Monday, 31 December 2018

Codex Adeptus Sororitas feedback

As the Sisters of Battle book is currently a Beta Codex, Games Workshop have asked for feedback on the unit entries. I will copy/paste my email here so you can see both my thoughts, and how I structure them into feedback.  If you have thoughts on the Sisters book, or want to give feedback on any of the 8th Edition 40K rules, then they have an e-mail address

40kfaq@gwplc.com

Here is my e-mail;

Hi GW Rules team

As a long time fan/player of Sisters of Battle, I want to help contribute to making their eventual Codex as good as possible. While doing a short review of the Beta for my Blog I raised the following points:-

Page 79 - Acts of Faith; The Passion
I would look at changing The Passion's trigger to the end of the Fight phase. It's your hardest to achieve Act of Faith and you risk your opponent being able to kill the unit it's been activated on before they can strike a second time. By making it end of the phase, it works more like the similar Stratagems many armies have access too.  
I also think an end of phase trigger would be easier for players to understand when the extra attack happens, as I still see players get confused with Khorne Bezerkers.

Page 82 - Missionary
I'd like to see Word of the Emperor affect Astra Miitarum units as well. I think you would see people taking one of these if they did.   
It's a minor thing, but would make it support those that like to take some Priestly support for their Imperial Guard regiments.

Page 84 - Repentia Squad
These may be a little too expensive at 15 points each. It's also a shame that the maximum squad size is smaller than it used to be. However, you can fit them into a transport.
These used to have a larger maximum squad size and be available to buy separate from the Mistress, leading to some of us older players having more than nine per Mistress we own. Obviously, this will be less of a thing when the unit gets new models, but something to bear in mind at the moment.
Comparing these to units from other armies I play (Assault Marines and Striking Scorpions), I'd like to see them become 12 points each. This is very much a first impression though, I will have to get some games in to see if 15 feels right for them.

Page 84 - Mistress of Repentance
This character lacks the <Order> Repentia Squad keyword, so she doesn't buff her own ability to hit. More importantly, she doesn't buff her own Advance and Charge rolls so struggles to keep up with the unit she is supposed to buff. They can easily get out of range of her when they move into combat and she will struggle to make the charge to keep up. A simple fix is to give her the keyword to match them.
I understand the flavour of why she doesn't have the keyword, but with a 6" range on Driven Onwards, the unit will often end up out of range, especially as they are likely to succeed in Charges she will fail. I'd like to see her gain the keyword so she also helps herself.

Page 85 - Celestian Squad
I'm not sure the army wants or needs this unit to exist, but I feel that way about Space Marine veterans, so maybe it's just me.
Included for sake of completeness, but largely my own personal bias.

Page 86 - Arco-Flagellants
Not sure what I want from these, they may just be too expensive for what they do.
I may be wrong as they have a minimum squad size of three. It may be their role has changed slightly to be a counter-charge unit rather than a surge forward and seek the enemy unit. Some playtesting will give me a better handle on this.

Page 89 - Exorcist
As an aside, while looking at improvements for things, I wish Smoke Launchers weren't instead of shooting. It's great for transports that surge forward and advance, looking to get to the opponent, but terrible for gun tanks like this one. They also fail to help the tank if your opponent goes first. And this applies across all armies with access to them, not just Adeptus Sororitas. 
As I say, this isn't just a "problem" with this Codex, and probably beyond the scope of fixing just by changing it here, but may be worth looking at for a Big FAQ change. There are many tanks that feel like they almost never want to use their Smoke Launchers. It may be that this wants to operate like the Prepared Positions Stratagem from the Big FAQ and activate at the start of the first battle round.

