This week has been full of rumors, playtest rules, and digging through the latest codex release- Chaos Daemons. That makes for a very busy and exciting week.

Presence of Faeit is my weekly editorial. I generally report during the week what is going on, and today is my day to comment on what exactly it is that I am thinking of.

Rumors this Week
This was a fun and incredible week. I want to thank all of you that were either sending in rumors and whispers of what was seen or heard, or were discussing things behind the scenes this week. It was a great week, and very exciting. This site is nothing without such valuable members of the community, and your contributions really help get the community excited about the future of our game.

Slaanesh Fiends: Rules Query
Fiends have two rules that came up in last nights game. The first is that Slanesh Fiends on the charge reduce the charged units initiative by 5 until the end of that assault phase. This means that normal marines would be reduced to Init 0. From the looks of it, stats can be reduced to 0, just not below 0. Since the Initiative steps work through 10 down to 1, models at 0 do not get to strike back when charged by fiends. Crazy?

The second is the fiends Disruptive Song. It reads like this. 
Enemy Psykers within 12" of a fiend of Slaanesh have a -1 penalty to their leadership when taking psychic tests. 

The question is it says a fiend of Slaanesh, so what happens when you are near two 0f them? Does this stack?

Chaos Daemons
Played a game against Chaos Daemons last night, and I have to say one thing..... That was a lot of psychic powers coming against me. Even though I had the best psychic defense money can buy (a farseer), the daemon player was a maniac at getting those off. He must of gotten off 20+ psychic powers last night,while only failing about 4. (that was on 3 dice!)

The Chaos Daemon codex at first glance appears rather basic, but really gets rather complex and gets into the details with Daemonic Loci, Rewards, and Psychic Powers. There is a lot go grasp, and a lot to read up on. Last nights game featured all 4 Chaos God troop choices, with heralds and more. It was a crazy game, and I hope to see more games against it. 

A few things. 
I really think the codex can stand on its own, but to me it just screams for Chaos Marine allies. Because of the Warp Storms (I lost 4 units to warp storms last night), I think taking Chaos Daemons as a primary detachment severely limits taking allies. Of course in reverse it works because if Daemons are a secondary detachment, no warp storm tables. 

However, both allies of convienance and desperate allies are treated as enemies, and therefore subject to getting blasted by warp storms. 

Now take a look at Chaos Marines, who are battle brothers. If you choose to equip your units with a mark of a chaos god, you suddenly become subject to warp storms, however, if you remain neutral, magically warp storm tables no longer effect you. Its a kind of loophole or calm spot inside the storm. You are considered a friendly unit, and not aligned. 

So Chaos Daemons just scream Chaos Space Marine Allies to me, and of course the one thing that attracts my attention is the infernal machines idea, with allied detachments being ran by Warpsmiths. Maulers, Forgefiends, and Heldrakes. Of course you should throw in a ton of cultists hiding behind an aegis defense line or charging into the fray to become the gory mess that cultists should.

Dark Eldar
I have a very dated Dark Eldar army. Most of my models were made in 1998, and I have a couple hundred warriors etc. I am for the first time really, trying to get all of them painted to the best of my ability, (of course Valhalla is my source of inspiration on this). The only real problem, is that the old dark eldar warriors are really old. Very little detail on them. 

So I am doing the best that I can, and want an old army done right. I am just finding it hard to be satisfied with them, when all of the new models have such amazing detail.  



33 Comments:

  1. Could you not sell them and update to new minis? The dark eldar I mean...

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  2. I have the same issue with my old chaos stuff. I have dozens of old pewter terminators, 50 old marines, 2 old (little) rhinos and lots of other old stuff. A lot of it is horribly painted and there is no cohesion. I am recently getting back into 40k and I am more into the painting aspect than I was before. The problem is that if I am going to take the time to paint them well, I want them to be the best models available. I am slowly rebuilding my force from scratch as I don't think it is worth it to take the time to strip and paint the old stuff.

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  3. Initiative 0 is possible but I'd say until they clarify it they'd go after initiative 1. Only a guess though.

