Wednesday, 17 February 2016

CHAOS 2016: MAKING CHAOS GREAT AGAIN


I am going to start right off by saying that this is not a wish list.  In this post you will not see what I think GW should have done, or what I would have done, or what GW should do in the future.  You will see what we CAN do with what we have right now.  I will be looking at a lot of different sources from Imperial Armour to the Christmas Advent calendar.

Lets start with looking at some of the strong aspects of the Chaos Codex, and I will incorporate a couple thoughts from the 2 supplements, Black Legion and Crimson Slaughter.


The mighty Daemon Prince.  He is a combat beast and excels at killing everything but the hardest nuts.  Making him a psyker is kind of hit and miss because of the idiotic rule that you have to take at least one roll on the patron god psychic table.  Nurgle is arguably the best, but a Khorne prince with the axe of no friends will carve a bloody swath.  I enjoy running a Nurgle Prince with wings, and that's it.  he is 200 pts, has a 2+ cover save at all times thanks to shrouded and jink, and can wipe your average marine unit in a couple phases, add the Black Mace and he will melt hordes, MC's, and hurt GMC's with 6+D6, AP2, Fleshbane attacks.  However, since he is not EW, the Skull of Ker'ngar from the Black Legion is a pretty viable choice, yet since there aren't any decent weapon options, the better idea is to keep him cheap and not in combat.  The Last Memory of Yuranthos is a decent option as well, an 18" nova psychic power is pretty good, but again, that damn rule that forces you to roll at least one power on your patron god table is a serious handicap.  If you could put all 3 rolls, plus the Last Memory, you could get 4 of the 7 Pyromancy powers which would give you a pretty decent arsenal of powers.


The Chaos Lord is an extremely versatile character.  Fearless, decent stats, and some seriously scary weapons for a model of his stature to wield, but he can become very pricy when you try to make him durable enough to justify his cost, especially since he isn't EW which again takes us back to the Black Legion book and the Skull of Ker'ngar, which again takes us to the point that there are no decent weapon options.  The Spineshiver blade is an option, but it's AP3 and no S bonus is a serious downfall.  The Crimson Slaughter also doesn't have much for viable weapons, but it does have the Daemonheart armour which grants a 2+ save and IWND.  The ONLY 2+ save outside of terminator armour and shenanigans, available to Chaos Marines.  That isn't the only piece of decent kit though as the Slaughterer's Horns offer up a slew of abilities and the Prophet of the Voices can ensure that your Lord can keep up with the Possessed that are now Troops, and significantly better due to the new new and improved abilities table.
His other obvious use to make cult units Troops, and since Plaguemarines are as tough as they are, a Nurgle Lord is a pretty popular choice, especially on a bike running alongside a big unit of Nurgle marked Spawn.


The Sorcerer is a great way to get an easy lvl 3 psychic on the table and at a mere 110 points, you have room to add some items to his equipment list.  He will actually get very little work done, but since the Chaos book seems to focus on combat as a main way to fight the enemy, having a couple dudes with Invisibility and Shrouding is a good thing.  One of the most popular builds I've seen is taking a couple on bikes and running them with a unit each of Nurgle marked Spawn.  I like to use one with the Prophet of the Voices upgrade and run him with a unit of Possessed, this gives him the Daemon special rule which allows him to cast all the Malefic powers without the penalties, as well as all the other special rules that the Possessed get, like Fearless.  However, he can only join units of Possessed from the Crimson Slaughter book.  Yes, the Possessed are a little over priced, but as I mentioned before, they are way better with their new abilities table.  One of the results is a 3++, which can be turned into a 2++ with Cursed Earth.  The Sorcerer is typically best taken without a Chaos mark due to the rule in which he has to roll one power on his patron god's table.

Speaking of which...
Lets segue nicely into those psychic tables and get a little more in depth.  They suck.  Yes there are a couple good abilities, but there are more terrible ones than good ones.  There is a reason why the only Princes you see are from the Daemon Codex.

