Codex Reviews and Impressions
Welcome back all, to the Roll of the Dice Codex review for Codex Chaos Marines part 2. In the last article I went over many of the non-unit specific entries in the codex, such as Wargear, Army Special Rules, Warlord Traits and the like. This time around I want to discuss the actual units in the codex, the winners and losers of the new book, and what I think we're going to be seeing a lot of in the coming future. So lets get started!Disclaimer: I am not a tournament player anymore. I've been out of that scene for about 5 years and therefor couldn't give two shakes about the meta-scene and comp scores and the like. I only play now for fun, because I love the background, and because I greatly enjoy crushing peoples hopes and dreams with teeny little metal and resin models. Their tears fuel me and I enjoy winning.
Seriously though, I prefer non-serious games with other competitive people and make wacky lists because I think they are fun. I don't write from a hard-core gamer perspective and if that's what you are looking for, try 3++ or something similar.
HQ:
Chaos Lord: Wow. The Chaos lord is definitely the new go-to HQ in the new book. Where as before it was a sub-par choice, the Lord has really stepped up its game. Taking a Mark opens up the Marked cult unit as a troops choice (Khorne Berzerkers, Plague Marines, Noise Marines, but NOT Thousand Sons.. I'll explain in a moment) in addition to the benefits the marks themselves give. The Lord can select from Melee Weapons, Ranged Weapons, Chaos Rewards, Special Issue Wargear and/ or Chaos Artefacts lists.. and It starts at only 65 points!!! A bargain basement price and huge customizability to fit any theme for an army? yes sir may i have another?? We will be seeing a LOT of the new and improved Chaos Lord on tabletops.
Chaos Sorcerer: Sorcerers are an interesting prospect. They start off mastery level 1, which isn't snazzy at all... BUT you can upgrade them to level 2 or even 3(!!!) for 25pts a level. They have access to Biomancy, Pyromancy and the Telepathy disciplines as well as the Tzeentch discipline if you give your sorcerer the Tzeentch Chaos Mark. This is also how you unlock Thousand Sons marines as troops, which IMHO is rather fluffy and an interesting take on the subject. Gone are the days of the Wizard-Warrior HQ lord leading an army of Rubricae marines... but I'm fine with that. The Sorcerer may also take items from the Melee Weapons, Ranged Weapons, Chaos Rewards, Special Issue Wargear and/or Chaos Artefacts sections of the wargear list. This is pretty awesome as we'll see Sorcerers zooming about on discs or being carried about on palanquins which will add to their survivability by a large amount I should think. For obvious reasons, the mark of Khorne cannot be taken (Khorne hates Magic).
Daemon Prince: I'll be blunt. Daemon Princes got taken down a peg in the new edition. What used to be the main squeeze of the last codex, being grossly undercosted for it's abilities and allowing for as much, if not more options than anything else in the codex, Princes reigned supreme as the ultimate jack-of-all-trades. Now, their points have been adjusted to their proper amounts, and have been given a very specific role in the codex: either melee beat-stick or Magical superman. They may be given up to 3 mastery levels for psychics, may be given wings to flutter about the table, or be given a number of other options to boot. A decent unit, but not head and shoulders above the others now.
WarpSmith: The Warpsmith is an interesting unit. It functions like an anti-techmarine in that it can repair your damaged vehicles and can actually weaken your opponents fortifications (-1 to the fortifications AV...though this ability does not work on the ones they purchase for their list unfortunately). The Warpsmith cannot choose marks but can choose from the Ranged Weapons, Chaos Rewards
(except daemonic steeds) and/ or Chaos Artefacts sections of the wargear list. Honestly, I believe this unit could be really good... but should not be an HQ. If this was located in the Elites section of the book it would be a stand-out unit for sure, but as it's located in HQ it has some very serious competition and really only works in a list designed to it's specific abilities. The Model is ace looking though.
Dark Apostle: Oh look! It's the Chaos anti-Chaplain (sensing a theme?). The Dark Apostle grants fearless and hatred to any unit it joins (the Zealot special rule), allows models in the same unit as it re-roll on the Chaos Boons chart, and forces any friendly unit within 6" of him to use his leadership (LD10). In addition to this the Apostle may take items from the Ranged Weapons, Chaos Rewards
(except daemonic steeds) and/ or Chaos Artefacts sections of the wargear list. This unit actually has a lot of potential in lists especially non-zombie cultist tar-pit style lists or non-cult troop (Berzerkers, Noise Marines, etc.) based lists. I think this unit will see a lot of play actually, and am looking forward to the combinations this guy will create.
