Wednesday, 28 February 2018

MAXX COLLECTIBLES EXCALATION LEAGUE GAME 3: 1500 POINTS

WARNING!:  There are unpainted AND proxy models in this battle report.  If you are not prepared to, or capable of, handling the fact that some people play some games with unpainted models, or pretend that certain models are different ones before spending money to buy them in case things don't pan out the way they planned on it working out, then this battle report is not for you.  They are my models, not my opponent's.  He paints all his models.


In this third round of the Escalation league, I wanted to use this game as a staging point for an upcoming tactics post on summoning.  In the league I am playing Heretic Astartes, and if you have read my last 2 reports you'll know I have not been consistent in my Legion choices.  Well, I believe that has come to an end.  This match pits my army vs Shaun's in...


 WORD BEARERS VS NECRONS

I really wanted to ease into the summoning, so I thought I would take a fairly rounded army and only have around 400 points for summoning.  For 1500 points that's still a pretty big chunk of army, but I was also facing Necrons, who are kind of on the bottom tier as it is without a codex and no points updates in the Chapter Approved.  This was a fairly one sided game but Shaun is a great guy and he stuck it out right til the end, and walked away in good spirits.  He is looking forward to getting a Codex and a re-match.

My list was:
Battalion:Word Bearers
Tzeentch Daemon Prince with axe and Warp Time.  He was my warlord and he had the Word Bearer Warlord trait that boosts his aura abilities by 3"
Sorcerer with force sword and plasma pistol and Mark of Tzeentch.  I knew I'd be facing some Wraiths so I took Death Hex, and since I had a bunch of Cultists I though the Tzeentch spell that gives the 5++(or adds one to ++ save roll).
20 cultists with brutal weapons and 2 flamers
20 cultists with brutal weapons and 2 flamers
10 cultists with autoguns and heavy stubber

Vanguard: Word Bearers
Dark Apostle with the black mace
5 Terminators, 5 combi-plasma, 3 axes, 2 chainfists
Helbrute, 2 fists, 2 combi-bolters
5 Possessed

Shaun's Necrons list was:
Battalion:
Lord on Command Barge, Veil of Darkness.  He was the warlord and had the 6+FNP warlord trait
Cryptec
20 Warriors
10 Immortals
5 Immortals
5 Scarabs
6 Wraiths
Stalker
Doom scythe(flying thing with big ass laser gun)

THE RELIC
FRONT-LINE ASSAULT
So I win the roll off to deploy first and start with my Terminators.  A picture being a thousand words, here are some pictures of our deployment from my point of view.





I win the roll off to go first, he fails to seize and I push everything forward.  Now you can see from my deployment that this is going to leave a big gap in my backfield and I did this on purpose.  I even pretended to "debate" it with myself, sorry for the trickery Shaun.  I was sacrificing my Sorcerer to do this, but I was hoping that he would Veil his warlord and Immortals into that gap and I could turn around with my Prince and a couple things and summon some stuff to wipe them out.  Mainly this would also bring his large unit of Immortals away from the Cryptec so they would not be getting their 4+ RP.  That was my plan.
I dropped in my Terminators right in front of that big unit of Immortals and shot them up pretty bad to press the fact he needed to move them.  I was even able to make the charge with the Terminators into that unit of Immortals and the Warriors next to them.  I killed a handful of Warriors and brought the Immortals down to 2.  This left him with a choice to burn 2CP to keep them from fleeing or risk losing them, he chose to burn the CP.


Well, my plan sort of works, and doesn't work.  His turn starts off with him getting 5 of the 8 dead Immortals back, he then Veils them out of combat but just over to the right side of the canister behind the second unit of Immortals.  He uses his flier to zoom into my backfield and snipe out my Sorcerer. I was a little surprised by this but figured my Prince can still go over and punch that thing out of the sky, or at least do some damage to it.  He does a bunch of shooting, but with his Warriors locked up he only takes out about half of the red squad of cultists.


His Wraiths also come out to play and, joined with the Stalker, charge into the Terminators.  They fail to make much of an impact and only manage to kill 2.  I was expecting more from them.

I proceed pushing everything forward once again, except for the red cultists, who pull the old "Tide of Traitors" coming on the right side of the table.  The Daemon Prince holds his ground because the flier landed about 3" away from him.  I then use the Word Bearer summoning stratagem to summon 30 Pink Horrors into a nearby building.

You were already warned at the beginning.
They kill off the 5 Immortals that just came back to life, putting that unit back down to 2.  My blue cultists, the Helbrute, and the Dark Apostle are all able to charge the Wraiths and tear 4 of them apart in an amazing display of RE-ROLLING EVERYTHING thanks to the DA.  This guy is fucking golden and is the main reason I was able to do as much damage as I was able to.



On the other side of the table, my red cultists are able to shoot and assault the Scarabs, who had come around a building on the right side of the table, and kill a couple bases while my Possessed assault the front line of Immortals and do nothing.


 Daemon Prince fails to do ANYTHING to the flier...


Shaun promptly flies right the fuck off zapping the Prince for a mighty 4 wounds.  The rest of things don't go as well for Shaun as lots of his army is stuck in combat.  The Scarabs back away calmly form the cultists in a desperate attempt to score line breaker while the Lord steps up and punks the 3 remaining Possessed, but so too comes the end of the Wraiths, torn down by massed attacks and re-rolls.

My turn sees a Changecaster summoned and put right on the Relic.  He boosts the Horrors with flickering fire and they take out the front row of Immortals, leaving an open path for my Helbrute to make it to the second line of them, wiping them out and consolidating into the warlord, who then puts 4 wounds on the Helbrute.  The pile of bodies continue to drag down robot after robot, slowly winning that combat.


I also summon some Bloodletters because I had points left but they do nothing.

The bottom of turn 3 sees more of the same, just about everything is caught up in combat and Shaun is losing models faster than he can reanimate them.  The scarabs make a break for it and get closer to my deployment zone...

Then they are wiped out by 81 shots from the remaining Pink Horrors.  That isn't the only devastation as the Prince, Helbrute, and red cultists flip the Command Barge like a cop car in a riot.


The Stalker falls with the rest of the Warriors and the Cryptec which leaves the flier thing the only Necron unit alive and that is where we call it.

Victory Chaos!

Necrons have a number of pretty strong abilities, but their units are just overpriced.  I started with a little over 1100 points of army, and I think I might have been able to beat him if I didn't summon anything.  Shaun and I have played multiple times before, and I always enjoy playing him.  This win will have an asterisk next to it, and when I beat him after he gets a codex I can tack on a proper victory.

KEY FACTORS
So this game could have gone a lot differently if for a couple critical moments.  First, my terminators making the 9" charge was pretty big.  It locked down 2 of his largest units which would have done a lot of damage.  Second, I don't think that his Wraiths should have gone after the Terminators, I think they should have gone after the blue cultists.  They would have done much more damage and the warriors could have held off the terminators alone for a couple turns.  The last thing that would have made a huge difference, is if he would have Veiled the Immortals and Lord just back enough, then fell back with the warriors and shot up the terminators.  With all the -2AP that the Immortals have they would have done some real damage.  As always, hind sight is 20/20.

The league is going strong and there are games being played all through the week and are full every weekend, not to mention the painting seminars that are going on.  There was one going on when we played and Shaun brought his son who spent his time painting some models.  Kind of a cool babysitting service while dad can get a game in.  Although don't use it as a literal babysitting service, that's not cool.

Until next time, keep them dice rollin.

Monday, 19 February 2018

ADEPTUS CUSTODES: IS HE STILL INTRODUCING HIIMSELF?