Page 95 - Order Convictions
It feels like two of these do the same thing, regardless of how you have built the army; regain Faith points. The third makes Tests of Faith easier and will probably go on to be the default choice for players. I would change Argent Shroud's ability to something else,  possibly something like the Space Marines Salamander's re-roll ability.
There is a lot of stuff in the army that interacts with either Test of Faith or Faith Points. I don't think half of the Order Convictions also need to do so as well. I'm not against there being a "go to" sub-faction, as most armies have one that will attract the competitive player, meanwhile, those that play armies for flavour will use the others.
Of the three, Ebon Chalice; Daughters of the Emperor will probably attract the Tournament players, and is a fine trait. Our Martyred Lady; The Blood of the Martyrs is amazingly dripping with flavour. This leaves Argent Shroud; Deed, not Words as the easiest one to change. It needs to hit the flavour of decisive action. Either a limited form of re-roll to hit, much like the T'au Sa'cea Sept, or a re-roll to hit with Bolt weapons like Craftworld Biel-Tan do with Shuriken weapons. It's also probably no coincidence that these both come with +1 Leadership.

For the full review
https://hiveoffunandsilliny.blogspot.com/2018/12/quick-hits-december-2018-sisters-of.html

These are the main things that have stood out during my first look at the book. I will report back with more feedback in the new year as I get games in. This whole exercise is a fantastic opportunity to look at the way armies and codexes are designed, and I'd like to thank you for it. And even more thanks for all the hard work you guys put in. I've played since 2nd edition 40k and 8th has rapidly become my favourite. The return of move values and save modifers are what clinched it for me ;)

Sean Samuels

 Hopefully, as I get more games in, I can see if my initial opinions hold up. Maybe I'm wildly wrong and playing the army will show me this. I will update the blog both with my findings and if Games Workshop reply.

Quick Hits - December 2018 Sisters of Battle

Our final quick hit of 2018 is Code: Adeptus Sororitas, using its beta form from Chapter Approved 2018. In light of it being a beta, I will also add any initial suggestions for improvements.


Special Rules

Acts of Faith
These are like Stratagems that you get in addition to Command Point-based ones, but require a successful die roll to activate. These are amazing.
I would look at changing The Passion's trigger to the end of the Fight phase. It's your hardest to achieve Act of Faith and you risk your opponent being able to kill the unit it's been activated on before they can strike a second time. By making it end of the phase, it works more like the similar Stratagems many armies have access too.    

Shield of Faith 
Universal Invulnerable save and limited protection against low-cast powers. Helps the army survive longer than you would otherwise expect.

Zealot  
Allows re-rolls to hit for units in the Fight phase. Pretty good for the units that have this rule.

HQ  

Celestine 
A fantastic character, who is great in combat and still has the ability to come back from the dead. The one problem with making her your Warlord is she will draw a lot of enemy attention, so the added target on her head is probably a bad thing even with her ability to come back to life once a game.

Canoness
Your standard HQ, and a pretty good shout for all Adeptus Sororitas armies.

Uriah Jacobus  
A slightly better Missionary, the only real benefit is the Banner of Sanctity, so I would probably pass on this guy.
See the Missionary for my note.   

Missionary  
These units buff Morale for units around them, but you can only take one per detachment.
I'd like to see Word of the Emperor affect Astra Miitarum units as well. I think you would see people taking one of these if they did.      

Troops 

Battle Sister Squad 
Your core unit. They can be taken in units of up to 15 and can gain +1 to the Act of Faith test. It's a shame that the amount of Special and Heavy weapons the unit can take doesn't scale with the number of models in the unit. 

Elites  

Geminae Superia 
Bodyguard for Celestine and a nice little melee unit in their own right. I would actually consider taking these without Celestine to fill a gap in a Sisters of Battle army.

Repentia Squad 
They have decent enough melee weapons and are likely to be ignored until it's too late as they don't look that threatening on their own. They won't do well as your only assault unit though so you will need to support them.
These may be a little too expensive at 15 points each. It's also a shame that the maximum squad size is smaller than it used to be. However, you can fit them into a transport.    

Mistress of Repentance
A buff character for the Repentia Squad. A little bit underwhelming though.
This character lacks the <Order> Repentia Squad keyword, so she doesn't buff her own ability to hit. More importantly, she doesn't buff her own Advance and Charge rolls so struggles to keep up with the unit she is supposed to buff. They can easily get out of range of her when they move into combat and she will struggle to make the charge to keep up. A simple fix is to give her the keyword to match them.  
 
Celestian Squad
Essentially Veteran Battle Sisters. The army has both enough rival options in Elites as well as enough other Sister units for me to never take these.
I'm not sure the army wants or needs this unit to exist, but I feel that way about Space Marine veterans, so maybe it's just me.   
     