Troops:
Chaos Space Marines: These are your bog-standard marines but at a discount. At only 13 points a model these have become much more accessible and viable as a standard troop unit and can be taken in units of 5-20. The come equipped with a boltgun, boltpistol, frag and krak grenades as standard and have the option to switch out the bolter for a close combat weapon (ccw) for free. OR you can straight up purchase the ccw for them at 2 points a model if you absolutely need jack-of-all-trades types. 1 model in 5 may by a special weapon or plasma pistol. 1 model in a squad of 10 or more may buy a heavy weapon. The unit champion can buy upgrades from the melee and ranged weapon wargear lists. The unit can take marks (Khorne, Tzeentch, Slaneesh @ 2pts/model and Nurgle @3 pts a model) and purchase an icon granting anything from fear (Icon of Despair/Nurgle icon) to Feel no pain for the whole squad (Icon of Excess/Slaneesh Icon). AND lastly, the unit may all become Veterans of the Long War (VoLW) for 1 point a model to increase this LD by +1 and gain hatred (Space Marines). I really feel these units are going to be grossly overlooked by the majority of players in favor of the cult-marines and cultists, which is a shame. The squad has the potential to become a very legitimate threat for a low price and, if marked and kitted out for a specific purpose, such as objective taking or assault, they could be very effective...especially if they are amped up via Fabius Biles enhanced warriors ability. Lacking the ability to combat squad and have ATSKNF (and they shall know no fear) is a rather big blow unfortunately in comparison to their imperial (ex)brethren but VoLW gives them a solid bonus and will make them extra useful against 60% (80%? see last article for details) of the opponents you are likely to face... Imperial Space Marines.
Cultists: HOW GREAT ARE THESE GUYS?? EH? EH?? Dirt cheap, guard equivalent stats and a 6+ save... also known as.. the meat shield! At only one point more than a GROT(!) these guys are fantastic and are headed by the single most self-confident fool of all time: the Cultist Champion. Seriously, this guy must ALWAYS issue and accept challenges in melee and will, baring divine (chaotic?) intervention, die awfully. On the upside, the Champion can be given a shotgun so he can feel tough until he dies horribly.
Starting at 50 points for 10 guys, the squad may be increased up to 35 members (totaling only 150 points!). For an extra 1 point a model you can give the unit autoguns instead of their autopistols, and 1 model in 10 can take either a heavy stubber (a glorified boltgun) or a flamer, and the whole unit may take marks of Chaos at either 1 (Tzeentch/Slaneesh) or 2 points (Khorne/Nurgle) a piece.
Honestly speaking, this unit, right here, is EPIC. Its the one piece Chaos has been missing for ages... a cheap filler/tar-pit unit. Chaos has always been about power for cheap, and these guys fit into that ideal perfectly, functioning, not only as a cheap objective keeper, but also a cheap screen for everything else important in the Chaos army. You will be seeing a LOT of this unit on the tables, and not just because you get twenty of them in the Dark Vengeance boxed set. A+ for this unit.
Elites:
Note: This section is huge.
Chosen: This unit is all about options. Up to 4 models in the unit can take either a power weapon of some form, a combi-weapon or a special weapon. 1 in 5 can take either an additional special weapon or a heavy weapon. AND you can take up to 5 more Chosen @ 18 points a pop. Naturally the unit can be Marked and can take Icons as well. Options options options. I envision this unit being the ultimate MSU (multiple small/special unit) and, in conjunction with Abaddon (who I'll talk about in the final part of this series... He allows for Chosen to be used as troops!), will be able to cover the table with glass tiger squads with huge damage output for not too much in the way of cost. Outside of Abaddon this squad will run some serious competition with Terminators and the various cult-marine squads so they won't show up as often as some. One important thing to note about this squad is that you can easily over cost this unit if you try to worry about covering all problems and gear them up. Build this unit with specific objectives in mind and it'll serve you well.
