Wednesday, 25 September 2019

CHAOS KNIGHTS: LESS FILLING, MORE TASTE


Welcome back ladies and gents, I managed to get my hands on the Chaos Knights book then promptly went on vacation.  That means the book has been out for a while and everyone and their grandmother has done a review and found all the cool combos and shit.  I am likely to go over a bunch of the same, but I'll try to keep it interesting.

Let me start with my very first impression of the book, before I even unwrapped it...


This is a pretty damn small book and there are 2 main reasons for that.  First is that all of the knights of the same chassis have been consolidated to a single data sheet.  This simplifies things immensely as all of the weapon options are available and you only have to look at one data sheet.  This also means that we can get all of the dual wielding gatling cannons we can choke down.  The second is that there are only 2 household equivalents which also reduces the number of specific stratagems, warlord traits, and relics.  So we don't have quite as much to choose from, but as you will see shortly, the options we do have are really quite strong.  There is also a new chassis that gives us a Desecrator and a Rampager.  The Desecrator gives nearby War Dogs unit re-roll hit rolls of 1 and it has a Laser Destructor which sounds a lot better than it is.  Sure it's S14, AP-4, D6D and does D3 mortal wounds on wound rolls of 6, but it only has D3 shots.  This means it has a lower average damage than every other weapon in almost every other circumstance but it has a relic version of the gun that brings it's damage up, but the Desecrator isn't really worth taking unless you were already planning on taking a bunch of War Dogs.  The Rampager is a combat only knight that scores an additional hit on an unmodified hit roll of 6 but only when it's using its sword or fist.  It also has a WS of 2+ and 5A much like a Despoiler with 2 melee weapons.

-The slaughter of millions of innocents
Lets start with a rundown of the 2 Household Ambitions, the first of which is the Iconoclast.  Knights of this House get an extra attack and improve their melee weapons AP by 1 when they charge, are charged, or performs a heroic intervention until the end of the turn.  In addition, enemy units within 12" that fail a Morale Check lose an additional model.  Now, this sounds pretty darn good, especially with titanic feet on a Rampager, 18A hitting on 2's and AP-3.
Knights of the Infernal Ambition get access to a chart, at the start of each movement phase they may suffer a mortal wound so they can roll on the chart or they can suffer D3 mortal wounds to choose the result on the chart.  It's a D3 chart and the first ability gives the knight an addition 2" to it's move and adds 1 to advance and charge rolls.  The second result adds 1 to the knights T making the big guys T9 and the War Dogs T8.  Finally, and the "piece de resistance", the third result on the table allows you to add 1 to the S and D of one ranged weapon.  3D gatling cannons, S9 battle cannons, S8 and 3D conflagration cannons (which auto hit as well), all that sounds really good.


Next up we have the stratagems of which more than half are the same as the Imperial knights, such as Full Tilt, Rotate Ion Shields, Thunderstomp, etc.  Trail of Destruction is still kicking around from the Index, allowing a Knight to re-roll ALL hit rolls when it is chosen to shoot, fight, or perform overwatch.  There are also a couple of highly popular new stratagems such as the Vow of Dominance which you use once at the start of a game for 2CP, on an Iconoclast knight, which causes all the unmodified wound rolls of 1, 2, or 3 to automatically fail for the entire game.  Think on that for a minute, of the things that knights fear the most like Morty, BA smash captains, Magnus, and other Knights. they can all go fuck themselves cause the best they can wound you on is 4+.  The Infernal Knights have their own way of staying alive using Pact with the Dark Gods, which brings the model back to life with D3 wounds on a 4+, and Bind the Souls of the Defeated which restores a lost wound on a 4+ for each model the Knight kills in the fight phase, up to 6 wounds.

When I read, and re-read this next section I was certain that GW either made a mistake or they would shortly amend the Imperial Knight book to read the same way.  It turns out that you can be both a Dreadblade and have a household ambition, not only that but negative abilities only take affect if you roll higher than your models Ld stat on 2D6, which you must roll for at the start of each of your turns.  Also, you don't HAVE to generate abilities if you don't want to but if you do, you generate a series of positive and negative abilities from 2 lists, which is done before the game starts.  You may choose a single good ability or you can roll for 2 good abilities, while you can choose 2 bad abilities or roll for 1.  These abilities range from dealing mortal wounds when the knight charges and reducing weapons with AP-1 to AP0 to not being able to use stratagems on that knight and always fighting last in the fight phase even if it charged.  While none of the good ones are game breaking on their own, some of them can be used to great effect in a couple combinations which I can elaborate on later.  However, the bad ones can be quite crippling if you happen to fail the test at the wrong time.


