Warriors of Chaos, First Look Pt 2
Alright, continuation of the review. Last we left off, i Had just finished the Slaughterbrute, and was moving into Characters
Another thing i forgot to mention is that almost every unit champion can benefit from EotG
As far as stats go, Archaeon hasn't changed. His mount, however, did. Dorghar now sports 3 wounds, instead of the paltry 1 for your average horse. He Doesn't get spells from all the Chaos lores, but he can choose from just about every standard lore in the game, plus tzeench. He still benefits from all marks, but they are still just the standard mark upgrades. He must be your general, and he gains an 18" Presence.
His unit, the Sword of Chaos, is now no longer a must have. It's optional. His weapon stayed the same, though his armor save dropped to a 3+, buffed to a 2+ because of the HW/shield combo. Crown is the same, and since he has MoT, the Eye of Sheerian is the same as well (granting him a 3+ ward)
Wulfrik the Wanderer is next. A personal favorite of mine, Wulfrik's stats have not changed. He is still up to his old tricks with the Gift of Tongues, and Hunter of Champions remains the same. however, his Seafang got a little debuff. No longer can Wulfrik choose where his Marauder unit comes in from. Instead, he has to format to the standard Ambush rule.
Valkia the Bloody. Stats are the same. However, her Consort rule is now that she gains a cumulative +1 to str every time she kills a model in challenge. Her old inspiring presence and Gaze of Khorne changed, being rolled into one. However, instead of rerolling EotG, all units that break take d6 str 6 hits (bit of a nerf). Her gear hasn't changed either.
Vilitch the Curseling. His BS bumped up to 3 (woo-hoo =_=) . He;s still a loremaster, lvl 4. His Vessel of Chaos is the same, although it is now an arcane item.
Festus the Leechlord. Stats didn't change. He now randomly rolls for both spells, instead of rolling for the second one. He now has poisoned attacks (not bad). His Harbinger now gives his unit Poisoned attacks. He now longer pursues 1d6", and instead grants a unit s 5+ regen save. His potions now allow him to regain a wound, or cause d3 wounds with no armor saves allowed.
Sigvald the Magnificent. Same stats, though his Toughness increased by 1. His favored son now grants him a cumulative +1 atk for slaying champions. He still has stupidity, which he confers to his unit, and he can never reroll a stupidity check (meh). His gear, thankfully, hasn't changed either.
Throgg. Stats didn't change. His copious vomit is now just a str 5 breath weapon, with no armor saves. Trolls still count as core if you take him. Mutant regeneration rule still applies, but only Throgg has it. Wintertooth is new. Now all war beasts, monstrous beasts, monstrous infantry and monsters can use his leadership (more options). He also now has an 18" presence because of it.
Scyla Anfingrimm. He now has a set movement of 6. Aside from that, stats are the same. He now has a 5+ scaly skin, hatred, MoK, and is unbreakable. Aside from that, he's the same.
Galurach. Has not changed his stats. Breath of Chaos hasn't changed. He is no longer a Loremaster, but his Spirit rule didn't change.
Kholek Suneater. Storm Rage has improved (it now covers all logically lightning-based attacks). Herald of the Tempest just got a new name, and is limited to 24". He can, however, use this move even if he's in CC. Starcrusher still hasn't changed. He hasm however lost, the ability to redirect lightning based spells to himself.
Tzeench: Tzeench now has a dangerous lore attribute. For every 6 rolled, you gain a power dice. This is great, if you're not miscasting. The list for tzeench changed a lot (which is ok, if you're into change.) Gone is baleful transmogrification, Pandaemonium, and Treason. Instead, there'a a lot of damage spells. Infernal gateway is nerfed big time. same rules with str and hits. however, instead of removing a unit on an 11 or 12, you get another d6 hits and they're automatically str 10. Glean magic (the 4th spell) is pretty nice. You can kill a Caster's level by 1 AND takes one of his spells from him (the enemy forgets the spell).
Nurgle: The Grandfather seems to love giving buffs now. His lore attribute now gives +1 wounds and toughness to a wizard who rolls a 6 after casting a successful spell, PERMANENTLY. He seems to take from lore of shadow a lot. His spells can either buff your own guys, or debuff enemies, which is nice. I'm planning on running a Nurgle wizard in my cavalry list, so I'll delve further onto that at a later date.
Slaneesh: Slaneesh seems to like CC a lot. each successful spell gives the wizard +1 atk and initiative on a roll of a 6, though the buff is only till the wizard's next casting phase. Similarly, most of the Slaneesh spells seem to give units always strike last and random movement. Not a bad option
Mutations and Powers:
I'm not going to cover this section too much, as I haven't seen much in the way of people taking them in the old book. However, some of them are really nice (such as gaining a daemon weapon or having a str 4 breath weapon). most of these items seem like little benefits you can get if you have left over points, and aren't spent up on your lords or heroes.
