doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 1, 2017 17:45:32 GMT -6
I’ll buy Morty, but at this point I’m kind of anti-primarch so you are pretty safe there. He is more my nuclear deterrent for Gilly.
That said, Roger, how bout a crash course in summoning demons?
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Post by Nick P on Oct 2, 2017 8:00:21 GMT -6
Here's your crash course: - After movement, pick any chaos character that did not move, was not summoned this turn, and did not come in from reserves this turn.
- Roll up to 3d6 - you can summon a unit equal to or less than that number in terms of Power Level.
- You can only summon daemons that are of your alignment - so Nurgle can't summon Khorne, etc.
- If you roll doubles, you take a mortal wound. If you roll triples, you take d3 mortal wounds.
The only caveat is that you have to take them from your reinforcement points - so if you play a 2000 point game, and bring 1200 points of Death Guard, you can summon 800 points of daemons throughout the game - detracting from that reserve of points every time you summon a unit until its gone or you don't have sufficient points to summon anything else.
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Post by Nick P on Oct 2, 2017 9:03:26 GMT -6
Also warhammer community confirms - 7 plague marines in a box, for Nurgle's sacred number, and there ARE options for the icon bearer and plague champion in the box - the clam pack characters are just in case you want a specific special looking guy with a bit more character.
It seems GW is self aware, they mention that since you can get plague marines for dirt cheap because of the starter set and the 3-pack for $10 or whatever, they know players will be able to make bigger unit sizes for relatively cheap, so wanted to make sure the plague marine box set had more detail and weapon options instead of focusing on them having 10 bodies. Seems to make sense to me.
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Post by rogerspacem on Oct 2, 2017 9:04:27 GMT -6
I’ll buy Morty, but at this point I’m kind of anti-primarch so you are pretty safe there. He is more my nuclear deterrent for Gilly. That said, Roger, how bout a crash course in summoning demons? Summoning: When: at the end of your movement phase. Who: characters you control with keyword "chaos", and that has not moved in your movement phase. How: pick a character that didn't move. Roll 3d6. Compare the result of dice to power level of daemons you wish to summon. If you meet or exceed the unit's power level, place the unit within 12" of the character summoning them, but more than 9" away from enemy models. Restrictions: A) you can only summon daemons that have the summoning ability (those found in the csm or deathguard codex as troops or in the index for daemons) B) if your character has a mark from one of the gods then you can only summon daemons from that god. E.g.ark of nurgle characters can only summon nurgle daemons. C) I'm match play you must set aside points to summon daemons. So if you made a 1700 point army in a 2k point match, you can summon up to 300 points of daemons. D) if a character came from reserves of any sort, or was summoned, then they are unable to summon as they are considered to be moved. E) Forge world daemons can be summoned though double check their wording. As for the arch daemons they are summoned using at least 6d6, though I recommend looking those up specifically. Let me know if you have any other questions Edit: F) if you rolled doubles for summoning (the 3d6) your character takes a mortal wound. If you roll triples then your character instead takes 1d3 mortal wounds.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 2, 2017 11:09:29 GMT -6
Also warhammer community confirms - 7 plague marines in a box, for Nurgle's sacred number, and there ARE options for the icon bearer and plague champion in the box - the clam pack characters are just in case you want a specific special looking guy with a bit more character. It seems GW is self aware, they mention that since you can get plague marines for dirt cheap because of the starter set and the 3-pack for $10 or whatever, they know players will be able to make bigger unit sizes for relatively cheap, so wanted to make sure the plague marine box set had more detail and weapon options instead of focusing on them having 10 bodies. Seems to make sense to me. Excellent, this I can work with! I appreciate you doing some extra leg work on this
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 2, 2017 11:13:12 GMT -6