    The psyker thing I'd say would stack as rules normally say for example "hit by one or more" if they don't. Such as rad grenades in the DA book.

    Only speculation until a proper FAQ of course.

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    1. I disagree on the Initiative 0 being really I 1. I think it is written as intended, and if a unit goes to Initiative 0 that they don't get to attack back during the turn they were charged. That seems to fit with the idea of the Fiends' musk. That's how we're playing it (& I don't play Slaanesh, but that's what I'd give to my opponent who did).

      Otherwise, I agree that the payer penalty would stack, but you'd have to measure carefully to see how many Fiends were within 12"...

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    2. *Psyker, not payer... IPad over correcting stupidity again... :-/

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  4. For the song I would say it does stack, as it says "Within... a fiend" as opposed to a unit. It also makes sense because more of them singing would be more potent.

    For the musk I would also say it goes to zero, because it doesn't say "to a minimum of 1" like a lot of rules that subtract stats. Even Doomstone subtracts leadership to zero.

    That's my logic until a FAQ/Errata changes it or I missed something entirely.

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    1. So I'd guess it'll be -1 per unit (not cumulative) and equally makes them I 1. Equally banners will be reduced so that units cannot use them if the first unit has arrived via deepstrike and same for instruments.

      However, the bloodthirster will remain a crackshot but the same strength as a lord of change. So much for 'the embodiment of war'. Oh, and a screamer won't get an extra lamprey bite attack from charging but that's expected. Wouldn't want to make them useful now, would we?



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    2. I agree with both of you, I'd say that it's -1 per unit.

      Good thing for my ork weirdboy that the mob rule still makes him L 10 ^^

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    3. I go with I=0 thus no attacks, as its currently written there is no ambiguity its pretty clear RAW, who knows what the intention was.

      For the fiends I'd say just a single -1.
      The rules asks a model to check if he is within 12" of a fiend, the answer is the same (yes) if he's near 1, 2 or 9 of them.
      If the fiends ability said all psykers within 12" get -1LD then it could take effect multiple time but as it is it just requires enemy models to take the negative if they are in range an any.

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    4. well, you can only hope that you use unwieldy weapons vs fiends then, because those models always attack at ini step 1 =)

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  5. The Warp Storm will not affect your AoC or Desperate Allies. AoC/DA are only treated as enemies by the units in the your other detachement, not you as a player.

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    1. Agree here. Your allied units aren't affected by the Warpstorm. Enemy in this sense means enemy player(s)...

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  6. I0 doesn't swing, b/c the combat rules proceed to resolution after the I1 step IIRC.

    In re: the song, it's -1 no matter how many are nearby. The rule is not "-1 for each fiend," or "-1 for each unit of fiends." It is "-1 if a fiend is nearby." 20 fiends around you ... is a fiend nearby? Yes, there is "a fiend" nearby (there are also 20 fiends nearby, but that's irrelevant). If one or more are nearby, then "a fiend is nearby," which means -1.

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    1. That does make sense, but -1 isn't going to deter anyone, especially if their Ld is 10 to begin with.

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    2. That is a 8-10% chance increase of failing.....That is quote a bit good sir to be shrugging at.

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  7. About demons as allies - what about warlord trait? Demons table is the best in game. And building army smart You can minimize risk (for example in mono Tzeentch/Undivided army havocs with divination beats obliterators with mark of nurgle).
    Also, warp table has few bonuses as well:)
    AND, whats MOST oimportant, You can take 4-5 heralds, not just 1!:)
    Overall, Ill say - for warlord traits, for warp table bonuses and for 4 heralds demons are better as main force, and CSM as allies:)

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    1. Ah, and one more thing - Your army is followed by damn WARP STORM!:D Awesomeness lvl over 9000;)

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    2. There's so much good stuff in the Daemons codex (at least for Nurgle; haven't really looked beyond that yet), that I'm having a hard time fitting CSM allies even at 2,000 points! I'd love to get a Heldrake & Havocs to back up the Daemons with some shooty & vector strike/baleflamer! But I sooo want to add Beasts of Nurgle & Drones that after a GUO with all the trimmings & 4 units of 10 Plaguebearers with a kitted out Herald each, there's no room for a CSM HQ, 1 Troop & the Dragon & Havocs...

