I've been doing some thinking based only partially on the fact that I lost a game last weekend, but mostly on a post that I read on the Daemons forum this week. The gist of the post was that yes, Daemons were very powerful in 7th ed, but they have been weakened to the point of - gasp - balance in 8th.
Not that I'm saying that my loss was due to my army being bad by any stretch of the imagination; I made a fair few mistakes through the game and my opponent played well. Considering that I've been playing for less than 3 months I can only claim to know the rules, not the tactics that come with experience.
What I'm saying is that - as was stated in the forum post - people are clinging to the notion of inequality because when you're not steamrolling an opponent consistently it's easy to forget your wins and concentrate on your losses, saying that they're overpowered since that's how it's always been. As an example, take Flamers. I rolled pretty consistently shockingly for shots in that game, but next time I roll high there will still be claims of them being overpowered despite their history.
Speaking of Flamers, I painted these guys this week. Not done basing yet but here they are anyway:
Ok using my iPad for photos from now on. That one's just awful. Back on topic.
One of the obvious strengths of Daemons is magic. While Master of Sorcery is indeed a great gift and underpriced for what you get, consider that it's just on a level 2 wizard. It's rare that an army doesn't have enough magic to use all of their power dice anyway, and without those extra points to cast, they just get used up faster. Without MoS, there would only be access to the Daemonic lores, and most of the time only Tzeentch. It's 50 extra points to get a level 1 on the other heralds, and the cheapest way to get a level 4 is with a Lord of Change for 535 pts. Nurgle and Slaanesh GDs cost 570 for L4, limiting them to 55 pts in gifts on a 2500pt game.
Greater Daemons, Flesh Hounds, Fiends and Bloodcrushers lost the ability to take on blocks of enemies when ranks started giving steadfast. The standard 12pt cost of Daemon core makes outranking in general more difficult. Enemies just don't flee like they used to, and on top of that Fear was nerfed. Suddenly Daemons just aren't as scary anymore.
Nurgle forces in general are weaker since regen and ward saves were merged, going from saving 2/3 wounds to 1/2. There goes the anvil. Time for another photo, here's the GUO all based and pretty.
The universal 5+ ward is a big sticking point for some, but the inability to take armour or indeed any extra equipment easily cancels that. It helps to save a few wounds obviously, but every core but Plaguebearers only have T3, so they're quite easy to wound in the first place.
Back to Flamers: they're 35 pts each with similarities to HE archers. 3.5 archers are 38.5 points and have an extra 1.5 wounds and attacks, along with longer range. The limited Flamer range makes constant movement necessary, giving -1 to hit every turn. Add to that the 25% limit on rares, meaning that you have to both limit Flamers to fit, then further to allow other rares, while archers are unlimited.
There we go, enough ranting for now. I've got to finish basing then moving onto a character in my never ending quest to paint an ever-growing pile of models.
"Bio-ball is OP"
"Force field is OP"
"Fungal growth is OP"
-Three Starcraft 2 players not understanding the point of balance