I don't care what anyone says, they don't look any scarier than any other Space Marine Chapter, but here we are, taking a look at the Adeptus Custodes and all their shiny golden glory.  I wonder how late I'm gonna be with this one...

So, being a sort of new force to the 40K universe, at least as a playable army, here is a quick rundown as to what these dudes are.  They are the personal bodyguards to the Emperor himself.  At no time in history has the Emperor ever been seen without one of these golden armoured warriors by his side, which means that they are more immortal than Space Marines.  While Space Marines are made using the genetic make up of their Primarch, the Custodes are made using a similar process using the genetic make up of the Emperor himself.  So if we were going to make a list of most powerful superhumans it would go the Emperor, the Primarchs, the Custodes, then Space Marines.

So my thoughts on the matter, which are going to go off on a tangent a little, is that the Emperor made each of the Primarchs using an emotion or characteristic of himself.  Angron is rage, Guilliman is duty and honour, Lorgar is his piety, and so the Space Marines from each Primarch is just as corruptible as his gene father.  The same situation goes for the Custodes except they are a full representation of the Emperor in miniature form, which makes them incorruptible.  There, we dealt with that, which might shed a little light as to why each of these guys makes a Space Marine look like a chump.


It's a pretty simple one, every one gets a 5++ and 6+ FNP (against mortal wounds during the psychic phase).  Fairly straightforward and easy to remember, and good to boot.

If you have a detachment that has only Custodes in it, infantry and bikers get "objective secured" and +1 to their invulnerable save to a max of 3++.  So most units will get a 4++.

I also want to talk about their standard weaponry, particularly the main 3 weapons that just about every unit has access to and that would be the Guardian spear, Sentinel blade, and the Castellan axe.  The spear is +1S, -3AP, and d3D that comes with a 24", rapid fire 1, S4, -1AP, and 2D shooting attack.  The Sentinel blade allows a model to take a storm shield and is S user -3AP and d3D with a pistol 2 bolt pistol.  The axe is +3S but only -2AP, it still has the d3D and incorporates the same ranged weapon as the spear.  I didn't want to have to go over what they do every time I discuss a unit.

Before we got to the units I've got a quick observation to make.  These guys are designed to be a supplemental force to a main imperial army.  With the cheapest unit at 52 points per model, this is the most elite army in the game.  Even with 3 wounds each and a 2+/4++ they will fall to overwhelming numbers and with only 3A they don't return as much damage against mob type enemies.  An equal points worth of Daemonettes will eventually win against Custodian Guard (the troops) over a couple turns.  Alternately 3 Custodian Guard will kill a Chaos Lord in a single round.  Enough chit chat, lets look at the units.

The Shield Captain is your basic HQ with a typical 6" re-roll 1's to hit aura, but he has 2's and 5's in all the right places and 6W.  He comes with a 120 point price tag, which in all honesty, isn't that bad.  If you don't like that you can give him terminator armour, which costs an extra 20 points but gives him an additional wound and allows him to deep strike.  Yet there is another option, one of those fancy pancy golden Harley's everyone has been going gaga over.  That one costs 20 points more than the terminator armour but also gives him an additional wound and a move of 14".
There are a couple very cool stratagems that are specific to characters, Even in Death... allows a slain character to fight or shoot before it is removed from the table.  The other is a re-roll hit, wound, or save roll once per turn.  So as long as you remember it, that will be around 10 extra re-rolls.  The interesting thing about this one is that it doesn't say failed rolls, so unlike with most re-rolls, you can use this one per turn re-roll to get around that "re-rolls before modifiers".  For example, if you are shooting at an Alpha Legion unit more than 12" away and roll a 2, you would normally not be allowed to re-roll that shot, but with this stratagem in place you can.  It's also used during deployment and it stays in effect the whole game.  For 2CP, that's pretty good.

The basic infantry is the Custodian Guard, and they are anything but basic.  S and T 5 with 3 W and A, 2+ WS, BS, and Sv they are, like everything, tough as nails.  No special rules, just pure unadulterated beat stick.  You can give them swords and storm shields for a 3++, but if you're taking a detachment of only Custodes you're getting a 4++ with the spears and axes anyway and the spears and axes are far better weapons.

Then there is the elite version of the Guard, the Wardens.  They have 4A and a 6+FNP.  They don't even get the option to take a sword and shield so that makes it a little easier to decide.  Otherwise they are the same.


The banner dude!  This is the principal reason I see the Custodes as a supplemental force as opposed to a stand alone army.  When you take this guy, who also comes in terminator armour, you get to choose 1 of 3 types of banners.  The first gives Custodes units within 6" an extra attack.  The third puts a -1 to hit penalty on units shooting at Custodes units within 6" of the banner.  Finally, the second banner gives a 5++ to ALL IMPERIUM INFANTRY within 9" of the banner.  The banners cost a bit, but with the 5++ aura your looking at 110 points for this guy.  So how do you get them in your army of Guard or Marines?  Well you'll be looking at around 500 points for a Vanguard Detachment with 2 of these Banner dudes, some Wardens, and a Shield Captain.  The Wardens and Shield Captain can smack around anything that gets too close and the rest of your army can huddle around a re-roll generator and the banner dudes for all the buffs.

Or you could jack that price up a little with some Allarus Custodians.  They are a slightly more upgraded version of the last 2 infantry units, they have 4W and 4A and they can deep strike because of their terminator armour, not that anyone really noticed this on paper cause everyone has a 2+Sv.  They are also character hunters as they can pile in and consolidate towards the nearest enemy character as opposed to the nearest enemy model, they still have to end within 1" of an enemy model however.  Their last upgrade is a fancy grenade launcher that is 12", Assault D3, S4, -3AP, 1D and of course they can shoot these in addition to their ranged weapon on their spear or axe.  They do get a very cool stratagem all to themselves that lets them split up into separate one model units at the start of your movement for 2CP

Here we have possibly the worst equipped Dreadnought in the game.  Despite it being a Venerable Contemptor Dreadnoughts of the Adeptus Custodes, it has exactly 2 variations, multi-melta and fist or Kheres assault cannon and fist.  For special rules it has a 5++ and a 6+FNP.  I guess for it's relatively low cost of 200 points its not that bad, but it sure as hell isn't good.


So I've heard a lot of gushing about these jet bikes and I am honestly on the fence about them.  Yes they can move 14" and auto advance 6", they have hurricane bolters that can be upgrades to melta-missile launchers(which are heavy weapons), they are T6 and have 4W and 4A with their +1S, -3AP, d3D lance that lets them re-roll failed wound rolls the turn they charged.  All that sounds super awesome, but they are 100 points each.  You are looking at around 300 points for the smallest size squad you can get.  You'll be king of the hill until someone gets a charge off on them with 30 Plaguebearers that deep struck in and made their 8" charge with all the buffs.  Even if only 20 of them can actually attack they are still putting 7 wounds on the bikers.  In another view, it will take 19 shots from plasma incinerators from Dark Angel Primaris Hellblasters with their fancy extra wound stratagem to wipe the whole squad.  That's with no re-rolls, only the single stratagem.  They are deadly, they are fast, and they can withstand a beating, but a handful of very specific attacks available to several different armies, ones that are actually in use, will fuck this unit up.

The last unit is the Venerable Land Raider which is the basic "god hammer" style and has a 6+FNP.  nothing else fancy about this one.  Oh, and it only transport Custodes models, 5 infantry ones to be precise.


