Thursday, 29 June 2017

Thoughts on: Index Chaos



With 8th here, I now need to think about how my army will now play, what I can get for my points, and what combos I might wish to try.

The chaos index is an essential for the new edition, but the beauty of it is every non-forgeworld unit is in it, marine, daemon and knight. It’s great from a cost perspective; only having to by one book instead of two (plus datasheet). It’s also relatively small and compact which saves you carrying three hardbacks, and it makes it so much easier to reference when everything is in one place.



It also has a lot more synergy potential, in that the keywords replace a lot of the older criteria for buffs and abilities. Whilst limiting in some aspects, it makes the game a lot faster and easier to follow. You check an ability, check if the unit has the right keyword, done!



I’ve only had a few small games, so i haven’t really tried out any new combos, but I’ve picked our a few units you may be seeing more of in chaos lists, ane certainly in my lists and worklogs:

  • Possessed- with a 7” move, they are now one of the faster on-foot units in the book, and with ap-2 claws and mutations, they are also pretty nasty in close combat. The d3 attacks isnt the best, but a buff from a nearby tzeentch herald for +1 strength*, plus the power that grants +1 strength, toughness or attacks, makes them very good (the powers affect TZEENTCH DAEMON units, and possessed have both these keywords. The rules clarify both unit and faction keywords are functionally identical, faction keywords are more for creating battleforged lists)
  • Defilers- yes, defilers. With a ton of wounds, automatic 1 wound regeneration every turn and decent weapons, we may soon see more of these crab-like constructs, as well as their smaller daemon engine brothers
  • Scarab occult-still as tough as ever. Now with 2 wounds and bolters that reduce terminator armour to a 4+ and get twice as many shots than jn 7th,  I plan to have a lot of fun with these
  • Helbrutes-no longer the runt of the litter in terms of unit choice, with a decent 8” move, 8 wounds and good combat prospects, I may have to drag a few of these along to each game

If i have a criticism is that as a Thousand Sons player, the choice of powers is very limited, going from over 20 to 4. Whilst the powers are nice (free extra move, mortal wounds and +1 to hit) I do like variety. Maybe this will be addressed in future publications.



So all-in-all it’s a big change to my usual experiences of the game. Most of it is for the better though, and it’s only really the psychic powers that bothers me (anyone want a copy of the heretech discipline cards?). I am really looking forward to trying out new exciting combos and I may not have considered or even been able to use before.

I’ve also recently received a copy of the Forgeworld chaos index which is full of even more shiny toys, so expect a review of that book in the near future.

Sunday, 4 June 2017

8th Edition Early Observations

With 8th only a few weeks away, it's time for me to think about how my army will work. My local GW had all the index books, and the main rule books, to have a look at before ordering. I only had a quick read of the books and one observation of a practice game between Orks and Tyranids, but here are a few of my initial thoughts:

Thousand Sons are so much more durable*



*Against damage 1 at least. Both Rubrics and Scarab Occult get +1 to their save against damage 1 weapons, basically giving them a 2+ save against lasguns, and allowing the units to effectively ignore the first point of rend.

Relics are gone

As far as I could see, at least. All the entries have access to a range of standard options, but I couldn't see any of the classic (or even new) daemon weapons, relics, and trinkets. I suppose it makes things a lot simpler (and cheaper) but it does meant my burning brand Warpsmith is now redundant.

The psychic phase is much more streamlined

A lot of the randomness has been removed from the psychic phase. Chaos has gone from at least a few dozen psychic powers to about 4 (and maybe a couple of god specific ones for daemons). Whilst it does limit the options available, the new powers are pretty good, including a free extra movement and mortal wound-inflicting spells.

Magnus is a beast (still)



He goes up from 7 to 18 wounds, is strength 16 (as there's no caps on these values anymore) gets +2 to casting and denying powers, and can fly pretty fast. He's still expensive, but he should still be able to go toe-to-toe with any unit, HE can still turn stuff into spawn too (but only models with the CHARACTER keyword now...)

We're going to get MANY more Forge World toys



As well as the main Chaos index, I've pre-ordered the Forge World equivalent. At only £15 (not a typo, genuinely £15!), Chaos will have access to even more heresy tech, including Deredeo and Leviathan Dreadnoughts, Sicaran Venators, Scorpius Whirlwinds and the titanic Mastodon. I definitely have to make one of these now! I do have a spare Land Raider and a few Russ/Rhino hulls I could salvage...

I for one am looking forward to this next edition, and over the coming weeks, I'll be sharing with you all my plans for the army, including variant formations and forces, from Sekmet Conclaves to Tzeentch robot battlegroups to rival the meanest Nidzilla forces.