Preacher  
Like an Astra Militarum Priest, but with a debuff for Chaos Morale. Good for the extra attacks he grants, especially if you can get him near Repentia or Seraphim.

Hospitaller 
An Apothecary, there is a possibility of taking a large unit of Sisters and then using this alongside a bunch of tools to make it too difficult to shift them off a central Objective. They either dedicate resources to trying to take the Objective or to deal with the rest of your army, not both. Worth a test, certainly.

Dialogus 
A buff to Leadership and re-rolls for Acts of Faith? Sign me up!

Arco-Flagellants  
No save, but a Feel No Pain. With a random number of attacks (2d3), I would rather take Sisters Repentia, as they cost the same amount.
Not sure what I want from these, they may just be too expensive for what they do.  

Crusaders  
I wasn't overly impressed with these in the Astra Militarum list, but now they have access to Acts of Faith they may be better when taken there. As part of a Sisters army, pass.

Death Cult Assassins 
An idea for these is to take a Priest so they don't take up Detachment slots, then take a couple of small units to counter-charge/protect your backline units from assault. They are fairly cheap for 4 attacks each.

Fast Attack 

Seraphim Squad 
These are great to Deep Strike in, especially in conjunction with one of the Stratagems, and are your fast assault unit. A decent unit for this job used alongside the other assault units you have access to.

Dominion Squad 
Vanguard lets you get a unit of these to the place you need them, with the Special Weapons to do the job. A great unit whose only downside is you really want to take a Transport to go with them. Luckily, the Sisters have a fantastic transport.

Heavy Support 

Exorcist  
A bit random due to having d6 shots, but a fantastic long-range unit.
As an aside, while looking at improvements for things, I wish Smoke Launchers weren't instead of shooting. It's great for transports that surge forward and advance, looking to get to the opponent, but terrible for gun tanks like this one. They also fail to help the tank if your opponent goes first. And this applies across all armies with access to them, not just Adeptus Sororitas.   

Retributor Squad 
Essentially your Devastator squad, but with much more limited choice in weapons. Heavy Bolters are fine, Heavy Flamers are great for a more mobile unit and Multi-meltas have too short a range for static anti-vehicle fire.

Penitent Engines 
A pair of these can tear a vehicle apart, and their Heavy Flamers give them some protection against infantry. They can even fight twice in the Fight phase and have a Feel No Pain. They are 100 points each though and lack Act of Faith.

Dedicated Transport 

Sororitas Rhino  
A Rhino, but with Shield of Faith. It's surprising what a difference a 6+ Invulnerable save makes.

Immolator 
A Razorback with Shield of Faith and different weapon options. The Immolation Flamer is exceptional, as it is both Assault and auto-hits allowing you to really move the tank and still shoot. The better transport, unless you want to carry larger units.

Order Convictions  

Half of these centre around Acts of Faith and the other half actually work better with different army builds.
It feels like two of these do the same thing, regardless of how you have built the army; regain Faith points. The third makes Tests of Faith easier and will probably go on to be the default choice for players. I would change Argent Shroud's ability to something else,  possibly something like the Space Marines Salamander's re-roll ability.  

Stratagems  

Stand-out Stratagems
  • Burning Descent
  • Vessel of the Emperor's Will
  • Final Redemption
  • Faith and Fury
  • Purity of Faith
  • Martyrdom
  • Sacred Rites
Warlord Traits 

A couple of these are interesting and can determine if you are going to hold your Warlord back or get stuck in.

Relics of the Ecclesiarchy 

Stand-out Relics
  • Blade of Admonition
  • Book of St. Lucius
  • Brazier of Eternal Flame
  • Litanies of Faith

Wednesday, 19 December 2018

Quick Hits - December 2018 Grey Knights

Our next quick hit should cleanse some of the recent heresy from the blog, Codex Adeptus Astartes Grey Knights. If a unit isn't covered here, then check out my review of Codex Adeptus Astartes Space Marines for my thoughts, with the caveat that some of them are Psykers on top of their normal capabilities.

https://hiveoffunandsilliny.blogspot.com/2018/05/quick-hits-may-2018-space-marines.html






Special Rules 

Daemon Hunters 
A solid buff, although specifically against Daemons.

