2013-08-28

‎Hellforged Artefacts:

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*'''The Portalglyph:''' Simply put, it's a Random Daemon Generator: it sits around as an immobile vehicle with 12 Armor all around and 1HP, and every turn there's a 50% chance it will spawn a unit of d6 Daemonic Troops of your choice. If you hope you can just place it behind a building and enjoy an endless tide of free reinforcements though, think again: the blasted thing must be summoned during the game and scatters 4d6" from its owner. At least it can't suffer a mishap...but considering other options and how few troops actually come in (and how many VP they could give away - this is kind of a moot point since you roll for daemonic rewards the same time as warlord traits which is after mission type. Therefore if you're playing purge the alien, do '''not''' select this artefact. Simple.) try something else most of the time. The true purpose of the portalglyph is to spawn tarpits to tie up shooty squads for a turn, sure even a 6 man squad will get killed in 1-2 turns but you prevent them from shooting at bigger units and they could serve as late game objective grabbers. But really, the points are better spent to just take more troops the normal way.

 

*'''The Portalglyph:''' Simply put, it's a Random Daemon Generator: it sits around as an immobile vehicle with 12 Armor all around and 1HP, and every turn there's a 50% chance it will spawn a unit of d6 Daemonic Troops of your choice. If you hope you can just place it behind a building and enjoy an endless tide of free reinforcements though, think again: the blasted thing must be summoned during the game and scatters 4d6" from its owner. At least it can't suffer a mishap...but considering other options and how few troops actually come in (and how many VP they could give away - this is kind of a moot point since you roll for daemonic rewards the same time as warlord traits which is after mission type. Therefore if you're playing purge the alien, do '''not''' select this artefact. Simple.) try something else most of the time. The true purpose of the portalglyph is to spawn tarpits to tie up shooty squads for a turn, sure even a 6 man squad will get killed in 1-2 turns but you prevent them from shooting at bigger units and they could serve as late game objective grabbers. But really, the points are better spent to just take more troops the normal way.

 

*'''The Doomstone:'''The doomy stone of doom is actually a pretty nifty assassination tool. At the start of each fight sub-phase, all non-daemon characters in the same combat as the bringer of doom must pass a Leadership test or permanently lose d6 Leadership for the rest of the game, and if they reach 0 they're DOOMED, no ifs and no buts. Could be hilarious against characters who rely on psychic powers (Hello Mrs. Farseer! Hello again, [[mephiston|Mr. Vampire Emo Faggot]]!). The problem with this is that it will usually be on a big Greater Daemon, where the Eternal Blade would allow you to just kill the enemy instead of waiting for the doomy stone of doom to do its work. The other problem is that most characters you care about killing aren't going to fail leadership tests very often.

 

*'''The Doomstone:'''The doomy stone of doom is actually a pretty nifty assassination tool. At the start of each fight sub-phase, all non-daemon characters in the same combat as the bringer of doom must pass a Leadership test or permanently lose d6 Leadership for the rest of the game, and if they reach 0 they're DOOMED, no ifs and no buts. Could be hilarious against characters who rely on psychic powers (Hello Mrs. Farseer! Hello again, [[mephiston|Mr. Vampire Emo Faggot]]!). The problem with this is that it will usually be on a big Greater Daemon, where the Eternal Blade would allow you to just kill the enemy instead of waiting for the doomy stone of doom to do its work. The other problem is that most characters you care about killing aren't going to fail leadership tests very often.



*'''The Grimoire of True Names:''' Funny, this used to be an anti-daemon tool in the Daemonhunters army, Phil Kelly and Robin Cruddace must love the irony. A powerful defensive tool with a catch. On a 3+ the user can improve the Invulnerable save of a single friendly unit by +2 (so to a 3++ in most cases), but on a 1 or 2 it's instead worsened by -1. Alternatively, in a mirror match you can use it to debuff the save of enemy daemon units. It can be especially useful with Kairos Fateweaver who allows a single dice to be re-rolled. Also, seeing as Tzeentchian daemons reroll Invulnerable save rolls of 1, this can bring Fateweaver to a 2++ rerollable. The problem here is that Fateweaver is rarely a priority target due to the Change powers being less-than-good and the remaining powers being random.

