I hadnt realised how badly plaguebearers get affected with the new rulles- the herald should be hidden in a deep dark hole, he'll not be needed again.
I think a lot of the daemon players up by me are looking at Lv4 horror units to cover their core requirement- lv4 means extra to cast but more importantly you get extra addiitons to all your dispel roles (and tzeentch magic is still awesome). I dont think the bloodthirster will be as effective as before.. instead I would prefer a keeper- set it up so the enemy is going to have trouble hitting him (torment blade, allure) and with the life sorcerer it should live forever... add into that its ability to force people to charge and you have an enormously powerful unit. They dont even need to make it into combat: if you have first turn then you can move up, force almost anything in the enemy deployment zone that isnt shielded to charge you and then if they dont make it you can charge them in return- a unit such as outriders can potentially charge 20-21", they are unlikely to but that doesnt matter... you've stopped them from shooting and will smash them next turn.
I think that daemonettes may well come to the fore with the new rules- higher numbers of attacks, addition of ASF and their speed will all do well: they'll be hitting most things on a 3+ with a reroll, and wounding on a 4+/5+ with huge numbers of attacks (and forcing people into charges or to hold against you is pretty mighty).
I cant see plaguebearers being used so much anymore, they are quite easy to kill without the regen and are very very slow (sure the charge is easier but you still have to get in a position to charge). The only benefit they get is the new fear rules, which help them more then the other core (except horrors) as they now have the chance to be hittingthe enemy on a 3+ while they gte hit on 5+... no auto-breaks but it is now every single turn of combat... gotta love that,
I think a lot of the daemon players up by me are looking at Lv4 horror units to cover their core requirement- lv4 means extra to cast but more importantly you get extra addiitons to all your dispel roles (and tzeentch magic is still awesome). I dont think the bloodthirster will be as effective as before.. instead I would prefer a keeper- set it up so the enemy is going to have trouble hitting him (torment blade, allure) and with the life sorcerer it should live forever... add into that its ability to force people to charge and you have an enormously powerful unit. They dont even need to make it into combat: if you have first turn then you can move up, force almost anything in the enemy deployment zone that isnt shielded to charge you and then if they dont make it you can charge them in return- a unit such as outriders can potentially charge 20-21", they are unlikely to but that doesnt matter... you've stopped them from shooting and will smash them next turn.
I think that daemonettes may well come to the fore with the new rules- higher numbers of attacks, addition of ASF and their speed will all do well: they'll be hitting most things on a 3+ with a reroll, and wounding on a 4+/5+ with huge numbers of attacks (and forcing people into charges or to hold against you is pretty mighty).
I cant see plaguebearers being used so much anymore, they are quite easy to kill without the regen and are very very slow (sure the charge is easier but you still have to get in a position to charge). The only benefit they get is the new fear rules, which help them more then the other core (except horrors) as they now have the chance to be hittingthe enemy on a 3+ while they gte hit on 5+... no auto-breaks but it is now every single turn of combat... gotta love that,