Samurai Gunslinger Podcast Review – 40k Radio

Show Title: 40k Radio

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Website: www.40kradio.com

Hosts: Spencer Harding, Phil Johnson

Format: Discussion of Warhammer 40k related news and issues.

Review:

This show has been a real joy to discover. As I have been slowly reviewing the various hobby podcasts I was very pleased to see 40k Radio come on the scene and had been waiting for them to reach the 5 episode mark so I would have a reasonable number of shows to judge from. I have been pleasantly surprised to discover the extreme care that Spencer and Phil take in researching the issues they discuss, as well as preparing for the guests they have on the show. The pre show prep is obvious and makes a real impact on a listeners enjoyment as the isssues discussed are covered in a concise and cogent fasion. Absent is the rambling and frequent non sequitors that frequently appear in the early episodes of any podcast, especially shows focused on a hobby.

The audio quality has steadilly improved and I was suprised to learn that all of the first 5 episodes have been done with little more than a pair of standard chat style headsets, a laptop and the free audio program audacity. For the show to shine with the level of audio and mixing quality it has with such limited hardware is a testimate to the level of dedication shown by the shows hosts who obviously spend many hours per show in the editing room.

This is not to say that you will confuse 40k radio with a network quality show, it does have some issues but they are minor given the format and by episode 5 nearly all issues relating to production quality have been resolved. The show does not go in for a tremendous ammount of fancy sound effects and music cross fading, but in a show that is designed to be informational first, that is more of a distraction than an addition in my opionon.
In just 5 episodes the show has allready drawn two guests including One of the Community Mangers of Games Workshop US, Chris Collinghorst as well as several of the Adepticon Staff. They have also planned to attend and cover the Adepticon Tournament with interviews and recorded coverage for the following episode.

Perhaps the shows greatest flaw is simply the fact that it is very narrow in focus. For fans of Warhammer 40k however, this is the shows greatest strength as they can count on getting exactly what they want. The shows motto is “all 40k all the time.” and they deliver just that.

Check them out when you get at chance and if you regularly listen to podcasts on your ipod or other mp3 player, they are definitely worth adding to your subcription queue. With 40k Radio, Podhammer, The Drop Podcast, Fell Calls and The D6 Generation, you have just about everything you need to keep you up to date and at your best with your wargaming hobby.

RELATED POSTS

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Vampire Counts Previews

New Warhammer Demon Previews.

Warhammer Fantasy New Deamons Rules Previews

Collected  by the fine folks of the Warseer Forums

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Daemon Lore of Tzeentch
– Supposedly only 6 spells
#1: Flickering Fire of Tzeentch: D6+1 hits, Strength D6+1, 18″ range, 4+
#2: Boon of Tzeentch: Gain d3+1 Power dice only the caster can use. 3+
#3: Glean Magic: Cast any enemy spell (other than one that creates new models, such as certain Undead spells) as a Bound spell with a power level equal to its basic casting level. 7+
#4: Gift of Chaos: Each enemy unit within 12″, including units in combat, take D6 S6 hits. 9+
#5: Bolt of Change: 2D6 hits, Strength D6+4, 18″ range, 12+
#6: Tzeentch Firestorm: Target unit takes 2D6 S5 hits, every 3 wounds caused creates a Horror. New unit is worth 50 VPs and placed within 3″ of the target unit. 24″ range, 13+

Daemon Lore of Slaanesh
#1 Acquiescence: cast on a 5+, 18” range. Enemy unit must test for Stupidity each turn for the rest of the game
#2 Caphonic Caress: Cast on a 7+, all enemy units within 2D6 (including ones in combat) take D6 Str3 attacks, no armour saves.
#3 Succour of chaos: Cast on 7+. Cast on any friendly unit within 18” in combat. Gives the unit ASF and reroll hits
#4 Slicing Shards of Slaanesh: Cast on 7+. Magic Missile, range 24”. Deals D6 S5 hits. Target must then take a Ld test. If they pass the spell ends, if failed they take another D6 Strength 5 hits. Continues until unit passes a Ld test.
#5 Pavan of Slaanesh: Cast on 8+. Target single enemy model within 24”, LOS needed. Must pass a Ld test or take D6 wounds, no armour saves.
#6 Phantasmagoria: 10+ all enemy units on the battlefield must roll an extra D6 when rolling Ld tests of any kind, discarding the lowest dice. Lasts until the start of the casters next magic phase

Daemon Lore of Nurgle
#1: Miasma of Pestilence: 3+ to cast. All units in base to base with the caster will have their weapon skill, Strength, Toughness, Initiative and Attacks reduced to 1.
#2: Stream of Corruption: 6+ to cast. Breath weapon, any model hit must take a toughness test or die.
#3: Pit of Slime: cast on 7+. 24” range, target must pass Strength test or it may not move or shoot, lasts until Daemon players next magic phase
#4: Rancid Visitation: Cast on 8+. Magic missile, range 24” D6 Strength 5 hits, target must pass Toughness test or takes D6 more hits, continues until test is passed.
#5: Shrivelling pox: Cast on 9+. Pick single enemy model within 24”, LOS required. Target must pass Toughness test or take D6 wounds, no armour saves
#6: Plague Wind: Cast on 13+. Single enemy unit within 18”. Enemy models must pass a Toughness test or suffer a wound with no armour saves. After panic tests, a nurgle base is created for every 3 wounds caused. Forming a new unit within 3” of the old unit, worth 50vp.

