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Chaos Legions

 Post subject: Chaos Legions
PostPosted: Sat Mar 01, 2008 3:13 pm 
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This is what happens when you have couple days of free time, Codex Chaos Space Marines, Crapocalypse, and IA:Crapocalypse.

Click here to download a virus that will destroy your pdf reader! (1.68MB)

It has a little 'Lorem ipsum' to fill the fluff but it still shows how I see a 'generic' chaos list.

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 Post subject: Chaos Legions
PostPosted: Sat Mar 01, 2008 3:34 pm 
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Some cool stuff in there, Crabowl!  I really like having to sacrifice a character to get the Greater Daemons in play!

Two things off the top (I'll try to go more in depth later):

1) "Beastmen" should probably be called "mutants", as that's how they're referred to in current 40k

2) Having your summoning based on a "Icon Bearer" being in the formation is a much greater weakness than the current Black Legion summoning rules.  A couple of well placed enemy sniper units and your Daemons are going to stay relaxing in the pool all game!

Good work!

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 Post subject: Chaos Legions
PostPosted: Sat Mar 01, 2008 4:00 pm 
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Those are good points, Daemonic Pact upgrade works well and then Focus on the Icon bearer I think is fine.

To that I would add:

1) You should split the weapons' range into a separate category instead of including it with firepower.

2) Not call the Dreadclaw a unit (as per the change doc's) and give the cruiser a transport capacity (otherwise you can't use Dreadclaws).

3) Upgrades Allowed should just list the upgrades, the actual upgrades and their point values should be in the upgrades table.

4) The reference table should be a landscape layout, it would give you a lot more room.

5) You should have to take a greater daemon in order to summon lesser daemons.  I would make it he other way around.

I really like it, it simplifies things a little, and the layout is swanky.

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 Post subject: Chaos Legions
PostPosted: Sat Mar 01, 2008 4:38 pm 
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In SM1, they had/have Sacrifice and Summoning rules too. Sounded neat but we never used them ... :ghostface:

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 Post subject: Chaos Legions
PostPosted: Sat Mar 01, 2008 5:22 pm 
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Looks very interesting :)

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 Post subject: Chaos Legions
PostPosted: Sat Mar 01, 2008 8:02 pm 
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Very interesting alternative to the current Chaos Legion list, I'd say. I especially like the Havoc option on the rhino transports, making them more appealing and allowing to remove the AA ability from the obliterators.

The daemon summoning looks a lot more expensive now, and I'm talking more specifically about the greater daemon. Having to sacrifice an unit including a character is quite high in cost indeed.

I still believe daemons should be summoned as a separate formation, like some Daemonic Legions. It would fit better the way Epic handle battles ; we're not talking about a few lost daemons among a horde of mortals, after all. When such an Epic battle begins, it should involve a true daemonic horde swarming from a powerfull summoning spell !


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 Post subject: Chaos Legions
PostPosted: Sat Mar 01, 2008 8:12 pm 
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How about a Warp Rift? Usable in the same way as Eldar Wraithgates but only for daemons?
If Epic is the better version of Wh40k Apocalypse then there shpuld be a combinet armylist of:
Codex Chaos Space Marines
Lost and the Damned
Codex Daemonic Legions (should be available in April)

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 Post subject: Chaos Legions
PostPosted: Sun Mar 02, 2008 11:19 am 
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Thanks for all the replies.

I'll see if I have time to check the others later but for now I changed the Daemon Pool to Six Lesser Daemons for 150, and Greater Daemon for +50.

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 Post subject: Chaos Legions
PostPosted: Sun Mar 02, 2008 1:03 pm 
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That's rather cool... very nice production quality!

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 Post subject: Chaos Legions
PostPosted: Mon Mar 03, 2008 7:40 am 
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In overall, I like it, but some low prices and other comments...:

Land Raiders 50 apiece? (except first 4 for 250, but even that is cheap!)
4 Terminators for 4? (again, 100 points less than loyal ones)

I guess it is intentional that these cannot drop Terminators.
The new Thousand Sons unit seems to suck when compared to Plague Marines - CC5+, inv  vs. CC3+
The choice of AMTL upgrades to Titans seems quite .. powerful?

Should the Cultist Retinue be 'total of 8 cultists and/or mutant units'?

The new Daemon Prince does not seem worth 100+ points... and it cannot be teleported, dropped, transported or have wings.. maybe it should be a character with those stats?


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 Post subject: Chaos Legions
PostPosted: Mon Mar 03, 2008 8:28 am 
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LRs do seem a bit cheap

The Titan Legion additions might be problematic I think since it means trying to balance the army with units from a different force. Could be a nightmare.

Raptors seem a little dull.

Why did you remove the AA from the Obliterators?

Summoning seems a little simpler but as was mentioned the IB will be sniped in seconds.

Nice to see Vindicators. Not sure about the Baneblade though.

Aside from simplifying the list was there a design goal you had in mind for the army?

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 Post subject: Chaos Legions
PostPosted: Mon Mar 03, 2008 10:44 am 
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Raptors seem as assault marines, just as they should. I never understanded why raptors were (are?) better at FF than assault marines.

Raptors are choppy, havoks are shooty and marines are balanced.

Great thing that oblies lost AA and that Chaos finally got that long needed AA-tank, and even without fan-tank!

Nice thing that Thousand sons are no longer as armoured as terminators.

Me likes!

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 Post subject: Chaos Legions
PostPosted: Mon Mar 03, 2008 1:39 pm 
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(Chroma @ Mar. 01 2008,14:34)
QUOTE
1) "Beastmen" should probably be called "mutants", as that's how they're referred to in current 40k

I just used the names from the Epic Chaos Sprue thinking it's easier that way since you know which models they are.


