Post by WestRider on Oct 6, 2012 20:35:39 GMT -5
Part 1: General stuff, HQs, and Troops:
OK, I haven't had a chance to play with the new Chaos Dex, and these are largely still first impressions, but I've given the new Chaos Dex a couple of reads now, and bounced a few things off others, and I think I've got a pretty good sense of the individual parts of the Dex now. I'm absolutely certain that there will arise combinations of things within the Dex, and interactions with other Dexes, that change the overall picture, but here goes as a first look:
General Rules:
- Champion of Chaos & the Boon Table: Mostly frustrating. Expect your Opponents to abuse the heck out of this once they get a feel for it, suckering your Champions and Support Characters into Challenges they can't handle. Most of the Boon Table is kind of underwhelming, unlikely to make much of a difference except in rare occasions.
- On a related note, virtually all Units come with a Champion by default now, so you don't even have the option of not buying them to do an end-run on CoC.
- Veteran of the Long War: +1 Ld and Hatred for all Loyalist Space Marines. Worth keeping in mind where it comes included. Not sure if it's worth shelling out for otherwise. Depends on how many Marine Armies you play against, in part, I reckon.
- Daemon Weapon: If you roll a 1 now, it still does a Wound, and doesn't give you any extra Attacks, but you still get to use your base Attacks, if only at WS1.
- Marks: Khorne is the only one that really changed. It now gives Rage and Counter-Attack instead of +1 Attack.
HQ:
- Chaos Lord: Sets the tone for significant chunks of the book, a cheap base with enough options to get truly ludicrous if you want to. The Chaos Lord is notable for being one of the ways to give Fearless to a Unit, for unlocking Cult Units as Troops, and for generally being a Combat Beatstick. They're about the only option for whom the Champion of Chaos rule and the Boon Table are (nearly) pure win.
I see four rough categories of Lord right off the bat that seem promising, each with a different Mark and signature bit of wargear:
- The Khorne Axe Lord: Mark of Khorne, the Axe of Blind Fury, and whatever other gear you want to give him. A Sigil of Corruption is probably a good buy for a decent Invul, and then you're going to want some way to get him into the fray, whether an escort Unit, a Bike, a Jump Pack, or a Juggernaut. (Juggernauts are Cavalry now, vastly improving them as an option). This guy is probably the premier non-Special Character beatstick in the Game right now, I wouldn't hesitate to throw him at a Tyrant with Guard, especially if he's on a Juggernaut.
- The Nurgle Bike Lord. Mark of Nurgle plus a Bike makes him T6, grab whatever gear you like to accompany that. With his speed and resilience, I think he makes a good platform for the Burning Brand of Skalathrax, the AP3 Torrent Flamer Daemon Weapon. Unlocking Plague Marines as Troops is excellent for many Builds as well.
- The Slaanesh Steed Lord: One of three reliable ways to get an Outflanking Unit, and the only one that has Acute Senses to go with it. Lots of possibilities you might want to bring in on the flank, and lots of fun ways to kit the Lord out as well.
- The Tzeentch Disk Lord: Almost the only thing in the Dex that can get a 3++, and with a Disk, they become T5 and ridiculously mobile on top of that. Another good platform for the Burning Brand. No Cult Troop unlock for them, tho.
The other main unique option for Chaos Lords is The Black Mace, a 2+ Poisoned Daemon Weapon that forces Toughness Tests both to cause Instant Death on Models Wounded by it and to force Armour-ignoring Wounds on all Enemies within 3" at the end of the Assault Phase.
- Chaos Sorcerers: The cheapest Psykers in the Game, and they can go up in level ridiculously cheaply, too. 110 Points for a Level 3 Psyker. Have access to Telepathy, Biomancy, Pyromancy, and the Discipline for their Mark if they took one. The Tzeentch Discipline is kind of meh, Nurgle's is decent, Slaanesh's is excellent, even tho Lash is gone. Underwhelming as Combat Characters unless they get Iron Arm or something, but some good possibilities as Support Characters. Tzeentch Sorcerers are the Unlock for 1000 Sons as Troops.