Magic Banners
– 3D6 S3 Magic missile- 25 points
– All wounds from poison attacks in the unit count as double for Combat Res- 25 pts Plaguebearer
– +D6 movement to first charge Bloodletter
– +D3 Combat res 50 pts BSB
– Power Lvl 5, all things in 12” take D6 S6 hits- 75 BSB
– enemy takes 3 Dice on break test, remove lowest
– Stubborn on first break test- 25 pts Demonettes and Seekers
– All Daemons within 12” are Stubborn- 125 BSB
– at the beginning of the game, choose a lore. All wizards casting from that lore suffer a -2 to their casting rolls. In addition all spells cast from the lore of light miscast on double 1,2 and 3’s. 50 pts BSB
-Enemies may only hold as a charge reaction (they may neither flee voluntarily nor stand and shoot). 25 pts Demonettes and Seekers

Daemonic gifts
– 2 pages worth
– Dark Insanity- 2D6+2 attacks- 50 points
– Many armed Horror- +2 attacks
– No armour save, D6 wounds per wound- 70
– +3 armour save and makes all weapons in combat non magical- 50
– Strength 10
– Spell breaker (dispel scroll)
– Tzeentch will (+1 PD)
– Gives a mage all the spells from a single lore in the BRB- 25
– fly

Lords
– Greater daemons are supposedly more modifiable than currently, more resembling how they were in 5th edition. It is possible that the basic ones are weaker than currently, to make them more useable in smaller battles (i.e. at or just above 2k), but that they can be significantly improved, similar to the new Vampire Lord can be.
– It is probably not possible to buy outright stat boosts (+1 WS, S, etc.), if previous army books are anything to go by.
– Greater Daemons stat line is rumoured to have 5 wounds across the board, with a 5+ Ward.
– Rumours that Greater Daemons will go on bases four times as big as currently are nonsense. The models stay as they currently are.

Changer of Ways, Greater Daemon of Tzeentch
– Level 4 wizard
– Terror
– fly
– Knows all Tzeentchian spells
– M8 Ws6 BS 4 S6 T6 W5 I5 A5 Ld 9
– Can take 100 pts of Daemonic gifts:
– Twin heads- the extra brain gives a +2 bonus to casting
– Tzeentch’s will- same as now
– Staff of change- If target takes a wound, toughness test or they die
– Spell destroyer- same as now
– Power Vortex- +1 Power dice to the pool
– Dark Magister- Ignore first Miscast
– Flames- Shooting attack. D6 S4 18” range
– Corona- Enemies in base contact take S3 hit in every magic phase
– Master of Sorcery (knows all spells from one Lore in the rulebook, or the Tzeentch lore)

Keeper of Secrets
– Level 2 wizard, may be upgraded up to level 4
– Mv10 Ws9 Bs0 S6 T6 W5 In10 At6 Ld9
– Always strikes first
-Armor piercing
-Soulthirster gives 1 wound back for every unsaved wound caused, can not take wounds above initial 5 100 pts
-Tormentor enemy character in base contact takes a Ld test or attacks his own unit, wounds count for resolution 50 pts
-Soulhunger Reroll failed WOUND rolls in the first round of combat 25 pts
-Siren once a battle target enemy unit must declare a charge on the model or flee as if it had failed panic 25 pts
-Allure of Slaanesh models must pass a Ld test to attack model in close combat 25 pts
-Enrapturing gaze models in base contact can only use their own Ld (point cost not known)
-Torment Blade any model wounded by the keeper must pass a Ld check or not attack this turn 5 pts (five points, no typo, a bargain)

Great Unclean One, Greater Daemon of Nurgle
– Level 1 wizard, may be upgraded up to level 4 for 120 points.
– Weapon skill 4, Attacks 4, wounds 10
-Mv6 Ws4 BS S6 T6 W10 I A4 Ld8
– Terror
– Poisoned attacks
– can take flail of decay that allows no saves and each wound is doubled.
– Can take 100 pts of Daemonic gifts:
– Balesword (wounds automatically, each unsaved wound is multiplied to D6)
– Nurgling Infestation (At the start of any magic phase, roll a dice. On a 2-6 a new Nurgling base is created within 6”)
– Staff of Nurgle- casts rancid visitation, power lvl 3
– Trappings of Nurgle (4+ armour save and Regeneration)
– Noxious Vapours- Enemies in base always strike last
– Pestilent mucus- any successful wounds require the enemy to take a toughness test, if they fail they take a second wound.
– Bile- Strength 4 breath weapon
– hunger- Reroll failed wounds
– Slime trail- Enemy doesn’t get +1 (or +2) for Flanks or rears

Bloodthirster, Greater Daemon of Khorne
– Not frenzied(!)
– The Thirster: M8 WS10 BS0 S6 T6 W5 I9 A7 Ld9 Base 450 pts
– MR 2
– Daemonic gift that allows reroll hits and wounds.
– Axe of khorne makes him do D3 wounds.
– Can take 100 pts of Daemonic gifts:
– Awesome Strength (S10)
– Dark Insanity (2D6+2 attacks)
– Spellbreaker (Dispel Scroll-equivalent)
– Armour that ignores Magic weapons
– Killing blow
– +1 Strength and flaming
– Reroll to hit
– Dispel scroll
– very, very, heavy armour
– Collar of Khorne- Even better magic resistance

Daemon Prince
– The most customisable Lord-level character
– Can take 75 pts of Daemonic gifts, out of which a max of 50 pts can be gifts specific to the Greater Daemons of their patron god (if they have one)
– They also have their own list of daemonic gifts
– All, apart from Khornate ones, can be wizards up to level 2
– Wings are an optional gift, though base Movement has increased
– May take from BRB magic Lores
– can take from the following Daemon abilities
– Ignore armour saves weapon
– Two more arms (more attacks)
– Can’t be wounded on better than 3+
– Models in base contact limited to using their own LD
– Re-roll to hit in combat
– Enemy models in base contact take S3 hits in combat phase
– Always strikes first
– Fly
– can take certain gifts from thei greater daemon powers if marked.