Stratagems, well there are a whole host of things you can do, 3 pages full of them.  You can shoot a unit that deep strikes near you, you can reduce the move or charge of an enemy unit by D6 at the start of their phase, allies can use their Ld for morale checks, enemies can't shoot overwatch against you, and much much more.  There is even one that lets you deep strike to just outside of 3" of an enemy unit if you can also be within 6" of a Vexilus Praetor that was on the table at the start of the movement phase.  3" away from the enemy!  However, with all that super cool shit that you can do there is one VERY glaring shortcoming...this army can not deal mortal wounds.  Armies that can negate their strong attacks with modifiers to hit and with invulnerable saves will be able to handle these guys.

Even their relics are fairly meh.  Yes there are a handful of weapon that kill things better than their regular counterpart, but when the "regular" weapon is so bad ass already, it's hard to go up from there.  There are a couple that allow for some movement shenanigans, and there are a couple that replace the banner and change it's abilities, but none of them are ground breaking or mind blowing so I don't really feel the need to talk about them.

This was a pretty short post but there are a very few number of entries in this codex.  As I said before, I am wholly convinced that this army is not supposed to be a stand alone army and is supposed to be used as a stop gap for armies that are missing something truly dangerous in a "DPS" sort of manner.  For those few of you that don't know what I mean by that "DPS" is a video game term that mean "damage per second".  In Warhammer terms I'd liken it to "wounds per turn".  Some armies are designed to wear you down over the course of several turns, pulling off a wound or 2 here or there while enduring the damage you can inflict.  If you don't have a high enough "DPS" or "WPT", as I am coining the phrase right now, then you won't get through their durability.  "WPT" is actually able to be measured in 2 ways, killing mass models VS killing big monsters.  Custodes are far better at killing big monsters than killing mass models as long as they don't have invulnerable saves.

Lets run some numbers before I finish up because I haven't really done that so far, and every one likes numbers right?  So, lets take a look at a couple things, what these guys can kill, what they can't kill, and what can/can't kill them.  I'll try and stick to things that are currently super popular, but if I find something that can kill them very efficiently then it just might become popular.


5 Wardens with axes will kill a Leman Russ in a single round of combat, but it will take 11 of them to kill Mortarion, yet Mortarion will only kill 1 back.  It will take 6 Wardens with spears to take down a Carnifex, but that same Carnifex will be lucky to kill 1 Warden.  154 points worth of Daemonettes will kill a Guard and a half, yet an equal number of points worth of Guard will only kill 3 Daemonettes back, less if you use any psychic powers or stratagems.  It takes 81 S4 attacks to kill 1 of these fuckers and each Guard will kill a marine per turn.

Now, that might seem like a bunch of gibberish just thrown into a blender, but look it over a couple times and things will start to make sense.  These guys can kill models really good, but if those models are only worth 7 points, who the fuck cares, yet 4 Guard with spears will kill Abaddon in one go.  So there you have it.  The Adeptus Custodes, they kill models good.  Tag line of the century.

Until next time, keep them dice rollin



Right now Maxx Collectibles has got a ton going on right now.  There is the 40k escalation league going into it's 3rd month, it does monthly painting seminars providing paint and test models, and is starting up a Malign Portents campaign.  It also has Guildball, Malifaux, Shadespire, Magic the Gathering, Age of Sigmar, Infinity, Necromunda, and more that I am sure I am missing.
There are more than just table top games there too, racks and boxes of comics, toys, collectibles, shirts and oddities of all sorts line the walls.  Here's a bunch of pictures...

Comics

GW stuff

Collectibles and comics

Monday, 12 February 2018

TACTICS TALK: THE BUBBLE WRAP


So if you have been playing for any length of time I’m sure you’ve heard the term “bubble wrap”, but you might not know exactly what that refers to.  Well, this article is for you cause I’m going to talk about how to use it, and how to get around it.

Bubble wrap, in game terms, is exactly what it sounds like, using something cheap and expendable to protect something far more important, and usually more expensive.  Every army has a unit that can be used as bubble wrap to some degree or another, whether it’s Scouts, Termagants, Kroot, Guardians, or Nurglings.  I play Chaos Space Marines so most of the units I will be using in the tactics will be of that variety.  I will try to make it as confusing as possible.

There are 3 main ways that bubble wrap is used, protecting characters with under 10 wounds from being targeted by shooting, protecting units from being assaulted, and preventing deep strikers from getting too close or in your back field.

The first one seems obvious, just put your bubble wrap in between your character and the enemy army.  Well that works, but if you have something like Scouts or Nurglings you can put them off to the side out of your deployment zone but still close enough to the enemy to disrupt their fire patterns.  Now this still works if the bubble wrap unit cannot even be targeted by the shooting unit, due to special rules, LOS, or if the bubble wrap unit is currently in combat.

This Contemptor would love to shoot the Warpsmith before it can repair the Vindicator, but the cultists are closer.
Even the cultists in the ruins will interrupt the Contemptors ability to shoot the Warpsmith, even if they are not visible.

It's easy enough to kill the Cultists out in the open, but the one in the ruins are a little tougher to shift. You will need something that can get around to the other side of the building like some fast moving bikes, or something that can deep strike in behind and take them out so the Contemptor will have an open lane.  Alternatively you can use weapons that don't require LOS like "barrage" type weapons.

Protection from assault is a big deal nowadays, with units like Genestealers and Berserkers that can do some serious damage, having some expendable units out front will act like a speed bump, giving you a second chance to wipe out that charging bull.  Again, it’s not just as simple as putting a cheap unit in between your unit and theirs.

Bubble wrap unit is too tight
You can see here that the Possessed will not be able to charge the Vindicator with the Cultists in the way but once the cultist are dead the Possessed will be within 3"(shown in red) to consolidate into the Vindicator, preventing it from being able to shoot.  Not even all the cultists will have to die in order for the Possessed to be able to consolidate into the Vindicator.  Before you say anything, I know the Possessed will not be able to kill enough of the cultists on one turn to threaten the Vindicator, the models are just there to show the idea of the tactic.

More distance prevents consolidation tie ups
Another thing to remember is to make sure that the gaps in-between your bubble wrap are not big enough for the threat to squeeze through and get to the target.  You can also move your bubble wrap unit closer to the threat during your turn to limit the enemies movement, keeping it back another turn and forcing him to charge your bubble wrap further away from your target unit.  If your bubble wrap happens to survive combat you can have them fall back so you can shoot the threat.  Or even better, use your Morale phase to remove the couple bubble wrap models that are within 1" of the enemy so they don't have to fall back and can add what little damage they can do.

It's hard to avoid hitting the bubble wrap if your opponent does it right.  The main thing you can do is to use your consolidation to surround one of the bubble wrap models so they will not be able to fall back.  Since models cannot move through other models, if there isn't room for a model to move they will be stuck in combat protecting the threat unit from getting shot.  Then, hopefully the threat unit will be able to finish killing the bubble wrap and charge the main target next turn.  Do not make base contact with the enemy models on the initial charge, you can continue to move your models around with your pile in and consolidation moves as long as you end up closer to the closest model.  Meaning you can 3" around the closest model as long as you are closer to it after moving, even if it's a fraction of an inch closer.


The wall doesn't work vs Fly
You can't form a wall against a unit that can fly as it can move or charge directly over top of your bubble wrap.  You also need to be aware that threat unit with fly can land amidst the bubble wrap so you need to make sure that there are no gaps in-between the bubble wrap for the threat unit to land.  This is easy with big monsters like Daemon Princes but gets more difficult with Assault Marines.