- Notably not Fearless, and Champion of Chaos can easily get them into Challenges they can't handle.
- Slaanesh, Nurgle and Undivided Biomancy or Telepathy Sorcerers look to be the winners here.
- Daemon Princes: Our first big losers. Well, sort of. They got some significant buffs to their Statline, and have access to most of the Daemon Weapons and such, as well as being able to upgrade to Level 3 Psykers, but they got way more expensive without getting any tougher. WS9, I8, A5 is pretty cool, tho. They are not Champions of Chaos, and so can get into some fights with less worry than other HQs.
- Basically just bigger, slightly less wieldy beatsticks.
- Can be decent Support with Psyker Levels, but the Points start adding up really fast. Going to be hard to find the balance point here.
- WarpSmith: The first of the new options. Somewhere between a Sorcerer and a Chaos Lord in combat ability (2+Sv and extra Attacks from the MechaTendrils help), but he's probably most notable for Shatter Defences: The opposite of the Techmarine's Bolster Defenses ability, this reduces the Cover Save provided by one piece of Terrain (not a Fortification, unfortunately) in your Opponent's Deployment Zone.
- Lack of Fearless is a significant drawback, compared to what you could get from a Combat Chaos Lord of similar cost.
- Dark Apostle: The other new HQ, and the other one that can give out Fearless, along with Hatred to any Unit he Joins. Also gives all Units within 6" Ld 10, which is nice for keeping Culties in place as a Shooting Screen, but without Stubborn or something to help out, they'll still run as soon as anything remotely competent makes it into Combat with them.
- Kind of mediocre in Combat, since he's only got a Power Maul and is forced to get into Challenges by Champion of Chaos. Make sure you've got a Champion in his Unit who can handle Challengers with decent Armour Saves if you're going to let him get anywhere near the front lines.
- Troops
- Chaos Space Marines: The Role of basic Chaos Marines has changed substantially in the new Dex. In the previous one, they were consummate all-rounders, but rather over-costed. Now, like the Chaos Lord, they start out cheap and kind of meh, but can be ridiculously customized. Be careful not to go overboard: It's still possible to turn them into great all-rounders, but they're going to be even more badly over-costed if you do. Pretty much any Role you can think of, tho, they can pull off with the right gear and attached Character.
- Start with Pistol and either Bolter or CCW for 2 Points cheaper than previously. Can buy the other weapon for 2 Points per Model.
- Can take Marks, same effects as for Characters. All except Tzeentch look useful, but watch the total cost. Icons and marks are separate now, and have distinct effects. A Unit can't buy an Icon of a God if they don't have that God's Mark.
- Even without a Character, they can be made Fearless with the Icon of Vengeance. Possibly worthwhile for larger Squads that can hide it reasonably well.
- Icons are no longer Teleport Homers, but now add 1 to your Combat Res. The Tzeentch and Nurgle ones are pretty much garbage, but Khorne (Furious Charge) and Slaanesh (FNP) are worth considering in large Units.
- Cultists: Good to see these guys back in the Dex! Even if they are pretty much just meatshields now. 10-35 Models, cheaper than Guardsmen, or the same if they upgrade to Autoguns. 1/10 can take a Stubber or Flamer. Champion has no options except a Shotgun. Can take Marks, but not Icons.
- I'm disappointed in the lack of an option for Unit-wide Shotguns. I've got a ton of Shotgun Culties on my shelf
- That out of my system, they're a perfectly decent Unit for a cheap Screen or backfield Objective Holder. Don't really work as a Tarpit without an attached Chaos Lord or Dark Apostle, tho, since they have no way to get Fearless or Stubborn otherwise, and that jacks up their cost too much to use as a Tarpit.
More later, I need to work up a list for my first Game with the Dex tomorrow ;D
EDIT: Fixed a bit about Khorne Marks after it was pointed out to me that I'd missed that ICs can't Join a Squad with a different Mark.
