Chaos Daemons Codex Break Down: Special Rules & Wargear
May 6, 2013 by dignity
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We've been waiting a long time to get around to this codex break down, but it's finally here. Justin, Swampy and our buddy Craig have sat down to take a first look at the Codex Daemons book and give you their first thoughts on it.
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woop woop thanks guys
Soul Blaze doesn’t ignore cover doesn’t it make you make a roll at the end of every turn for a unit that suffered 1 or more wounds from something with the soul blaze rule and on 4+ it takes a d3 s4 hits and on 3- it goes out and you don’t have to roll any more unless another wound with a weapon w/soul blaze is caused. Did it change in the new codex?
No, is toughness test. On a 1/3 change against t4 you’re making your opponent’s units stronger.
Thus using horrors, flamers against marines is likely to result in of ten marines 1 or two dead but the unit with a 5+ feel no pain save for the rest of the game for the shooting of 400 points of units.
Far more efficient to charge them with bloodletters.
On that note, why the bally rmeove the 4+ glance from flamers? It gave them a job now fulfilled by monstrous creatures – and only MCs.
Sorry, I’m an idiot. Was thinking of the tzeentch powers, not soul blaze specifically.
Soul Blaze Does Ignore Cover pg.42 of the Rule Book
Sorry I was taking it to mean the first shots of the weapon with Soulblaze rule ignore cover, Not the bonus s4 ap5 hits at the end of the turn that ignore cover. It doesn’t say the original hits do. “If a unit suffers one or more unsaved wounds from an attack with this special rule, it is set ablaze and continues to burn – mark it with coin or counter as a reminder.” Then there is a new paragraph about resolving the hits at the end of the turn were it says those hits ignore cover but I don’t… Read more »
In the Daemons Book Fateweaver is Death on a Stick with someone to cast Grimoris of true names on him that a 2+ re-rollable invul also coupled with Flickering Fire of Tnzeench Makes him a Big Flyer Threat unless its AV 12
Could you explain that? Firstly, taking a bit of wargear that has a variable effect is bonkers, and using it all up on one unit nuts.
Then using up to 3 warp charge points – you can’t keep putting points in for more dice you’re getting say 8 hits and then you’re needing a 6 to glance AV11.
Daemons have almost no anti flyer. It’s a huge gap and a missed opportunity for screamers to be able to assault flyers.
I know this is a while after the original post, but I just saw this ok first off on average a flyers rear armour is 10 and yes he will be able to hit it a flyer in the rear on average 360 degree firing arc and then can move up to 24 while flying and does have sky fire uses Flickering Fire of Tnzeench 4d6 strength 5 on average lets say dice are 3, 3, 4, 4, witch is 14 shots he is BS 6 hits on 2’s then 6’s about 10 or 11 hit against rear 5 glance… Read more »
page 1 of the rule book faq say initiative cannot be reduced below 1.
Do Wounds inflicted by Warpflame count for Soulblaze?
Rampage: At the beginning of the Fight sub-Phase check how many enemy models are in the enemy unit. If a model with this special ruile is outnumbered, it gains +D3 Attacks.
Just a reminder that the Soul Grinder’s Iron claw doesn’t go at initiative 1 due to vehicles ignoring the unwieldy rule.