      Ah, such "problems" to have... :-)

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  8. Allied CSM that have the Daemon special rule can benefit or suffer from the Warp Ebb and Warp Surge results though, even if they're unaligned.
    But this does make Undivided Armies more viable, at least as allies to a Daemon Army.

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  9. This initiate thing is simple. Read your rulebooks people. The ability (which there are two of in the codex) drops initiate by 5 (not to a minimum of one like it states for other rules in this codex). The stats section at the start of book clearly says states cannot be modified below 0 not to 0 not below 1 but below 0 so you can drop a stat to 0. Initiate included. In the fight phase the are ten initiate steps from 10-1 there is no step 0 so if your initiate zero you never get to you initiative as after initiative 1 is combat resolution.

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    1. Tristan is correct, IMHO...

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    2. The fiends ability does reduce it to 0 but the slannesh psykic power does not, following the malediction rules in the BRB which prevent ability score going below 1.

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  10. This deamons initiate thing is plain and simple if people ever actually read there rulebooks. Ability (and spell that does same thing) drops your initiative by 5. In the stats section of the rulebook it states that no stat can be modified BELOW ZERO not below 1 or not to 0 but not below zero. In the assualt section it states that combat is resolved a t ten initiative steps 10-1 there is no step 0 so no attacks. Easy. The people who are getting upset about this are the same people who jumped for joy when there codex got some stupid rules. this makes slaanesh viable for the first time cause of our low toughnesss and 5+ save we die very easy in combat and if we lose combat we suffer badly.

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  11. So pegboards reasoning is that he thinks it should be a certain way, has no rules to back his argument/opinion, why is it to minimum of one, what's your basis for that?

    Yes fiends saying is per model as states a I've if it was per unit it would be a different story, this is again opinion without rules to back it up.

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  12. Sell your Eldar and upgrade!! Beautiful newer minis and a strong army. Go for it!!

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  13. I have been tempted into buying by the new Elder models.

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  14. Yup, Init 0 units do not get to strike as per the rules.

    The Fiends' -1 to Ld is a general modifier if they are near any Fiends regardless of the number. It says "...a Fiend", not "...per Fiend" or "...for each Fiend". If the condition is met the modifier is applied. If the psyker is near any Fiends or a single Fiend then it's -1 Ld.

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  15. Page 22 – Fight Sub-phase, Initiative Steps.
    Change the bolded text to read “Work your way through the
    Initiative values of the models in the combat,starting with the
    highest and ending with the lowest.”

    Literally the first entry in the right column on page one of the FAQ for the main rulebook. It took me less than one minute to find this. I0 gets to attack after I1, because 0 is lower than 1. Stop talking about this.

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    1. That is the errata of the bolded section, but it doesn't remove the rest of the paragraph. The next sentence: "This means that each combat will have ten Initiative steps, starting at Initiative 10 and working down to Initiative 1." We will see if the fiends are FAQ/errataed but that's how it's written.

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    2. That is what my rulebook says, the same as what the errata does anyway. Doesn't change the rule at all as skulls above says, the next sentence states 10 to 1 not 10- 0 or 9-0 but black and white start at ten and work down to 1 after one is resolution so no initiative step 0 simple!

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    3. Agree with Skull & Tristan here. Zero means zero, as in "nothing", as in you don't have an Initiative step anymore, you are not even at 1, you are at -nothing-.

      Interesting question about the Unwieldy weapons, tho, as it does say they strike at Init 1, if I recall correctly, don't have a BRB nearby? Actually, just checked my digital CSM dex, and it says:

      "A model attacking with this weapon does so at Initiative Step 1, unless it is a Monstrous Creature or a Walker."

      So, guess we'll have to wait for an FAQ to be sure, but RAW says Unwieldy weapons still get to strike at Init 1.

      ...And, we can and will talk about this as much as we damn well please, cvalvano! :-P~

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  16. Rules as Written gamers would make excellent defense attorneys.

    "Technically it wasn't attempted murder because he didn't kill her. And how can you be sure what his intent was?"

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