Warhammer 40’000 8th Edition: A Bloody Battle Report(ish)

Greetings all,

So today (Sunday 18th June, which is now most definitely in the past) I played my first game of 8th edition and I figured I’d do a quick battle report, well, more of a battle synopsis really. We decided to go for a classic game of 1500 points.

The Armies

Chaos Daemons and Chaos Space Marines

It had to be the heretics for me. Although I used far less true-scaler’s than I was originally going to.

I went for a Battalion Detachment that consisted of:

x2 Bloodthirsters (1 Insensate Rage & 1 Unfettered Fury)

x1 Renegade Knight (Avenger Gatling Cannon & Reaper Chainsword)

x10 Bloodletters

x10 Plague Bearers

x10 Cultists

x5 Raptors (Pair of Lightning Claws and two meltaguns)

My opponent James went for:

Necrons

Overlord

Cryptek

x10 Deathmarks

x12 Necron Warriors

x10 Warriors

x10 Immortals

x2 Triarch Stalkers

x1 Monolith

The mission was Only War with four objective markers and we had to hold the markers to gain VP. Deployment was your standard Dawn of War on a ruined industrial table.

I kept my Raptors in reserve, as did James with his Deathmarks.

Turn 1

The Necrons awoke quick sharp to the sound of roaring monstrosities, taking first turn James wasted no time in moving forwards with his warriors and Triarch’s to fire all hell in to the towering Renegade Knight. Under a blistering weight of firepower it lost several wounds. The potency of the new wound chart was not lost on me, as it allowed the Immortals strength five weapons to cause a surprising number of wounds.

The towering Bloodthirsters on each of my flanks beat their mighty wings and took to the sky, making full use of their 12” move to get as close to James’ line as possible. The Knight loped forwards. As did my Bloodletters, while the Plaguebearers and Cultists caressed their sweet objectives (Knight face masks, as my Knight was bereft of one). I opted to bring my Raptors on at the end of my movement behind James’ Necron warriors on my right flank, this I was to learn, was a colossal error. No sooner than the Raptors taloned boots touched the rubble a unit of Deathmarks materialised next to them, in a spectacular out of turn sequence they head shot disintegrated four of the Raptor squad. On a roll of a 6 to wound the Deathmark’s weapons cause an additional Mortal Wound. The Raptor champion proceeded to take several armour saves, of which he failed more than enough and so my only reserve unit evaporated in their own movement phase! Note to self, Deathmarks are king-shit. Bring on reserves after they have entered play. The Knight charged forward, revved it’s Reaper Chainsword and found that when an unstoppable force meets an immovable object, in this case a Triarch Stalker, not much happens.

Although, like James, I controlled two objectives, so the score was still 2 – 2.

Turn 2

As the (Raptor) dust settled the Deathmarks prepared to fire all hell in to the approaching Knight. My fear levels shot up, as I realised they were in rapid fire range and so could do a staggering amount of damage to the war engine. The ‘Crons advanced and blew chunks of the Knight away, by this point it was rattling forward with only a few wounds left. My grey Bloodthirster, who we’ll call Ash’anhar, bellowed as Gauss weaponry reflected off his Daemonic visage. While my red Bloodthirster, who we’ll name Impotentus, took several wounds from the nearby Monolith and Warriors.

James continued to bag his objectives 4 – 2 to the ‘Crons.

Ash’anhar’s blood boiled at the deaths of his post human slaves. He soared forwards, ignoring the lesser warriors beneath him and surged toward the Deathmarks. While on the left, Impotentus charged the other Triarch.

NB Triarch Stalkers have something called Quantum Shielding. It. Is. Insanely. Effective.

Impotentus managed to shear a few layers of metal off a Triarch Stalker. However the beast, the myth, the legend, Ash’anhar, slew a few Deathmarks’ and consolidated in to the Necron Warriors that he had casually charged past. The Knight went after less survivable prey and stomped a unit of Immortals in to the dirt. Morale plays an important role in 8th and entire units can evaporate if you’re not careful. The way it works also encourages you to focus your firepower on one unit, as the negative modifier is how many casualties a unit has suffered in that turn.

Turn 3

The Necrons pulled back thanks to the new fall back rules, however as you cannot shoot when you fall back Jame’s shooting was greatly diminished. He still managed to fell the Knight, it fell to the ground oddly silent. While Impotentus took yet more wounds, by this point he was down to 4 wounds and was rocking a somewhat pathetic 2 attacks. I will say this, he was a good fire magnet. That is all. Ashanhar remained locked in combat with the Deathmarks, who fell bitterly to his great axe.

The Bloodletters loped past the ruined Knight and sprinted toward the Necron Overl… no wait, in an unheard of moment of tactical clarity, the Bloodletters ran for the objective in the center of the board.

NB At this point in my write-up I’ve lost track of the score, however I do remember the result!

Ash’anhar having obliterated the, frankly terrifying Deathmarks, charged and proceeded tonbatter the Triarch stalker that the Knight had failed to harm, he tore each of its legs off and severed the rider in two with savage ease.

Turn 4

The Necrons retaliated and blew the Bloodletters of their objective, with the Overlord sweeping in to kill a couple. Combined fire from the Monolith and the Warriors felled Impotentus, a name aptly earned as his kill tally was two Necron Warriors, of which both got back up! The warriors that Ash’anhar had largely ignored on the right flank advanced towards the Cultists. However the subservient humans simply scattered behind an old munitorum crate out of sight. Ash’anhar took a few wounds, yet remained fairly unscathed.

By this point my army was technically in tatters, however I’d doggedly hounded the objectives and continued to charge in to combat at every opportunity. This had the impact of drastically reducing the Necrons firepower.

Turn 5

The Overlord charged forwards and with the combined firepower of the Monolith he tore apart the unit of Plaguebearers’ that had been steadily reaping me a harvest of victory points. I imagine that the site they had claimed was a foul smelling warped mess (not that the Overlord could smell anything mind).

At the start of my turn 5 we called it a game, the Daemonic forces of Chaos had scored a crushing victory.

11 – 5 in favour of the Dark Gods.

End Game

That said, the only units that James had lost were the Deathmarks’ and one Triarch Stalker. Whereas my force was bloodied and battered, having lost a Bloodthirster, a Renegade Knight, one unit of Bloodletters and one unit of Plaguebearers! My win really came down to the fact that I focussed all my efforts on to claiming objectives. The notable highlight being when the Bloodletters advanced on to an objective, rather than charge the Overlord.

MVD (Most Valuable Daemon) for me had to be Ash’anhar, he took a lot of damage and stayed in the thick of the fight for the whole game, plus he destroyed two units. Which accounted for the sum total of units my army destroyed!

Greater Daemon of Khorne

Ash’anhar, yep, he’s still WIP despite it having been months since I started painting him!

