Dämonengerüchte

      Dämonengerüchte

      "I have some exciting playtesting rumors from a recent tournament on DL I want to share.
      Due to privacy, I will not share who had the playtest copy, or who shared some of the bits with me.
      Daemons will be alot more flexible as far as 1 for 1 restrictions.
      Playtest Tzeentch shoots the same as now, but has 18" range
      Heralds give your army special abilities, Nurgle gives your PB's poison, Slaanesh makes ASF, etc.
      Nurglings Scout
      No more frenzy for Khorne
      No more auto-pop. LD on 2d6 and suffer as many wounds minus modified LD.
      PR's move to rare. 2d6 attacks and regen each.
      Bloodcrushers go to rare. 2+ scaly skin save.
      They keep the +_1ld and 5+ ward
      GD's can take 100 points in Daemonic Gifts
      Chariots are gone, but can be used for Heralds."



      Magic Lores should be redone and re-balanced for 7th edition. Things that are obnoxiously confusing (or were in the past and for a while after release), like Titilating Delusions (Slaanesh Spell) will be re-done or dumped for something newer and less wordy/complicated.


      Daemons will, in general, get their points looked at very hard by GW developers. Currently Daemons are too expensive for what you get from most of them. This is particularly true in a Daemonic Legion where you are FORCED to take 2-core minimum (same for most everybody of course), but that would cost you anywhere from 150 pts (10-girl squad) for Daemonettes, to 160 pts for 10-Bloodletters or Plaguebearers minimum squad.


      What's the problem ? Well...something like the Daemonettes that have 2 attacks at WS-4//STR-4 ...but are only T-3, and have a slightly higher than average move value. . . are currently WAY outdone by something like High Elf Phoenix Guard or Swordmasters of Hoeth.

      GRANTED...the High Elves are supposed to be quite Elite...and I get that...but when you consider the Phoenix Guard get a natural 5+ Armor, 4+ Ward, higher WS and Initiative (IIRC), and identical Strength to a D-nette...oh...forgot to mention they cause Fear just like D-nettes too..so that's a wash... ........but basically the High Elves are paying the same number of points you are for a single D-nette and getting a far better unit back in return (when all stats and special abilities are added up).

      - Apparently Bloodletters may be raised up to Toughness-4.... which I think is long overdue (it makes no sense to me that 85% of the Beastmen Army [just Beasts I mean.] gets Toughness-4 for their "Mortal/Living Beastmen", but the Daemonic Infantry of the Blood God get mere Toughness-3 stats....as if they were frail "average" humans or elves..which makes no sense given their supernatual nature. The only ones that should be T-3 in my opinion are D-nettes or Horrors.

      - A Plastic Set is coming out for the Daemonic Herald ! (it may be a plastic/pewter mix). Apparently it will come out with multiple heads/parts that are Chaos God-specific so you can make a Herald for your particular Power very easily.

      - There definitely will be two books...one for Daemons in 40-K, and then a Daemonic Legions Army Book (not sure if that's the exact name or if he was just generalizing about the name it will have).

      - A lot of units from GW-Chaos/Daemon history that have not been in the game for a few editions will re-surface with cool new models.

      *Fiends of Slaanesh will make a return, but more likely will be on 40/50mm bases and still be Poisoned attacks.

      *Beasts of Nurgle are back, and the new models are suppose to be more 3rd Edition like then the 4th Edition ones! SWEEET! Number of Poisoned Attacks may go down (D3+1?) but still very effective.

      *Heavy Cav Commands!!! I've heard in a hushed whisper that Bloodcrushers, Plagueriders and Pleasureseekers will get the option for FC!!! (50pts?)

      *Instability to work more like the Undead's Crumbling...thus you won't "disappear" but start taking wounds with no kind of saves possible.

      *Magic is changing, mostly Slaanesh which is underpriced for it's power, and extremely wordy/confusing most of the time. 2 spells get dropped/changed completey from that Lore. Tzeentch is going to be a bit "more reliable" if that makes any sense...and Nurgle has a farther range.

