Its more a novelty than anything youd want to take in competitive play, in part because its weapons arent really worth the cost they just dont have enough shots nor do the shots they have hit hard enough to matter, passed by in an edition that has become increasingly deadly. On its surface this objective seems pretty solid, but once you start playing with it you quickly realize that scoring it is contingent on letting your opponent take objectives so you can kill them off those objectives or take them. Cadia, the bastion world guarding the Eye of Terror, has fallen, and a vast storm of warp energy has ripped the galaxy in two. These guys are still pretty dependable in the 9th edition codex, though how they work has fundamentally changed. Most of the time youre going to drop a meltagun and a plasma gun in the squad, plus your preference of flamer/grenade launcher/sniper rifle on the third guardsman. cost wise to make it at least fun to use. While some forces, such as theImperiumor theEldar, fight desperately against the encroaching tide of Chaos, otherWarhammer 40k armies like these infamous Heretic Astartes choose to fight for it. A hobbyist, player, and collector of miniatures and games, Adam's current obsession are his Death Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection. It can go on any unit, but does its best work on big blobs of Terminators or Bikers (or Obliterators and Possessed in Emperors Children), where just having it makes the unit completely undesirable as a target. This site is protected by reCAPTCHA and the Google. The Lord Discordant is an absolute blender in melee, coming with 6 attacks base that hit at S6, AP-3, 2 damage but with +1 to wound on the charge, plus another 8 attacks from the Helstalker and his tendrils. In Creations of Bile they trade more on having S5 attacks, which lets them punch up against heavier targets where you can use Veterans of the Long War and their inbuilt re-rolls to wound to wound T6-9 targets 75% of the time. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table. YouTube Video VVVQUWRYUHAySjhEbUQwemhRaU12RW5BLmJIRHlaSHdWSGo0, YouTube Video VVVQUWRYUHAySjhEbUQwemhRaU12RW5BLkljNTFsVTk3OU1J, YouTube Video VVVQUWRYUHAySjhEbUQwemhRaU12RW5BLnM5cTZxWHU1aEZr. They make wonderful backfield objective holders if they can stay out of line of sight, they raise banners just as well as more expensive units, they make wonderful screens, and theyre garbage enough that shooting them will almost certainly be a waste of bullets for your opponent. Note that this includes weapons such as Baleflamers on a Lord Discordant, or Warpflamers on a Rubric Marine. That said, you want to make sure your strike is considered the last thing you want to do is feed your army to your opponent piecemeal. A new addition to the 9th edition Codex, Accursed Cultists are basically groups of possessed Cultists and Mutants who trade any kind of ranged firepower for being annoyingly good in melee. At 6/7 Leadership theyre also less likely to flee or kill you on Dread Tests and for 10 points more getting a unit that can actually ruin someones day with a meltagun and plasma gun is pretty solid. There are four different units Chaos Space Marine armies can pull from the specialized legions, three of which are in other books/supplements. BoLS Interactive LLC. Perfect forthe melee-fighty stage of your battle plan, Wanton Slaughter gives exploding sixes for Assault, Pistol, or melee weapons. Not only is a new codex coming that brings much-anticipated updates to the rules for Heretic Astartes, there will be a slathering of new miniatures to reignite your blasphemous fervour. Giving +1 Toughness is going to do the most work for you on T4 models, but you can also pair this with something like Berzerkers to give them Strength 7 on the charge, helping them hack up vehicles. They were plenty annoying with their Music of the Apocalypse ability that allowed them to get one final swipe in before they died outright. Havocs work best in Black Legion (+1 to hit against closest eligible target), and Iron Warriors (ignore cover), and have some play in Emperors Children, though in that case youll take Blastmasters instead. Chosen come in units of 5-10 and can be given several different weapon options, including combi-weapons and double accursed weapons, though most of the time youll be kitting them out for melee, giving them a couple of power fists if you upgrade them at all. Chaos Space Marine armies have access to a large variety of subfactions, each with their own special rules called. One of the new additions to the faction is the TRAITORIS ASTARTES keyword, which helps differentiate the more standard Chaos Space Marines from the likes of the Death Guard (Bubonic Astartes) and Thousand Sons (Arcana Astartes). Its not amazing but its very solid, but the reason it makes lists so often is that extra little aura: Friendly PSYKER units within 9 get +1 to cast. The Decimator has a bunch of different weapon options but the main one that is really worth considering for competitive play is the pair of Soulburner Petards. On its surface this seems like a relatively easy 5 points and on some missions it is but getting 9 seems like a best-case scenario most of the time. Its ability to deep strike and drop off 12 models is great to have, particularly for Emperors Children armies that can use Honour the Prince to make sure an arriving unit can immediately complete a charge. If you have to kill, then kill in the best manner. In Emperors Children they can roll a 6+d6 charge out of deep strike, which significantly increases their effectiveness. Just think how durable that will make units like Rubric Marines or Plague Marines. While a friendly CORE, CHARACTER, or CULTISTS unit wholly within 6 of this