MVA (Most Valuable Automaton) for the Necrons has to go to the Deathmarks. They blew away the Raptors, stripped a shed load of wounds off the Knight and even survived a round of combat with the Ash’anhar.

It was a cracking game and James has threatened my heretics with his Tau for our next encounter. Speaking of, next time I’ll take some snaps of the battle, I’d just rather have pictures when more of the board is painted, along with my army. Perhaps I’ll just keep it black and white till it’s all ready.

Cheers all, have a great one.

Ed

Warhammer 40’000 8th Edition: A Heretic’s Overview

Greetings all,

The Warhammer Community site has had some ace articles, recently their focus has rightly been on 8th edition and now the rules have hit, I think it’s time we looked at what 40k is now.

First off, seventh edition is ace, if you’re playing 30k that is. The Forgeworld lists compliment seventh’s rules and it is a shockingly balanced system. I mainly play Heresy and I have two active armies, my Night Lords and their less bastardly yet more nefarious brothers, the Alpha Legion.

I rarely play seventh 40k as the system is incredibly imbalanced. The trouble is that there are a number of units that just outperform other units to such a degree that there is no point taking certain entries. Wraith Knight, I am looking at you with death in my eyes. Gargantuan Monstrous Creatures are insane, they’re are such bastards of colossal proportions that I had nightmares about them before I knew they existed.

That said I’m not here to rant and I have played some bloody good games of 40k in seventh, they just required a number of gentleman’s agreements beforehand.

So what is 8th?

Well 8th edition is the lovechild of 40k in it’s glorious 3.5 edition and Age of Sigmar and this is a damn good thing. The rules are deceptively simple, around 8 pages gives you the basics, that and a few datasheets and you’ll be detonating mass reactive bolt rounds in to the faces of  the Imperial dogs in no time.

Movement and maneuvering is going to become an art form. Movement values are back, those badass Cataphractii, well they’re still hard as nails. Hell, they have 2 wounds apiece now. They’re sat on a move value of 5” though, so you’re going to be some kind of hero if you try foot slogging them across the board. Whereas Eldar troops predominantly have movement 7”, those filthy Xenos will be dashing across the battlefield in the blink of a third eye. Another major change is that you can now assault from transports, just only if the transport hasn’t moved. So thinking one turn ahead with the placement of your forces is vital.

Another major change is that it looks like units arriving from reserve can assault the turn they arrive, they can even be placed without scatter now. The caveat though is that reserves cannot be placed closer than 9” away, so a charge of 2d6 makes it a gamble of long odds that your dangerously close unit will make it in. Again, this adds to the maneuvering and emphasis on careful deployment of your army. Sure you could Deepstrike a unit of Assault Marines in, get lucky and charge a Chaos Terminator squad, strike first (as that’s how chargers roll now) and hell, let’s say you decimate several of them. Well done, you sir are a consummate badass. Now it’s your opponents turn. The Chaos Terminators fall back. A squad of Chosen disembarks from the Rhino to your left hefting Chainswords. The one to your right opens up and out charge a squad of Berserkers, followed closely by a hulking Marine clad in baroque armour. A world of hurt is just a couple phases away. You realise that your Assault Marines have been lured in to a trap. Shit just got real. Good thing you have some Predators rolling up, lets hope those canons are packing some serious firepower.

Chaos Space Marine

I threw a couple World Eaters together like Eternal Hunt had.

Speaking of, armour piercing is now back to modifying an armour save, rather than just flat out ignoring it. Which is ace, as now the weapons you arm your awesome models with involves a greater degree of thought (at least I think so). Whereas before the option of Powerfist vs Power Axe was somewhat of a no brainer (unless you were seriously running low on points), now each weapon has a slightly different advantage. Do you want more attacks? A sharper blade to slice through armour? Maybe something weighty to bludgeon your enemies with? Dual wielding? Or a pistol to blam your adversary in the face, because your blade is too good for that gutter trash’s blood? Well the options are there, which is ace. Even the Chainsword has it’s own benefit, it generates an additional attack. Which is ace, as having a pistol and combat weapon no longer gives you the bonus attack in combat. So often you’ll be relying on your profile.

Profile’s are rather different from 7th, I won’t go in to them in detail. Basically WS and BS are straight up dice rolls. Initiative doesn’t exist, if you want to strike first then attach bayonets and chargle like the lad King you were born to be. Leadership is now absolutely vital, as morale checks cause you’re hard as nails Marine’s to flee off the board (most likely to join the eight fold path). Even And They Shall Know No Fear has become a ‘re-roll failed Morale checks’, so still insanely useful, just not the powerhouse of 7th.

Chaos Space Marine True-Scale

Right, I’m going to call it a day there. My first game of 8th edition should be tomorrow (Sunday 18th June, which at the time of publishing is now today!). I’ll be bringing my True-Scale heretics out to slay some filthy Xenos and there may well be some lapdogs of the False Emperor too. So I shall try and jot some notes down and report back in the week.

Have a great one all.

Ed

Change is in the Air: Updated

Morning all,

Most days I check Faeit212, as I like to keep up to date on the hobby. This morning I was stunned to see the Thousand Sons leaks. It looks like the automatons in blue are getting the army treatment and they look stunning. I believe the links are thanks to War of Sigmar and The Eldar Thoughts.

I’m not going to repost all the pictures here, as the links above will take you to all the regal blue glory you need. However, I will post my favourite of the leaks…


First off the above Terminators look stunning, just the right amount of ornate gilding and custom decals. Whereas the trio pack of sorcerers, though nice, are a bit cluttered in my opinion. One of the serious draws about this unit for me is that they look like they would fit perfectly in to a Heresy army. We won’t know what unique units the Thousand Sons will have access to until Forgeworlds Horus Heresy book seven arrives but until then you could easily use this unit as a generic terminator squad. There is also the benefit of mixing weapon options from the Terminators included in the Burning of Prospero set (and accessories if this new kit contains spare heads and the like).

Overall I think this is a cracking release and though I already have far too many projects on the go I will definitely have a small Thousand Sons force. Sidenote – those Terminators will make my True-Scale Thousand Sons force an absolute doddle now! I mentioned a while back that Grey Knight True-Scalers were the easiest to make, while I think that is still true (thanks to the weapon options), Thousand Sons now take second place as the easiest True-Scale space marines to convert.

Till next time all,

Ed

Update: Rather than write a fresh post I thought I’d mention a few further bits on here. GW have uploaded the full pictures of the Thousand Sons release on the Warhammer Community site. I’m quite new to their site, having only recently bookmarked it, but it’s pretty ace for official news.

One picture of theirs I found particularly interesting…

I have a hunch that 40k marines are being up-scaled. The 32mm bases were the first subtle sign, then the Deathwatch release gave us marginally larger marines. At first I was willing to put this down to the revamped MkVIII Errant armour they wore, however now, seeing 30k Ahriman next to his new 40k variant, I think we’re seeing a deliberate shift in scale.