EDIT2: And that Counter-Attack doesn't actually carry through to the Squad like that.
OK, I haven't had a chance to play with the new Chaos Dex, and these are largely still first impressions, but I've given the new Chaos Dex a couple of reads now, and bounced a few things off others, and I think I've got a pretty good sense of the individual parts of the Dex now. I'm absolutely certain that there will arise combinations of things within the Dex, and interactions with other Dexes, that change the overall picture, but here goes as a first look:
General Rules:
- Champion of Chaos & the Boon Table: Mostly frustrating. Expect your Opponents to abuse the heck out of this once they get a feel for it, suckering your Champions and Support Characters into Challenges they can't handle. Most of the Boon Table is kind of underwhelming, unlikely to make much of a difference except in rare occasions.
- On a related note, virtually all Units come with a Champion by default now, so you don't even have the option of not buying them to do an end-run on CoC.
- Veteran of the Long War: +1 Ld and Hatred for all Loyalist Space Marines. Worth keeping in mind where it comes included. Not sure if it's worth shelling out for otherwise. Depends on how many Marine Armies you play against, in part, I reckon.
- Daemon Weapon: If you roll a 1 now, it still does a Wound, and doesn't give you any extra Attacks, but you still get to use your base Attacks, if only at WS1.
- Marks: Khorne is the only one that really changed. It now gives Rage and Counter-Attack instead of +1 Attack.
HQ:
- Chaos Lord: Sets the tone for significant chunks of the book, a cheap base with enough options to get truly ludicrous if you want to. The Chaos Lord is notable for being one of the ways to give Fearless to a Unit, for unlocking Cult Units as Troops, and for generally being a Combat Beatstick. They're about the only option for whom the Champion of Chaos rule and the Boon Table are (nearly) pure win.
I see four rough categories of Lord right off the bat that seem promising, each with a different Mark and signature bit of wargear:
- The Khorne Axe Lord: Mark of Khorne, the Axe of Blind Fury, and whatever other gear you want to give him. A Sigil of Corruption is probably a good buy for a decent Invul, and then you're going to want some way to get him into the fray, whether an escort Unit, a Bike, a Jump Pack, or a Juggernaut. (Juggernauts are Cavalry now, vastly improving them as an option). This guy is probably the premier non-Special Character beatstick in the Game right now, I wouldn't hesitate to throw him at a Tyrant with Guard, especially if he's on a Juggernaut.
- The Nurgle Bike Lord. Mark of Nurgle plus a Bike makes him T6, grab whatever gear you like to accompany that. With his speed and resilience, I think he makes a good platform for the Burning Brand of Skalathrax, the AP3 Torrent Flamer Daemon Weapon. Unlocking Plague Marines as Troops is excellent for many Builds as well.
- The Slaanesh Steed Lord: One of three reliable ways to get an Outflanking Unit, and the only one that has Acute Senses to go with it. Lots of possibilities you might want to bring in on the flank, and lots of fun ways to kit the Lord out as well.
- The Tzeentch Disk Lord: Almost the only thing in the Dex that can get a 3++, and with a Disk, they become T5 and ridiculously mobile on top of that. Another good platform for the Burning Brand. No Cult Troop unlock for them, tho.
The other main unique option for Chaos Lords is The Black Mace, a 2+ Poisoned Daemon Weapon that forces Toughness Tests both to cause Instant Death on Models Wounded by it and to force Armour-ignoring Wounds on all Enemies within 3" at the end of the Assault Phase.
- Chaos Sorcerers: The cheapest Psykers in the Game, and they can go up in level ridiculously cheaply, too. 110 Points for a Level 3 Psyker. Have access to Telepathy, Biomancy, Pyromancy, and the Discipline for their Mark if they took one. The Tzeentch Discipline is kind of meh, Nurgle's is decent, Slaanesh's is excellent, even tho Lash is gone. Underwhelming as Combat Characters unless they get Iron Arm or something, but some good possibilities as Support Characters. Tzeentch Sorcerers are the Unlock for 1000 Sons as Troops.
