Opinion

So, where do we begin with the Daemonic Codex for Warhammer 40k?

Well, unlike a lot of reviews done via quick posts on forums or a mention on podcasts, I wanted something that would last.

I figured giving my editorial opinion on the book is the best way to do this, and still do what I wanted to do--which is give everyone an in-depth look at the Daemon Codex.

My opinion on this book? It's a new army for 40k. Sadly, like the 'robots' or more aptly, the Terminator book...it's not a good addition to the 40k universe. Unlike the Necrons, who suffered from a dearth of models but few distinct roles...oh boy, GW figured out half of the issue. Now this book has plenty of models, sadly the majority of them have the same role--kill infantry and hope to attrition vehicles to death. Not exactly a real diversity to influence people to buy said army, right?

Half the model range is old (crappy in my opinon, honestly who wants more plastic already??) and the other half is a mix of new metal, new plastic, some good models and quite a bit of bad.

There should be a shooty army and I'd give my left nut for some kind of mechanized demon army. So much could have been done, but wasn't. I was real disappointed with this book, especially the fluff part (make believe) not matching the reality of gameplay.

So here it is. I've organized it into sections, and I've done my best to keep it readable and in order but lemme tell ya that blogging an opinion piece sure isn't easy.

At the top of the blog you'll find links to sort the content for easier viewing.
Be warned the HQ section is rather large, as is the Army Lists section.

I hope you enjoy this labor of love.

Sincerely,
Andrew E. Sutton aka 'Stelek'

PS I originally was going to include some of Goatboy's artwork, sadly it made the page load slow (ok, Blogger makes it load slow lol) so I removed it. Sorry Goatboy!

7 comments:

Anonymous said...

Blogger Kris said...

Just a couple notes as I peruse the tactica:

1)Blue Scribes are mounted on a disk and count as jump infantry, so they do have some mobility. Ironically, a decent (well, semi-decent) use for Screamers - to form as escort for this guy!

2)I'm not a fan of Pavane on Slaaneshi heralds, especially on a chariot, simply because I enjoy using their Fleet ability. I suppose if I had the extra points from somewhere else, I'd consider it. I think it's much better on Daemon Princes, though.

3)Flamers tend to die when people concentrate on them, but against units like Tac marines or Sisters, they can usually hold up decently in close combat - sure there's WS2, but also S4, T4, and 2 attacks each (who designed these?). I've had success charging remnants of squads and such with my 3-man squad (after flaming them of course, and not on the drop turn). I tend to drop them first turn, risking a really close drop, to get 3 BoC templates, which will wipe out just about any squad. Priceless against Termi armies, Wraithguard, even DC/Nobs - note no FNP saves!

4)Right on about Daemonettes. Fiends are the equivalent in price, just about, of two Daemonettes, but better in almost every way. Shame, too.

5)Note that even with the Phlegm upgrade, you can still shoot the Harvester cannon. It's not a great weapon, especially in the BS3 hand of a Grinder, but it might do something against weak units.

6)In the Khorne-Tzeentch army, I might drop 3 horrors (one from each squad) to put Chariots on the Heralds. Makes them better, at no real cost to the Horror units, and gives points to put in the Changeling in one squad.

7)In the Slaaneshi army, what about replacing 1 or both Keepers with Heralds on Chariots? A Keeper and two Heralds might be nasty.

Thanks for posting your thoughts!

Chumbalaya said...

Very well done Stelek, kudos.

It looks like we've come to a lot of the same conclusions here, so I'm glad I'm not too far off here ;)

There's a lot of new stuff to think about here, I'll get back when I process it all.

Stelek said...

1) Correct, Blue Scribes are Jump Infantry. And dead as soon as they jump out of a horror squad, or if they move up with a flamer squad and are counter-attacked or rapid fired.
They are in the army as mobile jump out elements, but they are not designed to do that--they should be casting non-Tzeentch abilities like say Pavane so the points you spent for the flexibility is worth it.

2) As stated in the army lists, you use Pavane the turn after you Hit & Run. If you need to fleet, something is going wrong since you can charge just as far as your max H&R. With 2 Heralds firing at each target, you are bound to get a hit and that let's you get Pavane off. I guess I didn't explain that properly.

3) Flamers, like any other unit that is a failure in close combat; can hold an enemy in close combat that also sucks at it. This is not something I'd use as a turning point to make this unit not suck in close combat.

5) Everyone should know you can fire two weapons from a dreadnought, and everyone should know the ordnance template they fire is not ordnance. I guess I could make it more obvious but I haven't seen many players confused by this since GW cleaned up the rules and stopped calling the ordnance templates...ordnance templates, and called them large blast. ;)

6) Don't know why, the army doesn't function properly as you just added 3 more units to the drop. It removes a reach out and fry someone option from the horror units, which is the real cost to them. I do know they are Jump Infantry, that's why they got into the list. I stated my opinion on the strength of chariot heralds several times, but most players will never field one and I want to make sure people can use the models they will actually field.

7) Again, pretty much only tournament players and cross-over fantasy players will ever run chariots. Most slaanesh demon players have a Keeper of Secrets, and if they field 2 heralds and a Keeper...the Keeper dies and the Heralds annoy but don't seriously threaten the other guy. Slaanesh heralds can be dangerous, but they are supportive not direct killing units. Keepers are both, and that's why they are included. Everything considered, the Keeper is a better buy for the Slaaneshi force than Heralds are. It's all about the S7 power weapon @ 7 attacks versus the S5 rending weapon @ 7 attacks. And the T6 giving a boost to survivability.

Froggage said...

Wow there is a lot of information here, no wonder it took so long to do.

I think using the information here you could put together a competitive list for friendly gaming, but like you say I think that you are going to struggle too much to consistently win in tournaments.

Anonymous said...

Awesome read Stelek, very informative. Thanks for taking the time to write it up, its appreciated :)

Stelek said...

Once players read this, if they can't figure out the weaknesses (mech) of the Daemon list (mech) in 5th edition (mech) in a tournament setting (mech) where winning 5 games is what gives you the win (mech) I don't know what to say.

John and his Immolator Army beat the Daemons up for a reason (mech).

Did I mention mech? ;)

Unknown said...

just saying youre all underistimate the power of 4+ invol save, + if you want to have a competitive army go with two bloodthirsters upgraded with unhily might ( +1s) and blesing of the blood god ( 2+ inbil save ageinst pchycik powers and fors weapons) so now you have two monsters with Ws10 Bs4 S8 (furius charge) T6 W4 I5 A5 Ld10 Sv3+/4+ With wings so they can fly, then go with thre daemon prinses all fuly upgraded now you have five flying monstrus creatures then take some troops for obgectivholding shore some of them may die bit every singel match Ive playd with this army ive won. I think I culd even handel grey knighs with my blesing of the blood god+ love the 6th edision : p

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