+

*'''The Grimoire of True Names:''' Funny, this used to be an anti-daemon tool in the Daemonhunters army, Phil Kelly and Robin Cruddace must love the irony. A powerful defensive tool with a catch. On a 3+ the user can improve the Invulnerable save of a single friendly unit by +2 (so to a 3++ in most cases), but on a 1 or 2 it's instead worsened by -1. Alternatively, in a mirror match you can use it to debuff the save of enemy daemon units. It can be especially useful with Kairos Fateweaver who allows a single dice to be re-rolled. Also, seeing as Tzeentchian daemons reroll Invulnerable save rolls of 1, this can bring Fateweaver to a 2++ rerollable. The problem here is that Fateweaver is rarely a priority target due to the Change powers being less-than-good
(What is up with the master of magic being so terrible at it?)
and the remaining powers being random.

 

 

 

===Daemonic Loci===

 

===Daemonic Loci===

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*'''Beasts of Nurgle''' - Toughness 5, 4 Wounds, Shrouded and It Will Not Die? Beasts are amazing tarpitters, and can even charge in the enemy's assault phase. Yes you read that right. One of the best countermeasures to your weaker units being charged in the book. They last forever and will hang around long enough for hopefully some one else to come and help. Pairs well with Plague Drones, BUT remember to keep them in cover! They are Beasts, and as such they ignore difficult terrain, so take advantage of the free saves. Great as road bumps for Death Stars and also good at distracting assaulting units in a shooty Daemons army. As long if you're willing to invest in Tzeentch units and focus on one target at a time, Beasts can really help as a meatshield for your shooty units.

 

*'''Beasts of Nurgle''' - Toughness 5, 4 Wounds, Shrouded and It Will Not Die? Beasts are amazing tarpitters, and can even charge in the enemy's assault phase. Yes you read that right. One of the best countermeasures to your weaker units being charged in the book. They last forever and will hang around long enough for hopefully some one else to come and help. Pairs well with Plague Drones, BUT remember to keep them in cover! They are Beasts, and as such they ignore difficult terrain, so take advantage of the free saves. Great as road bumps for Death Stars and also good at distracting assaulting units in a shooty Daemons army. As long if you're willing to invest in Tzeentch units and focus on one target at a time, Beasts can really help as a meatshield for your shooty units.

 

 



*'''Bloodcrushers of Khorne''' - With 6+ 5++ and T4, Bloodcrushers are possibly the worst hit by the new codex. They still hit very hard, and now they have 3 wounds, but the whole loss of the 3+ save means that Bloodcrushers will die quickly when in the open. On the other hand, now they're a proper Cavalry unit, so what they lost in survivability they gained in mobility, but that ''won't'' save them. Plus they cost 5pts MORE than their 5th edition counterpart. Trading their 3+ armour save, T, and their Eternal Warrior in exchange for 1W and counting as Cavalry for 45 pts? Pass. On the other other hand, if you manage to cast the Grimore of True names on them, they'll be nigh-unkillable with 3 wounds and a 3++ save. Their main use in this book is to attach Karanak with five Bloodcrushers with an Icon so you can deep strike your Khorne/Slaanesh (HERESY!) units safely (within cover of course) so they can launch an assault next turn after the Bloodcrushers do. Again, if you're worried about their their survival, grant them the True names and they'll do fine for the most part.

+

*'''Bloodcrushers of Khorne''' - With 6+
(Why does it even have this?)
5++ and T4, Bloodcrushers are possibly the worst hit by the new codex. They still hit very hard, and now they have 3 wounds, but the whole loss of the 3+ save means that Bloodcrushers will die quickly when in the open. On the other hand, now they're a proper Cavalry unit, so what they lost in survivability they gained in mobility, but that ''won't'' save them. Plus they cost 5pts MORE than their 5th edition counterpart. Trading their 3+ armour save, T, and their Eternal Warrior in exchange for 1W and counting as Cavalry for 45 pts? Pass. On the other other hand, if you manage to cast the Grimore of True names on them, they'll be nigh-unkillable with 3 wounds and a 3++ save. Their main use in this book is to attach Karanak with five Bloodcrushers with an Icon so you can deep strike your Khorne/Slaanesh (HERESY!) units safely (within cover of course) so they can launch an assault next turn after the Bloodcrushers do. Again, if you're worried about their their survival, grant them the True names and they'll do fine for the most part
.  Using these in range of a Leman Russ, Krak missile long fang squad, or Hive guard tends to end hilariously.  For the enemy anyway.  For you it'll probably just make you cry
.