Heroes
– Chariots are only available as a mount for Heralds (apart from Nurgle who only get the Palanquin)
– There are no Undivided Heralds

Herald of Nurgle
– Poisoned attacks
– Mv4 Ws5 Bs0 S5 T5 W2 In3 At3 Ld8
– May ride a Palanquin of Nurgle (6 attacks at Ws3 T3 and Strength 3)
– The only Herald with no chariot option
– Locus of Nurgle (regen, can be a lvl1 wizard)
– Grants the Regeneration special rule to Plaguebearer units he joins
– Staff of Nurgle- power Lvl 3, casts rancid visitation
– Noxious Vapours- Enemy always strikes last
– Nurgles rot- All models in base to base rolls a dice in every magic phase. On a 6 they die.
– Mucus- If enemy is wounded they must take a Toughness test, if they fail it they take another wound.
– Bile- Strength 4 Breath weapon
– Soul Hunger- reroll failed hits
– Slime trail- Enemy doesn’t get the +1 (or +2) for attacking in the flank or rear

Herald of Khorne
– May ride a Juggernaut of Khorne or a chariot pulled by a Juggernaut. 4 wounds , 3+ save with S5 T5 A3 (for the single Jugg)
– 115 pts
– M5 WS7 BS0 S6 T4 W2 I6 A3 Ld8
– Daemonic, MR 1, Hatred, KB, Locus of Khorne (hatred)
– Grants the Hatred special rule to Bloodletter units he joins
– Not frenzied
-ether blade
– obsidian armour
– daemonic robes
– firestorm blade- +1 Strength and Flaming attacks
– soul hunger
– armour of Khorne- 3+ save

Herald of Slaanesh
– May ride a Steed of Slaanesh or a chariot pulled by Mounts of Slaanesh (MV10, S5, 5+ armour save)
– Mv6 Ws7 Bs0 S4 T3 W2 In7 At4 Ld8
– cheapest of the heralds
– Armour Piercing’
– can be upgraded to lvl 1 wizard
– Locus of Slaanesh (ASF, can be a wizard)
– Grants the Always Strikes First special rule to Daemonette units he/she/it joins.
– Etherblade
– many armed monstrosity- +2 attacks
– Allure of Slaanesh- must make a Ld test to strike the herald. If they fail they cannot attack at all.
– Daemonic Robes
– Enrapturing gaze- Models in Base contact cannot use another models Ld
– Siren Song
– Soporific musk
– Torment blade- if enemy suffers a wound take a Ld test. If they fail they cannot strike this phase

Herald of Tzeentch
– May ride a Disk of Tzeentch (+20 points) or a chariot pulled by Screamers (fly, S4, 6+save)
– Disc is Ws3, Str 3
– Mv4 ws3 bs4 S3 T3 W2 In4 At2 ld8
– Is a lvl 2 wizard
– Locus of Tzeentch (4+ ward save)
– Grants Horror units he joins a 4+ aura save instead of the normal 5+ aura save
-staff of change-
– power vortex- extra power dice to pool
– flames of tzeentch- shooting attack. d6 shots, strength 4, range 18
– daemonic robes – cant be wounded on anything better than 3+
– corona- Enemies in base contact take S3 hit in every magic phase
– Master of Sorcery (knows all spells from one Lore in the rulebook or the Tzeentch lore)
– spell breaker- dispel scroll/ only person i saw that could take regular scroll
– winged horror – fly

Mounts
– Juggernauts, Steeds of Slaanesh, Disks of Tzeentch and Palanquins of Nurgle all have *1* wound only, so count as cavalry mounts and cannot be killed separately.
– Statwise they also get weaker (Disks have one S3 attack, for example)
– Steeds of Slaanesh are essentially equivalent to the mounts of Mounted Daemonettes, NOT the Steeds that can be ridden by Chaos Mortal characters

Core
– Units do not get the Leadership boost they got in the Daemonic Legion list. Indeed, lesser Daemons are all Leadership 7 (apart from Furies)
– There is one unit type per god (plus Furies)
– All core models are 12 points (all 5 units)

Bloodletters of Khorne
– New plastic models
– Bloodletter: M5 WS5 BS0 S5 T3 W1 I4 A1 Ld7 Base 12 pts.
– Start with MR1 and Killing Blow. Can get Hatred from a Herald of Khorne
– NOT Frenzied
– Movement 5
– Full command options
– Banners:
– Skull Totem: Cant be march Blocked
– Icon of Endless Despair: +D6” to the first charge

Daemonettes of Slaanesh
– New plastic models
– Worse stats, but cheaper and faster
– M6 WS5 BS0 S3 T3 W1 I5 A2 LD7
– Armour Piercing
– Full command options
– gain ASF with Herald
– can purchase magic banners, 2 options, both at 25 points:
-Enemies may only hold as a charge reaction (they may neither flee voluntarily nor stand and shoot).
-Stubborn on first break test.

Plaguebearers of Nurgle
– New metal command models, possibly a plastic set at some later date
– Poisoned attacks. Can get Regeneration from a Herald of Nurgle.
MV 4 Ws3 bs0 S4 T4 W1 In3 At1 Ld7
– Full command options
-Unit banners:
– Seeping decay: reroll wounds
– Eternal Virulence: every wound caused by poison counts as 2 combat res.