This makes sense if 3ok is the ‘Legion’ wars, after all many smaller scales are used to represent larger grander battles. Whereas traditionally larger scales focus on more heroic conflicts fought by individuals. Now 32mm is not a huge shift but it would make marines scale up better against humans and Eldar, far closer to how they are portrayed in the narrative than the current models do. Which is not such an issue with 30k, as the conflict is a civil war and so most of the armies are power armoured.

Of course, I could be completely off the mark and Ahriman is simply larger because he is a centre piece model. Time will tell…

Crimson Slaughter to the Slaughter: Updated Codex Supplement with New Formations

IMG_0345

Greetings all,

Well I did it. Despite knowing better, I bought the Crimson Slaughter updated Codex supplement. Like the Black Legion supplement that I took a look at, the Crimson Slaughter book is filled with interesting fiction about the once loyal Crimson Sabres, pictures of the models, some cool artwork and a selection of new rules to use in conjunction with the Chaos Space Marine Codex (CSM).

I quite enjoy reading about the fall of an Adeptus Astartes chapter but almost feel like there could have been some serious build up to it. Like say if we had a Crimson Sabre supplement first, detailing the illustrious rise of a noble chapter defending humanity. Then slowly in White Dwarf articles and Black Library e-books we start to see the Chapter buckle in its duties, until finally it breaks. Then the Crimson Slaughter could have been released and there fall from grace would have had more impact. This is personal preference; it just felt odd that CSM were thrown a supplement about a new faction when there are the traitor legions and a whole host of established renegade Chapters.

FullSizeRender

Nonetheless the narrative contained within the supplement is enjoyable. However, I’m here to talk about the new formations. As the Crimson Slaughter book, like the Black Legion, has received a digital update.

Just quickly, for those that don’t know, the Crimson Slaughter Possessed are troops and they have a very different mutation table. You roll at the start of your turn and can benefit from Shrouded, Cavalry movement, or rending and a 3++ until the start of your next turn. I view this as better but situational.

New Formations

The Ravagers – A simple one of 1 Chosen and 1 unit of Possessed, as long as the Chosen Champion is alive at the start of your turn you can pick one of the units from the formation to re-roll all failed to hit rolls.

Disciples of Mannon – A Sorcerer and a unit of Possessed, this one is oddly specific but I do like it for how bizarre it is. At the start of the battle roll two dice, place them to one side as if your opponent rolls two dice and gets an identical result you can summon a unit within 18” of your Sorcerer. The unit is rolled for from a table, 1 – 3 Pink Horrors, 2 -5 three Screamers or three Flamers and on a 6 a Herald (meh) or Lord of Change! I tried this out in a game at the weekend (and admittedly we did have to rush) and didn’t get to summon a unit sadly. Combine with Malefic Daemonlogy for glorious summoning times (just ignore the sour look from your opponent).

Brethren of the Dark Covenant – Grab a Dark Apostle, 1 unit of Possessed and 1-3 units of CSM.  What you get is a super pissed off Apostle, who can inspire your marines to give not one single shit. Rather than shooting your Apostle wails at every unit of the formation within 12”, those units now have Zealot and Feel No Pain until the start of your next turn! This has to be one of the standout formations from the supplement. Perhaps load up your marines in Rhino’s and rush the enemy, disembark with those special weapons and a few Powerfist’s and let your Apostle chant his litanies to make your units tough to move. Combine with the Mark of Nurgle for added resilience.

Cult of Slaughter – An Apostle with 2-8 units of Cultists. Cultist units from the formation within 9” of the Apostle are Leadership 10 but you take it for the following; at the start of each of your movement phases roll a d6 for each Cultist unit that has suffered casualties, you gain that many back up to your starting squad size. Who needs survivability when you can raise the dead!

Lords of Slaughter – One Chaos Lord, 1 Possessed unit, 1 Chaos Terminator unit and 1-3 units of CSM’s. Your Lord gains Psyker ML1, he always knows Prescience and can target any unit from the formation regardless of range. No Force weapon though and that’s it for this formation. I don’t rate it as you’re paying for a lot of units when you could just have a Sorcerer with divination (using the 30pt artefact from the supplement). As ultimately Chaos Lords just aren’t that good. Controversial? Probably not.

Kranon’s Helguard – One Chaos Lord, 1 unit of Chosen, 1 unit of Terminators, 2 units of Cultist, 1 unit of Raptors, 1 Land Raider and a Helbrute. Your infantry gain Stubborn (pretty good really) and enemy units within 12” of one unit from your formation are at -1 Ld, if they are within two units they are also at -1 BS. It’s an army and the formation benefits are alright, however that’s a lot of foot slogging infantry and most armies have access to fearless or ATSKNF which negates the whole Crimson Slaughter fear malarkey. Only use this against another fun formation, it’s just not competitive, which is fine for casual games.

The Red Onslaught – A special formation that consists of all of the aforementioned formations (units can belong to their own formation and the Red Onslaught, and benefit from their original formation rules as well as TRO rules). This is a big formation, containing a lot of infantry (so many cultists!). All enemy units are at -1 Ld while at least one unit from this formation is alive.  The other rule lets you revive a destroyed unit of Possessed , you roll at the start of your turn and on a 4+ the unit is placed into ongoing reserves; when they arrive (in the subsequent turn) they Deep Strike in. They no longer benefit from their original formation rules but can be revived again. It’s a high tax to pay to revive arguably one of the worst units from the CSM Codex. Although I think the Crimson Slaughter Possessed have more flexible rules they are still just marines with 2 attacks and a 3+/5++. At 30 points a model they’re just too overpriced for their damage output and will struggle against most enemies. I think this formation is for the hardcore Crimson Slaughter players out there. If you do take this make sure your Psykers take Telepathy where possible and Shriek your enemies whenever you can as you can take 2 points of their leadership with clever unit placement. Throw in Be’lakor for even more Telepathy shenanigans.

There we have it folks, as far as I can tell the artefacts are the same as before (or have received only the subtlest of tweaks). I think overall the Black Legion formations are better and more flexible, as in my opinion Possessed are still to be avoided, which will be hard to do seeing as almost every formation contains at least one unit of them. Now if they bring out a new CSM Codex that could change things significantly, but until then I’m going to say not worth it. At £15 for the basic digital version (Apple) it’s not going to wreck the bank but it’s hardly a bargain. If you’re after an aggressive combat CSM army then consider the same priced gamer edition Khorne Daemonkin Codex, you get a shed load of rules as it’s a standalone list. What’s more you’re battle brothers with CSM so you can ally up to your tainted hearts content.

Until next time, have an ace one all.

Ed

Image Sources: Crimson Slaughter Codex Supplement. Used for the sole purpose of entertainment, reporting news and reviewing the updated Codex for non-commercial use. All rights reserved by Games Workshop.