Like all other codices, the number of artifacts have dropped significantly. Some of the old mainstays, such as the banner of rage and blasted standard, are still there, at a cheaper cost. BS did change however; instead of a 5+ ward at shooting, it can now halve the strength of a ranged attack. However, on a roll of 1 (as tzeench is a fickle bastard) the attack doubles in strength. Some of the old items, like Helm of Many Eyes and Filth mace survived. However, most are gone now.
And now, for the moment you all have waited for!:
I saved this for last, since it's usually the most important, and since it's in the back of the book. Archaeon, surprisingly, can be fielded in a 2500 pt game. He cannot, however, be featured on his horse in this format, as his horse costs 70 pts in addition to his whopping 580 pts. He did, however, drop by a good 35 pts between the old and new book. If you want the Swords of Chaos, they're +5 pts per model, in additon to the cost of a knight.
Galurach dropped from 616 points to a mere 510, much more affordable!
Kholek went from 605 down to 545
Sigvald dropped from 425 to 375
Valkia dropped from 410 to only 405 (big numbers people!!!!)
Vilitch dropped from 395 to 380
Chaos lord is still stock 210. Magic items and Mutations are same allowance, Marks are cheaper by a bit for some, more for others, but they all decreased in cost mundane weapons all got cheaper. Mounts: steed didn't change, dragon is cheaper, manticore is cheaper, daemonic mount is the same with barding, but the barding is separate in cost. chariot bumped up in price, and the various marked mounts changed in price, either dropping or raising.
Sorceror hasn't changed either
Daemon prince got a hell of a lot cheaper, and has a lot of options now
wulfrik went from 185 to 180
throgg went up from 175 to 195
festus went from 185 to 190
Scyla is a true hero now, and his points didn't change
Exalted hero didn't change.
Chaos sorceror went up (bleh) from 85 to 110
Now, be warned. All weapon upgrades changed. Shields are generally 1 pt, halberds 2 pts, great weapons and halbers 3 pts, flails are 2 pts, ensorcelled weapons are 3 pts, lances 2 pts.
Chaos warriors went down in price by 1 point per model. Marks are now done by model, making them more expensive to take per unit. Full command didn't chance maintaining its usual cost of 30 pts. However, it's rounded out to 10 points per upgrade. Magic standard upgrades are now up to 25 pts.
Marauders went up to 6 points per model.
Forsaken are core now, but went up to 19 pts per model.
Warhounds are now true core (counting towards core allowance), and can now have vanguard for 2 pts. aside from that, no changes
Chariots are now core, 110 pts. no movement debuff, and all marks are cheaper
Marauder horseman went up to 14 pts
Hellstriders didn't really change
Chosen are the same. Champ can't get a mutation or magical item though
Knights are the same cost, but lost the ensorcelled weapons stock. they can be repurchased though
Ogres went down to 33 pts, but lost the ability to get chaos armor (no longer comes in their size i guess)
Dragon ogres dropped to 60 pts per, got a cheaper champ, and gained access to halberds
Trolls dropped to 35 pts, and gained the rights to hand weapons
Chimera's new, at 230 pts
Gorebeast chariot is a new unit, at 130 pts
Warshrine is now 125 pts, is Special instead of rare, and marks are cheaper
Hellcannon went up to 210
Shaggoth dropped from 265 to 215, and his upgrades are cheaper
Giant is cheaper, marks are cheaper, and confer either +1 str, 6+ ward, +1 toughness, or +1 init
Chaos spawn went down to 50 pts per, and their marks jumped all over the place for cost
Skullcrushers went up in cost to 75 pts, lost their ensorcelled weapons (which must be bought now) but their command is slightly cheaper
Overall, I feel as if the army book didn't improve, so much as it shifted. Units are now a little less durable than the were, but not by much. Marauders are more costly, but again, complain enough and eventually GW will appease you whiners.
What seems to have improved is that, for one, that stupid loophole of sacrificing champions to challenges to deny EotG rolls is no longer a thing. I like how the warshrine works now (who wouldn't like 3 daemon princes popping out of their units?) though i will miss giving units buffs. Also, it seems as though taking anything with the word "monster" in its unit type is the way to go. It's more of an Alpha strike army, rather than the slow grinding machine that trudged across the field, then across your army, to the other side of the board. I'll keep playing them, the come back in a little with a more developed review.