I’ll buy Morty, but at this point I’m kind of anti-primarch so you are pretty safe there. He is more my nuclear deterrent for Gilly. That said, Roger, how bout a crash course in summoning demons? Summoning: When: at the end of your movement phase. Who: characters you control with keyword "chaos", and that has not moved in your movement phase. How: pick a character that didn't move. Roll 3d6. Compare the result of dice to power level of daemons you wish to summon. If you meet or exceed the unit's power level, place the unit within 12" of the character summoning them, but more than 9" away from enemy models. Restrictions: A) you can only summon daemons that have the summoning ability (those found in the csm or deathguard codex as troops or in the index for daemons) B) if your character has a mark from one of the gods then you can only summon daemons from that god. E.g.ark of nurgle characters can only summon nurgle daemons. C) I'm match play you must set aside points to summon daemons. So if you made a 1700 point army in a 2k point match, you can summon up to 300 points of daemons. D) if a character came from reserves of any sort, or was summoned, then they are unable to summon as they are considered to be moved. E) Forge world daemons can be summoned though double check their wording. As for the arch daemons they are summoned using at least 6d6, though I recommend looking those up specifically. Let me know if you have any other questions Edit: F) if you rolled doubles for summoning (the 3d6) your character takes a mortal wound. If you roll triples then your character instead takes 1d3 mortal wounds. Thanks to you both for the quick response on this. I was having a little trouble synthesizing what I was reading, especially in regards to reserve points. Granted I am a complete novice to demons, but it looks initially like summoning is not really the best strategy for this army...I just don't see anything that I can summon as better. Can I summon them anywhere, like deep striking? That might be useful for an army this slow. and on that point, anyone have any chaos rhino's they don't want? looks like I should probably have at least 3 on hand
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Post by rogerspacem on Oct 2, 2017 11:43:56 GMT -6
Summoning, from what I gathered, is only 12" away from caster is the best you can do. They can't appear from any where on the board like most reserves.
Your army is slow but it can still do well foot slogging, seeing you also have a strag. That hundred percent protects them from enemy shooting. Granted having rhinos can also help.
The main benefit from summoning is unit flexiblity (having the option to summon what you need), protecting your big monster (you just summon it on the board opposed to having it start on the board to be shot at) and reducing your power level and/or drops to determine first turn.
Summoning is just really good if you are summoning the arch daemons or maybe a 20 model blob unit of some basic troop daemons (blood letters, horrors, daemonettes, plague bearers, etc.)
I have many mix feelings about it, but it's been more helpful than I previously thought.
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Post by Nick P on Oct 2, 2017 14:23:31 GMT -6
Its really really powerful, because you basically have a guaranteed "go first" based on your deployment and you get to keep a side board that no other army gets to keep. Need speed to grab far off objectives in the last few turns? Bring in some seekers or screamers. Need something tough to counter an enemy horde? Bring in some plaguebaearers. Need a big nasty to go monster or tank hunting? Summon a bloodthirster. Need more psychic powers/need to deny enemy psychic spam? Bring in horrors, heralds, basically anything tzeentchian.
Its a great toolbox to have!
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 2, 2017 14:53:55 GMT -6
Interesting....do I just need to set aside points, or do I need to dictate exactly what demons I am bringing ahead of time?
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jesse
neophyte
Posts: 732
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Post by jesse on Oct 2, 2017 15:36:48 GMT -6
Just set aside points, no need to specify.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 2, 2017 15:52:06 GMT -6
Well that is a whole different story. As Nick Said, that gives you a lot of tools you can call upon if the need arises...
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Post by Nick P on Oct 3, 2017 6:40:36 GMT -6
Yeah man its wild, its like if you could take 1500 points of orks and then say 500 points were going to be whatever you wanted and you were just going to decide turn 1 - think of how nuts that would be.
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Post by rogerspacem on Oct 3, 2017 6:59:17 GMT -6
Yeah man its wild, its like if you could take 1500 points of orks and then say 500 points were going to be whatever you wanted and you were just going to decide turn 1 - think of how nuts that would be. Well it's good, but it's nothing too ah! In my opinion, given I played with summoning for a little bit now it does have mixed results. Just keep inind doubleback(eric) that it can always backfire (you know chaos is fickle.) so don't rely on it to summon what you need all the time, also invest points into instruments! That +1 to charge really helps!
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 3, 2017 7:19:20 GMT -6
+1 to charge?
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Post by Nick P on Oct 3, 2017 7:44:31 GMT -6
Brah check out that codex yo
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