Possessed: Possessed got quite a bit better in the new book. Instead of having a random, potentially useful power throughout the game, they generate a new ALWAYS useful power each fight sub-phase. Being Demons the unit always has a 5++ save which is neat, and being base S5 with 2 attacks base is nice as well. Add in a Mark and perhaps an icon and you could run a very strong melee unit. Additionally the unit champion has the option to take the Gift of Mutation TWICE. which is great.
Alas (poor Gal Vorbak) all of this comes with a very steep price tag at 26 points a model... which is honestly way too high. Outside of a themed force, you probably won't have much use for this unit... I know I won't.
Chaos Terminators: Now here's a prime example of Chaos' maxim of 'power for cheap'. At 31 points a piece, these guys come in 9 points cheaper than their imperial counterparts and have many many more options. Why the points difference? Because Chaos terminators come equipped base with combi-bolter and a power weapon instead of a powerfist. That's not so big until you realise that they can take power axes as their power weapons... which gives them that much valued AP2 everyone is so concerned about these days. Plus you can give them marks (Toughness 5 Terminators? yes please!!!!) AND Icons (Fear causing? or if Slaneeshi... FEEL NO PAIN??!!!) AND AND AND they get access to the awesome Reaper Autocannon. The Reaper Autocannon, for those not in the know, is a twin-linked autocannon (S7 ap4). One last often overlooked bonus is the fact that the squad comes in with a minimum size of 3... which can be useful if you are stretching your points thin and still need an escort for your HQ. This squad is definitely a Stand Out in the codex. Another A+, top-tier choice.
Helbrute: DEMON DREADNOUGHT ATTACK! Ok, I'll come clean with you. These aren't all that great. Dreadnoughts that you have to worry about keeping in control if they take damage are kind of a pain in the ass... But at least they don't attack your own guys now!!! I personally own 4 Chaos dreadnoughts and I'm looking forward to using them again. The weapon options are a little lacking though I enjoy the Thunderhammer option being a "thing" again. If they had of been given the Hades Autocannon or Ectoplasmic throwers options like the forge/maulerfiend then these would be a real contender, but since they only have the standard options (Reaper Auuocannon [WHY NO DUAL REAPERS GW??], Lascannon, Plasmacannon, Twin Heavy Bolters, Missile Launcher or Powerfist) they don't really stand up to most of the other Elites options in the codex. A Shame really.
Mutilators: HAHAHAHAHAHAHAHA no.
Three reasons:
- You can't use the same weapon pairing two rounds in a row. This is a ridiculous handicap for a melee unit. I can under stand this concept for the Obliterators as they are ranged combat (though it's still stupid), but not in melee.
- The models are hideous fail. At least TRY GW. These are shameful. And if they were released as a stand in until the dual-kit plastics come out (crosses fingers)... then you are failing those who bought these until then. For shame GW. FOR SHAME.
- For close to the same cost per model of the Mutilators you can get 2 kitted out Chosen or almost 2 Terminators which are more survivable and have a higher melee threat.
Khorne Berzerkers: WS5 hatred furious-charging murder mongers. In the edition change the per-model cost became cheaper (@19/model) which is a good thing. Plus now the Chain-Axe has special rules (S as user AP 4) which is awesome and any Berzerker may take one for +3pts a model. The unit is hurt a little by the lack of any ranged stronger than a plasma-pistol but as it's meant to be a pure melee unit, it makes sense. Add in VoLW and you have a 24pt murder machine against anything up to and including other marines. I personally can't wait to field 20 of these madmen as one giant squad of doom (possibly led by Abaddon or Kharn). Scary stuff.
Thousand Sons: Thousand Sons have come out stronger in the new codex, but not by much. They still have a 4++ save, Inferno bolts which cause their shots to be AP3 and are led by Force Weapon wielding Sorcerers. Thanks to the changes in Slow and Purposeful the unti isn't handicapped in the movement phase like it used to be (though it still can't run), but as they can be equipped with a Rhino Transport (like all other units except Terminators [who can get a Land Raider] FYI), this is easily mitigated. Still, unless used in a themed list you will not be seeing these guys much beyond a single squad here and there. At 23 points a model these guys arn't too expensive, though the auto-included sorcerer jumps this cost by an addition 30 points... resulting in the Sorcerer costing the same as the HQ version without the options.