Rites of Banishment 
Smites only do 1 Mortal Wound, except against Daemons where they do 3. A rule that is both flavourful and powerful against their nemeses.

Teleport Strike 
Some units can deep strike.

HQ 

Lord Kaldor Draigo 
Essentially the Grey Knight Chapter Master, he seems pretty good especially now that Chapter Approved has dropped his points by 60.

Grand Master Voldus 
A psychic powerhouse with a decent melee weapon. Grants the standard Grand Master re-roll 1s too.

Grand Master 
Why take one of these when you can upgrade to Voldus or Dreadknight?

Grand Master in Nemesis Dreadknight
A much-improved frame for combat and access to better weapons. It does lose the protection of being a Character though due to the increase in Wounds.

Castellan Crowe 
An okay melee character, but the Black Blade of Antwyr is an anaemic weapon.

Brother-Captain Stern
Has his own source of re-rolls, but your opponent gets one in return every time you use it. He also has the standard Brother-Captain ability.

Brother-Captain
They increase the range of Smite, which is great for an army that doesn't increase the difficulty for additional casts.

Librarian
It's kinda weird that a chapter full of psykers would still need a Librarian.
 
Brotherhood Champion
Meh.

Troops

Terminator Squad
Terminators as troops, and psykers to boot. Not the best unit for filling a Battalion, but a useful slot for them to be in if you want to field a unit.

Strike Squad
Storm Bolters and Force Swords make these actually quite well equipped.

Elites
   
Paladin Squad
Terminators with more Wounds and Attacks. Probably not worth it though.

Purifier Squad  
A much shorter range Smite that does d6 Mortal Wounds? Still, pass.

Fast Attack
     
Interceptor Squad
Teleport Shunt is the key here, allowing for rapid redeployment as needed.

Purgation Squad  
You can give 4 of them Special Weapons, which is great for maximising firepower.

Heavy Support

Nemesis Dreadknight
These are okay, but better taken as the Grand Master version.

Brotherhood of Psykers

A buff to Psychic tests and Denys that is amazing, plus they ignore the increasing modifier for Smite.

Stratagems 

Stand-out Stratagems
  • Truesilver Armour
  • Mental Focus
  • Teleportation Boost
  • Psychic Channeling
  • The Aegis
  • Heed the Prognosticars
  • Psychic Onslaught
  • Psybolt Ammunition
  • Finest Hour
Warlord Traits  

These are only okay, a couple of good ones (Nemesis Lord and Lore Master) and the rest are marginal.

Relics of Titan 

Stand-out Relics
  • Cuirass of Sacrifice

Psychic Powers  

The Sanctic Discipline has a good suite of powers and is the key to what makes the Grey Knights the army they are. 

Quick Hits - December 2018 Tyranids

Our next Quick Hit is a look at Codex Tyranids


Special Rules

Synapse
Immunity to Morale is really good for the units that can come in large numbers.

Instinctive Behaviour
If you are too far away from Synapse, you get debuffs unless you attack the nearest enemy unit. Much less crippling than it has been in previous editions.

Shadow in the Warp
Increases the difficulty of opposing Psychic, potentially deadly in combination with one of the Warlord Traits.

HQ

Broodlord
Can Advance and Charge and buffs Genestealers. It's also Synapse and a Psyker.  A strong HQ choice.

Hive Tyrant
The iconic HQ for Tyranids, especially with wings. They bring a lot to the table and are usually both the first and second choice for HQ units.

The Swarmlord
A unique Hive Tyrant, who is a literal beast in Melee. He also lets a friendly unit move instead of shooting which almost ensures successful charges every turn.

Tyranid Prime 
Good if you are taking a lot of Tyranid Warriors, otherwise pass. It feels too expensive and lacks Psychic ability.

Tervigon 
Buffs Termagants and also replenishes dead ones. I really like the idea of taking this alongside masses of Termagants as the core of a Battalion.

Neurothrope 
A Psyker that can heal Zoanthropes or itself whenever it uses Smite. Also, it is an easy to hide source of Synapse.