Don't forget about that 3" consolidation move
The thing about this is that the cultists really need to spread out, but stay fairly close to the Vindicator so the Prince can't just fly overtop.  This ensures that the Prince will likely have a good shot at making the charge to the target if you can take out the cultists with a different unit in the shooting phase.  Again, all of the cultists won't have to die for the Prince to make it to the Vindicator, if you can remove some from the sides the Prince could charge both units and land in behind the cultists next to the Vindicator.

Last, but certainly not least, is the deep strike protection.  This one is far more obscure, and usually looks far more ridiculous as the bubble wrap will be stretched out all over the damn place striving to make a no land zone.  My examples are far more simple and easy to understand.


Using those old red whippy sticks you used to get with the starter sets, I cut them to 9" lengths to show the "no land zone".  No deep striking unit will be able to get within 12" of the Vindicator, which is the sweet spot for double tapping, deep striking plasma guns.  Cultists are cheap enough that taking a couple units of them just to put them on the flanks of your army to prevent any deep striking units from landing anywhere behind you is worth it.  I strive to make sure that my enemy stays in front of me at all times if I can help it.


This shows the distance that you can put between your units and still have a no land zone.  18" away form each other will prevent a deep striking unit from landing there.  In the above pic the cultists in the ruins are 17" away from the cultists in the open on the left, yet the closest area anything could land from reserves would be a small area in the middle bottom of the pic right along the edge of the table.  Perhaps big enough for a single unit, which you could use as bait tempting your opponent to drop in a single, unsupported unit with very few juicy targets to take out.

This no land zone gets increasingly more difficult to keep intact as the game progresses.  Those cultists will need to move to grab objectives, or hide, or add some firepower no matter how little it might be.  Patience is key here, let your opponent move his defensive grid and allow you drop on in, be wary of the bait hole that looks like a glory hole.

So there you have it, my first tactics post.  Let me know what you think.  Do you want more?  Did you already know everything here?  Is there something you would like me to go over or into in more detail?  That's what the comment section is for.

Until next time, keep them dice rollin.

Hey, I have another sponsor!  Well, really it's a good buddy of mine who has a model painting and furniture re-upholstery business.  So if you have a unit of Marines you want painted and your hobby chair is starting to look a little worse for wear, he can fix both of those issue for you.  Of course if you don't live in the Ottawa, Canada area, then shipping your hobby chair might be a little expensive.  Here are a couple pics of some models he has painted, all of which I took right off his Facebook page.  Also, they might be a little hard to see well, but most of the models I use in my examples are all painted by him.







These are but a few of the models he has painted.  Contact him for a quote and a timeline.  You can find a link to his webpage and Facebook page on the front page of this blog

Thursday, 8 February 2018

CHAOS DAEMONS: THE POWER OF CHRIST COMPELS YOU!


I'm going to come right out and say it, this is going to be a long post.  I will do my best to keep it short, and by doing so I may glaze over some units.  I will only try to do so with the very obvious ones that we all know how to use, but this is gonna be a big one.

I'm also going to do something a little different and divide the review into 4 parts, each one representing a specific god.  Since that is not how the codex is laid out, I will be jumping all over the place.  So to start us off, lets look at the army wide special rules, regardless of allegiance.  First up, Daemonic gives a 5++ save.  Second is Daemonic Ritual, or summoning.  For those of you who don't know how summoning actually works, let me do a quick run down.  A CHAOS CHARACTER has to be the one to summon the unit, and he cannot have moved in the movement phase, and it's done at the end of the phase.  Choose one of the 4 Gods, and if the character is aligned to a god, it must be that god, then roll up to 3D6.  You may summon a unit that has a power rating of the result of the dice or lower and deploy them wholly within 12" of the summoning character and more than 9" from an enemy unit.  In matched play this new unit costs reinforcement points.  If you rolled doubles on the dice you suffer a mortal wound, and if you rolled triples you suffer D3 mortal wounds.
One last thing I want to quickly mention is that there are almost no weapon upgrades in this book, which means that all the weapons that are standard equipment are free, GW has already calculated the cost of the weapon into the base cost of the model.

So I wanna delay getting into anything good and discuss summoning for a bit as I don't typically see it happen in games.  I think that will change.  First off, it's a good way to deep strike in a unit without having to spend any command points, as those are the only 2 ways that units can deep strike in this army, save for nurglings.  Secondly, it saves you from having to deploy units, greatly reducing the number of drops you have and increasing the chance you have at getting first turn.  Thirdly, have you ever had that moment when you really wish you had unit AAA instead of unit BBB because unit BBB is better against everything except unit AAA?  Well don't worry, because if you leave unit BBB out of your army and summon it in when you need it, you can choose unit CCC when you see that your opponent has AAA.  Because we all know that CCC totally kills AAA.


Khorne, not much by the way of flair here, but they do what they do and they do it well.  What do they do you ask?  Punch you right in the face, hard.  Starting off with their own special rule, Unstoppable Ferocity, which gives a unit +1A and +1S on the turn it charged, was charged, or did a Heroic Intervention until the end of the turn.  This is pretty awesome, and very Blood Angels-esq.  Almost like they copied it or something...  If you have a whole detachment of only Khorne units, all the characters in the detachment gain a 6" aura that lets units re-roll charge rolls.

On to the units, starting with the big boys, the Bloodthirsters.  It looks to me like the bad boy with the massive axe is going to be the winner again, able to destroy 2 rhinos in a single round of combat, or wipe out 7 MEQ's with his alternate way of swinging.  The others are good, but fall in-between the 2 methods of swing that the Rage has, neither one really reaching the damage output.  The one point that the Wrath and Fury Thirsters have over the Rage one is that their WS does not degrade as they take damage.  Combat is their bread and butter and if they start losing their ability to punch you, then it's all over.

The junior thirster, or Daemon Prince, is a good choice as usual.  Just few enough wounds to keep him hidden, and enough attacks to make him scary, plus a re-roll 1's to hit aura.  The Prince is also the perfect one to wield either of the 2 relic weapons.  The blade of kings is a +1S, -4AP, and 3D weapon that grants re-rolls failed wound rolls vs characters, and the Skullreaver is a +3S -4AP d6D axe that grants re-rolls failed wound rolls vs titanic units plus each time a wound roll of 6+ it inflicts d3 mortal wounds in addition to the normal damage.

You get 3 versions of the herald now, on foot, on a Juggernaut, and on a Chariot thing.  None of them have very impressive movement so they will struggle getting close, but once they get there they are fairly scary, and they have a 6" aura that gives +1S to Khorne daemons.  Their blade of blood is fairly impressive for standard weapon, being basically a Force Sword with the ability that it causes a straight 3D on a 6 to wound.  The Bloodmaster is a great choice as a force multiplier, with only 3A he isn't going to do a lot of work, but the +1S he gives to all the Bloodletters around him will be amazing.  The Skullmaster is basically the same shtick, except he costs almost double and does not do double, I would much rather have 2 Bloodmasters than 1 Skullmaster.  The Blood Throne is the same price as the Skullmaster, and is much tougher and killier, and regenerates wounds when it kills something with it's nifty mortal wound charging attack.

Since one of the above dudes is gonna be your warlord (assuming you're going mono Khorne), there are a couple warlord traits that are worth taking.  Oblivious to Pain gives you a 6+ FNP, but if you manage to save a wound with it you can re-roll failed hit and wound rolls until the end of your next turn.  That would be the perfect time to pull out Frenetic Bloodlust, spend those 3CP and have that unit attack again, doubly so if it's the first round of combat so he still has his Unstoppable Ferocity bonus.