 

 

 

*'''Fiends of Slaanesh''' - These guys look *weird* and they're adequately killy. They're pretty fast (Beasts) with an OK 3 S4 rending attacks at a good initiative (6). Their MAIN use is that any unit they charge has -5 I. Hell yes! Oh and enemy psykers have -1 Ld when taking psychic tests within 12" of them. The downside? T4 and 5++ (Although 3 wounds sorta helps out). They are even more of a glass hammer than last time around but have some nice tricks to help them out. For extra lulz, have a Keeper of Secrets with a Witstealer Sword charge in a unit with the Fiends, laugh when your opponent tries to pass his Initiative test but fails thanks to these Beasts!

 

*'''Fiends of Slaanesh''' - These guys look *weird* and they're adequately killy. They're pretty fast (Beasts) with an OK 3 S4 rending attacks at a good initiative (6). Their MAIN use is that any unit they charge has -5 I. Hell yes! Oh and enemy psykers have -1 Ld when taking psychic tests within 12" of them. The downside? T4 and 5++ (Although 3 wounds sorta helps out). They are even more of a glass hammer than last time around but have some nice tricks to help them out. For extra lulz, have a Keeper of Secrets with a Witstealer Sword charge in a unit with the Fiends, laugh when your opponent tries to pass his Initiative test but fails thanks to these Beasts!

 

 



*'''Flamers of Tzeentch''' - At one point, fielding Flamers would have caused your opponent to leap over the table and strangle you. Now he will thank you for giving his Space Marines Feel no Pain - if he doesn't mind losing half his squad first. 23 points for a Strength 4 AP4 flame template, which forces the unit to take a toughness test. If he fails, the unit takes D3 cover and armour ignoring hits, if he passes, the unit gains 6+ Feel no Pain for the rest of the game or a bonus to his existing Feel no Pain, and ATM until an FAQ comes out this STACKS. However, they have one saving grace: they still kill models with 4+ saves and higher in droves and since most of these models are T3 half of the time you get D3 extra auto hits. Remember, it's at THE END of the Shooting Phase when the unit must take a toughness test, so take six in one squad and have some Pink Horrors to help them out! By the way, I don't recommend you putting nine in a squad, because this unit is meant to harass and distract your opponent's squad while your troops gets within charge range to finish them off. Six flame templates are plenty to do that job.

+

*'''Flamers of Tzeentch''' - At one point, fielding Flamers would have caused your opponent to leap over the table and strangle you. Now he will thank you for giving his Space Marines Feel no Pain - if he doesn't mind losing half his squad first
(or none of it if you shot it into bikers of nurgle, god damn it)
. 23 points for a Strength 4 AP4 flame template, which forces the unit to take a toughness test. If he fails, the unit takes D3 cover and armour ignoring hits, if he passes, the unit gains 6+ Feel no Pain for the rest of the game or a bonus to his existing Feel no Pain, and ATM until an FAQ comes out this STACKS. However, they have one saving grace: they still kill models with 4+ saves and higher in droves and since most of these models are T3 half of the time you get D3 extra auto hits. Remember, it's at THE END of the Shooting Phase when the unit must take a toughness test, so take six in one squad and have some Pink Horrors to help them out! By the way, I don't recommend you putting nine in a squad, because this unit is meant to harass and distract your opponent's squad while your troops gets within charge range to finish them off. Six flame templates are plenty to do that job.

 

 

 

*'''Decimator Daemon Engine (Forge World)''' - A healthy alternative to the Soul Grinder. Costs a LOT more, not as well armoured (13/12/11) but potentially more durable. Like other daemon vehicles it's immune to shaken/stunned because of possession and gets a 5+ invulnerable save, but unlike other vehicles it has "Unholy Vigour" which means it can regrow weapons and legs on 5+ AND can revive itself from a Wrecked result on a 6+ ON ANY TURN! This thing also gets access to smoke launchers for 3 pts., so buy them! The Decimator can additionally mount the following weapons:

 

*'''Decimator Daemon Engine (Forge World)''' - A healthy alternative to the Soul Grinder. Costs a LOT more, not as well armoured (13/12/11) but potentially more durable. Like other daemon vehicles it's immune to shaken/stunned because of possession and gets a 5+ invulnerable save, but unlike other vehicles it has "Unholy Vigour" which means it can regrow weapons and legs on 5+ AND can revive itself from a Wrecked result on a 6+ ON ANY TURN! This thing also gets access to smoke launchers for 3 pts., so buy them! The Decimator can additionally mount the following weapons:

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