An Unexpected Update: Black Legion Supplement New Formations

 
Greetings all,

I’ve been busy assembling a whole bunch of Heresy Night Lords. Ruins of Arotha inspired me to have a crack at using magnets, to make the most out of my kits and I have taken to it like a pig in sh&*t. I decided not to bother with WIP shots, as it’s all pretty standard stuff. I’ll post some up when I finally get around to painting them.

The reason for this article is that GW, the cheeky chaps that they are, have updated the Black Legion Codex Supplement. I bought the iPad version the day of release last year (or whenever the hell it was) and I felt pretty disappointed by it, the fiction was alright but the rules were minimal and lacklustre. My main gripe was with the artefacts available to characters, which also consisted of the vast majority of rules from the ‘dex, they seemed over priced for what they had to offer. For instance the Skull of Ker’ngar, at 40 points you get Eternal Warrior and Adamantium Will. Alright Eternal Warrior is boss, but at 40 points lets compare that to the 50 point Shield Eternal. The loyalists nab a 3++, Adamantium Will and Eternal Warrior for just 10 points more than the Skull! 

I shan’t bother ranting like a heretic fanboy but the Chaos Codex is showing its age now, it’s a sixth edition Codex in the world of seventh. Although the heretics have received some cool new toys in the form of dataslates the core issue remained. Chaos Space Marines are the weakest element of the Chaos army. In a nutshell it comes down to the lack of And They Shall Know No Fear (ATSKNF). Whoa, don’t get me wrong, Chaos shouldn’t have that rule. I’m not suggesting that Chaos Marines should have faith in the Emperor (Alpha Legion?). No, simply that for equivalent points, the loyalists all benefit from an incredible rule that has consistent game wide affects. Auto rallying, not being destroyed from a sweeping advance and acting as normal once rallied. Whereas the traitors can pay points to receive +1 leadership (and 5 CSM cost 5 points more base than a 5 man tactical squad). 

So when the Black Legion supplement came out I was disappointed. On an army wide basis this main flaw remained firm and the extras we did get did not compensate to make the CSM list more competitive. I’m not expecting the filth of the 3.5 ‘dex but if loyalists are going to get their own (arguably better) Obliterators in the form of Centurions then I expect more than an AP3 Daemon Sword that gives me +1 Initiative. Seriously, that’s a thing. I might as well take the mark of Slaanesh (for the +1 Init) and literally any other Daemon Weapon, like the Murder Sword (Ap 3 normally with the potential for d6 attacks like a regular daemon weapon, nominate a character at the start of the battle and your sword goes batshit against that character giving you x2 S, AP 1 and Instant Death! Oh and it’s only 5 points more than the spine tingly sword).

So I lied, there was a bit of a rant. I’m a heretic at heart, even bought the t-shirt at Forgeworld to prove it.

New Formations

Bringers of Despair – Abaddon and his closest Terminator friends rock up with +1 WS and BS (not Abby, he’s hardcore as is).

The Chosen of Abaddon – Enjoy 1-4 Lords or Sorceres, each one must take a unit of chosen or termies to stick with for the game but for as long as the Lord/Sorcerer is alive the his squad they’re Fearless, because no f*&ks are given. Screw you ATSKNF, our sorcerers just grew a pair. Oh and all the Lord/Sorcerers in this detachment get a free roll on the Boon table (re-rolling spawn or apotheosis, because Abs hangs around with the cool guys).

The Hounds of Abaddon – Chaos Lord, 1-3 Khorne Berserkers, 1-3 CSM; 1-3 Raptors, Warp Talons or Bikers (in any combination). Once per game you can run and charge with the lot of ‘em and whenever a unit makes a charge roll on 8 or more the unit gets +1 strength (because Khorne likes it when Marines man up and get stuck in).

Daemon Engine Pack – A Warpsmith with his two pet Forgefiends or Maulerfiends (in any combination). This is an odd one, you can nominate a character before the game begins. Your big dogs gain preferred enemy against said character and if you slay the bastard you regain a lost hull point. Also your Warpsmith cares, if he’s within 12” of one of his pets at the start of the shooting and/or assault you can nominate said Fido to use the Warpsmith’s Weapon Skill or Ballistic Skill.

Cyclopia Cabal – I really like this one for numerous reasons. Here we have 3-5 Sorcerers (they don’t have to form a unit, but I’ll get on to that), they gain one special ability/psychic power, Shroud of Deceit. It’s a warp charge 3 psychic power, you nominate one sorcerer to channel it and any Sorcerer including the first generate a free dice for that power only if they are within 12”. It has range 30” from the channeller, you nominate a non vehicle unit. If successfully cast and not denied you get to immediately shoot with the deceived unit as if they were your own squad. So, your enemy rolls on to the board with his graviton canon toting Servitor Destructors, sweet, let’s shoot them at your his own Land Raider. It’s a great psychic power that should be useful in most games but there’s an added bonus (sort of). Let’s combine all of those Sorcerers in to one unit, stick a fearless character in, say a Lord, and attach all said characters to a 20 man cultist squad. Choose Biomancy for all your Sorcerers (and hope to roll Endurance on one). Now you have a twenty-six man unit that can potentially have a 4+ FNP save with Eternal Warrior for your characters. Plus five dudes are rocking around with force weapons and only one of them needs to get the power off to activate it. I recommend sticking a spell familiar on the channeller to make the most use out of the Shroud of Deceit (as effectively the warp charge for it are free, so you might as well pay 15 points for the re-roll to make sure it goes off). This is by no means a death star but that’s not the point, just think of the awesome conversions and havoc you can reek with a unit like this on the board. There’s the crux of it as well, how much Chaos can you cause and what will you cause it with. The traitors should always give you options to mess about with.  

 The Tormented – Daemon Prince with 2-5 units of possessed, pretty sure I heard those groans from here, but hold on. These possessed come with +1WS, +1 I and rending; sure they’re still not Wulfen but at least they’re a bit more viable now. Shame they still don’t know how to hold two close combat weapons. Warning, if the Prince wanders off further than 18” the possessed do become somewhat senile. Like dementia as opposed to slavering killers. 

Black Legion Warband – Last up is the Black Legion Warband, here we have one Lord, 0-1 Sorcerer, 2-6 CSM, 1-3 Termies or Possessed (any combo), 1-3 raptors, talons or bikers (any combo) and 1-3 Havocs or Helbrutes (any combo). When your characters take down a character thanks to the Champion of Chaos special rule (in a challenge) you roll twice on the boon table and can pick either one or both results. This detachment also has the Thirst For Glory rule, this one is nice. In a phase if one Black Legion unit wipes out an enemy unit all remaining Black Legion units may re-roll failed to hit and to wound rolls of 1. This is damn good. So if you blow up a rhino in your shooting phase your whole warband gets a (pseudo) universal preferred enemy rule for the phase. This also applies to the combat phase (I think your enemies, as well as your own). 