The 3 basic units that are available to the Khorne army are the Bloodletters(Troops), Skullcrushers(Elites), and Flesh Hounds(Fast).  Now these units are all very punchy, in fact that's all they really do, but when you rank them in order of how good they are in the areas that a punchy unit needs to be good in, they are all over the place.  I'm going to list a couple areas that an assault based unit needs to be good in, and then rank them in order from best to worst, using the idea that each unit is approximately 150 points and near a Herald for that +1S and it's the first round of combat for the Unstoppable Ferocity
Damage VS MEQs(models killed): Bloodletters(20), Bloodcrushers(7), Flesh Hounds(6)
Damage VS Guardsmen(models killed): Bloodletters(30), Flesh Hounds(14), Bloodcrushers(11)
Damage VS Rhino(wounds dealt): Bloodletters(16), Bloodcrushers(7), Flesh Hounds(3)
Durability(number of bolters to kill unit): Flesh Hounds(90), Bloodletters(71), Bloodcrushers(54)
Durability(number of lascannons to kill unit): Bloodletters(55), Flesh Hounds(27), Bloodcrushers(8)
Speed: Flesh Hounds, Bloodcrushers, Bloodletters.

Furies have to get shoe-horned into here somewhere.  I have to say, they are a sight better than they have been in previous editions, and on the side of Khorne they can be pretty darn scary to weaker targets.  They are more expensive than Bloodletters, but with similar stats and a 12" move, it's not a surprise.  Hell, on the turn they charge they have 3A and S5.

In the heavy slot we have the Skullcannon, which sounds really cool but it's not really.  A chariot thing with a 48" Heavy D6 S8 -2AP d3D cannon on the back, and it ignores the bonus to saves from cover.  It does have some mild combat capabilities and it is fairly durable with T7, 7W, and a 3+/5++, but for 100 points you are paying for a gun that can't move in order to shoot well, and if it isn't moving it's not using it combat abilities, but if it's in combat it's not shooting, but you're still paying for both.

Now, if you want the whole package, look no further than the Soul Grinder.  Can it shoot?  Yeah.  Can it punch? Oh yeah.  Is it durable?  Sure.  Is it really good at it?  No, not really, but it does them all.  With a 4+WS and 4+BS, it doesn't matter how many awesome guns or weapons you give the thing, it's only ever running at 50% at best.  If it can shoot and charge a MEQ unit, it's only going to kill 5 models.  That is not very good for 235 points.  Even against a Rhino he is barely able to kill the thing if he shoots and assaults it, assuming he was stationary before he shot.


Now lets pick it up flip it and reverse it and go in a whole other direction.  Or should I say...misdirection?  Cause of Tzeentch, and his ways of trickery.  Never mind.  Special rules?  They all get +1 to their invulnerable saves.  If the whole detachment is made up of Tzeentchian units, every character in the detachment gains a 6" aura that modifies the enemies attacks in the fight phase.  Here is how it works.  Roll 2D6, discard the highest.  All hit rolls, after re-rolls but before modifiers, that are the same result as the die you rolled fail to hit.  Then you apply modifiers, if any, to the remaining dice.  Fucking tricksey tzeentch.

How about that Lord of Change?  Nice new model, a little bit of a revamp, and this guy is deadly.  While not a slouch in combat, that is definitely not his area of expertise.  That would be the 2 powers per turn he can cast, from the 4 powers he knows.  He has a very impressive stat line with T7 and 16W and a 4++, and gets a bonus to his psychic test starting at +2 when he is at full health.  The coolest thing about him is his rod.  Umm, I mean, his Rod of Sorcery, it increases the range of Smite to 30".  Now you don't have to get close to the centre of the fight, you can skirt the edges and hide behind screens all the while tossing psychic bombs overhead, but it is still vulnerable to shooting.  That's why the Impossible Robes might be worth taking in order to keep your big guy safe.  They give the wearer a 4++(3++ thanks to Ephemeral Form).  Then once per game you can re-roll a failed save, but if that re-roll comes up a 1, the wearer instantly dies.  So make sure it's worth it.

Again we have 3 Heralds, one of foot, one on a disc of Tzeentch, and one on a chariot.  Each can cast one power, has the +1S 6" aura, and can boost their own smite to 24".  The Changecaster(foot) and the Fluxmaster(disc) are essentially identical except for their movement.  They can pump out the psychic powers smiting shit like mad.  With the new test rules for smite in effect at most tourneys, you can give one of them the Everstave which gives a +1 when casting smite.  So if he goes second you still only need a 5+ to cast it, then the Lord of Change can go next and still only need 5+ to cast it.  The Fateskimmer has the added bonus of having 2 screamers able to attack in combat, extra T and W.

Once again we have the Daemon Prince, who is a great junior version of the Greater Deamon.  There isn't a weapon available to him so his combat prowess is as normal, and he doesn't get any increased casting powers for being Tzeentch, but he does get the +1 to his invulnerable save.  He is half the points of a Lord of Change though, so you can take 2 of him and come to roughly the same power level, except with princes you can hide them behind other units because if their low wound count, and you can spread out their effectiveness.  They also have the 6" re-roll 1's to hit aura.

Now all of the above dudes can cast psychic powers, so lets talk about them.  Boon of Change, casting value of 7, pick a tzeentch daemon unit, roll a d3, the unit gets +1A +1S OR +1T.  Bolt of Change has a casting value 8, pick a unit and deal d3 mortal wounds to it.  If it kills a character place a spawn model within 1" of the character (you have to pay the reinforcement points).  Gaze of Fate, casting value 6, you get 1 re-roll for any single die this turn.  Treason of Tzeentch has a casting value of 8, pick a character that is not the enemies warlord and roll 2d6, if the result is higher than the characters Ld you control that character for the rest of your turn.  Flickering Flames, casting value 5, friendly Tzeentch Daemon unit gains +1 to wound for their shooting weapons until your next psychic phase.  Infernal Gateway has a casting value of 8, and it's basically the holy hand grenade.  It targets the nearest enemy model within 12" and in LOS and deal d3 mortal wound to it's unit and to EVERY other unit (friend or foe) within 3" of that model.  It does D6 mortal wounds if the power is cast with a 12+.

I've gone through the powers, and the casters, but there are a couple really cool combos that we can use to really augment the casters ability to cast.  First up, the Locus of Conjuration stratagem allows you to re-roll all failed psychic tests for psykers within 6" of a Tzeench Daemon Character you choose, that's a good way to start off all key psychic phases.  Now you have 3 warlord traits that buff your psychic phase, +1 to your first psychic test that phase, +6" to the range of your first power cast that phase, and a 2+ to ignore Perils of the Warp.  Next up are the relics, one of which lets your caster know an additional power, and the other gives a +1 to casting smite.  Finally, the Gaze of Fate power itself, allowing you to re-roll a single die in your turn can be a greater benefit than +1 to cast your first power.
So lets look at some options, Lord of Change, +1 to cast first power warlord trait, and +1 to cast smite relic.  First you cast Gaze of Fate with +3 to cast, then toss out a smite with a +3 to cast.  That means you only need to roll a 8 to get d6 mortal wounds and this will be at 30".  With the Gaze re-roll and a command re-roll it's not hard.  Or you can cast Gaze from another source and your LoC has +4 to cast smite.