(Chroma @ Mar. 01 2008,14:34)
QUOTE
2) Having your summoning based on a "Icon Bearer" being in the formation is a much greater weakness than the current Black Legion summoning rules. ?A couple of well placed enemy sniper units and your Daemons are going to stay relaxing in the pool all game!

Eldars are the only force that usually has enough snipers to take them out without sacrificing something in return (like moving 350 point formation to move 1 or 2 snipers in range etc). I'd be more worried about barrages and air assaults than some snipers, but eldars probably can do that too (sheesh I hate those pointy eared Cads - and it has nothing to do with the fact that I lost 0-4 against them yesterday with my guards). The weakness is added to compensate for the daemons staying there until the formation breaks or they are destroyed, and because they are now fearless and much less vulnerable to being killed before the end of the phase (it's possible that they are too cheap now but it's hard to tell without trying them out a few times).


(Dave @ Mar. 01 2008,15:00)
QUOTE
2) Not call the Dreadclaw a unit (as per the change doc's) and give the cruiser a transport capacity (otherwise you can't use Dreadclaws).

I was kinda hoping to actually get to use the models that take money, time, and effort to make by using them as units that give the planetfalling formation some extra size and AV cover if they don't win the strategy roll. The Dreadclaw 'rules' were written on the army list itself and that way removing the need of listing everything a cruiser can carry since it is limited to two formations anyway. If there is some mention somewhere that spacecrafts have to have all their contents listed, then I have to do it but it should be clear enough how they work otherwise, I hope.


(Dave @ Mar. 01 2008,15:00)
QUOTE
5) You should have to take a greater daemon in order to summon lesser daemons. ?I would make it he other way around.

Aye, this was changed.


(rpr @ Mar. 03 2008,06:40)
QUOTE
Land Raiders 50 apiece? (except first 4 for 250, but even that is cheap!)
4 Terminators for 4? (again, 100 points less than loyal ones)

I played a game with IG against Death Guard in a tournament couple weeks ago and single a salvo from a manticore battery broke a chaos land raider company (7 or 8 of them, can't remember). They can take beating a lot but they are really easy to suppress or break, and they are slightly worse than Leman Russes. The LR stats on the list are the same as they were in the rulebook, FF5+ instead of 4+, and they are not all that 'hot' except against tanks. It's possible that they are too cheap now but they just don't seem worth the points they were asked before.


(rpr @ Mar. 03 2008,06:40)
QUOTE
I guess it is intentional that these cannot drop Terminators.

I assume you mean Dreadclaws and yes it is intentional. IA:Crapocalypse lists them as capable of transporting 10 marines or one dread and that's what they can do.


(rpr @ Mar. 03 2008,06:40)
QUOTE
The new Thousand Sons unit seems to suck when compared to Plague Marines - CC5+, inv ?vs. CC3+

Ahh right. FF should've been 3+ and notes should state that it's due to their psychic abilities and represented on their profile even though they are using bolters.


(rpr @ Mar. 03 2008,06:40)
QUOTE
The choice of AMTL upgrades to Titans seems quite .. powerful?

I'm sort of making all the core lists for 'personal' use with similar structure and all the other armies have titans listed the same. Until there is balanced Titan Legions, Gargants and Pointy Eared Walker lists, I'll just use the rulebook titans.


(rpr @ Mar. 03 2008,06:40)
QUOTE
Should the Cultist Retinue be 'total of 8 cultists and/or mutant units'?

That's the intention. I suppose I have to add it there just to make it clearer. I have tried to cut back on the and/or usage and if some formation can take only one type it would be written 'Eight Chaos Cultist or eight Beastman units.' but I'll add the and/or and it should be fine.


(rpr @ Mar. 03 2008,06:40)
QUOTE
The new Daemon Prince does not seem worth 100+ points... and it cannot be teleported, dropped, transported or have wings.. maybe it should be a character with those stats?

Right. Wings and tellyport, I knew I forgot something. I'll fix these later today if time permits.


(pixelgeek @ Mar. 03 2008,07:28)
QUOTE
Why did you remove the AA from the Obliterators?

'These oblis work better than your six hydras' - random tournament quote from a player that played against IG and Chaos, and had 19 fighta-bommers. Oblis are a real pain in the ass to get rid of unlike many other forms of ground AA and they close the air too well without making the formation mixed or losing anything in return.


(pixelgeek @ Mar. 03 2008,07:28)
QUOTE
Nice to see Vindicators. Not sure about the Baneblade though.

It's there to replace Decimator (whatever that is), Plaguereaper, and Whaddayacallit Pussy Wagons of the other gods. Same with the titans, Banelord is nice but I think it should be in a Khorne list instead of a 'generic' chaos list. The Baneblade could have the barrage main gun, fearless through daemonic possession, or anything else but I'd still like to see it called chaos baneblade just to 'unify' it the same way as the daemons were. Plaguereapers and the others can go into god specific lists to replace the chaos baneblades.


(pixelgeek @ Mar. 03 2008,07:28)
QUOTE
Aside from simplifying the list was there a design goal you had in mind for the army?

The second design goal besides simplifying the list was to use all the models in the Chaos Sprue, including Cultists and Beastmen. It just sucks to buy something and leave 20 percent unused because there are no list for them that uses the rest of the sprue at the same time. Third goal was to use as many online store models as possible, hence the baneblade and not the old chaos engines from the 1990's, and it only has defilers and oblis that need to be scratch built which is nice. Other than that it just tries to represent the 40k Chaos Codex and Crapocalypse units as closely as possible (I like 40k codexes but the rules suck).

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