Horrors of Tzeentch
– New metal command models, possibly a plastic set at some later date
– M4 WS3 BS0 S3 T3 W1 I3 A1 LD7 5+WS
-Flaming Attacks
– Unit Option: +60pts Changeling
– Do not cast Bound spells, instead the unit counts as a wizard with magic levels depending on the number of Horrors in the unit (1-5: lvl 0, 6-15: lvl 1, 16-25: lvl 2, etc).
– If the Horror unit miscasts, it takes D6 wounds
-5 modes or less = 0 Lv Wizard
6-15 models = 1st level Wizard w/Flickering Light of Tz spell
16-25 models = 2nd Lv Wizard w/ Gift of Chaos spell
26-35 models = 3rd Lv Wizard w/ Bolt of Change spell
36+ models = 4th Lv Wizard w/ Tz Firestorm spell
– Improved WS, but lower Ld
– All attacks are flaming
– Noticeably cheaper
– Full command options
– Banners:
– banner of change: Enemies in base contact take 3D6 S3 hits
– banner of sorcery: +1 to casting

Chaos Furies
– Do not count towards minimum number of Core
– Flying
– WS3, Strength 4, Leadership 2, attacks 1

Special
– There is one unit type per god

Nurglings
– Almost certainly no longer 0-1
– Mv4 Ws3 Bs0 S3 T3 W3 In3 At3 Ld6
– Scouts
– skirmish
– Poisoned attacks
– Unit size 3-12

Flesh Hounds of Khorne
– New metal models
– Flesh hound M8 WS5 BS0 S5 T4 W2 I4 A2 Ld7 35 pts.
– Not frenzied
– MR 3
– Lower Leadership
– can get Killing blow
– More than twice as expensive as before

Screamers of Tzeentch
– Strength3, T3, 1 wound
– Strength of slashing attacks up to 5, may make slashing attacks to all units they move over, not just one
– Slightly cheaper

Seekers of Slaanesh
– Equivalent to Mounted Daemonettes (i.e. the ones on cavalry bases), NOT Pleasureseekers (the daemonettes on Steeds of Slaanesh from the Storm of Chaos list)
– Full command options
– Mv10, S3, WS5 I5 riders 2A, armor piercing for both rider and mount
– 24 points each, command is 30 points total (so 6-12-12)
– can purchase magic banners, 2 options, both at 25 points:
-Enemies may only hold as a charge reaction (they may neither flee voluntarily nor stand and shoot).
-Stubborn on first break test.

Rare
– There is one unit type per god

Bloodcrushers of Khorne (Bloodletters riding Juggernauts)
– New metal models
Exaulted Bloodlettter: M5 WS5 BS0 S6 T4 W2 I4 A2 Ld7 Base 70 pts
Exaulted Bloodreaper: M5 WS5 BS0 S6 T4 W2 I4 A3 Ld7 +20 pts
Juggernaut M7 WS5 BS0 S5 T4 W1 I4 A2 Ld7
– Improved armour save (Juggers add +3 to the rider’s armour save)
– Bloodcrushers are cavalry mounts and are Brass Behemoths 2+ scaly skin save.
– Unit size 1-8?
– MR 1
– Full command options
– Banners:
– Skull Totem: Cant be march Blocked
– Icon of Endless Despair: +D6” to the first charge

Beasts of Nurgle
– New metal models
– The models don’t have riders
– Beasts have D6+2 poisoned attacks
– Mv6 Ws4 Bs0 S4 T5 W4 In2 AtD6+2 Ld7
– Regeneration and Slime Trail (opponents get no CR bonus for attacking them in the side or rear)
– 100 pts per model
– Unit size 1+

Fiends of Slaanesh
– New models
– Models go on 40 mm square bases
– Almost identical to old Pleasureseekers
– Mv10 Ws4 bs0 S4 T4 W3 In6 At4 Ld7
– Special rule that forces enemy units breaking from combat with them roll an additional D6 for distance and discard the lowest
– Armour piercing
– Unit size 1+

Flamers of Tzeentch
– A separate unit, not longer hangers-on for a unit of Horrors
– Unit size 3-6
– Mv6 ws2 Bs4 S5 T4 W2 In 2 At2 Ld7
– Skirmish
– Flaming attacks
– Flamers shooting is D6 S4 shots per Flamer, 18″ range
– Close combat attacks go up in Strength and are flaming
– Option for champion

Special characters
– Note that the special characters are the same in both the 40K and the Fantasy lists, though naturally their stats and exact abilities may differ somewhat.
– Original rumour that there were 12 special characters appears to have been wrong. Possibly the source meant “a dozen”, meaning “a whole lot” rather than “exactly twelve”.
– Another reason for the high number of special characters is probably to get more variation into god-specific lists, who would otherwise look pretty much identical

Fateweaver, the Oracle of Tzeentch (Greater Daemon of Tzeentch)
– Model has two heads
– Knows all Tzeentch spells and each head also knows 4 spells from any of the lores (in the rulebook?)
– Some sort of re-roll ability (???)

