Monday, March 11, 2013

Chaos Daemons: Part 4, Unique HQ's

If this is set up across from you, concede. 


Today we'll go over the Unique HQ's. For a good comparison we'll look back at the previous codex's version of each of the unique HQ's. We'll go in the order they appear, first up:


Skarbrand
Compared to before his shooting is much improved (up to 10 from 0) but for what purpose I'm not sure. He still has a template weapon, albeit a worse
one than the much complained about Breath of Chaos (with 4+ to wound anything and no armor or cover saves allowed). The current Bellow of Endless Fury no longer counts as an instrument of chaos either and with his template no longer ignoring armor saves it's just all over worse. Templates don't really require BS either so the BS 10 is meaningless unless there's a BS test weapon that I haven't heard of. Totally possible. So far, negative.

His strength is down and no longer instant-kills MEQ units. Annoying in challenges. His Initiative is double so he'll always be hitting first against all but I think 4 units in the game. His invuln save is worse and he now has bonus attacks from two close combat weapons (though he should have had that in the previous codex his rules state that he actually has no close combat weapons, what a bamf) Rage Embodied is a little different and we're going to do some math to see how different.

Before it was re-roll every miss in CC within 24'' of him. That means that Khorne units, with their superior WS, will get a .88 chance of hitting in CC (2/3 + (1/3*2/3)). With 2 attacks on the charge and Furious Charge giving you +1 strength you'll cause, on average, ~1.2 wounds against MEQ and ~1.5 wounds against FX. You drop down to ~.6 vs. MEQ and ~.44 vs. FX with the re-roll.

Now it gives Rage and Hatred. This means that only 1 attack is reroll but you get two more attacks. Let's see how this changes. We add the reroll to one attack and have 3 attacks on the charge now. You'll do, on the charge mind you, ~1.77 wounds vs. MEQ and ~2.2 wounds vs. FX. Now, since Bloodletters only have 1 attack, you get a worse drop from above ~.33 vs. MEQ but the same ~.44 vs. FX.

The new Rage Embodied seems worse at first glance but actually gives you a much better alpha strike which is key for Bloodletters. It's also got half the range though so you'll have to keep him close to the units you want to wipe.

Points wise Skarbrand is much more fairly costed now but isn't nearly as good versus vehicles or other MC's. 5th ed rules gave you Armorbane on all MC's automatically and Strength 8 gave you the equivalent of Fleshbane against nearly every single unit in the game. Meaning his 4th ed version was better in 5th ed and 6th ed than his 6th ed version is in 6th. Just give him strength 8 and he'd be golden. Still gonna be shot to death with plasma though :/

Fateweaver
Ugh! What a drastic nerf! You get 8 freaking powers but can only select 1 from 6 of them per turn, technically you only switch between two powers each turn as you can always cast all Change powers. Because you're an MC you can cast two shooting power per turn, okay, but unlike in last edition you cannot shoot them at two different units nor do you get the bonus power use from Master of Sorcery. Your powers are all worse (see Part 3 under Tzeentch) and your CC is the worst in the codex. You no longer have to worry about fleeing after failing one save but you don't get to re-roll saves either. You go from a re-rollable 3+ to a re-roll 1's 4+. In the old you have a .88 chance of saving, in the new a .58 chance of saving. Wheeeee.

You also get the Flying Monstrous Creature rules with this guy as you did with the last one so there is hope for him yet. Dropping plates down on blobs or blowing 3 charges on an Assault 4d6 flaming machine gun will be awesome. Is it more awesome than the last editions template, long range bolts and spawnify powers? Up to you. They are completely different play styles where last codex had Fateweaver as a sniper or vehicle killer this codex has him as a better blob killer.

Fateweaver isn't as good as he was in a lot of areas and now and Ahriman is better and cheaper than him and yet is just a normal human compared the Oracle of all Time. Crunch ≠ Fluff

Ku'gath
Your survivability and CC abilities all increase. Unless you get Insta-deathed from a force weapon (and what army has those?). Your Necrotic missiles are almost exactly the same except they no longer hurt terminators (AP 2 -> AP 3). FX's can no longer harm you in CC without special weapons but your save is worse and you don't have feel no pain. Prepare to turn into a plasma pile. A basic 10 man MEQ squad can deal you 1.5 wounds when you're in rapid fire bolter range. You get a 12'' re-roll on all Daemonic Stability tests with new Ku'gath. It shows how shit this codex is when 1/3 of the Warlord rules are correcting shit rules in the codex. Ku'Gath is now immune to lasgun fire which is nice but a 10 man squad of DE Warriors will knock off half your wounds in 1 round of shooting. Nurgling infestation is now strictly worse too. You're CC attacks are no longer 2+ poisoned but 4+. You not get a psyker level but no good powers (in my opinion, see part 3). You also don't have cloud of flies or aura of decay anymore so CC is pretty much the same. So overall you've got a worse shooting and equal CC unit for just 40 points less. Mehhhh




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