With all the amazing abilities and stratagems, I really think it's the Artifacts of Tyranny that will ultimately make the difference between a good knight build and an incredible knight build.  We have weapon upgrades for the chainsword and gauntlet, both of which are pretty good, a 4++ vs shooting and a 5++ all the time but here are a couple that have incredible potential.  The Khornate Target is only one use per battle at the start of the fight phase, but for the rest of that phase a model hit with attack made by this knight cannot make invulnerable saves against those attacks.  There are a handful of units that can completely stall a charging knight and all of them have a really good invulnerable save, Guilliman, Magnus, Ogryn.  There is another sweet thing about this relic, it doesn't apply to a single enemy target, it effect is applied to the knights attacks so if you happen to move in against multiple units you get to ignore all of their saves.  If you think that one is good, the Helm of Warp Sight allows the knight to ignore all hit modifiers, so those dirty Eldar units can go straight to hell, with the help of an Avenger Gatling cannon or 2.  Death Guard Daemon Princes love the Suppurating Plate armour, well now your Knight can have it too.  While the Putrid Carapace of Nurgle doesn't give you a 2+ save, it still bounces mortal wounds back to enemy on a 4+ each time you pass a save in the fight phase.  This is good against units that can put out lots of attacks and have some way of getting a lot of successful wound rolls with low AP.

Finally we come to the warlord traits, none of which are terribly great on their own, but none of which are really terrible.  Infernal Quest gives the knight "obsec." and it counts as 10 models, Knight Diabolus gives it an extra attack and Warp Haunted Hull allows it to Deny the Witch once and a 5+ vs mortal wounds suffered in the psychic phase.


Now to look at a couple combos, and there are a couple pretty extreme set ups that could surprise you in their sheer single-mindedness, if you aren't prepared for it.  First up we got the Turn-One-Charge Knight.  Take a combat knight, like a Rampager, with the Infernal Household Ambition, have it take the Daemonic Hunger which adds 2" to it's move and 1 to each of it's advance and charge rolls.  Give it the Quicksilver Throne of Slaanesh relic which adds 1 to it's advance and charge rolls and allows it to attack first in every fight phase, then give it the Eager for the Kill Warlord trait which gives it another plus 1 to it's advance and charge rolls and gives it an extra attack if it's entirely within the enemy deployment zone.  Finally, and you need a little luck with this one, you can make it a Dreadblade and give it the Daemonic Vigor which adds another 2" to it's movement.  When it's all said and done you have a knight moving 16", advancing D6+3", and charging 2D6+3" for a range of 25" - 40". You will have to use the Full Tilt stratagem in order to be able to charge, so if you happen to get the Forsaken Damnation and fail that LD test then you could be in trouble, but for an average charge of 32" on a knight, that is damn scary.
The next big combo is centred around a combat knight again, this time form the Iconoclast Ambition.  Give him the Teeth that Hunger and the Knight Diabolus warlord trait for a whopping 8 attacks on the charge or 21 stomps and 1 chainsword attack.  Oh and you gave him the Vow of Carnage so every 10 models he kills he gets another attack.
For the last build I have in mind I'd like to take care of something that pure Knights lists have a little trouble with, psychic powers.  There are only 2 things required and that is the Tzeentchian Pyrothrone relic, which turns your knight into a psyker who can smite and deny,  and Warp Haunted Hull warlord trait, which gives your knight a second deny and a 5+FNP vs mortal wounds suffered in the psychic phase.  Combine this with the Infernal stratagem Diabolic Rift which affects all enemy psykers within 12" of any Infernal knight on the table and causes them to Perils on any doubles, not just 6's and 1's.

There we have it, a nice quick review of the "new" Chaos Knights.  I think there are a couple things is this book that are going to make some waves in the meta.  Thanks for reading and leave a comment if you think I've overlooked anything.

Until next time, keep them dice rollin.


Once again this codex review could not be possible without Maxx Collectibles as my sponsor.  He had his monthly painting day again, which is the 3rd Saturday of every month, and it drew a rather large crowd yet again.  All you have to do is show up, you will be supplied with a mini, paint, brushes, and some coaching if your new.  If your not new, show up with your models and feel free to just hang out with some of the up and coming gamers.

Don't forget to look for me and other Team Maxx Warhammer 40K players at the Middle of Nowhere GT in Shilo MB coming up Oct. 5th and 6th.  It's a 5 game GT with a 50 player cap and 48 of them are signed up already.  I'll be doing a post on my list and my lack of practice shortly, then of course a post tournament post on how I did.

Tuesday, 6 August 2019

POW 4: GOING IN BLIND


Hello everyone, a couple weeks ago I took part in the 4th annual Plains of War GT Warhammer 40k tournament.  It's run by the 40 Below Gaming club here in Winnipeg.  This is the second one I have been to, and I had an absolute blast.  So lets get right into this review starting with all the boring stuff that's surrounds the games themselves.