Old One Eye 
An interesting melee beast, but overshadowed by the other options available to the army.

Troops 

Tyranid Warriors 
A source of Synapse available in the Troops slot so good if you feel you may be lacking in Synapse.

Genestealers 
One of the best melee units in the game, especially with the tools available in the Codex. I wouldn't bother with the Infestation Nodes though.

Termagants
You can take large units of these and fill the battlefield with bodies. They are so cheap and their shooting can be surprisingly deadly in large numbers.

Hormagaunts
A large swarm re-rolls 1s for hits and wounds in Melee, and they have the speed to get there.

Ripper Swarms
Small, so you can hide them on backfield Objectives and forget about them.

Elites

Tyrant Guard
They are bodyguards for the Hive Tyrant but struggle to keep up when one has wings. A group of these supporting the Swarmlord might be okay.

Hive Guard
The weapon options for this unit are fantastic. Either Strength 8 that ignores line of sight, or Strength 7 Haywire. They are expensive though.

Lictor 
These want to hunt backline units, but they don't feel like they make enough impact when they manage to get to them.

Deathleaper 
A named Lictor that hunts Characters, so it looks worse at it is unlikely to kill its prey.

Zoanthropes  
A Smite cannon unit with a 3+ Invul. Large units are really good.

Maleceptor 
An expensive Psychic bomb, overshadowed by the other options.

Venomthropes 
They shroud your army with a -1 to hit, which gets better the more you take. Also, their weapons aren't spectacular but do D3 damage.

Pyrovores 
Heavy flamers that do Mortal Wounds as they take damage. Great for holding an Objective.

Haruspex 
Not a bad beast, it's ability to get wounds back can increase its survivability.

Fast Attack 

Gargoyles 
Essentially, Termagants that you can deep strike, the Blinding Venom helps keep them alive if they make the charge.

Raveners 
A modular deep strike unit, these are probably better at hunting backline units than Lictors.

The Red Terror 
A named Ravener, it's Swallow Whole ability could potentially kill a character instantly but is unlikely to actually work.

Mucolid Spores 
Living mines, good for doing Mortal Wounds and keeping the opponent away from areas.

Spore Mines 
Smaller mines, they do less damage but come in groups of three.

Heavy Support 

Exocrine 
It gets +1 to hit and the ability to shoot twice if it doesn't move and it's weapon is fantastic.

Tyrannofex 
More modular, I like the idea of taking two of these, one with Rupture Cannon for the big targets and one with Fleshborer Hive for helping clear Infantry.

Biovores 
If it hits it doesn't Mortal Wounds, if it misses it makes Spore Mines. I really like these.

Toxicrene 
I think this has the potential for assaulting elite Infantry and doling out more damage than it receives. If it encounters heavy fire though, it will probably drop.

Carnifexes
The Tyranid equivalent of Dreadnoughts, these can be customised for the job you want. They lack the Dreadnought weakness as there are more targets in the army to absorb the opposing heavy firepower.

Screamer-Killers 
These are really good, I think they are the best kind of Carnifex.

Thornbacks 
A Carnifex with the ability to do a Mortal Wound in melee. Not exceptionally compelling over the other Carnifexes.

Mawloc 
The ability to burrow up, deal Mortal Wounds and then block enemy movement is really good. It doesn't do much damage on its own but the disruption is amazing.

Trygon 
A deep strike assault unit that can take some Troops with it. Not bad, but the Toughness seems low for a model of its size.

Trygon Prime  
A Trygon, but with Synapse. If you are looking to field a Trygon, then this is worth upgrading to, otherwise, pass.

Dedicated Transport 

Tyrannocyte 
A drop pod. It's conceptually cool, but probably not worth fielding.

Fliers 

Harpy 
A decent mobile gun platform that also drops Spore Mines.

Hive Crone
Has a decent Strength flamer, and access to Haywire. If I want a Flier though, I'd rather have a Harpy.

Fortification 

Sporocyst 
A bunker that spawns Spore Mines, it does seem a little expensive for a unit that can't move. You can deep strike it in though.

Hive Fleet Adaptations 

I say this a lot about sub-faction abilities, but all of these are really good. There are so few truly bad sub-faction abilities in the game.

