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Disciples of Be'lakor in Arks of Omen!

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So with Arks of Omen on the horizon and the point changes and dataslates out in the wild, I wanted to talk about the Disciples of Be'lakor and how all the changes affect the followers of   the first Prince! Disciples have been a very strange mini faction, since it's Daemons with the options to add a Chaos knight Korvax and CSM legion specific to Be'lakor letting you soup while still being a "single faction". Though today we won't talking about the CSM options as personally I don't see them as making a Disciples list very optimal for competitive play with the options you already have available through Daemons and Knights. Today I want to talk about why Disciples could be the best way to run Daemons going into the Arks of Omen meta! Arks of Omen detachment  So the new detachment kind of screws us over since we can no longer get god specific warpstorm abilities unless you play pure mono god, and of course Disciples is Undivided. Though the new detachment work...

Daemon dataslate and point changes!

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So, the moment we have all been waiting for is here! I scrambled to get this written up as soon as the dataslate and points update dropped just so I could share the amazing changes we have gotten as a faction!!! Point changes Indomitable Onslaught +10pts So, the 8 wound phase cap has been bumped to 50pts making the thirster 360pts. Not a huge change and you will still see him in competitive lists. Karanak -10pts Karank drops 10pts to 90 which is cool. It may not seem all that great until you realise Flesh Hounds have now become almost mandatory for Daemons, and Karanak makes your flesh hounds slightly better with the standard re-roll 1's to wound but also flat re-rolls to wound vs psykers. Plus, who don't love a great big 3 headed angry dog! Bloodcrushers -5pts Going down to 40pts, means a unit of 3 is now 10pts cheaper than a unit of 10 letters. Though I still think letters are better overall, a unit of 3 is definitely worth considering due to better toughness, 4+ combat save ...

New year, new goals!

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So another year comes to an end. It has been a very interesting year for me in this hobby, I took a hiatus in January through to June. Came back and got straight back into competitive play. Got my first event wins, managed to pick up 4 events overall with a few podiums, have super enjoyed the new Daemon codex, expanded my True Daemon Lord brand, and just in general had one of my favourite years of hobby. With 2023 on the horizon, I think it is very important to set goals for the year for myself. Not just in the hobby but in general life. Though this is a hobby blog so those general goals are not important. What I want to do is share those goals and then be able to look back on them this time next year and either be happy that I achieved them, or laugh at how miserably I failed. Goal 1 This is a simple and pretty common one. I want to get atleast a whole unit built and fully painted to atleast tabletop standard every month. Considering I like to make lists with units I have that are eit...

How Arks of Omen could affect Daemons!

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So yesterday GW revealed the first glimpses of the Arks of Omen: grand tournament mission pack. With this comes a brand new detachment that is sure to shake competitive 40k to it's core! New Detachment  So the new detachment is completely free CP wise, and gives you alot of options with list building. You start with a mandatory HQ, and your choice of either 3 Troops, 3 Elites, 3 fast attacks, 3 heavy support or 3 lords of war. You then have a lot of optional choices with 0-9 Troops, 0-3 Elites, 0-3 fast attack, 0-3 heavy support, 0-3 lords of war, 0-3 HQ, 0-3 fortifications, 0-3 elite slot HQs, 0-2 flyers and 1 dedicated for every infantry unit in your list. This is great for those armies that don't like paying the troop tax (like CSM, Space marines etc..) and still allows you to focus into the strengths of your factions while not having to sacrifice CP. You can also take an allied detachment for free, though we don't know much about that. I'd assume there will be a cap...

Build a Prince! Daemon Prince tactics

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Today let's have some fun and talk about some cool Daemon Prince builds for Daemons. Stats So every Prince has it's base statline with an 8" move, WS/BS 2+, strength 7, toughness 6 with 8 wounds, 6 attacks and leadership 10. He also is rocking the standard 5+ save in combat and 4+ vs range. Taking a set of wings will change his move to 12" and give him the fly keyword, all for the cost of 35pts (and 2 power level). This is pretty much mandatory allowing him to just go straight over screens and buildings. Marks Of course you have to mark your Prince as a patron of one of the four Chaos gods. Marking it will give you a specific boost depending on which God they are dedicated to. Khorne- +1 strength and 2 extra attacks. (Cannot cast a power or deny a power) Tzeentch- gains an extra cast in the psychic phase and knows an extra power from the Pandaemoniac discipline. Nurgle- +1 toughness Slaanesh- +2" movement The stand out here is definitely Khorne, making him streng...

Gothic games RTT! Tournament review

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So this past Saturday I attended my last event of 2022, the Gothic Games RTT run by Danny down in Canterbury. This was a good event, a few hiccups with the round 2 pairings but other than that a very good venue with GW style terrain on clear bases. List: Undivided Battalion : HQ : Fateskimmer -horrors, Staff, Bolt of Change, Infernal Gateway Fluxmaster -Warlord: Fractal Mind, Gaze of Fate, Infernal Flames Troops : 4x10 Daemonettes  Elites : 3x5 Flamers Exalted Flamer  Khorne Patrol : HQ : Be'lakor -Pall of Despair, Shrouded Step Troops : 3x10 Bloodletters  And 6 Furies for banners/despoiler markers, because I have a ton of them and I'll be damned if I don't use them for anything!!! So basicly this is the same list I've been running for a while, the latest change sees the Staff come off the fluxmaster and the Blue Horrors dropped for the Exalted Flamer and in general I really liked the change. Game 1 vs Grey Knights Secondaries : Rebels-15 Banners-15 Assassinate-13 Game ...

Warp Magic! Talking Psychic Powers!

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Today I want to go over the four different Psychic disciplines in the Chaos Daemon codex and rank the powers while also going over some personal tactics. Pandaemoniac discipline  It only felt right to start with the god of Sorcery, tzeentch. The Pandaemoniac discipline has some incredibly good powers and good casters to use them to boot. Bolt of Change: Warp Charge 7 Pick a visible enemy unit within 18", roll 9 dice and on every roll of a 5+, that unit takes a mortal wound. For every model destroyed by this power, you cause an additional mortal wound up to three extra. This is a ridiculously good power, capable of spiking and downing characters or really softening big targets. This is also amazing on one wound model units like Sisters, GSC, Daemons, Ork Boyz etc.... Also great into the Cron match up since they can't reanimated in the psychic phase. A+ Infernal Gateway: Warp Charge 8 The closest visible enemy unit in 18" takes d3 mortal wounds, then all enemy units within ...