 

Overall I’m really pleased with the above detachments, I think they add some needed depth to the CSM army and they make a vanilla list a bit more flexible. It might not be the new ‘dex that we’d like but it’s a decent start. What’s more as a digital user this update was free. Sadly this doesn’t help those that bought the hardcopy; however I’d recommend checking online for the full rules once it’s been released in earnest, as lets face it, it’s pretty harsh to buy effectively the same thing again for what is just an update. Oh and there are tactical objectives for the Black Legion (can’t remember if they were in the old version, if not, they are now). There might be other updated information but the artefacts look basically the same (I think the Nova artefact was tweaked). 

It looks like the Crimson Slaughter ‘dex should be receiving the same treatment, although I didn’t buy that one, might now. Not sure. So, we should have some more formations to play with soon. 

If you have any questions or comments feel free to drop me a line, if not, I hope the article’s been of some use.

As always, have an ace one all.

Ed

Image Sources: Black Legion Codex Supplement. Used for the sole purpose of entertainment, reporting news and reviewing the updated Codex for non-commercial use. All rights reserved by Games Workshop. 

Review: Codex Khorne Daemonkin

Morning all,

I picked up my Codex Khorne Daemonkin (CDK in this article for short) as it was about bloody time that I got to leaf through this gore covered tome! This is my first Codex review so I’m testing out the format a bit, here goes….

Codex pure f*%888#ng RAGE! (in a good way)

Codex pure f*%888#ng RAGE! (in a good way)

First Impressions

Like most Codices of late the cover art is awesome and it’s a sturdy hardback, ideal for slinging in a backpack or slid into the ol’ carry case. The fluff (fiction) for the army is a tad on the dull side for me. A large part of the first half of the book is given over to descriptions of the units. For instance you have a description of the possessed along with a pretty cool colour picture (there is some nice artwork throughout); for me the descriptions are largely pointless as I know what the units are, so they add nothing new to my understanding of Chaos. On top of this in the crunch section (rules) of the book in the unit entries, they have a further small description of what the unit is. Just my opinion, but it does feel a bit like filler at times. However, like I mentioned there are some cool pictures, a few nice fluffly bits about the Daemonkin and how they operate. Best of all though, is that it’s a stand alone Codex, complete with all the unit entries that you’ll need to play the army.

So all in all, it’s looking good not great. Time to take a closer look.

The Crunch: Overview

This is a full Codex so the army may follow the standard force organisation chart or be used as an allied detachment. You have a nice selection of units that have been pulled from the Chaos Space Marine (CSM) and Chaos Daemons (CD) Codex. However, the vast majority of CSM units have the Mark of Khorne and their points have been hiked up accordingly. Most infantry units start at Khorne’s sacred number of eight (the points are built into the unit cost) and interestingly the Possessed and Warp Talons have both Mark of Khorne and Daemon of Khorne, this means they can benefit from any special rules that affect Daemon of Khorne units. Like Deep striking without scattering next to a Bloodletter with the Banner of Blood.

As mentioned in the rumour round-up beneath this article the units from CSM and CD have been cherry picked, the list is incredibly combat heavy and long range fire power is poor at best. Effectively you’re relying on Helbrutes, Defilers, Land Raiders and Forgefiends for dakka dakka. However if you’re going in to this list for fire power… well you’re twisted. Though that’s not to say it can’t work, and here’s why.

The Blood Tithe

I’m giving this army rule it’s own section as I cannot overstate the massive affect it has on your list building. The rule broken down is as follows.

The main rule of the codex is “Blood for the Blood God” (the unit must have this special rule to benefit) :
You get “blood points for every unit you destroy and for every unit of yours that is destroyed (with BftBG). Characters slain (yours or your opponents) in challenges generate blood points as well.
At the beginning of your turn you can spend those blood points, effects lasts till the beginning of your next turn. (Summoning’s are permanent)

1. Adamantium will
2. Rage + Furious Charge
3. Feel no pain (huge huge huge benefit to your whole army and for only 3 points an absolute bargain, take some high strength shooting just to try and nab this in the early game before you hit combat)
4. +1A
5. Summon 8 Bloodletters of 5 Flesh hounds (arguably more useful than no.5, certainly a useful unit that is pretty survivable and can harass light to medium infantry. If you have the models you can have a free champion, musician and banner)
6. Summon 3 Bloodcrushers or one Skull cannon
7. One character becomes a Demon Prince, LD test, if failed becomes a Spawn instead (the main thing here is that you don’t give up Slay the Warlord, you retain your Warlord trait and an Artefact of Slaughter if you had one! Also if you have a Daemon Prince model with wings you can use that one, reegardless it comes with Warp Forged Armour for a 3+)
8. One character becomes a Bloodthirster, if failed becomes a Spawn instead (this is the basic Thirster, so no funky weapons for you and you don’t give up Slay the Warlord, plus you retain your Warlord trait. It’s a monstrous flyer with an abominable statline, seems pretty damn worth it to me. Plus it totally reminds me of the old days when you’d possess a character Dawn of War style and the poor chump would explode in a volcano of blood)

Once you spend a blood points you lose them all. For example if you have 5 and spend 4 for Feel No Pain, the leftover point is lost.

Plenty of access to these angry chaps, the board will be rife with 'em

Plenty of access to these angry chaps, the board will be rife with ’em (this is my favourite build and colour scheme from the ‘Eavy Metal team)

The implications are huge, this is because you have access to a vast array of cheap expendable units. Cultists, Spawns, Rhinos, even Flesh Hounds and Bloodletters; throw them at the enemy and laugh as you rack up points to summon more powerful units. This is an army that can get stronger the longer the game goes on. Also your Daemon characters can join CSM units and vice versa. It gets better when you ally with Battle Brothers, as I believe your Heralds can join BB units as well (I couldn’t find a rule that stated otherwise in the Daemonkin Codex, however if I’m mistaken feel free to comment below with the rule in question). So in theory you could have a BB CSM Havoc unit with, I don’t know, four missile launchers. Then you join a CDK Herald (who is only 55 points) he confers Fearless, which is a massive boon to Chaos. Not only that but the Blood Tithe rule specifically states that a unit that contains a model with the BftBG rules gains a point if they destroy an enemy unit, So now whenever your Havocs blow shit up the attached Herald will mumble some Daemonic litany that roughly translates to “good stuff chaps, let us count that as a skull for Khorne” and you get a Blood Point!

When designing a list you need to keep how the Blood Tithe table is going to work within the army. How are units going to generate you points? Will it be by thrashing units, or by getting blown away? Can they do both?