Plague Marines: Once more these are a stand out unit in the codex. Coming equipped with feel no pain and toughness 5 right out the gate, this unit can also equip 2 assault weapons in their baseline 5 man squad without having to make the additional 5 man jump to open up the option like more other units. They've also gained some more equipment in this new edition: The plague knife and shrouding (thanks to the changes in grenade rules adding defensive grenades granting their users shrouding) via their Blight grenades. At 24 points a model, these guys are a steal.
Noise Marines: Once again Slaneesh came out ahead in the new edition. Sound weaponry is AWESOME now having gone down in price and gained ignores cover on all types. Unfortunately the Blastmaster option (Varied frequency 36" S5 AP 4 Assault 2, Ignores Cover,Pinning OR Single frequency 48" S8 AP3Heavy 1, Blast, Ignores Cover, Pinning) is only unlocked at the 10man + squad size, but that isn't too much of an issue. The basic Sonic Blaster is now a Salvo 2/3 24" S4 weapon and the Doom Siren is Template S5 AP3 Assault l. Those make for some impressive shooting phases and turn this unit into a premiere stand and shoot squad. With a base points cost of only 17/model we will be seeing a LOT of these on the battlefield.
Transports:
These haven't changed so not much to say.
Fast Attack:
Chaos Bikers: Bikers have gained quite a bit of survivability with the new edition having got rid of the bracketed toughness values and applied a single (higher) value. This means Chaos Bikers are T5... before marks. This also means with the MoN(Mark of Nurgle) you will gain T6 Bikers!!! Add to that 2 members of a squad being able to take assault weapons and a base per/model cost of 20 each and you have a very survivable, very cost efficient unit.
Chaos Spawn: Spawn have actually gained a fair bit in this edition. Their randomized fight-phase abilities aren't too shabby providing either poisoned(4+) to their attacks, a 4+ save or 2d6 (choosing highest) for their number of random S5 attacks each round. added to this is their new base Toughness of 5, 3 wounds and reduced cost (30/model) and spawn have become a very viable shock/tar-pit unit. On top of all this EVERY Chaos player will probably have a few of these lying around as, thanks to the Chaos Boons table, each of us will end up rolling the dreaded "spawndom" result for our champions eventually.
Raptors: Fear causing jump infantry with all the standard options (Marks, Icons, 2 Assault weapons, VoLW) for a very reasonable 17pts per model? Yes. Many times yes. A unit of 15 (the units max size...odd it's not 20 like everything else) of these guys will seriously mess up anything they come up against.
Warp Talons: The new kids on the block (oh oh oh-oh-oh... the right stuff) with shiny new models (the little wings look silly... but the rest of the models are solid), but what do they bring to the tabletop? Base equipment is a jump pack, power armor (3+ save),Daemon (5++ save), and TWO LIGHTNING CLAWS. This unit is designed as an elite trooper mincer and will do it's job well against anything that wears 3+ armor or worse. Against 2+ wearers this unit will get splatted and hard (5++ is nice but not a solid defense in melee). This is slightly mitigated by their special Warpflame Strike ability causing blind to all enemy units within 6" of their entrance point. It's a neat gimmick and I admit to being keen to try this unit out in-game, but at a startling 30pts/model I fear these guys are just too expensive to see much play for what they offer. Night Lord players probably got a stiffy from these dudes though.
Heldrake: Caw Caw BANG F*** I'M DEAD. Ok so honestly, this unit is pretty good. Meteoric Descent is a neat ability (though only hitting the side armor and not the rear is kind of a stinker), It's 'once per game' Daemonforge ability is dangerous (Allows a unit to re-roll all to wound and armor penetration rolls for the turn. End of turn roll a d6: on a 1, loose a hull point) but very viable(It Will Not Die mitigates this somewhat), and it has a demonic save of 5++. Both the Bale flamer and Hades Cannons are awesome. All in all it's a great unit.... but that model... oh gods the model.... Personally I'm planning on buying the forgeworld Hellblade fighter to use instead as it'll cost me the same in Canadian bucks (CAD) to get that as it will to buy the butthole chicken model that GW released for the Heldrake...