Kugath, the Plaguefather (Greater Daemon of Nurgle)
– Has two special rules: Blessing of Pus and Nurgling Infestation

Skarbrand, the Exiled One (Greater Daemon of Chaos Undivided)
– Does not fly
– Skarbrand M8 WS10 BS0 S6 T6 W5 I10 A7(8) Ld9 655 pts. The additional attack is either from his being frenzied or from his special weapons.
– has Hatred, and ALL models (friend and foe alike) have Hatred!
– Otherwise very similar to a Bloodthirster statwise but without any Khornate gifts. Possibly he was exiled by Khorne and had his wings cut off.
40K version has a special rule called Burning Hatred

Tallyman Epidemius (Herald of Nurgle)
– Mounted on a Palanquin of Nurgle
— Mv4 Ws5 Bs0 S5 T6 W2 In3 At3 Ld8
– Regenerates
– Poisoned attacks
– Gives a bonus for the amount of models (wounded/killed?) by Nurgle models in the army.
-0-7- nothing
8-15- Poison works on 4+ for the army rather than only 6’s
16-22- All Lore of Nurgle spells gain +2 to cast
– 23-28- Epidemus gains regenerate on 3+
-29+ Lore of Nurgle spells gain an additional +3 to cast.
– Costs less than 150 points.

The Masque (Herald of Slaanesh)
– Kicked out of Slaanesh’s entourage for being able to out-dance his (her? its?)
god
– Mv10 Ws7 Bs0 S4 T3 W2 In7 At5 Ld8
– Armour piercing
– May not join units
– 3+ ward save
– Has a special rule in 40K called the Eternal Dance, which lets you move enemy units
– 3 human arms and a big claw arm. Wields a staff with a mask at either end and changes it’s personality depending on who it chooses to be.
– Eternal Dance: At the start of the magic phase choose a dance to perform. They target a single enemy unit which may be in combat and have a 12” range.
– Dance of Dreaming: Target reduces Ld by D3, lasts until the end of the units player turn.
– Chanson of Caging: Target reduces its MV by D3, lasts until the end of the units player turn.

Skulltaker (Herald of Khorne)
– Character-killer
– See below for pictures
– Must challenge if able to
– Has deadlier form of Killing Blow (on a 5+ to wound in challenges and works regardless of Unit Strength of the victim)

The Bluescribes (Herald of Tzeentch)
– 81 points
– Two Horrors riding a Disk of Tzeentch, on a mission to recover some lost artefact
– Adds a single power dice to the army pool for every spell the enemy casts.
– Each turn choose one of the 8 lores of magic and randomly select a spell from it. They will cast this spell as a bound spell, power lvl is its basic casting value.

The Changeling (Horror champion)
– Formless Horror: At the start of close combat, the Changeling may select any enemy model in base to base contact and swap WS/S/T/I/A with this model (essentially a built-in van Horstman’s Speculum)
– NOT an upgrade each and every Horror unit can take. As with any other Special character you can take ONE of it.

Karanak, Hound of Vengeance (Flesh Hound champion)
– Model has multple heads

As an added bonus here are a large sample of preview pics thumbnailed for your pleasure.

Warhammer New Deamon Previews

RELATED POSTS

Chaos Deamons Rules Preview – 40k

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Warhammer 40k New Deamons Rules Previews

From the ever reliable Brimstone of the Warseer Forums.

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The general rules:
All daemons are fearless and have inv saves. They are also immune to ID. No psychic powers in the list, the “psychic powers” work like innate abilites and work like normal shooting for example such as needing “to-hit” roll. At deployment, split army in half as evenly as possible and choose on half. On a 3+ you get the half you wanted. The half you got deepstrikes on turn 1 and the rest ds with normal rules (which apply to the 1st turn ds’ers too).

The meat:
HQ: Greater Daemons or 2 heralds per slot. 4 special heralds (1 for each god) and 3 special greaters daemons available.
All greaters have 4+ inv and heralds 5+, tzeentch stuff has a bit better and khorne stuff has power armor in addition. Ld 10 all around also. Normal heralds and greaters also have a limited selection of gifts to choose. Gift price range is 5-40, most are 5-25.

‘Thirster (pts:land raider)
WS: 10, BS: 4, S: 7, T: 6, W: 4, I: 5, A: 5
Blessing of the Blood God (2+ save against psychic powers and force weapons)
Death Strike (12″, S7, AP2, Assault 1)
Unholy Might (+1 Strength)
Instrument of Chaos (If you tie combat, you win by one instead

GUO (pts:12 marines)
WS: 6, BS: 4, S: 6, T: 6, W: 5, I: 2, A: 4
Monstrous Creature
Slow and Purposeful
Feel no Pain
Noxious Touch (Always wound on 2+)
Cloud of Flies (Unit has offensive and defensive grenades)
Breath of Chaos (Template, wounds on 4+, ignores saves, glances on 4+)
Aura of Decay (Enemy models within 6″ suffer S2 hit in the shooting phase)
Instrument of Chaos (If you tie combat, you win by one instead)

KoS (pts-4xspeeder)
WS: 8, BS: 4, S: 6, T: 6, W: 4, I: 10, A: 6
Monstrous Creature
Fleet
Aura of Acquiescence (Unit has offensive and defensive grenades)
Soporific Musk (Hit and Run)
Pavane of Slaanesh (Lash, but 18″, moves d6“, only usable once per unit per
turn)
Gaze of Chaos (24”, S5, AP3, Assault 3)
Unholy Might (+1 Strength)
Instrument of Chaos (If you tie combat, you win by one instead)

LoC (pts:land raider)
WS: 5, BS: 5, S: 6, T: 6, W: 4, I: 5, A: 3
Monstrous Creature
Flight (Jump troop)
Bolt of Tzeentch (24″, S8, AP1, Assault 1)
Soul Devourer (Models taking a wound must pass Ld test or die)
Gaze of Chaos (24″, S5, AP3, Assault 3)
Master of Sorcery (Can fire one additional weapon per shooting phase)
Breath of Chaos (Template, wounds on 4+, ignores saves, glances on 4+)
We Are Legion (Can split fire and charge a different unit that you shot at)
Boon of Mutation (Gift of Chaos, turns an enemy model into Chaos Spawn)
Instrument of Chaos (If you tie combat, you win by one instead)