Stratagems 

Stand-out Stratagems
  • Caustic Blood
  • Rapid Regeneration
  • Scorch Bugs
  • Single-Minded Annihilation
  • Pathogenic Slime
  • Sporefield
  • Power of the Hive Mind
  • Death Frenzy
  • Overrun
  • Call the Brood
  • Adrenaline Surge
  • The Deepest Shadow
  • Endless Swarm
  • Opportunistic Advance
Warlord Traits 

These are about 50/50, although the Kronos one really punishes opposing Psykers.

Bio-Artefacts of the Tyranids 

Stand-out Relics
  • Chameleonic Mutation
  • Hyper-Adaptive Biology
  • Balethorn Cannon
  • The Norn Crown
Psychic Power 

The best powers here are all of the buff/debuff powers. It gives you a lot of battlefield control.

Monday, 17 December 2018

Quick Hits - December 2018 Death Guard

Our next quick hit (at long last) is a look at the Death Guard. If something isn't covered here, check out my opinion on it in the Thousand Sons quick hit or the Chaos Daemons one;

https://hiveoffunandsilliny.blogspot.com/2018/05/quick-hits-may-2018-thousand-sons.html?zx=38dce3ed9ef5db0f 

https://hiveoffunandsilliny.blogspot.com/2018/12/quick-hits-november-2018-codex-chaos.html


Special Rules

Disgustingly Resilient
The keynote rule of the Death Guard. It makes their units that much tougher to put down,  especially on the units that are tough already.

Plague Weapon
Like having a built-in Lieutenant, but only for selected weapons. This puts in a lot of work.

HQ

Typhus
Buffs your Poxwalkers and gives nearby units a Mortal Wound generating ability. Good if you are taking a lot of Poxwalkers. Is also a Psyker.

Lord of Contagion
Has Nurgle's Gift, like Typhus, but doesn't buff Poxwalkers and isn't a Psyker. Their low speed can see them easily left behind as well.

Chaos Lord/Chaos Lord in Terminator Armour
Your Death Guard Captains.

Sorcerer/Sorcerer in Terminator Armour
Your Death Guard Librarians.

Malignant Plaguecaster
A specialist Sorcerer who also doles out Mortal Wounds if he rolls high enough while casting Powers. Worth the extra points.

Troops

Plague Marines
Your "Standard" Marines, with access to a suite of Plague Weapons. They combine Toughness 5, Power Armour and Disgustingly Resilient to become hard to shift. They do pay the points for it though.

Chaos Cultists
A thing to note, these guys are not Disgustingly Resilient.

Poxwalkers
A shambling zombie horde, that can add to its number by slaying Infantry in melee. Large numbers of these are dangerous.

Elites

Noxious Blightbringer
Lowers opposing Leadership and helps Death Guard Advance faster. They almost feel like a must-have.

Foul Blightspawn
This guy is interesting, as he stops opposing units that Charged from striking first. Worth looking at for a defensive build.

Biologus Putrifier
Makes your Blight Grenades a lot nastier, especially in conjunction with the Blight Bombardment Stratagem.

Plague Surgeon
Gives a buff to Disgustingly Resilient and is pretty cheap.

Tallyman
Re-rolls for Melee and Command Point regeneration makes this guy really good.

Deathshroud Terminators
Set-up as bodyguards, but woefully slow and with woefully short ranged weapons. Pass.

Blightlord Terminators
Much like the Plague Marines but for Terminator armour.

Possessed
Random Attacks and no Disgustingly Resilient means you will almost never see these.

Fast Attack

Foetid Bloat-drone
Fast and hard to deal with, these are best with either Plaguespitters or Fleshmowers. A great unit.

Myphitic Blight-hauler
Mobile heavy weapons, these are deadly in units of three.

Heavy Support

Plagueburst Crawler
A great artillery piece, whose only weakness is a lower Ballistic Skill than you would expect.

Lord of War

Mortarion 
Deadly once he gets in close, if you can keep him alive long enough. A monstrous gamble, at his points cost, but well worth it.

Inexorable Advance

Allows units to Advance and still shoot normally, to get around their lower movement values, and great alsongside the Noxious Blightbringer. It also increases the range of Rapid Fire weapons. It makes a seemingly static army surprisingy mobile.