- Notably not Fearless, and Champion of Chaos can easily get them into Challenges they can't handle.
- Slaanesh, Nurgle and Undivided Biomancy or Telepathy Sorcerers look to be the winners here.
- Daemon Princes: Our first big losers. Well, sort of. They got some significant buffs to their Statline, and have access to most of the Daemon Weapons and such, as well as being able to upgrade to Level 3 Psykers, but they got way more expensive without getting any tougher. WS9, I8, A5 is pretty cool, tho. They are not Champions of Chaos, and so can get into some fights with less worry than other HQs.
- Basically just bigger, slightly less wieldy beatsticks.
- Can be decent Support with Psyker Levels, but the Points start adding up really fast. Going to be hard to find the balance point here.
- WarpSmith: The first of the new options. Somewhere between a Sorcerer and a Chaos Lord in combat ability (2+Sv and extra Attacks from the MechaTendrils help), but he's probably most notable for Shatter Defences: The opposite of the Techmarine's Bolster Defenses ability, this reduces the Cover Save provided by one piece of Terrain (not a Fortification, unfortunately) in your Opponent's Deployment Zone.
- Lack of Fearless is a significant drawback, compared to what you could get from a Combat Chaos Lord of similar cost.
- Dark Apostle: The other new HQ, and the other one that can give out Fearless, along with Hatred to any Unit he Joins. Also gives all Units within 6" Ld 10, which is nice for keeping Culties in place as a Shooting Screen, but without Stubborn or something to help out, they'll still run as soon as anything remotely competent makes it into Combat with them.
- Kind of mediocre in Combat, since he's only got a Power Maul and is forced to get into Challenges by Champion of Chaos. Make sure you've got a Champion in his Unit who can handle Challengers with decent Armour Saves if you're going to let him get anywhere near the front lines.
- Troops
- Chaos Space Marines: The Role of basic Chaos Marines has changed substantially in the new Dex. In the previous one, they were consummate all-rounders, but rather over-costed. Now, like the Chaos Lord, they start out cheap and kind of meh, but can be ridiculously customized. Be careful not to go overboard: It's still possible to turn them into great all-rounders, but they're going to be even more badly over-costed if you do. Pretty much any Role you can think of, tho, they can pull off with the right gear and attached Character.
- Start with Pistol and either Bolter or CCW for 2 Points cheaper than previously. Can buy the other weapon for 2 Points per Model.
- Can take Marks, same effects as for Characters. All except Tzeentch look useful, but watch the total cost. Icons and marks are separate now, and have distinct effects. A Unit can't buy an Icon of a God if they don't have that God's Mark.
- Even without a Character, they can be made Fearless with the Icon of Vengeance. Possibly worthwhile for larger Squads that can hide it reasonably well.
- Icons are no longer Teleport Homers, but now add 1 to your Combat Res. The Tzeentch and Nurgle ones are pretty much garbage, but Khorne (Furious Charge) and Slaanesh (FNP) are worth considering in large Units.
- Cultists: Good to see these guys back in the Dex! Even if they are pretty much just meatshields now. 10-35 Models, cheaper than Guardsmen, or the same if they upgrade to Autoguns. 1/10 can take a Stubber or Flamer. Champion has no options except a Shotgun. Can take Marks, but not Icons.
- I'm disappointed in the lack of an option for Unit-wide Shotguns. I've got a ton of Shotgun Culties on my shelf
- That out of my system, they're a perfectly decent Unit for a cheap Screen or backfield Objective Holder. Don't really work as a Tarpit without an attached Chaos Lord or Dark Apostle, tho, since they have no way to get Fearless or Stubborn otherwise, and that jacks up their cost too much to use as a Tarpit.
More later, I need to work up a list for my first Game with the Dex tomorrow ;D
EDIT: Fixed a bit about Khorne Marks after it was pointed out to me that I'd missed that ICs can't Join a Squad with a different Mark.
EDIT2: And that Counter-Attack doesn't actually carry through to the Squad like that.