What Khorne is to combat, Tzeentch is to shooting.  Pink horrors, Flamers, and Exalted Flamers all have some pretty decent shooting attacks and there is a number of ways of making them better.  Pinks have a 18” assault 2 shooting attack that turns to assault 3 with 20 or more models in the unit.  Flamers have  12” d6 pistol -1Ap that auto hits.  An Exalted Flamer has a -2Ap d6 pistol that auto hits that has an alternate fire mode that’s Heavy 3 S+4 -4Ap and d3D.  Yeah S+4 you read correctly.  All of the ranged weapons in these units have a S value of "user".  That means that when you are next to one of the 3 heralds your shooting weapon also increases in S, if you make that Herald your warlord you can give him the warlord trait Daemonspark which gives a 9" aura of re-roll 1's to hit in the shooting phase, then if you cast Flickering Flames on the unit their shooting attacks get +1 to wound.  Lets do the same thing we did with the Khorne units and compare them against each other using the same set of factors, with all the above buffs included.  There will be an additional caveat though, I will not be taking into account the ability for Pinks to turn into Blues and Brims.  I will also not include Blues or Brims in the comparison because they don't kill anything, ever, and they are not durable.  They are simply cheap ways of filling slots and I honestly think that you should not be able to actually buy units of them, they should only be available after Pinks die, and should be free at that.  I want to include the Burning Chariot, simply because it's an Exalted Flamer on a chariot and pretty much does the same thing, but there isn't a simple points value to use that incorporates all available units.  SO, I am going to use a value of around 180 points but things will not line up perfectly, so take that into consideration.  This will be a unit of 25 Pinks, 6 Flamers, 2 Exalted Flamers and a single Burning Chariots(only 120 points).  The Exalted flamers and Chariot have 2 fire methods, the first will be the heavy shot and the second will be the lighter shot, and it will be taken into account that the model has moved.
Damage VS MEQs(models killed): Flamers(10), Pinks(8), Exalted Flamers(3/4), Burning Chariot(1/2)
Damage VS Guardsmen(models killed): Pinks(19), Flamers(15), Exalted Flamer(3/6), Burning Chariot(2/3)
Damage VS Rhino(wounds dealt): Pinks(7), Exalted Flamers(6/3), Flamers(5), Chariots(3/1)
Durability(number of bolters to kill unit): Burning Chariot(144), Pinks(135), Flamers(108), Exalted Flamer(72)
Durability(number of lascannons to kill unit): Pinks(106), Flamers(31), Chariots(24), Exalted Flamers(19)
Speed: Burning Chariots, Flamers, Exalted Flamers, Pinks

There is one other Tzeentch unit that is very un-tzeentch like...


...the Screamer.  This thing has combat written all over it.  First off it can move 16", which is fast.  It can use that super long movement to move over unit and do a mortal wound on a 6 for each screamer in the unit.  Then it can charge and use it's 3A, S6, -3AP 2D attacks to do some real damage.  Like the previous units, it's weapon is user+2, so the herald's ability will increase it to S7, and if you happen to get Boon of Change on the unit it could be S8 or have 4A.  Even with a 4+WS it's still 9-10 dead MEQ's and 15 wounds on a rhino.  These guys will take a serious bite out of whatever they attack.

Furies and Soul Grinders are pretty much the same as previously mentioned.  Not really all that deadly, but a little bit more durable with a 4++.


3rd on the list is Nurgle, and boy did he get some serious love in this edition.  Some new units, models to go along with them, and a strong set of rules to go along with those.  Everyone has disgustingly resilient, as we all expected, and if you take a detachment of only gurgle daemons the characters gain an aura that each time you roll a 6+ to wound, the attack deals 1 additional damage.  This is not a mortal wound, so saves still apply, it just increases the damage of the attack that the model is making.

Lets continue with the flow that been pouring out of me so far and start with the Great Unclean One and his brand spanking new model.  Of all the Greater Daemons he has the most weapon options, and probably could have come up with completely new unit entries for them like what they did with the Bloodthirsters.  They didn't, and instead we get this weird restriction on combinations of weapons that can and can't happen.  For example, you can't take a bilesword and a doomsday bell at the same time, nor can you take a plague flail and bileblade at the same time.  What do these very cool sounding weapons do?  Lets find out.  The plague flail is actually a ranged weapon that can also be used when within 1" of the enemy and on enemy model within 1" of friendly models.  It has a 7" range, is assault 3, S user, -3AP, 2D, and the damage dealt by the flail carries over if it kills a model, good start.  The bileblade is S user, -3AP, d3D, can re-roll failed wound rolls, and the GUO can use it to inflict a mortal wound on himself before he takes a psychic test to gain +1 to it, continuing on strong.  The bilesword is a straight up damage dealing weapon with no finesse, S+1, -3AP, d6D, and re-rolling all failed wounds, at S8 and 2+WS he is going to hurt something.  The doomsday bell is an interesting one, S+1, -1AP, d3D is not as good as the other stat lines, but the bell allows the GUO to roll 4d6 when summoning Nurgle daemons and at the start of each turn he rolls a d6 for each unit of plaguebearers within 7" and on a 4+ they get a model back.  Some serious potential here, especially if you are going the rout of summoning.  What else can he do?  Well, he can cast 2 psychic powers, deny 1, deals a mortal wound to a unit he charged on a 4+, and has 18 wounds, a 5++ and a 5+FNP.  He is going to be a tough one to bring down.
If you like the idea of keeping on replacing plaguebearers over and over again, the Horn of Nurgle's Rot will allow you to do this.  Roll a d6 for each model he kills in the fight phase, and on a 4+ you add a model to a unit of plaguebearers within 7".

The Prince doesn't change much, he becomes disgustingly resilient, but none of the weapons are really all that great for him so he pretty much gets DR and the psychic powers.

Keeping up with tradition there are 3 herald type units.  The Poxbringer is the new name for standard Herald and he comes with the typical +1S aura that all the other Heralds have.  He can cast one power and deny one power and comes with a fairly impressive stat line with WS and BS +2 and both S and T 5.  He carries, essentially, a power sword that can re-roll to wound rolls.  Pretty simple, super effective HQ unit.

With the 2 psykers done, lets go over the Nurgle psychic powers, and they are damn good.  Stream of Corruption has a casting value of 5, a range of 7", and deals d3 mortal wounds, or d6 mortal wounds if the target unit has 10 or more models.  Fleshy Abundance has a casting value of 5 and regenerates D3 lost wounds to a model within 18" of the caster.  Nurgles Rot is a 7" aura that deals d3 mortal wounds to each non-Nurgle unit on a 4+.  The Shrivelling Pox has a casting value of 6 and a range of 18" that gives the target unit -1T.  Virulent Blessing has a casting value of 7 and a range of 18", it give +1 to wound rolls in the fight phase and for each roll of 7+ that attack does double damage.  Lastly Miasma of Pestilence has a casting value of 6 ad a range of 18", until the start of your next psychic phase enemy units get a -1 to hit when targeting the target unit.

New to the codex is the Sloppity Bilepiper.  Yes, that is a thing that actually exists.  The SB has 2 aura abilities, the first lets friendly Nurgle Daemons take morale checks with 2 dice and discard the highest.  This increases the chance of rolling a 1 and regaining models back into the unit.  The second gives a +1A to nurglings and GUO and lets them charge after they advance.  The last new unit is the Spoilpox Scrivener, he also has 2 special aura abilities that add 2” to plaguebearer infantry units movement and gives a +1 to hit rolls for plaguebearers with rolls of 7+ granting additional attacks.  What's with those names?  Seriously GW, I get that you're going for the jovial Papa Nurgle, but I think these guys go a little over the top.

Now if you don't see it, stop focusing and try to see past the picture cause this shit is like one of those magic eye things and it's about to get cray cray all up in here.

