Today I wanna talk about the sleeker, sexier, sorcerer(ier) HQ in the CSM codex: The Sorcerer. A very good, cheap HQ that really requires no upgrades to still be effective. 60 points for a mandatory HQ in a Space Marine equivalent codex is really good. You can spend the extra points on your troops and vehicles and such. Honestly a Captain costs 40 points more, meaning you can take a Rhino and a Sorcerer for the cost of a basic MEQ HQ. And have 5 points left over (get something nice for your mother). Let's analyze each mark first and how they benefit the sorcerer and then mathhammer the powers.
Showing posts with label Slaanesh. Show all posts
Showing posts with label Slaanesh. Show all posts
Wednesday, March 20, 2013
Tuesday, March 19, 2013
Oh 'Lord'y!
Time to talk CSM. The next most recent codex...or whatever. The penultimate Codex. Chaos Space Marines. So far, their codex is doing awesome, what with cheap meat in the form of Cultists and excellent flyers, the Heldrake, as well as the ability to field cheap sorcerers, monster HQs and tons of heavy weapons in the form of Havocs they have become a force to reckon with. The army is excellent as primary or allied but today, I'm here to talk about Lords. Oh yes.
Specific Questions:
How do I make the most Killy Lord?
What CC weapons does he get? (Hint: He always gets CC weapons. Always)
Should he take a mount?
What about Marks?
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| Pretty much every Chaos Lord's dream outfit |
Specific Questions:
How do I make the most Killy Lord?
What CC weapons does he get? (Hint: He always gets CC weapons. Always)
Should he take a mount?
What about Marks?
Labels:
40k,
Chaos,
Chaos Lord,
Chaos Space Marines,
Close Combat,
Equipment,
Khorne,
Math,
Nurgle,
Slaanesh,
Tzeentch,
Weapons
Wednesday, March 13, 2013
Chaos Daemons: Part 8, Troops
With a brief review a the troops you can see that some are improved. There are more options (random options) for your characters, everyone has pretty reduced stat-lines and are cheaper. But as in last edition, they blow. They honestly suck against MEQ and FX but at least they're cheaper. Which does make them somewhat good. The problem is that in order to make Plaguebearers and Pink Horrors cheaper they decided to nerf them pretty hard. Why? It's not like we were slaughtering units left and right with absurdly priced troops before. Now they're fairly priced but they get nerfs? That's like going to a dealership and the guy says, "Listen, I'll drop the price on the car by half, but I'll take out the engine and the back wheels." just because it's cheaper doesn't make it a deal. Anywho let's see how they stack up to previous incarnations.
Tuesday, March 12, 2013
Chaos Daemons: Part 7, Unique HQ's
Don't take them.
Whoops, I should introduce this section first. This is about the Daemon's unique HQ's (Changleing, Skulltaker, The Masque, Epidemius, The Blue Scribes and Karanak). Due to poor writing you can't take The Masque or The Blue Scribes as part of your 4 HQ limit. Most of these HQ's are cheaper (or the same price) except Karanak, who is no longer an upgrade for Hounds of Khorne? No idea why. He went from 50 (15 for Hound, 35 for Upgrade) points to 120. He's got a little more of everything though but is just not worth it in a shooting game. Let's get into why you should never take any of these guys (other than for cheesy cheese or fluffy armies)
Whoops, I should introduce this section first. This is about the Daemon's unique HQ's (Changleing, Skulltaker, The Masque, Epidemius, The Blue Scribes and Karanak). Due to poor writing you can't take The Masque or The Blue Scribes as part of your 4 HQ limit. Most of these HQ's are cheaper (or the same price) except Karanak, who is no longer an upgrade for Hounds of Khorne? No idea why. He went from 50 (15 for Hound, 35 for Upgrade) points to 120. He's got a little more of everything though but is just not worth it in a shooting game. Let's get into why you should never take any of these guys (other than for cheesy cheese or fluffy armies)
Monday, March 11, 2013
Chaos Daemons: Part 6, Heralds
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| Winner takes all. It's the thrill of one more kill... |
Sunday, March 10, 2013
Chaos Daemons: Part 2, Ranged Weapons
Daemons are SOL for shooting
Going to divide this section up into the Ranged Weapons list and the Psychic Powers/Rewards. There are very few ranged weapons that can be taken on anyone but Soul Grinders. How few? None on troops. None. Unless you randomly roll for one on rewards or take a psychic power. Meaning your troops who want to shoot will have to watch as your opponents get Deny The Witch rolls every time.
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