Heavy Support:
Havoks: Havoks are your standard marine devastator/heavy weapon squad. 5 guys base with a +5 more option, 13 points a piece (same as the standard Chaos Marines), can take up to 4 heavy weapons and...wait... whats that? oh my... it's the first showing of FLAKK MISSILES. YESSSSSSS. Now unfortunately Flakk missiles will set you back an additional 10 points per guy (making a missile launcher 25pts each... 38 per guy before VoLW or chaos marks) but they'll be worth it. On top of this Chaos gets the almighty Autocannon as an option for their Havok squads.. as well as meltaguns, flamers and plasmaguns. I imagine we'll be seeing a lot of Autocannon wielding T5 (MoN) Havoks floating about in many a Chaos Marine armies backfield. Rhinos optional.
Obliterators: Same as before but have lost 5 points per model (I believe...) and have gained some new options for their weapon morphs: Assault Cannons. Alas in return for this 'upgrade' Obliterators can now no-longer use the same weapon morph two turns in a row. Laaaaaaaaaaaaaamesauce. We'll still see these in use by many a player, but at least they have honest competition now in this category and gone will be the standard list of 3 units of 3 oblits plodding along the board.
Defiler: Curiously, what used to be billed as more of a sit-back and pound kind of unit has had a change of heart in the new codex. The Defiler has become much more of a melee crusher with the changes to the Vehicle (walker) rules in melee. It still has the Battlecannon which is great and now has a Demonic Save (5++) and It Will Not Die (like all demon engines) as well as the Daemonforge rule and FLEET. Running a cool 195pts, the Defiler will struggle to find a place in a list when compared to the obvious awesome that it the Havok Squad and the other two Heavy Support Demon Engines (Forge-Fiend and Mauler-Fiend). Speaking of which....
Forge Fiend: The Forge-Fiend is a pretty nifty new unit. Armor 12/12/10, has the Demonic Possession, Daemon (5++ save), Daemonforge, Fleet and It Will Not Die special rules and comes equipped with 2 Hades Autocannons (36" S8 AP4 Heavy 4 Pinning), the Forge-Fiend is like a rifleman-type dreadnought on a steady diet of awesomesauce. It also has the option of switching up those sweet sweet cannons for Ectoplasmic cannons (24" S8 AP2 Heavy 1 Blast Gets Hot!)... and can change it's head into another one as well (for +25pts)! This all ends with a very steady, reliable weapons platform that will see a very large amount of play under the new codex. Plus the model is wicked cool. "ME GRIMLOCK KING!"
Mauler Fiend: Take everything about the Forge Fiend, replace it's guns with powerfists, add on Magma-cutters (which can be switched to Lasher Tendrils, see the last article) and give it the brand new SIEGE CRAWLER (may move up to 12" in the movement phase and isn't slowed by difficult terrain; +1 to penetration rolls vs buildings) and MOVE THROUGH COVER rules and you have a real threat to an opponents fortifications AND armor.. I want to paint it like the destructicons and plan on making lots of Transfomers jokes while using these.
Chaos Land Raider: Same as previous edition, move along, move along. (yes it has access to the Chaos Vehicle Wargear list)
Chaos Vindicator: Same as before, but with weapon destroyed results being less likely to take out your main cannon, Vindicators in general are much more usable now and has access to the Chaos Vehicle wargear list. The concept of a Demonically Possessed, Warpflame Gargoyled Demolisher Cannon makes me giggle in a creepy way. Seriously... Soulfire on a Demolisher cannon? so silly...
Chaos Predator: More expensive than their Imperial counterparts for reasons unknown (15 points.... it's not much but still...grrrr), but all the same options. A decent buy, but nothing compared to the pure win of the Fiend-twins and Havoks.
WHEW! That was a lot to write. Seriously I've been at this for about 9 hours... I may put too much work into these articles. Anyways, as you can see there has been a LOT of changes to the lists with some really great new additions. The new Chaos book really is fantastic and allows for some truly great and balanced list building.
So join me Next time for the final (much shorter, thankfully!) installment of the review where I cover the newest incarnations for the Champions of Chaos... The SPECIAL CHARACTERS.
So until next time,
Blood for the blood god, change for the change god, rot for the rot god and sex for the sex god! Or as I like to say... "Till All are one."
Bean out~
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