Herald of Khorne (pts:techmarine with storm bolter )
WS: 6, BS: 3, S: 4, T: 4, W: 2, I: 5, A: 3
Independent Character
Furious Charge
Hellblade (Power weapon)
Choose up to one:
Juggernaut of Khorne (+1 S, +1 T, +1 W, +1 A, 3+ Sv)
Chariot of Khorne (+1 S, +1 T, +2 W, +1 A, 3+ Sv, no longer an Independent
Character)
Choose up to three:
Fury of Khorne (Rending)
Death Strike (12″, S7, AP2, Assault 1)
Iron Hide (3+ Save)
Unholy Might (+1 Strength)
Blessing of the Blood God (2+ save against psychic powers and force weapons)
Icon (Teleport Homer)

Herald of Tzeentch (pts:speeder)
WS: 2, BS: 4, S: 3, T: 3, W: 2, I: 4, A: 2
Independent Character
Gaze of Chaos (24″, S5, AP3, Assault 3)
Choose up to one:
Disc of Tzeentch (+1 A, Jump Troop)
Chariot of Tzeentch (+2 A, +1 T, +3 W, Jetbike, no longer an Independent
Character)
Choose up to three:
Master of Sorcery (Can fire one additional weapon per shooting phase)
We Are Legion (Can split fire and charge a different unit that you shot at)
Soul Devourer (Models taking a wound must pass Ld test or die)
Bolt of Tzeentch (24″, S8, AP1, Assault 1)
Breath of Chaos (Template, wounds on 4+, ignores saves, glances on 4+)
Boon of Mutation (Gift of Chaos, turns an enemy model into Chaos Spawn)
Icon (Teleport Homer)

Herald of Nurgle (pst:speeder)
WS: 4, BS: 3, S: 4, T: 5, W: 2, I: 3, A: 2
Independent Character
Feel no Pain
Slow and Purposeful
Plaguesword (Always wound on 4+ in combat)
Choose up to one:
Palanquin of Nurgle (+1 A, +1 W)
Choose up to three:
Cloud of Flies (Unit has offensive and defensive grenades)
Noxious Touch (Always wound on 2+)
Aura of Decay (Enemy models within 6″ suffer S2 hit in the shooting phase)
Unholy Might (+1 Strength)
Breath of Chaos (Template, wounds on 4+, ignores saves, glances on 4+)
Icon (Teleport Homer)

Herald of Slaanesh (pts:speeder)
WS: 5, BS: 3, S: 3, T: 3, W: 2, I: 7, A: 4, Ld: 10
Independent Character
Rending
Fleet
Aura of Acquiescence (Unit has offensive and defensive grenades)
Choose up to one:
Mount of Slaanesh (+1 A, Cavalry)
Chariot of Slaanesh (+2 A, +3 W, 4+ Sv, no longer an Independent Character)
Choose up to three:
Soporific Musk (Hit and Run)
Transfixing Gaze (One model in base to base has -1 attack)
Pavane of Slaanesh (Lash, but 18″, moves d6“, requires hit roll, only usable
once per unit per turn)
Gaze of Chaos (24”, S5, AP3, Assault 3)
Unholy Might (+1 Strength)
Icon (Teleport Homer)

About the special hq choices:
All the special greaters are 300ish pts.
Kugath, special GUO with +1w and +1a, pretty much all the nurgle gifts (greater and herald) + shoots ordnace1 ap2 large blast that wounds on 4+ and on a 4+ at the beginning of your turn you deepstrike one nurgling base within 12″ of the guy.

Fateweaver, special LoC, a bit whimsier than normal (-1 to almost all stats). Knows pretty much every tzeentch gifts (greater & herald) and provides a fortun to daemons within 6″. He must take a ld test if he takes a wound of he dies (with ld9).

3rd guy is Skarbrand, The Exiled One
WS: 10, BS: 0, S: 8, T: 6, W: 4, I: 5, A: 6
Monstrous Creature
Unique
Fleet
Furious Charge
Rage Embodied (All units, friend or foe, within 24″ must reroll failed hits in close combat)
Bellow of Endless Fury (Breath of Chaos, Instrument of Chaos)

The special heralds are:
The Masque (pts:2xspeeder)
WS: 5, BS: 4, S: 3, T: 3, W: 2, I: 7, A: 4
Independent Character
Unique
Fleet
Rending
Aura of Acquiescence (Unit has offensive and defensive grenades)
Soporific Musk (Hit and Run)
Pavane of Slaanesh (Lash, but 18″, moves d6“, only usable once per unit per turn)
Instrument of Chaos (If you tie combat, you win by one instead)
Eternal Dance (Can use Pavane of Slaanesh three times a turn)

Epidemius (pts:as previous + little extra)
WS: 4, BS: 3, S: 4, T: 5, W: 3, I: 3, A: 3
Independent Character
Unique
Slow and Purposeful
Feel no Pain
Plaguesword (Always wound on 4+ in combat)
Cloud of Flies (Unit has offensive and defensive grenades)
Aura of Decay (Enemy models within 6″ suffer S2 hit with Ap– in the shooting phase)
The Tally of Pestilence (Keep track of casualties caused by Nurgle units from both players.
While Epidemius is alive, if there are 5-9 kills, plagueswords wound on 3+. If there are 10-14
kills, all Nurgle units have Noxious Touch. If there are 15-19 kills, Nurgle units with Feel no
Pain work on a 3+. If there are 20+ kills, all Nurgle units have power weapons. Effects are
cumulative)