First off, the space is great.  It's a hotel meeting room, so carpeted floors, water stations, nearby restaurants and you could pre-order your food so it would be ready for you at lunch.  Lunch break was an hour and a half so you certainly didn't need to stick around and there are plenty of locations to eat at in that area of the city.  There is one downside to such a nice event though and that's the $90 ticket price which is STEEP, considering previous years the ticket price was only $60.  It did come with a sheet of raffle tickets and three 3D printed objective markers but they were hoping to make this event a Major and hit 60 people, unfortunately they barely broke 30 players and I think the price tag had a lot to do with that.  However, that might have been the only downside.  The tables had plenty of space, each with 360 degree access, and the terrain was some of the best I've seen.  None of the tables I played on had too little terrain and all of the terrain was well painted, looked good, and matched the FLG mat that was on each table.  They had some pretty sweet raffle prizes as well including a Battlefoam 720 full of pluck foam.  All in all, the event was run very well.

So the list I was running was a gamble, both in that it had more power armour bodies than cultists and I had not actually played a game with it yet, or at all in over a month.  So I was a little rusty.  My list looked like this:


Black Legion Battalion
Abaddon
Sorcerer, combi-bolter, force axe.  He usually got Angles Bane, the Balck legion relic combi-bolter
10 Marines, 2 melta guns
10 Marines, 2 melta guns
10 Cultists
5 Havocs, reaper chaincannons
5 Havocs, missile launchers

Scourge Battalion
Sorcerer in Terminator armour, combi-bolter, force axe
Sorcerer in Terminator armour, combi-bolter, force axe
10 Marines, combi-plasma, 2 plasma guns
10 Cultists
10 Cultists

Crimson Slaughter Air Wing
3x Heldrakes

For game one I was asked to play on the stream.  The organisers have actually tried to get me on the stream a number of times at different events but my opponents had declined, not wanting to be on the stream.  So I finally managed to make it onto the stream, got all mic'd up and promptly got tabled by my opponent, Marcus, and his dirty Tau which looked like this:


I don't know Tau really well, but he had 3 commanders, 2 other small characters, 2 Riptides, a Y'Vahra, a handful of Strike squads, a couple units of Pathfinders and a mess of drones.

So although this game was on the stream, the mics weren't working so there is only the hum of the crowd for audio so I will give a quick rundown of what is happening.  Marcus gets the first turn and jumps the Y'Vahra up who takes out both red Heldrakes.


Now, I knew the Y'Vahra was good, and that you should never charge it, but that was ridiculous.  The rest of his shooting takes out most of the chaincannon havocs and one of the Marine units.  Now, I chose to use the Punishing Volley stratagem at the end of his movement phase, but made the mistake of using my missile launchers to shoot the Y'Vahra.  With a 2+ save and the ability to pass off to the drones it's unlikely I'll actually do any damage, but one missile does manage to make it through for a couple wounds.  What I should have done was to use the chaincannons in hopes of forcing more saves and/or passing off more wounds to the drones, likely getting more damage though either way.
During my turn I killed off the Y'Vahra, cause I sure as shit don't want to have that happen to me again.  Then I made my second mistake, I assaulted a unit of Firewarriors with my final Heldrake which allowed them to pile in and consolidate onto an objective losing me a point and giving him a point.  Stupid move.  Things continued to sway his way for several reasons, mainly because he's better than me and his army is more "honed" than mine.
Abaddon manages to take out a Riptide which is only the beginning of a bloody path that he will reap though this tournament.  Finally, we ran into a really weird situation at the end of the game, because we were playing with a clock there was a rule that was implemented in that you can opt to not make any attacks in combat, but if that's your choice then your opponent gets to determine the outcome of the combat.  Meaning he can choose to wipe the unit out, kill everyone but a few models, etc etc.  Now I had a unit of Marines in combat with his 2 little characters and a Strike squad, this unit of marines happened to be my last unit on the table and if they stayed in combat he would not be able to table me.  So he opted not to fight with his units, and since I took Head Hunter, I opted to kill everything I was in combat with to get 4 points on the last turn so he could clear me out.  I lost 26-17, although now that I look at the score I realised that he should have gotten an additional 8 points for tabling me on turn 4.  As it turns out, he didn't really need them as he won best general anyway.