Stratagems

Stand-out Stratagems
  • Nurgle's Rot
  • Putrid Detonation
  • Blasphemous Machines
  • The Dead Walk Again
  • Blight Bombardment
Warlord Traits

Most of these are about making your Warlord harder to kill. Rotten Constitution is a highlight.

Relics of Decay 

Stand-out Relics
  • The Suppurating Plate
  • Dolorous Knell
  • Fugaris Helm
Psychic Powers

A good suite of powers, Miasma of Pestilence always being your first choice.


Wednesday, 12 December 2018

Quick Hits November 2018 - Codex Chaos Daemons

Our latest quick hit is a blast from the past, Chaos Daemons. I will separate the units by Patron God



Universal Special Rules

Daemonic
A simple 5+ Invulnerable save for everyone. Makes the AP of your opponent's weapons irrelevant.

Daemonic Ritual
This lets you summon in units, but is random and in Matched play requires you to have set aside the points in the first place. Very meh at the moment.

HQ

Be'lakor
A Daemon Prince/Chapter Master who re-rolls failed saves. Possibly a little too expensive though.


Daemon Prince of Chaos
Semi-customisable combat monsters, your first HQ should be one of these who worships your God. They gain the ability from the keyword too.

Fast Attack 

Furies 
They cause extra losses from nearby Morale tests and a small unit is quite cheap. They can't afford to be on the front lines though. They do gain the ability of the keyword though.

Heavy Support 

Soul Grinder 
You can grant them the ability from they chaos keyword you give them, but they seem like expensive tank substitutes that will attract all the opposing anti-tank fire.

Daemonic Loci 

These are all worthwhile incentives for not building mixed Detachments.

Stratagems 

Stand-out universal Stratagems
  • Denizens of the Warp
  • Daemonic Possession
  • Warp Surge

Khorne

Special Rules

Unstoppable Ferocity
A massive buff for assault, especially on large units of Bloodletters.

HQ

Skarbrand
He has a lot of powerful Melee attacks, but as he takes wounds his movement drops drastically. It feels like his lack of wings really hurts.

Bloodthirster of Insensate Rage
Once he gets to assault, he makes a mess of big, single model units. All the Bloodthirsters (and Skarbrand) are massive targets that will attract a lot of fire though.

Wrath of Khorne Bloodthirster
A character hunter, but I'm not convinced that the Insensate Rage just isn't better.

Bloodthirster of Unfettered Fury
A Bloodthirster with no extra rules. Pass.

Skulltaker
A better character hunter due to his size, who also gives Bloodletters +1 to hit.

Bloodmaster
The Herald of Khorne The Strength buff, plus Unstoppable Ferocity, allows Bloodletters to bring down heavy targets.

Skullmaster
Herald on Juggernaut. Extra survivability for extra points.

Blood Throne
Herald on a throne. Even more Wounds and Toughness, plus an ability to potentially heal. I think the lower point versions are better.

Karanak
An amazing character hunter that can also deny to Psychic powers. A fantastic HQ.

Troops

Bloodletters
Their melee weapons are amazing, and with all the buffs available they can chew through pretty much any unit.

Elites

Bloodcrushers 
Great for assaulting Vehicles, as their Horns become strength 8, but Bloodletters give you the weight of numbers.

Fast Attack 

Flesh Hounds 
I thought these would have scarier stats, but they are fast and let a Khorne army deny the witch.

Heavy Support 

Skull Cannon 
A decent anti-tank weapon, these are surprisingly deadly fire-support.

Esoterica 

Best Stratagem - Banner of Blood
Best Warlord Trait - Rage Incarnate
Best Hellforged Artefact - The Crimson Crown

Tzeentch

Special Rules

Ephemeral Form
Invul saves on 4s rather than 5s. That lets them ignore a lot more hits.

HQ

Kairos Fateweaver
A fantastic Psyker, but you really want the first turn so you can establish some defences.

Lord of Change
Also a great Psyker, the Rod of Sorcery is an interesting upgrade.

The Changeling
Send this guy looking for characters. He copies their melee stats and weapon and has a good chance of offing them first.

