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Wednesday, March 27, 2013

Mechanisms of Mal’al



The Masters of Malice


It’s been less than two months since Chaos Daemons and Daemons of Chaos books hit the shelves, and already talk has died out on the interwebs. Some speak in hushed tones and others tout the strength of these books, but I for one am still finding lots to love about Chaos Daemons in 6th. At first glance, some things look way stronger than they are. Horrors and flamers for one, as they used to be the shooting end of the Chaos Daemons book. Now shooting is almost totally gone in the 6th edition book to be replaced by horde mechanics and fast assault units, oh which the book specializes in. At least five units in the codex have the ability to contact close combat on your second turn, in and of itself an amazing feat. This is made better by
Mal'al cares not where the chaos flows,
only that it comes with malice....
the fact that daemons now have a way to overcome their lack of grenades in a heavy cannon unit that may end up a must have. Over crowded fast and heavy slots hurt the codex, as do over priced headquarter units, but super cheap and decent troops balance this out. With the silly Warp Storm chart, mono-god armies seem to be a good idea but honestly the only decent lists seem to be a potpourri of a little bit of everything.  It took me a few weeks but I’m finally happy with the list I developed, even though there’s some debate about the Bloodthirster.

1850 Chaos Daemons
Slaves Of Malice
Hctib Enrohk, Blood Thirster(Eternal Blade)
Wolthlkay (Slaneeshi Herald(Steed,Portalglyph))
Kanrak
Elite
Flamer slaves with boss
Troops
Plaguebearer slaves(10 with boss)
Plaguebearer slaves(10 with boss)
Plaguebearer slaves(10 with boss)
Daemonettes slaves(15,boss)
Daemonettes slaves(15,boss)
Fast
Flesh hound slaves(10)
Flesh hound slaves(10)
screamer slaves
Heavy
Enrohk Cannon
Enrohk Cannon
Total 1849

Friday, March 22, 2013

Sons of Silence @1850 for 6th edition

So far this is what I've got for my Sons of Silence at 1850.


+++ 1850pt Chaos Space Marines 6th Ed (2012) (Primary Detachment) Necrons 6th Ed (2011),(Allied Detachment), +++
Chaos Space Marines
+ HQ +
Ragey McRagerson - Chaos Lord
        Axe of Blind Fury, Bolt Pistol, Gift of Mutation, Juggernaut of Khorne, Mark of Khorne, Sigil of Corruption
 Force Axe - Sorcerer
       Aura of Dark Glory, Bolt Gun, Close Combat Weapon,  Psk Level 2
+ Troops +
Chaos Cultists
        22x Cultists
 10x Chaos Space Marine
Plasma Gun, Plasma Gun, Aspiring Champion, Close Combat Weapon
+ Fast Attack +
Heldrake
        Baleflamer
Heldrake
       Baleflamer
Chaos Spawn x3
 + Heavy Support +
Maulerfiend
        lasher whips
Maulerfiend
          lasher whips
Necrons
+ HQ +
Necron Overlord
       Mindshackle Scarabs, Warscythe
        * Royal Court
Harbinger of the Storm
                Voltaic Staff
Harbinger of the Storm
                 Voltaic Staff
+ Troops +
 5x Necron Immortal
            5x Gauss Blaster (Gauss Weapon)
        * Night Scythe
            Twin-Linked Tesla Destructor
5x Necron Immortal
            5x Gauss Blaster
        * Night Scythe
            Twin-Linked Tesla Destructor
Fortification
Aegis Defense Line with Comms relay

One Mans Take on Marines of Chaos

It's been a little while since both Chaos Space Marine and Dark Angels codices came out to great fanfare which generally turned to disappointment. I won't review the Dark Angels codex, because it isn't one I use often enough to comment, but aside from the really sub par flyers, it strikes me as being very decent for 6th. Now further forward onto chaos!

    First lets discuss the obvious controversy, Mr. Heldrake. When the book first released only a few of us realized how good this thing is. Then the arguing started, is it 90 degree firing arc, is it 180, maybe even 360?      I was always in the 180 camp myself, as I am with the Necron Doomscythe. When the FAQ hit the fan, Chaos had a bonafide marine killer via Mr. "I shoot fire out my ass" Heldrake with his 360 line of sight. While I don't agree with it, I will abuse the hell out of it. Now onto the review.

      There are several areas where Chaos Space Marines came out ahead, mainly fast attack and headquarters. The special characters are all pretty good, and Huron and Abaddon are great. Generic HQs like the sorcerer, the lord and the Dark Apostle are also great. In fast attack, CSM has come out on top of any other codex in the game, maybe even better than Tyranid elite choices. You've got the astounding Heldrake, great bikes and spawn, and really solid raptors with the only stinker being warp talons. Here's where the virtual gold ends, as we now delve into the sub par troop choices. Yes, we get cheap chaos marines, but being 1 point less than a dark angel with better weapon options is a real buzz kill  If you don't realize how big a game changer a rule like "And They Shall Know No Fear" is, you don't know the game. with no reliable way to get fearless or ld 10, chaos really suffers compared to Dark Angels. This is almost mitigated by the super cheap cultist. While cultists aren't honestly good in and of themselves, they can be used to great effect and comparing them to things like termagants or imperial guard troops isn't fair, as CSM doesn't have those available. You could easily ally in some Imperial Guard units, but then you kill off your other ally options. Cultists are a tool, and as a tool they enhance the codex. Now we have the classic FOC swaps of cult troops and chosen, but honestly with the lord taxes most of the options aren't that appealing. Speaking of elites, we have many units that could have been so great, but fell flat. My expectations for chosen were high, but points cost or the lack of fearless killed that. Terminators are a very middle ground unit. Not great at anything, but a Swiss army knife you can use to do many things well. Mutilators are a filler unit in the codex and do nothing that an obliterator can't do, but with the benefit of having no guns. Possessed honestly aren't bad at all, and could be really good if you get them into combat. With only an expensive land raider as a delivery system, that's easier said than done. Heavy support is crowded with no astounding choices, but some very very solid ones. Predators are still good and av 13 in 6th isn't as bad as feared. My favorite of the new models, the Maulerfiend is a great unit, fast as hell, mean as shit and carrying tentacles that make any hentai fan giddy. For what it does, it's also a cheap unit with a measure of survivability. Havocs, obliterators and forge fiends are all solid choices, although obliterators cost more and forge fiends are overpriced for what you get (the model helps this by the "rule of cool".) We have left the Defiler, Vindicator and the land raider for last as while none are BAD per sa, they are all sub par choices and might be situational at best.

       All in all, it isn't a great codex, but it is a good codex and as 6th edition continues on, it might be solid. With the accelerated pace of Games Workshop releasing a codex or army book every month, we should know quickly how well Chaos Space Marine stacks up. Tau are due beginning of April, so let's hope the rumors are kind.

State of the Union, Take 3

With the return to the spring semester and work going full bore, I've not had time to post in a while. First things first, There have been 3 codices and 3 army books released since my last post for 6th edition. I haven't really read the WOC book or DOC book for WHFB, but I do have and have had time to go over all 3 of the 6th edition codices and while they are all sub-par, I'm hoping this is the set tone for 6th. Lots of releases for TCGs, in fact too many for me to discuss at length so I'll only try to cover a few of the cards and mechanics I really like. I've been playing the Defiance beta as much as I can also and just want to say it’s been a great experience so far. Graphics are in line with what’s out now, but it's so FAST for an online game, I can hardly believe it.