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Old 12-15-2007   #61 (permalink)
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Has she chosen a color scheme yet?
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Old 12-15-2007   #62 (permalink)
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ahh, possessed with moark of tzeentch... they already got a 5+ inv save dont they? i dont got my codex handy
that would give them a 4+ inv save
plus theeir special abilities is awesome, i manged to roll for Rending against Marines, massacre ^^ lol


BTW, has this new codex been confirmed ?!??? for the coming spring i mean????
alot of people are syaing "hold off demons" etc but i woldnt bother unless the new dex was coming relatively soon. if its over a year away you might as well build a demon now and another the next year...if anything itll help your skills ^^
I'll put off buying the balrog until someone tells me that the demon dex is coming soon officially....
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Old 12-15-2007   #63 (permalink)
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Quote:
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BTW, has this new codex been confirmed ?!??? for the coming spring i mean????
alot of people are syaing "hold off demons" etc but i woldnt bother unless the new dex was coming relatively soon. if its over a year away you might as well build a demon now and another the next year...if anything itll help your skills ^^
I'll put off buying the balrog until someone tells me that the demon dex is coming soon officially....
Dude I don't even think the Chaos codex itself has been confirmed by GW, never mind its release date. I've heard plenty of rumors about it and people say it's coming, but I've seen no confirmation from GW that it's being released (or that it's in the works).
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Old 12-16-2007   #64 (permalink)
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oh, pity
let the demon building commence then !
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Old 12-16-2007   #65 (permalink)
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So for the Daemon Prince's psychic powers, I suggested these three combinations to my girlfriend:

Doombolt + Bolt of Change
Warptime + Doombolt
Warptime + Bolt of Change

Any suggestions/advice?
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Old 12-16-2007   #66 (permalink)
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i think id go warptime + doombolt.
want to keep it shooty effective i think and then allow his natural normal CC skills as they are ^^
keeping with tzeentch ye know.
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Old 12-16-2007   #67 (permalink)
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Quote:
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i think id go warptime + doombolt.
If I read it correctly, with Warptime the DP would be able to re-roll any failed hits with his Doombolt (Assault 3), right?
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Old 12-16-2007   #68 (permalink)
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hmmm you can only use one physic power per turn?
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Old 12-16-2007   #69 (permalink)
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Quote:
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hmmm you can only use one physic power per turn?
With Mark of Tzeentch you can use up to two per turn, but only one may be a psychic weapon.

So the way I see it, she'd use Warptime first and then Doombolt. If both psychic tests are successful, she'd be able to re-roll any failed Doombolt hits.
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Old 12-16-2007   #70 (permalink)
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But if he has mark of tseentch, why not give him bolt of change? Far more deadly and versatile methinks...
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Old 12-16-2007   #71 (permalink)
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Quote:
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But if he has mark of tseentch, why not give him bolt of change? Far more deadly and versatile methinks...
Well, let's compare stats here:
Doombolt (10pts) = 18" S4 AP3 A3
Bolt of Change (25pts) = 24" S8 AP1 A1

They're both fairly powerful powers, and Bolt of Change is more powerful, but Doombolt has more shots.

Basically, Doombolt could be compared to a heavy bolter, and Bolt of Change could be compared to a multi-melta.

So rather than taking out only one troop at a time, he could potentially take out three. Giving Warptime to Doombolt would help ensure that all three shots hit their target.

Last edited by Cirative; 12-16-2007 at 09:14 AM.
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Old 12-16-2007   #72 (permalink)
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If you have the points I'd go for both. Use Doombolt for those pesky ground-pounders and keep bolt of change for the larger gribblies and tanks that cross your path.
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Old 12-16-2007   #73 (permalink)
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thats a plan, but what about warptime.... we wantr them all !!!!! :'( lol
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Old 12-16-2007   #74 (permalink)
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Quote:
Originally Posted by Ides View Post
If you have the points I'd go for both. Use Doombolt for those pesky ground-pounders and keep bolt of change for the larger gribblies and tanks that cross your path.
Quote:
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thats a plan, but what about warptime.... we wantr them all !!!!! :'( lol
I'd think the Doombolt/Warptime combo would be best. Let something else deal with the big stuff, like Terminators, or a Predator if you can take one (I'm not too familiar with the new codex).

