted gifts here to bring him up to Greater Daemon standards.
+
*'''Daemon Prince''' - Your customizable killing machine. Most of the time these guys won't be your HQ if you like your Greater Daemons, because when you buy a Greater Daemon of your choice God, a Daemon Prince of that God moves to a Heavy Support choice (Similar
to
the Tyranid Tervigon, except they're taken as Troops).
Their strength is their versatility - you
can
make one
a close combat monster or a shooty flying creature. Must be upgraded to a Daemon of a Chaos God (one of them had to promote the lucky mortal after all). Be warned that you will need to roll a d6 on those upgrade tables to find out what gift it'll take, so pray that you get what you're hoping for. With certain upgrades this MC can become expensive fast, but equally as powerful. Try
Greater
and Exalted gifts here to bring him up to Greater Daemon standards.
−
*'''Alternative Opinion''' - Yes, the Daemon Prince is still powerful, even
tho its
' more fragile, and yes, it does have access to more psychic powers than the Greater Daemons, but the major problem is not only can it get killed
easier
than, say, a Keeper of Secrets, but they're overpriced if you kit them out more. In other words, it would cost more for making a Tzeentch Daemon Prince do the same as what the Lord of Change can do and making him better in close combat (Which will cost about 345 pts with two Greater Gifts, Wings and Armour, and making it
Psker
Master Level 3). As such, when building a Daemon Prince, it would be wise to make it
more
different
then
any of the Greater Daemons, which
again,
is expensive. This is one of the reason why I would reccommend taking
Either
a Keeper of Secret or
the
Great Unclean One. Not only are they cheaper and more durable, but they allow you to take a Daemon Prince (The same god as them of course) as a Heavy Support choice. This isn't saying that the Prince is bad, it just becomes overpriced faster than you can say "HERESY"! To be fair, there are good builds that can still make it both cheap and effective, but more fragile. It's
strentgh
is that it can be
talored
to your liking, but it's flaw is that it becomes costly, which was done on purpose to prevent Spamming Prince. Still a good choice none the less, but in most cases you should consider investing your points to the more powerful Daemons and take this Build-a-Daemon as your Heavy support choice.
+
*'''Alternative Opinion''' - Yes, the Daemon Prince is still powerful, even
though it
'
s
more fragile, and yes, it does have access to more psychic powers than the Greater Daemons, but the major problem is not only can it get killed
more easily
than, say, a Keeper of Secrets, but they're overpriced if you kit them out more. In other words, it would cost more for making a Tzeentch Daemon Prince do the same as what the Lord of Change can do and making him better in close combat (Which will cost about 345 pts with two Greater Gifts, Wings and Armour, and making it
Psyker
Master Level 3). As such, when building a Daemon Prince, it would be wise to make it different
to
any of the Greater Daemons, which is
again
expensive. This is one of the reason why I would reccommend taking
either
a Keeper of Secret or
a
Great Unclean One. Not only are they cheaper and more durable, but they allow you to take a Daemon Prince (The same god as them of course) as a Heavy Support choice. This isn't saying that the Prince is bad, it just becomes overpriced faster than you can say "HERESY"! To be fair, there are good builds that can still make it both cheap and effective, but more fragile. It's
strength
is that it can be
tailored
to your liking, but it's flaw is that it becomes costly, which was done on purpose to prevent Spamming Prince. Still a good choice none the less, but in most cases you should consider investing your points to the more powerful Daemons and take this Build-a-Daemon as your Heavy support choice.
−
**'''Uraka the Warfiend (Forge World)''' - One of two named
daemon princes
from Forgeworld, has 2 more strength and 1 initiative over an ordinary prince, plus he comes with a 3+ save and blessing of the blood god; not sure how that's gonna translate into 6th edition daemons, but I guess we'll find out soon. All his attacks also cause Instant Death, so if you were thinking of using Skull taker for any reason, just forget about it. Still not enough of a badass to make us believe he beat a bloodthirster before gaining daemonhood.
+
**'''Uraka the Warfiend (Forge World)''' - One of two named
Daemon Princes
from Forgeworld, has 2 more strength and 1 initiative over an ordinary prince, plus he comes with a 3+ save and blessing of the blood god; not sure how that's gonna translate into 6th edition daemons, but I guess we'll find out soon. All his attacks also cause Instant Death, so if you were thinking of using Skull taker for any reason, just forget about it. Still not enough of a badass to make us believe he beat a bloodthirster before gaining daemonhood.