The Tzeentch table is full of Witchfire powers, except for one, and it's terrible.  Boon of Mutation gives you a roll on the Boon table.  Sounds meh to start with right?  It's a D66 list and a number of the abilities are useless, but you can turn into a Daemon Prince.  Oh, except not with this power, it specifically forbids this result, however you can still turn into a spawn.  On top of that you must take a S4 hit before resolving the roll so you might not even survive...lucky you.  The up side to the table is that the Witchfire power are sort of decent.  A S8 AP1 Beam with Lance, a poison 4+ AP2 template, and a S6 blast that kills more guys the more guys it kills.

The Nurgle table is slightly better with their 2 Witchfire powers being a Nova and a short range large blast, poison 4+ AP2.  The other 2 are Maledictions, and are opposing ends of the spectrum of awesomeness.  Weapon Virus gives the target unit the Get's Hot rule, and with the number of shots being pumped out by units these days, it's a great ability.  To give you some perspective, if a Punisher Leman Russ shoots twice with this power on it, it will kill itself, assuming it doesn't get any re-rolls.  40 shots will average 6-7 1's, and half of those will result in a HP lost.  It's not as good against something with a good save, but there are a plethora of units out there that have lots of shots and mediocre saves.

The Slaanesh table is an odd one, and shows some promise with the idea of synergies in the abilities.  It is also the only set of Chaos powers that has a Blessing, Hysterical Frenzy boosts the target with +1I, S, OR A.  It's malediction is where the synergy comes in, hitting the target with a -1 to WS and BS, but also give a +1S to all sonic weapons that shoot at the same target.  Now, Ecstatic Seizures is an interesting one that is incredibly strong against hordes.  Each model in the unit takes a hit at it's own unmodified S.  This will kill 1/3 of that AM blob squad and due to it's wording, "each model in the unit takes a hit", and not "the unit takes a number of hits..." it can snipe out specific models.  Even throwing this power against a big unit of KDK dogs will kill 2-4

I think I heard my timer go off, so lets continue on...


Not a typically popular choice, the Warpsmith has a couple great abilities but due to his cost and lack of actual damage output.  My favourite ability is the Curse vehicle which will give any enemy vehicle the Gets Hot rule, which is similar to the Weapon Virus Nurgle psychic power, but it only effects vehicles and you just have to roll to hit with BS5 for it to work.  He can also play the roll of Technomancer which becomes important when you begin adding Infernal Relics from IA13, which I will talk about more later.


Last on the list of HQs is the Dark Apostle.  I started including one of these guys in my list along with a large unit of Khorne marked cultists and I watch in amazement as they surprise me, and my opponent, again and again.  Charging, or getting charged, they have a metric shit ton of attacks and thanks to Hatred they will definitely turn some heads, and being Fearless they will stick around for a little while until church boy bites it.  When taken in a Crimson Slaughter army, he can get a Power Maul that gives him a 6" ZEALOT bubble, which is pretty damn awesome.


From here, we can take a look at all the units and wargear and do in depth analysis on them, like we did with the HQ choices, but instead, lets take a look at the theme of the army, and what it's supposed to be doing.  Take a look at Khorne Bezerkers, Mutilators, Maulerfiends, Warp Talons, Possessed, the Champion of Chaos rule, Daemon weapons, the Dirge Caster, they all point to one thing.  Close combat.  This army thrives to get into close quarters so they can see the fear and hatred in their enemies eyes as they gut them with malicious glee.  Their biggest fault is that they have nothing other than a Land Raider to carry them into battle and get into assault quickly and safely, and these days a simple Land Raider just isn't going to cut it, where is where IA13 comes in.

Lets start them all off with the Spartan Assault tank.  Yes it's expensive, 285 points expensive to be precise, but it can hold 25 god damn models, has QUAD-lascannons, 5 hull points, and can get Ceramite armour making it all but invincible to melta, and you can give it a dirge caster.  Loaded it up with Bezerkers and Characters and it becomes 800 points of punch you right in the purdy mouth.