The Bluescribes (pts:as previous + little extra)
WS: 2, BS: 4, S: 3, T: 3, W: 2, I: 4, A: 3
Independent Character
Jump Troop
Unique
Master of Sorcery (Can fire one additional weapon per shooting phase)
We Are Legion (Can split fire and charge a different unit that you shot at)
Bolt of Tzeentch (24″, S8, AP1, Assault 1)
Boon of Mutation (Gift of Chaos, turns an enemy model into Chaos Spawn)
Gaze of Chaos (24″, S5, AP3, Assault 3)
Breath of Chaos (Template, wounds on 4+, ignores saves, glances on 4+)
Pavane of Slaanesh (Lash, but 18″, moves d6“, only usable once per unit per turn)
Aura of Decay (Enemy models within 6″ suffer S2 hit in the shooting phase)
Warpfire (18”, S4, AP4, Assault 3)
Watch This! (When firing twice with Master of Sorcery, roll a d6. On 4-6, you may fire your
second, different, attack as normal. On a 1-3, you must use the same attack as you used the
first time this turn)

Skulltaker (pts:previous + little extra)
WS: 7, BS: 3, S: 4, T: 4, W: 2, I: 5, A: 4
Independent Character
Unique
Furious Charge
Hellblade (Power weapon)
Blessing of the Blood God (2+ save against psychic powers and force weapons)
Fury of Khorne (Rending)
Skulls for the Skull Throne! (Rends on 4+ rather than a 6, all unsaved rending wounds cause
Instant Death)
Choose up to one:
Juggernaut of Khorne (+1 S, +1 T, +1 W, +1 A, 3+ Sv)
Chariot of Khorne (+1 S, +1 T, +2 W, +1 A, 3+ Sv, no longer an IC

Regarding the normal troops, pretty much everything has ld 10 and 5+ inv (bloodcrushers have power armor tzeentch stuff has improved inv save)
Most unit upgrades are relatively cheap, around 10-20 pts. The elite stuff have mostly options for upgrading one guy in the unit with extra cc ability or high strength shooting (with tzeentch).

Elites:
Fiends of Slaanesh (pts:2xmarine)
WS: 4, BS: 0, S: 5, T: 4, W: 2, I: 5, A: 5
Beast
Rending
Soporific Musk (Hit and Run)

Flamers of Tzeentch (pts:2xmarine + extra)
WS: 2, BS: 4, S: 4, T: 4, W: 1, I: 3, A: 2
Jump Troop
Warpfire (18″, S4, AP4, Assault 3)
Breath of Chaos (Template, wounds on 4+, ignores saves, glances on 4+)

Beasts of Nurgle (pts:same as previous)
WS: 3, BS: 0, S: 4, T: 5, W: 2, I: 2, A: d6
Slow and Purposeful
Feel no Pain
Plagueswords (Always wound on 4+ in combat)

Bloodcrushers of Khorne (pts:a bit more than previous)
WS: 5, BS: 0, S: 5, T: 5, W: 2, I: 4, A: 3
Furious Charge
Beast
Hellblades (Power weapon)


Troops:
The basic troops have option of homers and instrument + possible cc boost for 1 model (or shooting boost to tzeentch like with flamers)

Plaguebearers of Nurgle (pts:marine)
WS: 3, BS: 0, S: 4, T: 5, W: 1, I: 2, A: 1
Slow and Purposeful
Feel no Pain
Plagueswords (Always wound on 4+ in combat)

Daemonettes of Slaanesh (pts:a bit less than previous)
WS: 4, BS: 0, S: 3, T: 3, W: 1, I: 6, A: 3
Fleet
Aura of Acquiescence (Unit has offensive and defensive grenades)
Rending

Nurglings (a bit less than previous)
WS: 2, BS: 0, S: 3, T: 3, W: 3, I: 2, A: 3
Swarm

Bloodletters of Khorne (pts:a bit more than plaguebearers)
WS: 5, BS: 0, S: 4, T: 4, W: 1, I: 4, A: 2
Furious Charge
Hellblades (Power weapon)

Pink Horrors of Tzeentch 5-20 (pts:a bit more than the previous)
WS: 2, BS: 3, S: 3, T: 3, W: 1, I: 3, A: 1
Warpfire (18″, S4, AP4, Assault 3)
These have a cheap option for upgrading one model to Changeling
Unique
No stat change
Glamour of Tzeentch (Once each enemy shooting phase, may target an enemy
unit within 24″. They may choose to not shoot that phase, or to take a Ld check. If they fail,
they must shoot all weapons at a friendly target of the Daemon player’s choosing. If they
pass, they act normally. If they fail there are no targets, they do not shoot that turn as if they
choose not to shoot)

FA
small combat boosts available per unit except for furies

Seekers of Slaanesh (pts:same as horrors)
WS: 4, BS: 0, S: 3, T: 3, W: 1, I: 6, A: 4
Cavalry
Rending
Aura of Acquiescence (Unit has offensive and defensive grenades)

Screamers of Tzeentch 3-12 (pts:a bit less than previous)
WS: 5, BS: 0, S: 4, T: 4, W: 1, I: 4, A: 2
Jetbikes
Warp Jaws (Melta Bombs)

Fleshhounds (pts:marine)
WS: 4, BS: 0, S: 4, T: 4, W: 1, I: 4, A: 2
Beasts
Furious Charge
a bit more expensive option for – Keranak, Hound of Vengeance, upgrades one Fleshhound
WS: 5, BS: 0, S: 5, T: 4, W: 1, I: 4, A: 3
Unique
Beast
Rending
Instrument of Chaos
Furious Charge
Squad gains Move Through Cover