**'''Mamon, Daemon Prince of Nurgle (Forge World)''' - The other FW named daemon prince, his stats combines Daemon Prince and Great Unclean One, giving him a WS7, S6, T7, 5 wounds, I5 and 4 attacks. Throw in feel no pain, Noxious Touch, Slow and Purposeful and a poisoned 2+ AP3 template weapon. Not bad at all, though again we're not sure what will become of most of these in 6th ed.
**'''Mamon, Daemon Prince of Nurgle (Forge World)''' - The other FW named daemon prince, his stats combines Daemon Prince and Great Unclean One, giving him a WS7, S6, T7, 5 wounds, I5 and 4 attacks. Throw in feel no pain, Noxious Touch, Slow and Purposeful and a poisoned 2+ AP3 template weapon. Not bad at all, though again we're not sure what will become of most of these in 6th ed.
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*'''Herald of Khorne''' - WS7, BS7, and initiative 6 - the Herald of Khorne is a 55 point character/TEQ killer. Just watch out for the strike back, because you're 6+ 5++....
*'''Herald of Khorne''' - WS7, BS7, and initiative 6 - the Herald of Khorne is a 55 point character/TEQ killer. Just watch out for the strike back, because you're 6+ 5++....
**'''Blood Throne of Khorne''' - Your personal Khornate Pimpmobile. It's the slowest but toughest of the chariots (Armor 12 with 3 HP, with a 50% chance to regain one every-time it wounds something), and its Hammer of Wrath attacks are at Strength 7. It offers your Herald good protection and mobility, but more than anything else it broadcasts his Locus to all Bloodletters within 6". Just imagine this massive blob of power weapons with either 3 attacks each on the charge or Hatred for everything...
**'''Blood Throne of Khorne''' - Your personal Khornate Pimpmobile. It's the slowest but toughest of the chariots (Armor 12 with 3 HP, with a 50% chance to regain one every-time it wounds something), and its Hammer of Wrath attacks are at Strength 7. It offers your Herald good protection and mobility, but more than anything else it broadcasts his Locus to all Bloodletters within 6". Just imagine this massive blob of power weapons with either 3 attacks each on the charge or Hatred for everything...
−
***'''Skulltaker''' - The new book changes how he rolls. WS9 I9 4A, 3+ Armor, Eternal Warrior, Adamantium Will for the whole unit and a power sword with Soul Blaze that has
instant death
when you roll a 6 To Wound. All this at the bargain price of 100 points. Yeah, he must always issue and accept challenges, but if he's not actively hunting the opponent's most dangerous character you're doing it wrong. Put him on a Juggernaut with at least three Bloodcrushers to Look Out Sir, and watch as he gets into combat much faster than last edition (He still keeps his 3+ Armor save with
the
option). Unfortunately he lost his 4+ rending so The Taker of Skulls gets decapitated by models with a 2+ and is rarely more useful than a standard herald with
etherblade
. I think the main use of Skulltaker is in 500-1000 point games as he is only 100 points or 145 points with his upgrade and can beat anyother non 2+ save HQ into the pavement.
+
***'''Skulltaker''' - The new book changes how he rolls. WS9 I9 4A, 3+ Armor, Eternal Warrior, Adamantium Will for the whole unit and a power sword with Soul Blaze that has
Instant Death
when you roll a 6 To Wound. All this at the bargain price of 100 points. Yeah, he must always issue and accept challenges, but if he's not actively hunting the opponent's most dangerous character you're doing it wrong. Put him on a Juggernaut with at least three Bloodcrushers to Look Out Sir, and watch as he gets into combat much faster than last edition (He still keeps his 3+ Armor save with
this
option). Unfortunately he lost his 4+ rending so The Taker of Skulls gets decapitated by models with a 2+ and is rarely more useful than a standard herald with
an Etherblade
. I think the main use of Skulltaker is in 500-1000 point games as he is only 100 points or 145 points with his upgrade and can beat anyother non 2+ save HQ into the pavement.
