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Everyone is raving about the Tzeench locus, but to me it ranks 3rd.  Slaanesh and Khorne help you get in melee, whereas Tzeench is a melee buff for the daemons least likely to want to be in melee.  I am not sure what all the fuss is about.

 

I also don't understand this concept of soup being better than mono, considering the detachment system lets you have both.

Edited by Withershadow

Everyone is raving about the Tzeench locus, but to me it ranks 3rd.  Slaanesh and Khorne help you get in melee, whereas Tzeench is a melee buff for the daemons least likely to want to be in melee.  I am not sure what all the fuss is about.

 

I also don't understand this concept of soup being better than mono, considering the detachment system lets you have both.

I'm not crazy about the Tzeentch one either but it may potentially help screamers and daemon princes alot if a herald on disk escorts them. Imagine how often you are going to roll a 1 with it though. Ughn.

Everyone is raving about the Tzeench locus, but to me it ranks 3rd.  Slaanesh and Khorne help you get in melee, whereas Tzeench is a melee buff for the daemons least likely to want to be in melee.  I am not sure what all the fuss is about.

 

I also don't understand this concept of soup being better than mono, considering the detachment system lets you have both.

It's not about detachments, it's about the whole army. Either you have a soup army or not. You can't have both.

 

I agree about the Tzeentch Locus. If Tzeentch wanted to be in melee or if there was some kind of melee meta then I'd rank it number two or even one, but in a shooty meta for a non-melee army it seems of little use.

Then again if it works on CSM daemon engines it might be neat for Possessed, Maulerfiends, Heldrakes and Mutilators I guess.

The way I see it, Tzeentch's locus isn't about making them combat ready. It's about keeping a unit alive long enough for them to then fall back on your turn so that you can blast the unit that charged you with a different unit. Maybe I'm looking at it the wrong way, but that seems like the main reason behind why Tzeentch gets that sort of locus.

What are other people's thoughts on the psychic powers. Apparently there are 22. That's Dark Hereticus and Smite plus 15 split between Nurgle, Tzeentch and Slaanesh.

If Dark Hereticus is in safe to assume the 3 god powers from the Chaos Marines books are in. Then there will be the 3 powers each from the index. So potentially only one new power per god

The way I see it, Tzeentch's locus isn't about making them combat ready. It's about keeping a unit alive long enough for them to then fall back on your turn so that you can blast the unit that charged you with a different unit. Maybe I'm looking at it the wrong way, but that seems like the main reason behind why Tzeentch gets that sort of locus.

Same thing really. Most of the game it won't do anything for a Tzeentch Daemon list.

The Locus say BLANK DAEMON, insert god allegiance to blank. Daemon engines gain marks and keywords like Mark of Nurgle, but they don't become Nurgle Daemons, right? Like I can't use it on Haulers or Maulerfiends?

If you give your unit a Mark of Nurgle (for example) it gains the keyword "Nurgle" not "Mark of Nurgle" so the Locus would apply unless the Codex Daemons says otherwise somewhere.

Edited by sfPanzer

Btw. since I was just looking at the Datasheets....did anybody notice the Daemon Datasheets (Daemonette etc.) don't have Daemon as faction keyword in the CSM Codex?

 

That hilariously means that you can't build a Daemon detachment with those Datasheets. Although I'm pretty sure that's just an oversight we should report to GW, it could also possibly mean that the Codex Daemon Datasheet of those units looks differently (which would make the ones in the CSM Codex irrelevant again lol). :D

The Locus say BLANK DAEMON, insert god allegiance to blank. Daemon engines gain marks and keywords like Mark of Nurgle, but they don't become Nurgle Daemons, right? Like I can't use it on Haulers or Maulerfiends?

They gain 'god' keyword. Designers commentary document by GW has this exact issue clarified and they say that marks and god allegiances are treated as the same thing. And even provide an example of khorne posessed benefiting from khorne herald +1S aura

Btw. since I was just looking at the Datasheets....did anybody notice the Daemon Datasheets (Daemonette etc.) don't have Daemon as faction keyword in the CSM Codex?

 

That hilariously means that you can't build a Daemon detachment with those Datasheets. Although I'm pretty sure that's just an oversight we should report to GW, it could also possibly mean that the Codex Daemon Datasheet of those units looks differently (which would make the ones in the CSM Codex irrelevant again lol). :biggrin.:

That's funny. They were pretty much filler in the CSM codex anyways, so not a big deal that they'd get overwritten. It's nice to have the option of summoning in one book, but the majority of Chaos players will buy both books regardless. 

What are other people's thoughts on the psychic powers. Apparently there are 22. That's Dark Hereticus and Smite plus 15 split between Nurgle, Tzeentch and Slaanesh.

If Dark Hereticus is in safe to assume the 3 god powers from the Chaos Marines books are in. Then there will be the 3 powers each from the index. So potentially only one new power per god

Where are you getting the info on the number of psychic powers? Seems weird to have only 4/5 spells per god.

 

Would be interesting if any CSM powers affected daemons.

 

 

The way I see it, Tzeentch's locus isn't about making them combat ready. It's about keeping a unit alive long enough for them to then fall back on your turn so that you can blast the unit that charged you with a different unit. Maybe I'm looking at it the wrong way, but that seems like the main reason behind why Tzeentch gets that sort of locus.

Same thing really. Most of the game it won't do anything for a Tzeentch Daemon list.

I tend to believe Greater Daemons and Princes want to be in melee anyway, Tzeentch included. To me all the Loci are relevant some just more for characters (Nurgle/Tzeentch) and other regular units (Khorne/Slaanesh).

 

A GUO dealing that heavy damage kicks ass, so does attrition improve for multi wound units with the potential to remove hits.

 

What are other people's thoughts on the psychic powers. Apparently there are 22. That's Dark Hereticus and Smite plus 15 split between Nurgle, Tzeentch and Slaanesh.

If Dark Hereticus is in safe to assume the 3 god powers from the Chaos Marines books are in. Then there will be the 3 powers each from the index. So potentially only one new power per god

Where are you getting the info on the number of psychic powers? Seems weird to have only 4/5 spells per god.

 

Would be interesting if any CSM powers affected daemons.

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Perhaps the god specific powers such as miasma of Pestilence will work on daemons but the rest of DH won't. Hopefully they're not just included for belakor.

 

Warptime would be huge for daemons although if it isn't there I really hope it is for Slannesh.

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