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Daemon characters guide, Math hammer and strategic tips.
| LAV-Kitsune- |
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Lovely Fox Spirit

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| QUOTE (Kalandros Shadowsun @ Aug 7 2011, 01:00 AM) | One minor thing and probably debatable for both side of the argument..
Staff of Nurgle is a bound spell but not a magic item so it will not break on a double 6 - just like a popemobile's bound spells are not lost when it goes Irresistible Force - the Staff of Nurgle becomes an Innate Ability of the daemon carrying it. |
Now THAT is an excellent point and something I had totally missed from the basic rulebook! Not only it makes rods of Nurgle much better but it actually makes Hellfire standard pretty reliable and effective standard. Wow, thanks for clearing that one out. I will change it to the guide up there =)
DeamonReign: wording on a page 37 goes like this:
| QUOTE | Irresistable force if the bound spell is an innate ability, such as those used by a warrior priest, for example, then the model simply cannot cast further bound spells during this phase. Do not roll on the miscast table |
So as daemonic gifts ARE innate abilies it will not break the gift.
Also, at the top of each daemon lore it says: Daemon can swap one spell for "spell name" if he does not generate it randomly. So it is treated as a signature spell.
EDIT: I added nurgles rod spam under the heralds. I also added that nurgles rod benefits from banner of seeping decay rerolls and added rod as a optional choice to GuO.
Edit2: Feez: While it is true that tomb kings for example like to cast many spells they rarely get to cast more than 3 spells per phase. Most of their spells cost 7 to 9+ to cast so they will likely use 2-3 dice to that meaning that even with good winds there wont be tons of spells like in 7th edition. From those 2-3 spells you will likely dispell atleast one and might scroll another leaving very little use for Scribes.
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| FeeZ |
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Exalted Daemon

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But they work in addition to however many dice you roll for winds of magic barring limitations etc. Obviously, Blue Scribes are going to be useless (as far as I know) in regards to whether you're playing against a Dwarf army or those odd people out there who like to field nothing but Khorne Daemons (possible exception being of course Hellfire banner... but even then they'd likely take Sundering instead), but to me at least Blue Scribes are basically 'mana batteries.'
Especially if you have Lords of Change in your army who remain 'merely' Loremasters with Daemon lore of Tzeentch.
I think they're crap in regards to Scrolls of Sorcery though; but there's nothing saying that they have to cast spells.
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| LAV-Kitsune- |
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Lovely Fox Spirit

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Basic rulebook Page 37. Bound spell miscasts
| QUOTE | A bound spell can be cast with irresistable force, just as a normal spell, by rolling two natural 6s in the casting roll. The bound spell is then cast automatically, and cannot be dispelled.
- If the bound spell is contained within a magic item of some kind, the item crumbles to dust and cannot be used again during the game. Do not roll on the Miscast table.
- If the bound spell is an 'innate' ability - such as those used by a Warrior Priest, for example, then the model simply cannot cast further bound spells during this phase. Do not roll on the Miscast table.
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Daemons armybook page 92. Daemonic gifts
| QUOTE | | Note that Daemonic Gifts are not magic items and are therefore immune to any spells or abilities that destroy, steal or otherwise alter the behavious of magic items. |
Daemons of chaos errata:
| QUOTE | Page 95 - Daemonic Icons Add “Daemonic Icons are Magic Standards.” to the start of the first paragraph. |
So it would seem that Staff of Nurgle is not affected by miscasts and suffers absolutely no negative things at all from double 6s'
Icon on the other hand counts as a magic standard and thus is considered to be a magic item and can break. How very unfortunate, but looks like there isn't anything else to it. Atleast the rod is awesome again =)
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| Kalandros Shadowsun |
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Daemon Prince

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The only problem is the 25% Heroes limit, if only it would be 50% Characters or if we had some Lord-Heralds x;
oh well!
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| und_ed |
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Greater Daemon

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Nice writeup, Kitsune.
Here's a couple things to consider:
1) Threats to GDs / Princes. You state that the biggest threat outside of combat is canonballs, and while I agree that canonballs are a nightmare, a more common threat is the much more ubiquitous stone-thrower, available to far more races than a canonball. With the 8th-Ed stonethrower rules, the odds of a central hit are far too high for comfort, and so these need to be taken into account when considering defensive strategies.
2) Combat Res. With only 5 wounds on most GDs, it's pretty easy to get a GD into dire straits by issuing a challenge with a character holding a 4+ Ward, and simply letting static CR hurt that GD, sticking him on his last legs.
3) Blue Scribes. When you consider how big one extra power dice is in the new phase, especially if you push the buff spells, these guys are actually very useful. Also, following your later debate, I think you're getting hung up on a very area-specific trend, namely people throwing all 6 dice hoping for a huge spell. From what I've seen, better players do not push for the huge spells, but rather draw out the magic phase and shove unstoppable buffs down the other guy's throat. These guys neatly punish what I consider to be much better play.
4) Skulltaker. Just a quick word of warning, that he can easily be neutered just by turning down his challenge. Newer players always accept challenges, but better players tell you precisely where you can stick your challenge, at which point Skulltaker starts looking a little silly.
5) Kairos. It's worth mentioning that Kairos gets to pick a new set of spells every game, something very few wizards get to do. With the spell access at his fingertips, that is an absurdly powerful ability.
6) Bloodthirster + Firestorm blade. With the ease of 2+Wards Vs flaming, I think this is a bit of a liability, and the Axe of Khorne could easily replace it, keeping him a solid threat to big armour models.
7) HoT. This guy actually is very useful for his Locus if you're playing a big unit of horrors. While they're not dishing out bloodletter-level damage (or even plaguebearer), they're a great anvil / tarpit unit, sitting with a 4+ Ward and steadfast. If you're going to use a decent-sized horror block, you're shooting yourself in the foot by keeping them away from the action.
All I can think of for now. Nice writeup, and a good idea.
-und_ed
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| Kalandros Shadowsun |
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Daemon Prince

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Skulltaker's flaming attacks are also a big downside to taking him now. Good luck getting a 5+ KB that many characters will ignore on a 2+ ward vs fire (;
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| FeeZ |
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Exalted Daemon

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yeah, and Tomb Kings are the worst imo. Sure they're flammable, but they take a 5 point item to nigh negate a 150point unit. Imo, that should be the definition of bullshit.
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| und_ed |
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Greater Daemon

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Considering the utter garbage that is the TK book, I really don't think you need to get upset that they make use of one common item, Feez.
-und_ed
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| gjnoronh |
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Lord of the Skull Throne

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Thread pinned - nice one LAV
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It's pretty hypocritical to deride GW for valuing their pocketbooks over what's good for the growth of the hobby while you are buying on ebay and playing in your friendly local gaming store.
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| FeeZ |
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Exalted Daemon

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| QUOTE (und_ed @ Aug 8 2011, 02:15 AM) | Considering the utter garbage that is the TK book, I really don't think you need to get upset that they make use of one common item, Feez.
-und_ed |
Well, it's either that 5 point item or the 10 point item that does the same thing. I honestly don't even bother with Skulltaker anymore in TK games.
But yes, I get much more upset with Chariot units of 6, as they tend to hurt... a lot...
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