Even better than that
So, Plaguebearers, they are neat right?  If there are 20 or more of them in a unit enemies have a -1 to hit penalty.  These guys are the canvas in which we will paint this masterpiece.  First we add a Scrivener, makes the Plaguebearers M7" and they now hit on 2+ with 6's adding hits, tack on a Poxbringer and the Plaguebearers are S5.  Next you use your Plague Banner to make all their plagueswords 2D, add Virulent Blessing for a +1 to wound and on a 7+ dealing DOUBLE DAMAGE!  Next we have the Locus which deals an extra damage on a wound roll of 6+, which is now 5+ thanks to VB.  Finally the Shrivelling Pox lowers the enemies T.  Let all that seep in, S5, 3+ to hit, 2+ to wound most infantry, 4+ to wound anything T6-9, 2D, 3D on a wound roll of 5+, 5D on a wound roll of 6+, and re-rolling failed wound rolls.  If you happen to have a Prince nearby you also re-roll 1's to hit.  All said an done, 30 Plaguebearers with all them bells and whistles can nearly bring down 2 knights in one round of combat putting around 25 wounds on them, if I mathed right.

Nurglings can "infiltrate", like scouts but they are easier to hide.  Great for grabbing objectives and holding back the enemies scouts and deep strikers.  Board control baby.

Beasts of Nurgle got some new models and they finally look the part of stupid, horrifying, daemon puppy dog.  I don't like the models, I don't like the story behind them, and their rules are meh.  They are T5 with 5W and DR, so they are somewhat tough.  They can perform a heroic intervention like a character, which might not be too bad if you have a decent sized unit then wandering into a combat your opponent didn't expect them to be in might be enough to turn the tide, even with their random number of attacks.  Then when you're opponent decides it might be best to fall back the unit will take a mortal wound on a 4+.

Plague Drones are a little better, even though they have one less wound, they have 5A, a shooting weapon, and M10".  While their WS and BS is only 4+, their ability to re-roll wounds is strong, especially with the 4 Rot Fly attacks that have D2.  With no AP they are not doing much damage to heavily armoured units, but to tough things with lower saves, like other daemons, they will cause some troubles.  Get them in range of a prince from a detachment and they are also re-rolling 1's to hit and getting extra wounds on a 6+ to wound.

Furies and Soul Grinders happen again, once again not changing much.  There is some debate as to whether a 5++ and a 5+FNP is better than a 4++, but that's the only debate happening with these guys.  I will say that the Furies are fast, and that is something the Nurgle Daemons don't have much of and could use a little more of, but the Furies are sort of expensive and I would rather have 3 Plague Drones than 10 Furies.

Lets throw down those number real quick on units of 150 points, although to keep things a little more on the simpler side, I will only be including the buffs from the Locus, a nearby Herald, and the psychic power Shrivelling Pox.  If I start adding all of the bonuses the math starts getting real complicated.

Damage VS MEQs: Plague Drones(5), Plaguebearers(3), Beasts(3)
Damage VS Guardsmen: Plague Drones(15), Plaguebearers(7), Beasts(6)
Damage VS Rhino: Plague Drones(6), Beasts(5), Plaguebearers(4)
Durability(number of bolters to kill unit):  Plaguebearers(126), Beasts(104), Plague Drones(75)
Durability(number of lascannons to kill unit): Plaguebearers(93), Beasts(42), Plague Drones(36)
Speed: Plague Drones, Beasts, Plaguebearers

The Feculent Gnarlmaw is a Nurgle tree.  It cannot move, is treated as terrain once deployed, and cannot be targeted or affected by attacks.  It literally becomes a piece of neutral terrain, except for its host of Nurgle helping rules.  All non-vehicle and non-monster Nurgle Daemon units entirely within 7” add 2 to their armour save, bringing most of them up to a 4+.  At the start of your turn, all non-Nurgle units within 3” suffer a mortal wound on a 4+ or d3 mortal wounds on a 6.  Nurgle Daemon units within 7” at the start of their turn can still shoot and charge even if they fell back or advanced.  Finally, you can re-roll the summoning dice when a Chaos Character is within 7” and attempts to summon a Nurgle Daemon unit.



Our last god, and seemingly last in the eyes of GW, is Slaanesh, the Prince of Pleasure, or She Who Thirsts.  While most of you have the vision of boobs and crab claws all akimbo, there is only really one description of Slaanesh, that of a young lithe man full of the vigour of life radiating an androgynous beauty.  So more like this...

Why do you look so surprised?
The rules for the Slaanesh units is that they always strike first in combat, and if the enemy has something that also strikes first, like unit that charged or also have a similar ability, then you alternate starting with the player whose turn it is.  Their Locus, for detachments consisting of only Slaanesh Daemons, is that 6" aura for characters like the other gods, but it allows units in the aura to charge eve if they advanced.

Top of the pile we have the Keeper of Secrets, the not as impressive model or rules as its 3 cooler bigger brothers.  But like all younger siblings, heshe has something to prove.  A decent stat line, with less digression as damage increases than other greater Daemons, heshe only has 12 wounds, the least of them, and has no named version but is nearly 100 points less than the others.  However, it has a dazzling array of abilities it uses to keep itself alive starting with its Mesmerizing Aura that gives a -1 to hit penalty to anyone targeting the KoS in the fight phase.  It also has the witstealer sword, and any model that suffers any wounds from this weapon receives a -1 to hit rolls.  And this sword is +1S, -3AP, and 3D so fairly impressive, but only the strong will survive to feel its wit stealing abilities.  So if you hit a big monster and manage to deal some damage to it it will be swinging back with a -2 to hit, but we are not done there because the KoS can cast 2 powers.  One of which is Symphony of Pain which tacks on another -1 to all hit rolls, it has a casting value of 6 and auto targets the closest enemy unit.  Next we use a Stratagem, and for 1CP all enemy units within 3" of the Slaanesh Daemon unit we choose has -1A, to a minimum of 1 and we can stack the Bewitching Aura warlord trait on that for another -1A aura with a 6" range.  What I am saying is that this guy can go toe to toe with any big bad monster out there and probably come out ahead in the long run.  Even if he gets mobbed by a really hard unit, that stratagem can still be used, and his warlord trait will still be in effect as well as his Mesmerizing aura, so a unit charging him will still have -1 to hit and -2A.  Even if he is mobbed by a shit ton of orks, they still need 108 attacks at S4 to kill him, which is harder to do with orks when you de-buff them.

We still have the standard Herald, who gives out the obligatory +1S aura and thats about it.

Yeah, only 2 non-character HQs, I was fairly disappointed.  I have to take a second to complain here because the whole book, right up till this point was super on point.  To leave Slaanesh hanging in the wind like that made me pretty upset.  I have no particular love for Slaanesh, but it's 1/4 of the ultimate bad guys in the universe we know that they just didn't want to take the time to invest in.  Don't give me that bullshit about no models or protecting IP.  There are more HQ units in the index that didn't make it into the codex...why is that?  Why is there a Herald of Slaanesh on a steed in the index but not in the codex?  Why the fuck is it still called a Herald of Slaanesh?!?  The other 3 gods got cool new names for their Heralds.  Changecaster, Skullmaster, Poxbringer... Herald of Slaanesh.

One of these things is not like the others.
Now, that's not to say that Slaanesh is bad, in fact I'm going to make it my personal goal to make you see just how fucking deadly they can be.  Because that poor, untanned, son of a bitch in that picture might not look fabulous, but he can lick his eyebrows, so he never leaves the bar alone.