The Blue Scribes
A great counter to opposing Psykers and they also cast a random, unstoppable power each turn. These guys look amazing.

Changecaster
The Tzeentch Herald. The Locus buff seems less relevant for non-Khorne daemons. Otherwise, this is okay.

Fateskimmer
Herald on Chariot, for added speed. I recommend the Chanting Horrors upgrade.

Fluxmaster
Herald on Disk. If I want an upgraded Herald, I'd rather take the Fateskimmer.

Troops

Horrors
A great unit for screening/tying up as you can Split them from Pinks all the way down to Brimstones.

Elites 

Flamers 
Good for attack hordes and deadly on Overwatch.

Exalted Flamer 
A source of short-ranged anti-vehicle fire as well as Overwatch to protect itself.

Fast Attack 

Screamers 
This is a surprisingly deadly melee unit for Tzeentch. 

Heavy Support 

Burning Chariot 
A combo of Exalted Flamer and 2 Screamers, but I think the individual units are better at the job.

Esoterica 

Best Stratagem - Locus of Conjuration
Best Warlord Trait - Boon of Sorcery
Best Hellforged Artefact - The Endless Grimoire
Best Psychic Power - Treason of Tzeentch 

Nurgle

Special Rules

Disgustingly Resilient
A 5+ feel no pain, this makes Nurgle Daemons so tanky alongside their natural Invul save.

HQ

Rotigus
The deluge of Nurgle is interesting, otherwise, he's a bullet magnet.

Great Unclean One
Great if you are Summoning units via the Doomsday Bell. The ability this has to resurrect models is also pretty good.

Epidemius
If you can kill the enemy, the tally is really good. Probably worth taking for that ability alone.

Horticulture Slimux
Buffs Nurgle Beasts and spawns Feculent Gnarlmaws. Great HQ for a fun army that runs around the table, not sure how good that is in practice.

Poxbringer
Herald of Nurgle, nothing special but a solid HQ.

Sloppity Bilepiper
An amazing character who increases your chance of triggering Daemonic Icons.

Spoilpox Scrivener
Gives an amazing set of buffs to Plaguebearers.

Troops

Plaguebearers 
Hard to shift when in large numbers.

Nurglings
Cheap infiltrators that can sit on objectives and easily be ignored.

Elites

Beasts of Nurgle
A tough melee unit let down by having a random number of attacks.

Fast Attack 

Plague Drones 
These give Nurgle some much needed speed, but are otherwise unremarkable.

Fortification 

Feculent Gnarlmaw 
This is good for putting on an objective and disincentivising your opponent going near it, while allowing your army and initial burst of speed to spread out. So cheap as well.

Esoterica 

Best Straatagem - Locus of Fecundity
Best Warlord Trait - Plaguefly Hive
Best Hellforged Artefact - Horn of Nurgle's Rot
Best Psychichc Power - Miasma of Pestilence

Slaanesh

Special Rules

Quicksilver Swiftness
Always striking first in combat means that once they reach your lines they will stay a threat turn after turn.

HQ

Keeper of Secrets
An interesting set of debuffs for a character that is easy to shoot, however the lack of an updated model leaves it with much more scope to hide behind terrain.

The Masque of Slaanesh
Buffs Daemonettes and punishes opposing units in combat. A solid character.

Herald of Slaanesh
Like the Tzeentch Herald, feels a bit out of place for this diety.

Troops

Daemonettes
They feel like worse Bloodletters, unfortunately, although they might be solid when backed up by The Masque.

Elites

Fiends of Slaanesh
A fast-moving unit that disrupts psykers and stops opposing units falling back. I think they are underrated.

Fast Attack 

Seekers 
These are just faster Daemonettes. Pass.

Hellflayer 
I'm not sure what this units purpose is.

Heavy Support

Seeker Chariot
Like the Hellflayer, but at least it can benefit from Daemonette buffs, I guess.

Exalted Seeker Chariot 
Like the Seeker CHariot, but bigger and therefore worse.

Esoterica 

Best Stratagem - Rapturous Standard
Best Warlord Trait - The Murderdance
Best Hellforged Artefact - The Mark of Excess
Best Psychic Power - Symphony of Pain