Much has already been made of the Warpstorm table in the new daemons codex. Incase you've not already heard, the daemons player rolls on it every shooting phase and applies the result. The roll is 2d6. Some results are bad, some result can be good.
Rolls of a 1, 2 or 3 (take instability tests army wide; take a character instability test on a random daemon character on 3d6; -1 invulnerable save) are all bad outcomes. That represents 2.8%, 5.6%, and 8.3% chance every turn of a bad result. Or, 16.7% chance each turn. In a game of 6 turns, 1 turn is (on average) going to be bad for you.
One turn (roll of a 7, which means nothing happens) will result in nothing happening.
One of those 6 turns will result in something good for your team happening (rolls of 10, 11, and 12, which are +1 invulnerable save, potential daemonic possession and a new herald appearing, and a new unit of 2d6+3 lesser daemons materializing).
On the other 3 turns, (rolls of 5, 6, 8, and 9), will result in potential damage to one power of your own army (if such units exist) and to all enemy unengaged units. Assuming there are about 12 unengaged units of enemies, 2 of them are going to take a hit. That's 6 enemies taking a hit over the course of a 6 turn game. Roughly. Assuming they're actually not going to engage (etc.) - the real number will probably be lower. And yes - these hits can glance vehicles (potentially penetrate as well).
Built correctly, the daemon player can avoid hitting their own daemons (and enhance the chances of hitting enemies!) with the most common rolls (5, 6, 7, 8) using instruments of chaos -- they can re roll one die to generate a new result for a hit or miss. Instruments of chaos have clearly changed (used to be +1 melee result outcome), and if we have a few of every type of daemon on the table, suddenly these warp surges are actually looking good. This alone might make players think about a 4 power army. But if not, I think we're going to see lots of mono- and duo-god armies out there.
Overall, I actually don't mind this table. Its fluffy (harking back to the old daemon legion rules in Realms of Chaos). But equally, the extra record keeping and rolling every turn slows the game down significantly, and the randomness is not great in a tactical game. But the army does have "chaos" in the title. Can't be too picky I guess.
Rolls of a 1, 2 or 3 (take instability tests army wide; take a character instability test on a random daemon character on 3d6; -1 invulnerable save) are all bad outcomes. That represents 2.8%, 5.6%, and 8.3% chance every turn of a bad result. Or, 16.7% chance each turn. In a game of 6 turns, 1 turn is (on average) going to be bad for you.
One turn (roll of a 7, which means nothing happens) will result in nothing happening.
One of those 6 turns will result in something good for your team happening (rolls of 10, 11, and 12, which are +1 invulnerable save, potential daemonic possession and a new herald appearing, and a new unit of 2d6+3 lesser daemons materializing).
On the other 3 turns, (rolls of 5, 6, 8, and 9), will result in potential damage to one power of your own army (if such units exist) and to all enemy unengaged units. Assuming there are about 12 unengaged units of enemies, 2 of them are going to take a hit. That's 6 enemies taking a hit over the course of a 6 turn game. Roughly. Assuming they're actually not going to engage (etc.) - the real number will probably be lower. And yes - these hits can glance vehicles (potentially penetrate as well).
Built correctly, the daemon player can avoid hitting their own daemons (and enhance the chances of hitting enemies!) with the most common rolls (5, 6, 7, 8) using instruments of chaos -- they can re roll one die to generate a new result for a hit or miss. Instruments of chaos have clearly changed (used to be +1 melee result outcome), and if we have a few of every type of daemon on the table, suddenly these warp surges are actually looking good. This alone might make players think about a 4 power army. But if not, I think we're going to see lots of mono- and duo-god armies out there.
Overall, I actually don't mind this table. Its fluffy (harking back to the old daemon legion rules in Realms of Chaos). But equally, the extra record keeping and rolling every turn slows the game down significantly, and the randomness is not great in a tactical game. But the army does have "chaos" in the title. Can't be too picky I guess.
1 comment:
I actually think that's pretty cool. I like a random factor in the game, makes tings more fun and more interesting. And in an army that lacks ranged attacks, having some potential for a random attack on the enemy is a plus.
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