I already got started with the KoS, mentioned the Herald, who is only there to make the rest of the army that much more deadly, and now I will move onto daemonettes.  They epitomize what the Slaaneshi army does best, loads and loads of dice thrown at the situation until it goes away.  With 2A each, 3 when there are 20 or more models in the unit, they rack up the dice pretty quick.  However, with only S3, they really need that Herald nearby for the +1S, but they have a straight up -1AP, and -4AP on a wound roll of 6+.  Seekers are the same, but faster, and can re-roll charge rolls.  The Fiends, now here is a unit to fear for one simple reason called Soporific Musk.  This does not allow units within 1" to fall back unless they can fly.  Everything else can be glazed over, and in fact, here comes some glazing, 150 points worth of it.  With some easy buffs of course, lets have a Herald and a prince next to them and the enemy unit has Symphony of Pain for a little defence.
Damage VS MEQs: Daemonettes(16), Seekers(5), Fiends(4)
Damage VS Guardsmen: Daemonettes(29), Seekers(11), Fiends(4)
Damage VS Rhino: Daemonettes(12), Fiends(5), Seekers(3)
Durability(number of bolters to kill unit): Daemonettes(95), Seekers(63), Fiends(54)
Durability(number of lascannons to kill unit): Daemonettes(74), Seekers(24), Fiends(11)
Speed: Seekers, Fiends, Daemonettes
Now I know it looks bad for the Fiends, they don't hit first in any of the categories and they don't excel at killing infantry or monsters.  They are better a taking out those buffing characters that are becoming more and more crucial as the game grows.  We saw how deadly Plaguebearers can become with a Scrivener next to them, with a Fiends speed and multi-wound attacks he poses quite a threat to them.  I don't have a section on the comparison list for characters, I figured 6 areas would be enough.

However, with that set of data, we are not done with Slaanesh because we have yet to cover some of the craziest units yet, the chariots.  Not only do they look somewhat ridiculous and awesome at the same time, they can do some serious damage.

Starting with the Hellflayer we see a decent stat line, 12", WS/BS 3+, S4, T5, 6W, 5A, and a 4+SV.  The save is fairly important making the chariots one of the more durable Slaaneshi units.  For 95 points though, it doesn't seem to be enough of anything...until we get to it's attacks.  It 5A are made with the typical Slaaneshi claws, -1AP and -4 on a wound roll of 6, but it also has an assault d6, S4, 6" ranged attack that can be made while within 1" of enemy units and at unit within 1" of friendly units. I want to interrupt for a second to mention that this is different that a pistol in that a pistol can only fire at enemy unit that are within 1" of friendlies if the bearer is also within 1" of an enemy unit.  Take a look at the wording closely and you will see what I mean.  The lashes of torment however, can fire into combat as the chariot drives by and then charge into something else.  We are not done with it's attacks though, as it also has d6 attacks made by the bladed axle that are Sx2, -1AP, and 2D, finally the steeds can attack with their 4 S4 attacks.  All tallied up it can make between 10 and 15 S4 attacks and 1-6 S8 attacks.  While its only killing 3 marines, it's taking out 7 Guardsmen, which is not too bad for a single model of 100 points.

Next up we have the Seeker Chariot, and the main difference is the replacing of the bladed axle with scything impact which deals a mortal wound on a 6 for each enemy model within 1" when it finishes a charge move.  That equates to a 30 Point drop though, so not too bad for 70 points.

The last chariot is the Exalted Seeker Chariot, which is a bigger, fancier version of the Seeker Chariot that degrades as it takes damage.  It starts with a 2+WS though, and 8A with an additional 8A from the steeds and the d6 shooting from the lashes and still has the same mortal wounds from the scything impact.

Let’s run some numbers just on the chariots, 200 points, at full health, with no buffs.  Just as they are.  I will assume that each of the Seeker chariots are able to inflict a single mortal wound on the charge, just for the sake of this comparison and keeping fractions out of it.
Damage VS MEQs: Exalted Seeker(11), Seeker(10), Hellflayer(6)
Damage VS Guardsmen: Exalted Seeker(21), Seeker(19), Hellflayer(14)
Damage VS Rhinos: Exalted Seeker(9), Hellflayer(8), Seeker(6)
Durability(bolter shots to kill all): Exalted Seeker(216), Seeker(162), Hellflayer(108)
Durability(lascannons to kill all): Exalted Seeker(26), Seeker(20), Helflayer(13)
Speed:  All the same at full health.  The Exalted does get slower as it loses wounds.

Those are not some terrible number to tell you the truth.  It takes 108 bolter shots to take out one, 100pt Exalted Chariot, all the while it's gearing up to kill 5 marines a fight.

Having gone through the units I feel like I’ve done a pretty good job covering most of the notable stratagems, relics, and powers, but there are a couple honourable mentions I need to make.  I’m sure you all know about Denizens of the Warp that lets you deep strike a unit of Daemons, or the Armour of Scorn that gives a Khorne character a 4++ and can deny the witch once, or Miasma of Pestilence that can make a big Plaguebearers unit really hard to deal with, but there are a few things you may need to look a little harder to see, some secret treasures, so to speak.


First up are the couple summoning centric stratagems, I have not gone too far into summoning as I feel that it really needs a post of its own, which I will get to soon.
How about the Rapturous Standard?  Like the others you make one standard in a Slaaneshi unit a special one for 1CP before the game starts and once per game you can use it to re-roll all failed hit rolls made by that unit.  I mentioned how Slaanesh liketo throw buckets of dice, how about re-rolling buckets of dice?  Acidic Ichor is perfect for your GUO, for each wound you lose roll a d6 and on a 4+ you deal a mortal wound to the unit that wounded it.  Since he has both a stratagem and a psychic power to regenerate wounds, this one seems like the gift that keeps on giving.  Finally, my favourite, the Forbidden Gem relic.  Once per game, at the start of any enemy turn, pick an enemy character within 12" and roll 3d6, if the total is higher than the targets Ld that character can't do anything.  No moving, attacks, casting powers, fighting in the fight phase...NOTHING.  It can't even use any of it's abilities that are on it's datasheet that affect other units like aura abilities and abilities that heal other models.  Now there are ways of lowing the opponent Ld, one of which is a Slaanesh power that goes right along side the Forbidden Gem, Phantasmagoria.  Chaos Spawn also dole out a -1Ld penalty when within 1" of one.

I want to give GW some serious props on this codex.  Each of the factions has a place and excels at it's own particular area, but no single faction can take care of everything on it's own, although some are stronger than others yet I don't get the feeling that any of them are overpowered.  Stay tuned for some more on Chaos Daemons and summoning.

Until next time, keep them dice rollin.

Sponsor Time
Maxx Collectibles has asked me to tell you about an upcoming hobby show, Legions Maxximus.  I mentioned it in my last post, but since then the full list of events has been released and I can give you a better idea as to what you might expect.  You like to paint?  Do you not know if you like to paint or not?  Check out one of the many Paint and Takes run by the MMSS, IPMS, and MB Battletech Coalition happening all weekend.  They will supply you with a model and all the supplies you might need and all the helpful hits you can possibly cram into a couple hours of painting.  When you're done you walk away with a new model.  All models and paints are being supplied by Games Workshop North America.

Want to try out some games you've never played before?  There are dozens of games, some of which I have never heard of, that will supply all the models and rules and teach you how to play the game.  These are not necessarily tutorials, but a way for you to drop into the middle of a game and get a crash course feel for it before moving on to something else.  They call it AMP'ed, all models provided.  Games like Fist Full of Lead, Battletech, Warhammer 40k and Age of Sigmar, Infinity, Zombicide, Star Wars Armada and X-Wing, Flames of War.

There will be games ran in which you will actually have to know what you are doing before you show up.  Warhammer 40k, Bolt Action, Malifaux, and more.

For a full list of games and events go here. http://legionsmaxximus.com/activities/

Here is a picture dump of last years event.