***'''Karanak''' - This big ol' doggy is made for hunting down special snowflakes. You can nominate one at the start of the game: Karanak will get to re-roll ALL To-Hit and To-Wound rolls against him/her/it, and at that point it's only a matter of getting him in melee. Don't think that daemon-Cujo here is a one-trick pony though. He's got a better statline than a vanilla herald, Hates everyone and everything, gives his whole unit Rage and as a frosting all psykers within 12" suffer Perils of the Warp on a double (problem, Gay Knights?). All this for a only 120 points. Alternatively, putting him in a squad of Bloodletters isn't a bad idea, because his Loci grants Rage, and MEQs will be slaughtered by them, especially with Karanak's marked hatred! Not the best way to use Karanak, but an interesting combo none the less.
***'''Karanak''' - This big ol' doggy is made for hunting down special snowflakes. You can nominate one at the start of the game: Karanak will get to re-roll ALL To-Hit and To-Wound rolls against him/her/it, and at that point it's only a matter of getting him in melee. Don't think that daemon-Cujo here is a one-trick pony though. He's got a better statline than a vanilla herald, Hates everyone and everything, gives his whole unit Rage and as a frosting all psykers within 12" suffer Perils of the Warp on a double (problem, Gay Knights?). All this for a only 120 points. Alternatively, putting him in a squad of Bloodletters isn't a bad idea, because his Loci grants Rage, and MEQs will be slaughtered by them, especially with Karanak's marked hatred! Not the best way to use Karanak, but an interesting combo none the less.
−
*'''Herald of Nurgle''' - These guys actually got a buff this time around. They have got high WS, BS, S and T but MAINLY provide your Plague units with FNP. These guys can be Psykers and can take from Plague and Biomancy. Keep them lv 1 and take
plague
for either some very nasty witchfires or an amazing blessing that turns your plaguebearers in to scary CC killers (and because it's a blessing no Deny the Witch!). They also hit at Initiative 4 with AP 2 (if you give them the
aetherblade
) which is awesome as you can actually kill something relatively tough without being killed first! Can't recommend these guys enough!
+
*'''Herald of Nurgle''' - These guys actually got a buff this time around. They have got high WS, BS, S and T but MAINLY provide your Plague units with FNP. These guys can be Psykers and can take from Plague and Biomancy. Keep them lv 1 and take
Plague
for either some very nasty witchfires or an amazing blessing that turns your plaguebearers in to scary CC killers (and because it's a blessing no Deny the Witch!). They also hit at Initiative 4 with AP 2 (if you give them the
Etherblade
) which is awesome as you can actually kill something relatively tough without being killed first! Can't recommend these guys enough!
−
**'''Epidemius''' - As of the new codex, Epidemius got nerfed hard.
Is
only just usable in a Nurgle based army. He could possibly pump up your units to absurd levels, so long as they are Daemons of Nurgle within 6". Now as he only has a 6" bubble that he gives buffs to (+1T, +1S, +1FNP, etc) and he only buffs Daemons of Nurgle, not Mark of Nurgle, he will be rarely used. The Buffs got better but the area of effect
made
him
untakeable
especially as he doesn't even give FNP to his unit to start with like a cheaper
herald
could do
. In short he is nowhere near as useful as before but, he still is ok just not game breaking like before
.
+
**'''Epidemius''' - As of the new codex, Epidemius got nerfed hard.
He's
only just usable in a Nurgle based army. He could possibly pump up your units to absurd levels, so long as they are Daemons of Nurgle within 6". Now as he only has a 6" bubble that he gives buffs to (+1T, +1S, +1FNP, etc) and he only buffs Daemons of Nurgle, not Mark of Nurgle, he will be rarely used. The Buffs got better but the area of effect
makes
him
far less useful than before,
especially as he doesn't even give FNP to his unit to start with like a cheaper
Herald
could do.
*'''Herald of Slaanesh''' - A decently balanced faster unit. Give her an Etherblade, Greater Loci of Swiftness and a Steed of Slaanesh or Exalted Chariot. Stick her in a squad of Seekers so that you have yourself an angry mob of initiative 10 ass-fuckers being lead by an even bigger ass-fucker with AP2, or a squad of angry fast rending machines on Speed.
*'''Herald of Slaanesh''' - A decently balanced faster unit. Give her an Etherblade, Greater Loci of Swiftness and a Steed of Slaanesh or Exalted Chariot. Stick her in a squad of Seekers so that you have yourself an angry mob of initiative 10 ass-fuckers being lead by an even bigger ass-fucker with AP2, or a squad of angry fast rending machines on Speed.