      *True ward save will be based off your general...not 100% sure about this though."


      " Infantry will probably drop 2pts per model, and the other units will drop as well.

      They're keeping the "True Core" rule, so you'll have to take Bloodletters to get Bloodcrushers, and Flesh Hounds and a Chariot of Khorne. However, in a non-Daemon lead Army, the Heavy Cav wille either count as a Rare and the Chariots as 2 Rares...not sure on this.

      They've been trying to avoid the whole, Doombull, Minos of Blood, Chosen Knights of Blood, Bloodcrushers, Dragon Ogres, Chariot of Khorne Army"
      Every time you get off to FF hentai, God kills a Moogle


      Always save the last bullet for the moron who got you into this.




      Which Final Fantasy Character Are You?
      Final Fantasy 7
      Joar ganz nett das sie die Dämonen überarbeiten aber das sterbliche Chaos außen vor zu lassen finde ich etwas bescheiden da Chaos momentan in meinen Augen nicht gewinnbar zu spielen ist (Fluff mäßig is Chaos geil ich spiel sie ja selber seid 4 Jahren) aber der ganze fluff is eher nebensächlich wenn man nie gewinnt (WE ca80% gewonnen ...Chaos max 10%). Aber mal sehen was noch kommt...

      gez.Seph
      Die Härte und Aufpralloberfläche nimmt proportional mit dem Umbau- und Malaufwand zu.
      Es gab doch noch was:


      After reading some of the rumor posts about the New Daemons, I felt the forum a shot in the arm. I been lucky to talk with people who played tested the New Daemons, plus have a inside source at GW.

      I play Tzeentch so most of the questions, I asked was about Tzeentch Daemons. Here some of the feedback I recieved.

      1: 5+ true ward save if within 12 inches of your General. If out of the 12 inch range it's a 5+ Daemonic Ward Save.

      2: Units to drop back down to a LD8

      3: New Lore of magic for Slaanesh, Nurgle & Tzeentch

      4: Bloodletters with 4T now

      5. Flamers with S4 magical bolt, in the last play list.

      6. Screamers will get a D3 fly over attack, question is S4 or S5?

      7. Look for new units for Slaanesh & Nurgle [Fiends of Slaanesh, Beast of Nurgle & Nurgle Palanquin]

      8. Horrors got new bound spells

      9. Best for last, no more Daemonic Instabiliity at least in the last play tested list.


      Been told with VC a wrap except minor things, full fantasy attention is now on Daemons. Look for the book to be printed some time in Feb. Will post even more information when I get them.


      Ich hoffe Punkt 9 ist nur der Autopop gemeint. Amsonsten wäre das ein verdammter Mist.
      Every time you get off to FF hentai, God kills a Moogle


      Always save the last bullet for the moron who got you into this.




      Which Final Fantasy Character Are You?
      Final Fantasy 7
      - All gods are mixable, even if general has a mark and i mean not undivided
      - No instability
      - Moral goes down from 9 to 7 for core
      - Fixed ward save
      - No new units; no Fiends, no Beast of Nurgle
      - Pleasureseekers will stay
      - No Changebringers anymore
      - Cloud Of Flies is gone
      - Princes are going to be a so bad, expensive, non-flying, and have to be equiped that they won't be a good choice anymore
      - Chariots only for Heralds
      - No frenzy for Khorne anymore but re-roll for failed hits (in german the rule is called Hate, don't know what you call it in english)
      - No toughness 4 for Bloodletters but strength 6 (and deathstrike?)
      - Heralds will be useful for strengthening regiments; e.g put em in Pleaguebeareres and they gain Regeneration
      - Heralds have options to be equiped with mighty standards that weakens your opponents magic drastically in the way that not only double 1, but double 2 and 3 of one chosen magic lore will cause miscast
      - Great demons become cheaper and can be equiped
      - Keeper will gain movement 10 and might have the ability to force an opponents unit to attack him or flee
      - Screamers much stronger, fly special formations and have the shout-attack with strength 5 (not quite shure about this anymore)
      - 13 Points for core units
      - Magic defense will be weak, didn't heard about spellbreaker but preventing damage by magic will be hard
      Guess thats all i remember. Though, huh? What do you think...


