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.


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. 

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:

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)

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

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)

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)

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,