If the ground game doesn't work for you then IA13 allows you to take to the skies in a Storm Eagle Assault Gunship.  With armoured Ceramite, a capacity of 20 models, 4 access points, and being an assault vehicle, this surgical strike vehicle can deliver that payload anywhere on the table and it will hurt.  The only issue is that it's an all or nothing gambit, if this thing gets shot down out of the sky while its full of dudes they will all die, and if that scares you, you probably shouldn't be playing Chaos.  Combine this with the Helblades, Blight Drones, Fire Raptors, all of which are from IA13, add in Heldrakes and Daemon Princes, and Chaos can make a pretty strong Airforce.

We are not done there however, as there are 2 more items on the agenda and they just tickle me pink, they are the Deadclaw and Kharybdis assault drop pods.  They are expensive, but they are tricksy my precious, tricksy indeed.  Things will start off looking like your typical Drop pod, half (rounding up) will come in from deep strike on turn 1, has AV 12 and 3 hull points (5 for the Kharybdis), but the similarities end there as the Dreadclaw and Kharybdis are vehicles with Flyer and Hover, and have the Assault vehicle special rule.  What that means is that once these bad boys enter from deep strike, they can move afterwards, the guys don't have to get out, and when they do get out, they can assault.  They can also move flat out as a Fast Skimmer and Jink.

So, I've gone on for quite a bit on making Chaos great again, but I'm not done, just done for this post. Next post I will over some particularly strong units, options, and combos and then talk about some popular lists, as well as some unorthodox options that have some merit, on paper at least.

So until next time, keep them dice rollin.

Monday, 25 January 2016

BLOOD ANGELS: BLOODY MARY, BLOODY MARY, BLOODY MARY, BLOODY MARY...


Ok, here we are at part number 3 of the Blood Angel review.  It feels like the last post too forever to write and my finger are still sore so lets hope that the Heavy Support and their Wargear aren't bogged down with things that will make my list.  On with the show!

Go ahead, think that I keep spelling Baal wrong on accident.

Yeah, the Ball Predator is on my list.  The main reason is it's hefty price tag of 115 points.  For that all you get is twin linked assault cannons and super charged engines.  A regular Predator is 75 points and super charged engines is a 10 point upgrade, that leaves 30 points to upgrade the auto cannon to a twin linked assault cannon.  That is BS, the assault cannon is good, but I can get 3 razor backs that are also transports for the same points as 2 Ball Predators.  Sure they have a lower front armour, but I'm getting 50% more firepower, and if you put any kind of upgrades on the Ball it just makes them more expensive.
All is not lost though as you can upgrade that Assault cannon to a Flamestorm cannon.  Now for those of you who have no clue what that is, I won't hold that against you but to put it in simple terms, that is what the Heldrake is armed with...sort of.  This version doesn't have the torrent special rule, but it does have a 360 deg fire arc cause the damn thing is mounted on a turret, and it has a 13 AV front armour.
If you were wanting to go all out with the assault cannons play Astartes Battle Company.  A mere 20 point cost to upgrade your free Razorback and you can get 10 of them in your army.  Unless your going super-heated promethium spewing tank spear head, I'd stick to the normal predator and leave the Ball Predator to Chris Hansen.  Look it up, it's funny, I swear.


The wargear is largely the same as the Astartes, but as they have their own book they must have some unique weapons, that are terrible enough for me to talk about.

The Frag cannon actually is kind of cool.  Its a template weapon, so it has a limited range, but it is S6 and has Rending.  Oh, and it can only be taken by Dreadnoughts.  I don't know why, I thought it would have been an awesome upgrade to the Heavy bolters on a Razorback, or even a great substitute for losing the Grav-Cannon.  Instead they put it on one of the units that will almost never see the table top.
If you were to take one, it would go well in a drop pod and another flamer template like a heavy flamer.  Give the pod a deathwind launcher and watch as light infantry melt away before your eyes.