**'''The Masque''' - The Masque is only 75 points. She is now 5++ with re-roll and three dances to choose from that debuff -5 to WS another to BS with no overwatch and one that causes them to literally dance themselves to death. Debuffing BS -5 and preventing overwatch sounds particularly delicious. She can't join units so be extra careful with her.
**'''The Masque''' - The Masque is only 75 points. She is now 5++ with re-roll and three dances to choose from that debuff -5 to WS another to BS with no overwatch and one that causes them to literally dance themselves to death. Debuffing BS -5 and preventing overwatch sounds particularly delicious. She can't join units so be extra careful with her.
−
*'''Herald of Tzeentch''' - A lot of dakka in a small package. Upgrade to Mastery 2/3 and if you roll on Change, hope for the third power or take the primaris and roll all others on divination. A lot of dakka or powerful dakka with great div buffs zipping around on a disk is very effective. A solid choice. The chariot he can take has weaker armor than a rhino(10 on all sides) meaning that bolters can glance it to death with sixes. Better off on a disk. This guy is amazing
for
if you roll an 11
of
your warpstorm, since the new Herald has to be BASIC and Tzeentch Heralds happen to be Psykers as basic, so you gain a nice divination bonus for free, where as the other
heralds
are only really usable with upgrades.
+
*'''Herald of Tzeentch''' - A lot of dakka in a small package. Upgrade to Mastery 2/3 and if you roll on Change, hope for the third power or take the primaris and roll all others on divination. A lot of dakka or powerful dakka with great div buffs zipping around on a disk is very effective. A solid choice. The chariot he can take has weaker armor than a rhino(10 on all sides) meaning that bolters can glance it to death with sixes. Better off on a disk. This guy is amazing if you roll an 11
on
your warpstorm, since the new Herald has to be BASIC and Tzeentch Heralds happen to be Psykers as basic, so you gain a nice divination bonus for free, where as the other
Heralds
are only really usable with upgrades.
**'''The Changeling''' - Now works similarly to the fantasy Changeling, with the caveat that you only alter your own profile. You can replace any or all of your WS, Strength, Initiative, toughness, and/or attacks with that of a single model in base contact. Might be useful to tie up a generic close combat character, but will quickly get outclassed by anything with special snowflake gear. Statistics will never be in the Changeling's favor. The best you can hope for is 50%, given the target has no wargear at all. One fun trick is against characters that have an 'X' or '*' for their characteristic like Crowe's attacks. Since this means the longhand description counts as his characteristic, you copy that as well. The question is do you use the same stance as Crowe, choose your own, or just copy the number of attacks and forgo the rest of the benefits? Discuss this with your group before playing while we wait for an FAQ, but you may have to wait a while as GW doesn't seem to care much about FAQing rule discrepancies in the Daemons codex. It's been months and all we have are some corrected typos.
**'''The Changeling''' - Now works similarly to the fantasy Changeling, with the caveat that you only alter your own profile. You can replace any or all of your WS, Strength, Initiative, toughness, and/or attacks with that of a single model in base contact. Might be useful to tie up a generic close combat character, but will quickly get outclassed by anything with special snowflake gear. Statistics will never be in the Changeling's favor. The best you can hope for is 50%, given the target has no wargear at all. One fun trick is against characters that have an 'X' or '*' for their characteristic like Crowe's attacks. Since this means the longhand description counts as his characteristic, you copy that as well. The question is do you use the same stance as Crowe, choose your own, or just copy the number of attacks and forgo the rest of the benefits? Discuss this with your group before playing while we wait for an FAQ, but you may have to wait a while as GW doesn't seem to care much about FAQing rule discrepancies in the Daemons codex. It's been months and all we have are some corrected typos.
**'''The Blue Scribes''' - Cheap multi-purpose character who should be kept out of melee at all costs. They lost "Watch this!" and now have a Hellforged Artefact "Scrolls of Sorcery" for which each turn you choose a discipline, roll d6(no primaris swap) and auto-manifest the power with no tests needed and no charges expended(as they aren't actually psykers) and a spell siphon ability that recycles used charge points by enemy psykers on a 6.
**'''The Blue Scribes''' - Cheap multi-purpose character who should be kept out of melee at all costs. They lost "Watch this!" and now have a Hellforged Artefact "Scrolls of Sorcery" for which each turn you choose a discipline, roll d6(no primaris swap) and auto-manifest the power with no tests needed and no charges expended(as they aren't actually psykers) and a spell siphon ability that recycles used charge points by enemy psykers on a 6.