Furies (pts:marine)
WS: 3, BS: 0, S: 4, T: 4, W: 1, I: 3, A: 2
Jump Infantry

HS:
Soul Grinder (pts:Vindicator with EA & Dozer Blade )
WS: 3, BS: 3, S: 6, Armor: 13/13/11, I: 3, A: 4
2 Dreadnought CCWs (attack bonus included)
Fleet
Immune to Stun and Shaken results
Harvester Cannon (24″, S4, AP5, Assault 6)
Maw Cannon, 3 fire modes (1 default, 2 purchasable):
Vomit (Template, S6, AP4, Assault 1)
Upgrade Vomit to (for half a speeder each):
Tongue (24″, S10, AP1, Assault 1)
or
Phlegm (36″, S8, AP3, Assault 1, Large Blast)

Daemon Prince (pts:Master /w Storm bolter)
WS: 7, BS: 5, S: 5, T: 5, W: 4, I: 5, A: 4
Can get pretty expensive flight (think doubling up the points), some armor and extra str.
Can also get marks which do the same as in Codex:CSM, mostly around the same cost iirc.
If marked, can get some god specific gifts in the vein of herald/greater gifts. Mostly the shooting ones, altough slaneesh prince has option for hit’n’run and the poor man’s lash. The gifts cost around 5-30 barring the flight. As an added bonus here are some more preview pics thumbnailed for your enjoyment.

Chaos Deamon Preview Pics

 

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Nice Fishey

ushark.jpgNow this guy has some serious titanium stones. Or he is just a fracking moron!

Either way, cool pic!

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AT-43 Karmans Size Comparison Photo

Here is a great pic of the upcoming Karman size 5 speeder along side the buggy and a K-Shooter.

Click on the Thumbnail to Enlarge

karmans_scale3.jpg

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CLICK ON IMAGES TO ENLARGE

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Drop Podcast Review

Review of Drop Podcast version 2.0

Review of the Drop Podcast

2008-02-22t17_05_50-08_00.jpg

Description: Games Workshop related news, views and resources.

Frequency: Bi-Weekly

Feed: Drop Podcast

Website: Minatures Wargaming Union

REVIEW:

This year has seen a dramatic change in the format and, in my opinion, quality of the Drop Podcast. As the only current pod-cast giving significant and consistent coverage to the full Games Workshop hobby, this podcast has a lot of material to cover and a large audience to satisfy. Initially the podcast was done in a very informal and unscripted format which led to many episodes devolving into random arguments between the hosts or meandering non-sequitors that caused the show to drag. Even with these shortcomings they drop podcast crew did a good job of covering the full world news and upcoming events in the GW universe.

As 2007 came to a close the team behind the show made a point of asking their listeners for suggestions on how to improve the show. As expected when you throw yourself at the mercy of the Internet, they suffered a good number of slings and arrows, but to their credit they took this constructively. With the start of the new year they launched a new format with significant changes both the the format and the tone of the show.

The new format is broken down into several segments each episode and they have managed over the first four episodes of the new format to keep this fairly consistent.

Each episode begins with a breakdown of any news or significant rumors surrounding the various Games Workshop games and product lines. The news is done in a free-form manner without a defined script but with a set outline of subjects to be covered. This allows them to keep the friendly banter that has always been a strong point of the show without going to far and loosing track of their subject. The news is topical and due to the bi weekly nature of the show, reasonably current. Fans of GW forums will certainly have heard this news before they listen to the show, but I enjoy hearing their opinions and interpretation of the news even if it is not new to me.

This segment is followed by the unit of the show section. In this portion of the show they will go into an in depth examination of a single unit type. This alternates with each show from 40k to Fantasy and the show notes always list the unit reviewed for each episode. The reviews are good, if not to the level of a forum tactica. Anyone who has extensive experience with GW will not likely get a great deal of new ideas here but it is ideal for players looking to try out a new army or for new players not fully familiar with the game.

The next segment is a review and discussion of a listener submitted army list. Here the hosts dissect an army list submitted by a listener and offer suggestions and criticisms. Again these will not give you the kind of intense minutiae you would get from reading a long forum army list discussion, but they do cover all the basics and usually offer some good advice. Once again this section is ideal for players looking to try out something new as well as a great way to get a new take on a familiar list build. To date they have only done 40k, but this is due to the fact that no one has submitted a Fantasy list for them so they cant be faulted for this.

The next regular section is the featured story for the episode. This can range from in depth discussions on upcoming game releases to reviews of army new army books or even discuss some of the many video games based on the GW IP’s. This is usually my favorite section of the show as they give themselves time to really discuss the subject at hand. The different opinions of the hosts can lead to some entertaining but light hearted arguments. In the previous format this could lead the show off track, but within the new format they seem to keep things in hand without being a hyper scripted news magazine.

As with most podcasts, the show wraps up with a listener feedback segment where they read emails, play voice mails and answer or react to the questions or points raised therein. The crew is very good at answering questions respectfully and with as much detail as possible.

One other excellent feature of the podcast is the show-notes. Each episode has show-notes on the podcast site that not only list the subject of each segment but also give the time stamp. This handy feature allows a listener to jump ahead to a subject that particularly interest them or to skip a topic they don’t want to listen to.

On a whole the show is well produced, nicely informative and highly entertaining. For fans of the GW universe it is an excellent addition to your iPod or Zune or however you like to listen to your audio media. If you tried the show before and did not like it due to the format or the occasionally rambling nature of the discussion, I strongly suggest you give it another chance. The Drop Podcast team have made a very sincere effort to listen to their audience and respond to it’s wishes. I for one wish them all success.

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