PRIEST, each time a ranged attack is made against that unit, that unit is treated as having the benefits of Light Cover. What good is a melee unit if you cant get it into melee? The Nurgle-dedicated troops of the Death Guard, Plague Marines have a host of options that make them durable, but very slow, melee threats. In a list that can get it the Iron Warriors Legion trait, it is going to be very tough to deal with as it pounds holes in the enemy army with its firepower. Names, trademarks, and images copyright theirrespective owner. As a fast melee option they dont hit as hard as Possessed, arent quite as fast and durable as bikes, and arent as cheap as Raptors, making them more of a finesse unit than a brawler.. If you didnt see the news, Space Marines of all varieties are going up to two wounds. This is a solid durability boost, and having the mark essentially means that the unit can only be wounded on either a 5+ or a 3+, depending on the strength of the attack. The result is a unit thats just not that great outside of being a fast way to annoy enemies and sometimes explode. CHAOS UNDIVIDED model only. Thats the most reliable weapon on the model, however. There are some powerful effects here and a daemon weapon will make its way into almost every competitive Chaos Marines army. Go over and you can choose: Either take D3 mortal wounds and fight normally, or you cant fight with the Daemon Weapon. You generally want to protect your Daemon Prince with Look Out, Sir until its time for him to fight. The Decimator has a bunch of different weapon options but the main one that is really worth considering for competitive play is the pair of Soulburner Petards. Marketing Manager: Mars Garrett Otherwise, this is generally the mark of choice for Terminators and Chosen since getting to S6 with the Mark of Khorne isnt as useful as getting to fight first. This means that they can benefit from Let the Galaxy Burn to get +2 shots each, giving a unit of five models 5D6+10 shots whenever they light up an enemy unit. This means itll usually disappoint you in melee, and cant reliably take out most targets unless you get pretty lucky with your hit/wound/damage rolls. Just watch out for armies like Leagues Of Votann and Iron Warriors that turn off your ability to reroll Wounds. Nothing, so get grabbing some Chaos Cultists. But his real value is his Agent of Discord ability, which lets you roll a D6 any time your opponent would gain extra CP or get them refunded; on a 4+ they dont get the CP. The net result is a unit thats just good enough to see play, and often will, sometimes as a 2-of or 3-of, depending on the list. In Night Lords armies hell typically take Night Haunters Curse in order to get the free 6 to hit once per turn. When you upgrade a unit, you increase its cost by 15 points and 1 PL, and it loses the CHAOS UNDIVIDED keyword and gains the relevant MARK OF CHAOS keyword, i.e. If you beat the leadership of that enemy unit, then pick one: Either that unit cant perform actions and any actions it was doing immediately fail, or it cant fire Overwatch or Set to Defend, and fights last in the Fight phase. The real value of these units is that you have another cheap ObSec option that sits between Cultists and Chaos Space Marines, with significantly more firepower and durability than the former. Do you like playing the bad guys? There are only two characters in the Elites slot for Chaos Space Marines, and the Master of Executions is one of them. Until the start of your next Psychic phase, roll a D6 each time a model in that unit loses a wound; on a 5+ it doesnt lose that wound. You also dont have to put it into deep strike its tough enough that if youre taking multiples they can just roll forward against some armies and weather the damage, though how much you can get away with this will vary wildly by army. The one exception is in Emperors Children, who have an Epic Deed stratagem to make a nearby enemy unit Fight Last. PIck an enemy unit within 12 of a TRAITORIS ASTARTES CHAOS UNDIVIDED unit from your army. This saw him embrace Chaos earlier than any of the other Primarchs, leading him to begin seeding traitors throughout his brothers legions. New Knights, New Horus Heresy! Its also a solid upgrade on casters, where it gives you access to both Skeins of Fate (4+ invulnerable save) and stratagems to improve casting (The Great Sorcerer lets you cast an additional power or action and cast), and shoot units arriving from deep strike. These returned models cant be set up within Engagement Range of enemy units, unless those units are already within Engagement Range of the unit. Youll use this sometimes to increase damage or reduce variance against a key target, but its a lot harder to justify given how limited CP are for CSM in general. Use in your Shooting phase when a unit shoots. This is typically done by giving him the Mark of Nurgle and GHollAx, the Decayed, which significantly improves his melee prowess by letting him bypass the wound roll, ensuring hell typically dump out 6-7 hits per combat that autowound and hit at AP-3, 3 damage each. Considering basically every army gets rerolls to hit or hits on 2s or 3s with their dangerous units, this prayer is a near auto-include for most lists. and each time they make an attack with an Assault, Pistol, or melee weapon, an unmodified hit roll of 6 scores 1 additional hit. Once during that phase, when resolving an attack made by a model in that unit, you can change the result of a single hit roll, wound roll, or damage roll to be a 6 (note that if the die is a D3 then a 6 counts as a 3). You dont want these guys anywhere near melee if you can help it so give them cultist firearms instead of close combat weapons. 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