Battlefield Example

I played a game with Daemonkin as soon as I bought the Codex. Sadly due to time restraints we had to end it after we’d completed turn 3, because of this I lost 5 points to 1 against Grey Knights (with Draigo, good Dark Gods he’s a monster). However, my army was getting stronger and had only lost some chaff units. My Lord had ascended to the lofty ranks of Daemonhood and due to being a Prince he kept his Artefact (the armour of 3+, Eternal Warrior and Feel No Pain, a best buy if ever there was one). In fairness he’d earned his ascension, as the turn before he killed a Dreadknight… on his own. Axe of Khorne baby (inflicts Instant Death on the role of a 6 and he failed his sanctified invuln), for the win! I’d also accrued four more Blood Points, one more (which I would have got at the start of turn 4 for being a Slaughter Cult) would have secured me a unit of Bloodletters to deep strike onto my enemies backfield. Which would have netted me a couple of Tactical Objectives and Linebreaker if they survived (which they likely would have, as my opponent had nothing in his deployment). What I’m getting at, is the army was building up steam while the losses I’d suffered were for the most part redundant. This was because I had literally built redundancy into the list; the army was designed to take losses in the early game to fuel the Blood Tithe to make it stronger in the end game. However I had no choice but to admit defeat at the end of turn 3 due to the store closing and it being poor sportsmanship to do otherwise!

An Aside on Allies

Also just briefly, I would argue that you can in fact ally as Battle Brothers with the Imperial Armour 13 Renegades and Heretics (R&H) army list. Here’s why:

Allies and the Renegades and Heretics List

When selecting an allied contingent for an army using the Allies Matrix, a Renegades and Heretics army is considered identical to a standard Chaos Space Marine army”

This is verbatim from Imperial Armour 13. There is a semi colon with a further independent clause however the above contains all the info we need for the purposes of allying Daemonkin with Renegades and Heretics. The above clause means Daemonkin count R&H as Battle Brothers as they above clause means we count R&H as being identical in the Allies Matrix as CSM who are BB with Daemonkin. Job’s a good’un. This also allows for the hilarity of a support squad of six Lascannon (or any heavy weapon of your choosing, just don’t be insane and stick with the Heavy Stubbers they come with, please just don’t) toting heavy weapons with an attached Herald making them fearless and gaining a Blood Point whenever the Lascannons destroy a unit.

I think R&H make an excellent ally to Daemonkin as they can fill the gap of cheap armour with long range fire support. I’d go as far as to say pay the extra troops tax and take a full on Combined Arms Detachment if they’re your only ally. You could have a large unit of mutants with a Lord on Buggernaught (misspelled on purpose) attached so as to make them Fearless and give you Blood Points for when the unit rolls through your opponent (or at the very least, tarpits the heck out of em). I still think they’re worth it even if you take them as as Allied Detachment. Or CSM for a cheap Vindicator and nab a Malefic Sorcerer for extra summoning ability; I’d probably recommend Crimson Slaughter for your Sorcerer as if you take the Artefact Prophet of the Voices you become a Daemon so you will only Perils on a double 6, then take the Crimson Possessed as your compulsory troop choice, as they’re the only unit you can join due to PoftheVoices. As long as they’re unmarked you can stick a Daemonkin Lord or Herald in the unit for extra killy power and the ability to Blood Point it up. Make sure to give them a Buggernaught so that if the Crimson Possessed roll move as Beasts on they’re table the Lord and/or Herald can keep up.

Artefacts

As we thought, just one per model and no duplicates in the army.

– One Axe that you have to count the wounds inflicted with it:
1-2 +1S
3-4 Rampage
5-7 Sx2
8+ Instant Death
Effects are cumulative

– One armour that gives you 3+, Feel no Pain and Eternal warrior (no invuln but most of the time you’ll buy a Sigil for a 4++ or rely on Daemon for a 5++, this makes your Lord, Prince or ascended Lord to Prince vastly more survivable and I recommend this as an auto include. Combine with Axe of Khorne, Sigil and a Juggernaught for a well rounded killtacular character. Then if he ascends, boss.)

– One Rune that gives bearer adamantium will, and you can explode it. If so, till your next turn, in a 24″ bubble, all psychic test get perils with any double (it’s good but too situational for my liking especially as you can only take one Artefact)

– One Sword that gives you a blood point for every wound (meh)

– One helmet that gives you fear and any 6 to hit generates an additional attack (however your additional attacks can’t generate further additional attacks, it’s O.K. when combined with an Axe of Khorne but the above armour is superior for keeping your Lord around so that he can reap a fearsome toll)

– One Axe of Khorne (with all the benefits of AP2 at initiative order though S is as user) that when bearer dies becomes a Bloodthirster but and the end your player turn loses D3 wounds (Only inv saves allowed and FNP if you have it as that’s not a save). I really like this one, only the Lord and Prince can take it but the ramifications are fantastic. As you could have a Lord armed with it, then they ascend to Daemonhood as a Prince through the Tithe so they get to keep the Artefact, then they get killed and become a Bloodthirter. Mwahahahaha! I’m thinking of running a Lord with this axe in a unit of 8 Bloodletters with a Banner (as when you ascend you deep strike with 6″, the banner means you won’t scatter) in a Rhino. Send them headlong at the enemy, get out first turn and run them as far forwards as possible; the important part is this, have the Lord at the front of the unit so that he gets shot first. Then when he dies you can place the Bloodthirster within 6″ of the banner without scattering. As you’ll be ‘deep striking’ in your enemies turn, you can charge in your player turn (assuming the Thirster survives one round of shooting). It’s pretty much a win win, either you get shot and ascend or you don’t so you can merrily try and charge the next turn; hopefully with the Bloodletter unit fairly intact.

Closing Thoughts

I think it’s time to sum up as this seems fairly lengthy. However if you have any questions or comments please pop them below and I’ll answer them as swift as Doomrider on cocaine.

Overall this Codex is solid. The fluff is O.K. the rules are decent (Axe of Khorne is ubiquitous but somewhat overpriced at 30 points). It is a fairly cut and past Codex but that would be skirting over the usefulness of it. Khorne players can now use one Codex for their CSM and Khorne Daemons, which is great. One ally pretty much sorts out the shortfall in fire power and there are some great combos to be found (a few of which I hope this review has highlighted). It’s easy to make a highly themed army which remains surprising competitive thanks to the Blood Tithe table. The Tithe allows for a fair risk versus reward addition of Daemons into the army whereas the Malefic Psychic table is open to a lot of abuse at the moment.

It would have been nice to see some other special characters aside from Skulltaker however it is easy enough to ally them in. Plus, as mentioned if Kharn is allied in and attached to a Daemonkin Berserker unit and that unit wipes out, let’s say, a tactical squad; you still get the Blood Point as at least one model in the unit had the BftBG special rule. It doesn’t matter if Kharn does all the hard work and bags every kill, ’cause he’s just a stand up guy of excellent fineness. So for me on a personal level the special characters element is O.K.

I think my main gripe is that the CSM or Berserkers can’t be mounted on Juggernaughts. It would have been great if say a Biker unit could pay extra points to replace they’re bike for a Juggernaught. However as GW don’t do models for it, it’s not surprising, just a shame as that could have been pretty cool. The lack of Chosen is an odd choice as well, seeing as this is a dedicated Khorne Cult, one might have thought that there would be an elite cadre of Khorne’s selected few who have access to more specialist combat weaponry as a unit.