For game 2 I sit down across from another Mark, this time playing Orks.  He had a bunch of characters on bikes, a couple Weirdboyz, 3 units of 30 boyz, a unit of 10 Meganobz, 15 Lootas, and a mess of Grots.
We deploy and he puts one unit of boyz and the Nobz in reserve.  I get the first turn and manage to completely wipe a unit of boyz and push my Heldrakes right in his face putting some wounds on the smaller outlier Grot units.  His turn sees his second unit of Boyz Da'Jump'ed right at me and stall out on the Black Legion and Scourge Marines while he tears 2 of the Heldrakes down with Lootas and power klaws.  I pulled back and shot the boys off the table, put some firepower into the Grots holding objectives and took out a handful of Lootas.  I also moved around to defend against the reinforcements that would be coming in.  The Boyz arrived right in the middle of the table taking up the position of the unit that was wiped out the previous turn and the Nobz showed up on my left.


The Boyz failed their charge and got shot up pretty bad in my turn.  The Nobz made their charge and hit a couple of units but failed to really inflict any kind of serious damage.  I backed out of combat with the Nobz and fired everything I had left at them which only amounted to 3 dead Nobz.  I was really hoping to kill a couple more because Abaddon was going into them and I was not confident that Abby could kill the 7 that were left.  Well I was wrong, he did.  This lead to the slow demise of the Ork army and I pulled out a victory 26-20.

Game 3 pairs me up against Ryan with 6 Dreadnoughts, 3 Razorbacks, 3 Thunderfire cannons, and some random other stuff.  It turns out this is a pretty good list against mine as I don't have a lot that can deal with T7 at any range over 12", other than the ML Havocs which died right away along with 2 Heldrakes.  I did manage to Devastating Volley off one of his TFcannons though.  My turn sees Abaddon smack down both a Smash Captain on bike and a Razorback.


The rest of the game is me walking up and slowly getting shot off the table.  I do have to say, Ryan used the Slamander Chapter Tactic to great effect as each marine unit was small and had a meltagun and a combi-melta and the Dreads had Lascannon/missile launchers.  This allowed him to maximise the effectiveness of the high quality shots without the necessity of a support character.  I lost 30-21.

At the start of day 2 I get approached to play on the stream again.  As I mentioned the audio from my first game didn't turn out so well so they decided to give me another shot to redeem myself.  I don't, but Abaddon kills 2 Defilers before the last one explodes and kills him.  The link to that game is here so instead of me talking about it, you can just watch it.  Although I did just give away the best part.

Game 5 is against my good friend Sean.  He's got a character heavy list with 3 Princes, Arhiman, and Magnus and a big blob of Tzaangors.  Now I have played Sean a couple of times, and he really likes to get aggressive with Magnus, buffing him up and then Warptime him right in your face.  I was kind of hoping he would do that this time and set up so that Abaddon could counter charge and he did exactly that.  The problem is that Abaddon completely bounced and then got absolutely smashed by Magnus.


I was able to hurt Magnus pretty bad with shooting though, and managed to kill him turn 2.  Meanwhile Sean is racking up points like crazy.  Around turn 4 I finish off the Tzangors and my Heldrakes come back and I am able to start picking off all his characters, slowly clawing my way back.  When it was all said and done, we had gone through 6 turns and ended in a tie.

So far my record is 1-1-3 and while I'm not particularly well in the scorecard area, I've played 5 really great opponent's which means I'm going into this game with high spirits and looking to have fun.  I get to play Ronnie and his mechanised Orks.


This game is probably the most fun game I've played this event as almost everything dies, and I've made it a personal mission to kill as much of it with Abaddon as possible.  Ronnie puts 3 Deffdreads and a unit of 6 Killa Kans in deep strike and the rest of his big toys around the middle of the table.  His grots and Slaver sit on an objective.  I've got my cultists forming the obligatory speed bump with the Black Legion on my left and the Scourge on my right and the Havocs take up an elevated position in the backfield.
Ronnie gets the first turn and the big orange "Naught" moves up and shoots away one of the cultists units and then charges the Scourge unit behind them wiping them out.  I managed to shoot a couple wounds off of him with Devastating volley, and a couple more in the shooting phase before Abaddon steps up and rips a hole in the beast and it explodes.  This happens almost every turn with a bunch of stuff moving up, killing a bunch of models around Abaddon and then Abaddon killing it.  It happened with the other 'Naught, a couple Killa Kans and a Deffdread.  At the end of the game the table looked like this...


Not a lot left for either side, but I managed to win 29-19 mainly due to Abaddon's murderous rampage and and picking Gangbusters as a secondary.

All in all I had an awesome experience, even if my list was kinda shit.  As for my list, it had several issues.  Mobility (outside of the Heldrakes), durability, and the ability to deal damage at more than 24".  I was really counting on the Heldrakes to fill all those roles, but I was sadly let down.  Which was my own fault for not play testing at all.

Anyway, I hope you guys enjoyed this write up and feel free to leave any comments.  Thanks for reading.

Until next time, keep those dice rollin.