Plus, Doombolt is only one shot. So if it misses, then your Sorcerer is probably in trouble.
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Old 12-16-2007   #75 (permalink)
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mark of tzeentch means you can take three psychic powers.
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Old 12-16-2007   #76 (permalink)
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Quote:
Originally Posted by Inquisitor Rosenadel View Post
Plus, Doombolt is only one shot. So if it misses, then your Sorcerer is probably in trouble.
I think you meant to say Bolt of Changes.

Quote:
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mark of tzeentch means you can take three psychic powers.
Incorrect.

Excerpt: "... A Daemon Prince may be a psyker by taking one of the following psychic powers (models with the Mark of Tzeentch may take up to two)."
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Old 12-16-2007   #77 (permalink)
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ah, my mistake.
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Old 12-16-2007   #78 (permalink)
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may take up to two?
but can he use two per turn?
((if so could you just quote it, i havent got my codex at home atm )
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Old 12-16-2007   #79 (permalink)
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Quote:
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may take up to two?
but can he use two per turn?
((if so could you just quote it, i havent got my codex at home atm )
Excerpt: "A psyker may only attempt to use one psychic power per turn. The only exception to this is a model with the Mark of Tzeentch, which can attempt to use up to two psychic powers per player turn (but not two powers that both count as firing a weapon, as models can only fire one weapon per Shooting phase)."
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Old 12-16-2007   #80 (permalink)
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Quote:
Originally Posted by Biadetic View Post
may take up to two?
but can he use two per turn?
((if so could you just quote it, i havent got my codex at home atm )
sure under Psychic Powers in the wargear sections

quote "...a model with the Mark of Tzeentch, which can attempt to use up to two psychic powers per player turn (but not tow powers that both count as firing a weapon...)
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Old 12-16-2007   #81 (permalink)
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ah sorry, cheers !
**must go off and read codex more thouroughly (sp??? lol) **
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Old 12-16-2007   #82 (permalink)
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Another question: Since the Chaos codex lets you mix and match with god-specific unit types (Khorne Berzerkers, Thousand Sons, Noise Marines, Plague Marines) does that mean you may also freely choose special characters, like Abaddon the Despoiler? Or is he restricted to a certain legion?
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Old 12-16-2007   #83 (permalink)
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Quote:
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Another question: Since the Chaos codex lets you mix and match with god-specific unit types (Khorne Berzerkers, Thousand Sons, Noise Marines, Plague Marines) does that mean you may also freely choose special characters, like Abaddon the Despoiler? Or is he restricted to a certain legion?
There doesnt appear to be restrictions like that but I can't seem to find the normal rules assossiated with special characters such as only in a 2000 pt armies.

Can anyone else confirm this I can't seem to find restrictions on special chracters in any of the new dexes.
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Old 12-16-2007   #84 (permalink)
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Well they removed certain restrictions on special characters, such as having to ask your opponent to use them, but I don't see anything about having a minimum points army in order to field them either.

Like in the SM codex, for example, it says something to the effect of, "Marneus Calgar may be taken in an Ultramarines force of 1500 points or more."

But there's no specific legion or points-value required to field Chaos special characters, from what I see.
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Old 12-16-2007   #85 (permalink)
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I know Dave Taylor, and at least 3-4 other GW poster byos and big wigs have confirmed the daemon dex. And they are showin the new models to be released with it nxt sping. It's been confirmed for a while now.. Stitch would likely know the who and the why though.
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Old 12-17-2007   #86 (permalink)
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Well that's good to hear.

Will it be an expansion to CSM, or a stand-alone expansion to introduce an all-Daemon (non-CSM) army?
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