The Possessed are sadly still pretty naff. The unit champion can’t take any upgrades which is awful. They benefit from MofK and DofK but the drawback is that the Champion cannot ascend nor is they’re the boon table, so he will always remain mediocre. The unit needs a character to be effective but they’re very points heavy and the must challenge rule can be a horrendous disadvantage for the whole army. However cleverly used there is a place for the unit and even if they die you generate a Blood Point. Probably two with a character as useless as the Possessed Champion, let’s face it in most challenges he’s going down faster than a sack of bricks dropped from one foot above the ground; I’m betting that’s pretty bloody fast.

Warp Talons are weird. They’re a lot of points but the ability to Deep Strike without scattering next to a Banner of Blood held by a Bloodletter unit is pretty useful. Especially what with their Blind special rule on the turn they arrive. My force is a true scale one, as such I don’t think I’ll risk building a unit of them but it would be interesting to hear how they perform in the Daemonkin army.

I haven’t really gone over the Daemons themselves as the rules are basically the same accept that they lost instability across the board and gained Fearless, which is bloody amazing. Plus like I mentioned their characters can join CSM units and vice versa for the Lords with the Daemonkin Daemons. Which again is a really great change for this army. Though if you’re unfamiliar with Daemons, feel free to ask me any questions below.

Right so I think that’ll do it. Formations are alright but limited in the sense that there are some tight restrictions as a fair few of them require multiple units as the prerequisite for taking them. For instance the Slaughter Cult though good forces you to take one unit of possessed, which isn’t great as that immediately affects the rest of your list build because they’re an expensive under performing unit that really need some sort of transport as they’re also foot slogging otherwise.

Overall, a pretty good addition to the Chaos Codices. Great that it is stand alone from the other books and is pretty balanced for what it does. I’d say use allies if you want to round it out nicely or go full on combat to try and overwhelm your opponents. Fast Attack Rhino choices and Heavy Support Land Raiders mean that it is laughably easy to have a mechanised transport list to rush your enemy with cheap Bloodletters and more elite units like Berserkers. Load out your HQ’s carefully and you can deal (or at least match) most dedicated combat units.

Let’s keep our collective talons crossed for more Daemonkin Codices as I thin GW are heading in the right direction with these, room for improvement, but vastly superior to oh I dunno… the Dark God awful Black Legion supplement. I hate that book, so so much. Thankfully Khorne feeds of my RAGE and lets me summon ALL THE THINGS in fountains of bloody gore soaked madness, can’t help it… must end… with… MORE BLOOD FOR THE BLOOD GOD, EVEN IF THAT BLOOD IS MINE!!! Ahhh, much better.

Take care all, hope you’ve enjoyed.

Ed

Codex Khorne Daemonkin – Rumour Round-up

Afternoon all,

Pretty damned pleased with the rumours for Khorne Daemonkin, I’ll be doing a full review in the next week (as soon as I can get my grubby talons on the Codex). Till then I thought I’d post the current rumours; sourced from Faeit 212, BOLS, B & C, Spikey Bits, etc (I’ll try to include links where I can).

I’ll include a few musings on these rumours, so think of this as a bloody nosed prequel to the killing blow of a review.

Codex pure f*%888#ng RAGE! (in a good way)

Codex pure f*%888#ng RAGE! (in a good way)

Anything below that is bracketed is my own comment/opinion on the rumours that are presented thus far.

Anonymous Source via Faeit 212:

HQ
Chaos Lord (frankly it’d be odd not to have you in old boy, could be good with the new artefacts)
Blood Throne
Herald (decent and cheap in the Daemon ‘dex, and apparently Asartes and Netherborn can join each others squads; further comments in my summary at the end)
Daemon Prince (usually a poor HQ choice despite being uber cool, however artefacts could change this)
Bloodthirster of the Unfettered Fury (can’t really go too far wrong with this angry bastard, does require more thought in 7th)
Wrath of Khorne Bloodthirster (can’t really go too far wrong with this angry bastard, does require more thought in 7th)
Bloodthirster of the Insensate Rage (can’t really go too far wrong with this angry bastard, does require more thought in 7th)
Skulltaker

Elite
Possessed (may have daemon of Khorne & Mark… rather interesting, combined with a Herald that gives hatred via loci they could be a more legit option)
Bloodcrushers (only worth summoning if they’re the same as the Daemon ‘dex, will extrapolate on this in full review)
Chaos Terminator

Troop
Chaos Cultist (we know em we love em, great fodder to gain Blood Tithe points and to provide cover however will likely cost more points with built in mark of Khorne)
Chaos Space Marines (liability without fearless, however this should be easier to access in this ‘dex)
Bloodletters (if they can get in Astartes transports then this unit just jumped up in my estimation, big ol’ question mark on them for now)
Beserkers (fearless RAGE marines, main issue is foot slogging. Not sure how ‘dex will make them more viable, trouble is there damage output is questionable against other dedicated combat units. We’ll see)

Fast Attack
Heldrake (not a fan on principle, however I think in such a combat list like this it’s an odd turkey)
Flesh Hounds (hell yeah, with Astartes characters, let’s do this)
Chaos Bikers
Chaos Spawn (useful fodder, could be good as a delivery system or light infantry bully boy)
Chaos Rhino (in the fast attack choice, now that’s what I’m talking about! Very good to see this as it opens up masses of options if Daemons can embark, not to mention BB allies)
Warp Talons (avoid avoid avoid, you either need to be very lucky or very skilled to pull of using this unit)
Raptors (situational, pointsy special weapon unit, run them large with an Axe of Khorne and a JP Lord for fearless and they could be a good rush unit. Combine with 3rd tier Blood Tithe for FNP 5+ to add survivability to the unit and army)

Heavy Support
Helbrute (vehicles are an odd one in this list, Helbrutes could be o.k. for cheap(ish) fire support, wonder if there crazed rules changed to reflect combat orientation)
Maulerfiend (cheap, fast, combat orientated, basically a perfect match for this list. However one immobilised result and it is absolutely useless. Ally in a Warpsmith but only if you run multiple vehicles)
Skull Cannon (meh, not a fan but will review with ‘dex)
Forgefiend (kinda useful in a list with limited shooting, they’ve something like 8 S8 AP4 shots, can take light to medium vehicles and even flyers in a pinch. However the points price tag could put you off)
Defiler (versatile but points heavy)
Chaos Land Raider (points heavy however it’s an assault vehicle for a heavy combat list, plus it’s twin linked Lascannons could bag a vehicle or two from afar which’ll help top up those Blood points)
Soul Grinder

Lord of War
Lord of Skulls (need to read up on this before I bring the hammer of judgement down)

Allies
Battle Brothers: Chaos Daemons, Chaos Space Marines (what about Imperial Armour 13? this will be a big one for me as the Forgeworld book adds heaps to Chaos Marines, perhaps this’ll be covered in a FAQ from Forgeworld)
Allies of Convenience: Necrons, Orks (why oh why are Necrons so chummy with Khorne?)
Desperate Allies: Dark Eldar, Tau Empire
Come the Apocalypse: Armies of the Imperium, Eldar, Harlequins, Tyranids

via Iuchiban on Warseer (edit – check out Spikey Bits for some additional details)

(NB This is an ongoing thread so there are likely more updates in there, also I have tidied the below text a bit however I take no credit for sourcing the rumours; I merely am compiling and commenting.)

