Sersi Posted August 23, 2022 Share Posted August 23, 2022 What?!!! Daemonettes are movement 10" and Seekers are M16" and S4/T4! Daemonette with effectively 17" charge range on average and potentially 24" without advance and charge. Masques "Eternal Dance" is decent but I hope their more to her than this and re-rolling 1's to wound. Link to comment https://bolterandchainsword.com/topic/375631-daemons-of-slaanesh-rules-preview/ Share on other sites More sharing options...
Progenitor Posted August 23, 2022 Share Posted August 23, 2022 Still need to see the weapons profiles but it does look like a good glow-up just from basic stats. I'm not sure how I feel about line infantry that can move 10" but T3 and a 5+ save doesn't make them that survivable sat on an objective. At least lack of shooting makes it not seem like a decision when it comes to actions. Link to comment https://bolterandchainsword.com/topic/375631-daemons-of-slaanesh-rules-preview/#findComment-5859932 Share on other sites More sharing options...
Sersi Posted August 23, 2022 Author Share Posted August 23, 2022 These are some big boosts: Daemonettes: Gained: +1S, +2A, +3M, +1AP, they lost the rending rule but now wound Marines on a 4+ with 2X the number of attacks and better AP. 10X Daemonettes: (41 Attacks)(0.667) = 27.3 hits, (27.3)(0.50) = 13.7 wounds, (13.7)(0.50) = 6.8 unsaved wounds = (6.8)(0.50) = 3.4 dead space marines (41 Attacks)(0.667) = 27.3 hits, (27.3)(0.667) = 13.7 wounds, (18.2)(1) = 18.2 unsaved wounds = 18.4 dead Imperial Guardsman * Even with the loss of rending and fights first they murder in melee, even with no other support. With a base 10" move they should always be getting the charge anyway. Seekers: Gained: +1S, +1T, +2A, +2M, +1AP, they also lost the rending rule but now wound Marines on a 4+ with 2X the number of attacks and better AP. Unholy Speed: is now +1 to charge rolls. Link to comment https://bolterandchainsword.com/topic/375631-daemons-of-slaanesh-rules-preview/#findComment-5859933 Share on other sites More sharing options...
Sersi Posted August 23, 2022 Author Share Posted August 23, 2022 3 minutes ago, Progenitor said: Still need to see the weapons profiles but it does look like a good glow-up just from basic stats. I'm not sure how I feel about line infantry that can move 10" but T3 and a 5+ save doesn't make them that survivable sat on an objective. At least lack of shooting makes it not seem like a decision when it comes to actions. The Discord playtest rumor is Daemonette Claws are: Melee S:user/AP-2/Dam 1. They've all been correct so far. Link to comment https://bolterandchainsword.com/topic/375631-daemons-of-slaanesh-rules-preview/#findComment-5859934 Share on other sites More sharing options...
Special Officer Doofy Posted August 23, 2022 Share Posted August 23, 2022 6 hours ago, Progenitor said: Still need to see the weapons profiles but it does look like a good glow-up just from basic stats. I'm not sure how I feel about line infantry that can move 10" but T3 and a 5+ save doesn't make them that survivable sat on an objective. At least lack of shooting makes it not seem like a decision when it comes to actions. Remember it's a 4+ save for shooting, 5+ for melee. Link to comment https://bolterandchainsword.com/topic/375631-daemons-of-slaanesh-rules-preview/#findComment-5860027 Share on other sites More sharing options...
Ulfast Posted August 24, 2022 Share Posted August 24, 2022 They look really scary. But right now most daemons seems scary. shall be a very intersting codex to get. Can´t wait. Link to comment https://bolterandchainsword.com/topic/375631-daemons-of-slaanesh-rules-preview/#findComment-5860116 Share on other sites More sharing options...
Xenith Posted August 25, 2022 Share Posted August 25, 2022 Great for daemon players, these things will be fast (hopefully losing advance and charge? 10" base move + advance/charge will be broken) however I'm not a fan of the continual arms race - stuff is too killy. Special Officer Doofy 1 Back to top Link to comment https://bolterandchainsword.com/topic/375631-daemons-of-slaanesh-rules-preview/#findComment-5860436 Share on other sites More sharing options...
Special Officer Doofy Posted August 25, 2022 Share Posted August 25, 2022 They have to though. For each two step forwards they took one back. Plaguebearers went up 66% in points and gained 1T, 1A, 1W, got a slightly better save for shooting (5++ to 4+ DS) and I heard some AP. What did it cost them besides 66% points increase? They lost their 5+++, lost the ability to be taken in groups of 30, lost their -1 to be hit, lost 1LD and lost their full rerolls to wound on attacks. Daemonettes went up over 70% in points, gained 2A*, 1S, 1AP, 3" move and a slightly better save for shooting, for almost doubling in points. They lost the ability to be taken in 30, lost their rend on 6's and lost the extra attack bonus for being in a group, so really only 1 extra attack. So they became slightly more killy and faster with a 4++ for shooting instead of 5++ for nearly doubling in points. They also don't fight first either considering that is now a warp storm thing for slaanesh that you have to roll enough 4+'s for and sacrifice picking something else (like Tzeentch can get +1BS and nurgle can get +1WS). The units themselves are not scary at all. The humble bolter of S4 0AP 1D will do just fine for killing daemonettes, and because of the cost increase they lost durability per point spent when you math it out even against bolters, with slaanesh being the most fragile of the 4 gods. The real gems of the book are the warp storm stuff and deepstriking. Not sure why people are scared of the datasheets, everything in the book except a few really bad units went up by atleast a few points or all the way to over doubling in points. You can't quit the arms race with 2 codexes left when you gave it to the previous 20+. Fingers crossed 10th Ed corrects the arms race though! Daemonic Brother and Ulfast 2 Back to top Link to comment https://bolterandchainsword.com/topic/375631-daemons-of-slaanesh-rules-preview/#findComment-5860449 Share on other sites More sharing options...
TheNewman Posted September 2, 2022 Share Posted September 2, 2022 I'll say this, I built a 2000 point Slannesh army under the new rules and then put it in battlescribe under then8th ed codex. The difference in points was enough to buy a knight. Link to comment https://bolterandchainsword.com/topic/375631-daemons-of-slaanesh-rules-preview/#findComment-5863180 Share on other sites More sharing options...
TheNewman Posted September 23, 2022 Share Posted September 23, 2022 After a few games with mono-Slannesh I've come to the conclusion that either they got weaker or the collection I have requires significant updates to function. Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/375631-daemons-of-slaanesh-rules-preview/#findComment-5869147 Share on other sites More sharing options...
Ulfast Posted September 26, 2022 Share Posted September 26, 2022 Can you tell more? It sounds like a very intersting experinces. Link to comment https://bolterandchainsword.com/topic/375631-daemons-of-slaanesh-rules-preview/#findComment-5869767 Share on other sites More sharing options...
TheNewman Posted September 30, 2022 Share Posted September 30, 2022 The problem is really that I only have one Keeper in my collection and even though everything else got better the prices went up too much. 10 Daemonettes hit about as hard as 20 used to, but they cost almost as much and the 4+/5+ doesn't make up for having half as many bodies on the table so they die really fast, and that's repeated over the whole army. I have a horde and the book is rigged to play Monster Mash now, and there's zero benefit to playing mono-god anymore. So far I've played them into CSM and Necrons, the Daemons bounced off the first and the second was a ridiculous turkey shoot. Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/375631-daemons-of-slaanesh-rules-preview/#findComment-5870850 Share on other sites More sharing options...
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