      Die Gerüchte geraten in eine 180° drehung.
      Keine Instabilität mehr und mieser Moral.

      Das einzige was mir gefällt ist der Tausch von Raserei in eine Art Hass bei Khorne, die Verbilligung und die Option für Große Dämonen auf Dämonengegenstände.
      Every time you get off to FF hentai, God kills a Moogle


      Always save the last bullet for the moron who got you into this.




      Which Final Fantasy Character Are You?
      Final Fantasy 7
      Hm klingt intressant, nur das der Dämonenprinz unbrauchbar wird kann ich i.wie nicht so ganz glauben. Aber nunja mal sehen was der Codex bringt ;).
      jeder mag skinks :D
      skink21

      Mitglied der Skullcrushers (2 größter Vorarlberger Club :P )


      An jeden Voarlberger der hier mal online ist bitte unser eigenes Forum ganz unten beachten :)
      Keine Instabilität mehr und mieser Moral.

      Noch eine Standard-Armee *gähn* Und davonlaufende Dämonen sind irgendwie eine ziemlich lächerliche Vorstellung.

      Das einzige was mir gefällt ist der Tausch von Raserei in eine Art Hass bei Khorne

      Ich weiß nicht. Khorne ist der Gott des ungezügelten Blutrausches, da passt doch nichts besser als Raserei. Muss man wirklich alles biegen bis zum geht nicht mehr um eine Armee härter zu machen?
      Ich denke auch, dass es sich mit der Instabilität wie bei den Untoten verhalten wird. Dämonen laufen einfach nicht davon, wovor wollten die Angst haben?
      Exitus Acta Probat - Der Zweck heiligt die Mittel

      --Unbemalte Armeen haben keine Seele--

      ARIADNA, zum Gewinnen geboren.
      Wieder was neues:


      Tzeentch lore update:

      Only 6 spells.
      1 red fire: d6+1 hits, d6+1 Str, 24" range
      2: d3+1 pool power dice
      3:can't remember
      4: 2d6 hits, d6+1 Str, 30" range
      5:can't remember
      6: STR - I don't remember per model in unit - creates horrors

      The Lvl 2 "cap" is a bit of a misread...the other two Greater Daemons (Nurgle and Slaanesh) start off as just Lvl 2 mages, and you can upgrade them via the normal points cost per level. Only the Tzeentch Changer of Ways starts off as Lvl 4 (makes sense really).


      The Greater Daemons now are going back to a bit of a similiar feel when they appeared in the 2002(3?) Annual and you could tailor them up a bit. So not EVERY Greater Daemon in the Warhammer world was exactly the same.

      Instability is gone, replaced by a form of crumbling/instability.

      Plagueriders of Nurgle have been toned down, last I heard it was D3+2 Attacks (still Poisoned) per model, a slight drop in points, and seperate stats for the riders (Plaguebearers) on top. Same is true of the Bloodcrushers, who get an upgrade on their Armor Saves...thus far at least.


      Und für alle denken: He, gleiches zerfallen wie Untote cool.

      Es gibt einen Untershied ob jetzt 4 Skelette bzw. Zombies zerfallen, oder ob es Zerfleischer Feuerdämonen etc. erwischt.

      Diese Deppen hatten wirklichne gute Idee und jetzt wirds wieder vermasselt.
      Every time you get off to FF hentai, God kills a Moogle


      Always save the last bullet for the moron who got you into this.




      Which Final Fantasy Character Are You?
      Final Fantasy 7