The main rule of the codex is “Blood for the blood good”:
You get “blood points for every unit you destroy and for every unit you are destroyed. Characters slain in challenges generate blood points as well.
At the beginning of your turn you can spend those blood points, effects lasts till the beginning of your next turn. (Summoning’s are permanent)

1. Adamantium will
2. Rage + Furious Charge
3. Feel no pain (huge huge huge benefit to your whole army and for only 3 points an absolute bargain, take some high strength shooting just to try and nab this in the early game before you hit combat)
4. +1A
5. Summon 8 Bloodletters of 5 Flesh hounds (arguably more useful than no.5, certainly a useful unit that is pretty survivable and can harass light to medium infantry)
6. Summon 3 Bloodcrushers or one Skull cannon
7. One character becomes a Demon Prince, LD test, if failed becomes a Spawn instead (very nice but overshadowed by no.8, probably recommend holding out for one more point however if you just can’t wait or don’t have a Thirster this could be good)
8. One character becomes a Bloodthirster, if failed becomes a Spawn instead (this’ll likely be the basic Thirster, so no funky weapons for you. However it’s a monstrous flyer with an abominable statline, seems pretty damn worth it to me. Plus it totally reminds me of the old days when you’d possess a character Dawn of War style and the poor chump would explode in a volcano of blood)

Once you spend a blood points you lose them all. For example if you have 5 and spend 4 for Feel No Pain, the leftover point is lost.

Artifacts are: (main thing here folks is that the rumour is only one artefact per character so no weapon and armour for you, not a deal breaker by any stretch)

-One Axe that you have to count the wounds inflicted with it:
1-2 +1S
3-4 Rampage
5-7 Sx2
8+ Instant Death
Effects are cumulative

– One armour that gives you 3++, Feel no Pain and Eternal warrior (bawawww! Holy Batman this is a game changer for your characters, f%#k the Skull of Ker’ngar, at last Chaos have access to a decent Invuln and Eternal Warrior and the FNP is the icing on the bloody cake. I’m really hoping this rumour is legit as it means we can make some decent characters that can go toe to toe with the best)

– One Rune that gives bearer adamantium will, and you can explode it. If so, till your next turn, in a 24″ bubble, all psychic test get perils with any double

– One Sword that gives you a blood point for every wound

– One helmet that gives you fear and any 6 to hit generates an additional attack

– One Axe that when bearer dies becomes a Bloodthirster but and the end your turn loses D3 wounds (Only inv saves allowed)

Detachments
There is Detachment similar to the Decurion: The Blood host
Mandatory: Slaughter cult 1 HQ, 2-8 Bezerkers, Bloodletters or Chaos Space Marines in any combination, 1-4 Possessed, 0-2 Spawn units, 0-2 Cultits

Benefits: Re-roll Warlord trait and generates 1 Blood point every turn. When spending blood points you can for free get another bonus with less value than the first one. (wording here is a bit askew so I’d like to see how the ‘dex reads, however this sounds like a great formation with huge Blood Tithe benefits)

Then optional:
Lord of Slaughter: 1 BT

Brazen Onslaught: 1-4 units of Termis, 2-4 units of Bloodcrushers

Benefits: +1A in CaC if opponent has more models in that combat

Khorne Bloodstorm: 2-4 units of Raptors, 1-4 units of Warp Talons, 0-1 Helldrake

Benefits: +1S of HoW attacks

Gorepack: 2-4 Chaos Bikers, 1-4 Fleshhounds

Benefits: Fleshhouds get HoW, and Bikers re-roll to wound their HoW attacks

Charnel Cohort: 1 HQ not a BT 2-8 Bloodletters, 1-4 Fleshhounds, 1-4 Bloodcrushers, 0-4 Skull Cannon

Benefits: Fear tests with -2LD, if HQ is in reserves may reroll to enter the battle. Other units do not scatter if enter reserves at 6″ of the HQ

My Opinion in Summary

Well all, that was a hefty amount of info to take in. Massive thanks to Faeit 212 and Iuchiban on Warseer for all the info (though for now they are still rumours so though likely legit, take with salt).

All in all this looks like it could be a great addition to the Chaos line-up. Apparently this is a stand alone Codex with full unit entries, which is great because ferrying three codices around would be a chore. However the flip side is that apparently there might not be Daemonic Rewards or Chaos Boons. So there could be drawbacks here.

Another odd one is, no Kharn. Yes, you can ally him in, however I’m sure many will miss him as he’d have been a nice Astartes special character to have in there.

Right so quick(ish) conclusion, why is this Codex looking good… Well, what we have is a pretty much pure combat army that benefits from its kill along with its destroyed units. To the canny player the ability to sacrifice units for bigger benefits means that you can outweigh your losses with fresh recruits. In a fluff sense this totally suits Khorne as well, what with the whole ‘Blood for the Blood God’. Let’s face it Khorne is a pretty laid back God and as long as there are skulls, he’s happy. The Blood Tithe table is an ace addition, and I think a lot more balanced than the Malefic Psychic powers, the reason for this is that you get only one benefit per game turn (with the exception of the main formation) rather than spamming psykers to potentially summon shed loads of Daemons per turn. Plus this also rewards a more patient and thoughtful play style from your opponent. For instance, you have a unit of Cultists and a Maulerfiend on your left flank, it’s your opponents shooting phase and they have one ten man Tactical squad (one Lascannon, Plasmagun, Meltabomb) left to shoot. Do they go for the easy kill bagging an objective secured unit (but giving you a blood point) or do they risk taking on the Maulerfiend (hoping to score an immobilised, thus denying you the blood point while saving themselves). Obviously there are a lot of ifs and buts that come with theory hammer however I’m sure you see where I’m going with this. It adds a risk versus reward element to the game for both you and your opponent.

Would it have been nice to see some new units, yep, does it really matter, no. For me, this Codex looks vastly more worthwhile than Black Legion (which just sucked) or Crimson Slaughter (a few redeeming rules but too light on the crunch).

So that’s it for now, full review shall be up hopefully by the end of next week. Hope you’ve enjoyed the rumour round-up and a few opinions from myself.

Have a great one all,

Ed