Blood talons are largely unimportant, unless you can roll 1's like it's going out of style or face a lot of things that are T9 or 10, as they are a Dreadnought close combat weapon that gives him Sx2 and Shred.  Even the mighty Wraithknight is only T8.  The only creatures that this is likely to come in use against is a Great Unclean one with Iron Arm.

So for those time where you are going to run into a Daemon prince with Iron Arm, or anything S6 or higher, the Furioso Force Halberd can take care of it.  This bad boy is a Sx2 force weapon, and when the guy holding it is a S6 Dreadnought, this means trouble for a lot of models.

Glaives Encarmine, well, we all remember the little rant I had in the last episode.  The weapons themselves are no better than your typical power weapon.  They are the same stats for a sword and axe, but with the combination of the master crafted rule and the 2-handed rule they kind of negate each other.

One of the most useless relics the Blood Angels have to offer is the Crown Angelic.  It's not very expensive, but it gives the wearer Fear, with a -2Ld.  This effect only comes into effect in close combat and it will only be effective against something that you probably aren't scared of in the first place, other wise you probably wouldn't have charged into it.

The last piece of equipment I'm going to talk about is the Fury of Baal, which is a plasma pistol that doesn't get hot and is master crafted.  Except that if it's master crafted, the odds of it getting hot are greatly diminished almost to the point of it not needing to get rid of the rule.  At 25 points, it looks like they have charged you a tax for both removing gets hot and giving it master crafted.  25 points for a plasma pistol is too many points, even with the upgrades.


But there is good news.  I believe that the Blood Angels are not without their strengths.

Lets go back, all the way back to the HQ choices.  A psychic Dreadnought is a crazy powerful thing, especially when nearly all the powers it has access to make it extremely powerful, the Blood Angel primaris power being possibly the greatest power.  True it's only +D3, but it's a guaranteed power.  And with AV13 on the front, a force weapon, and S10, it makes this beast extremely dangerous.  It's true that Psychic powers are a tricky thing to use, and unless you go heavy on them, there is a good chance that your opponent will be able to nullify them.  But there are many strong armies out there that don't rely on, or even have psychic powers, Tau and Necrons coming to mind.

As for the marines, there are a hand full of differences between the Blood Angels codex and the Astartes one that actually benefits them.  First off, the ability for the Assault Marines to get access to a variety of special weapons is immense, and that they can get a drop pod for a straight up swap for their jump packs makes sure they land on target.  3 Melta shots on turn 1 makes for a pretty strong alpha strike vs a clutch vehicle, and for a mere 115 points.
Another weapon change is the Heavy Flamer as a general heavy weapon selection.  This is a swap for the Grav-Cannon, but as the army can get grav elsewhere, the Command and bike squad come to mind, it can be used to great effect.  A unit of Devastators in a drop pod can land and throw down 4 heavy flamer templates for 140 points.  Or you can boost that unit up to combat squad it and have 2 heavy flamers each.  The heavy flamer also comes in handy with the lowly Tactical squad.  115 pts for 2 Objective secure units, one of which is an AV12 vehicle, the other has a heavy flamer.
Speaking of objective secure vehicles, Blood Angles Rhinos and Razorbacks are fast vehicles.  This means that the Razorback and move 12" and still shoot their turret weapon to full effect.  This ability costs 10 points, but it's well worth it.  This can also be bought for Predators and Vindicators, which can ensure they remain mobile while unleashing their payload.
Finally, I feel that I must comment on the Death Company.  These guys can seriously put out some pain, and thanks having FNP built in, they can take some punishment and survive.  A mere 20 pts a model, they can be upgraded to take a variety of weaponry and with their 5 attacks on the charge, they will be able to deal with any type of threat that your opponent may throw at you.

Well, there you have it.  Hopefully you don't feel too bad about having a huge and beautifully painted Blood Angle army that sucks balls.  As you can see, they still have a couple tricks up their sleeve.

Until next time, keep them dice rollin.