Slight
distraction for today.
I had the
latest Imperial Armour book arrive yesterday and today I have been nipping in
and out of it and putting some thoughts together in my head.
When the
last Guard codex came out I started looking at my Militia with thoughts of
bringing it up to date and possible re-organising everything. One reason why I
didn’t get that far with this was the hope FW would provide an updated list(s)
from their Vrak books.
And here it
is.
So the first
thing that grabbed me was the options you have when picking the sort of army
you want.
The choices given open up many opportunities for you to theme your force and no two
armies ever need to be the same.
There are
two things which help create your theme.
The first is
the option to upgrade your Demagogue (your Warlord basically) who leads the army with one of six ‘Devotions’.
Each Devotion brings something different to the plate such as affecting the FoC
e.g. moving choices from one slot to another or unlocking other choices, it may
bring additional upgrades to your force such as turning Vet squads into
grenadiers, it can affect the Demagogue itself but there may also be
limitations or stipulations you may have to follow.
So thinking
out loud here are the Devotions and the sort of themes you can go with each one...
Primaris-rogue Witch – A dangerous psyker gathers a coven and
twists the minds of Imperial citizens and unleashes his dark desires onto the
unsuspecting populace...This devotion makes your Demagogue a Psyker and
allows you to take Rogue Psyker Covens as Elite choices (they are normally HQ).
Potentially that is 20 of them roaming the battlefield.
Mutant Overlord – The undermasses rise, an enigmatic leader unites the scum and unwanted
who lurk in the underhives and they rise to claim their rightful place...basically
if you want mutants this is the one. Huge mobs of mutants backed up by Spawn
and Mutant Ogryn.
Master of
the Horde – an unending wave of heretics and traitors...Infantry squads can be
30 strong and as they are wiped out they
turn up again.
Arch-Heretic Revolutionary – true believers with an unshakeable faith, no
mere dupes these but the fanatics who believe they will take their rightful
place...With the option of upgrading Infantry and Vet squads to Fanatics
and taking up to 10 Enforcers the army will have more chance to stand their
ground.
Heretek Magus – What started as an innocent step to expanding more knowledge led to a
dark path of corruption...the closest thing you can get to a Dark
Mechanicus list (until FW get to them in the HH series I suppose). Decimators
and Defilers plus feel no pain to troops as an upgrade.
Bloody Handed Reaver – When the rock upon which your castle is
built turns to sand your castle will soon fall...You want Traitor Guard
with added gribbles, this is the one for you.
So the
Devotions allow you to tailor your force into a theme or story, you can then add
Covenants to your army.
These are
dedicated to each of the four Chaos Gods. When applied to the Demagogue it
again opens up new options.
No Covenant – This opens up taking
Marauder units as an option, think Space Pirates/Mercenaries.
Khorne – Unit of Blood Slaughterers for
an Elites choice.
Nurgle – Unit of Blight Drones as Elite
and Plague Zombies may be taken as a Troop choice.
Slaanesh – May take a unit of Noise
marines and/or Sonic Dreadnought.
Tzeentch – Can take up to 3 Spawn units
as Troops.
Covenants
give bonuses when purchased for squads, such as Feel no Pain for Nurgle. You don’t have to take the same Covenant for each squad giving you lots of variety and conversion
potential throughout the army.
While GW is
busy happily ripping out options from Codex books (like being able to use the
Ork Codex to field Speed Freaks or a Dredd Mob) FW are happily sticking in as
many as possible.
The
Devotions remind me of the options you get in the Heresy books to upgrade your
Praetor. Each options opens up a theme for the army (planetary assault force, armoured
column type and so on). Based on one army list you can create radically
different armies in both play style and visual make up.
Now onto the
actual army options – these are not all of them as frankly I haven’t got the
patience to do all of that, these are just the highlights I have picked out.
The basic
trooper is, well, basic, only BS/WS 2 and no armour but with up to 20 men in a
squad and up to five squads in one Troop choice. You can create masses of cheap
cannon fodder if you want.
However they can be upgraded to bring them basically
on par with Guard.
They have
kept the random Leadership value from the Vraks list, attached Enforcers (a HQ
option) can give a boost and there is equipment to give you a bit more hope of
them staying around.
You lose the
option of Special and Heavy Weapon squads (which for me is a big loss) but
those big squads can take more weapons, to a point as you have to chose between
taking more special weapons or taking the Vox or Chaos Sigil to help keep the
squad in place.
More troops
come in the shape of Mutants – up to 50 strong. If you give them a Covenant as
well these could be a right pain in the arse to face, and if you took the
Nurgle Covenant Plague Zombies, again up to 50 strong with the potential to ‘recruit’
more to the fold.
Now one
thing that has bugged me is that FW have taken a few weapons out, the squads
have the usual options for special and heavy weapons...except no Demo Charges
or Mortars (for infantry/vet squads) or Heavy Flamers. To me I find it odd. I
can understand, and fully agree, that the Renegades should get some
restrictions and not have exactly the same choices as Guard to help show the
difference. Renegades may be a rabble, poorly equipped and trained so it makes
sense they can’t get everything. However mortars and demo charges are simple weapons
which are easily built and maintained. They can be even be improvised and thus
seem a perfect fit for this type of force. Yet they don’t get these and instead
still get plasma, melta and lascannon – surely high end weapons hard to
manufacture and maintain. The only way to take mortars are part of HW teams
selected as Heavy Support. So do I take tanks or Heavy Weapons...?
On a
personal note my demo charge guys and mortar teams are some of my favourite
conversions I did ...
Buy buy Demo Charges... |
Other things of note...
Cheap light
tanks in the form of Salamander squadrons.
Cheap
sentinels, only BS and WS 2, with up to six in a unit. These can be upgrade to
WS & BS 3 but I am liking the idea of six cheap sentinels with heavy
flamers running amok for about the cost of two chimeras.
While there
is the Valk as an option you can also take Arvus squadrons with improvised
mounts. Dirt cheap air support with transport capacity.
All the
tanks come with the same base of BS2, but with the option of upgrading to BS3.
Which in most cases I think you would take.
Heavy
Weapons squads can be taken numbering 3 to 6 teams. You can’t take a platoon of
multiple squads, so if you want two squads you would fill two Heavy Support
slots. Seems very limiting when you consider the options allow you to take
things far more powerful such as five Wyverns or four Thudd Guns in each HS
slot.
Mortars or Tanks...what a choice to make me make. Bastards. |
Rapiers!
Enough said.
The Lords of
War which are available depend on your Devotion, though many Malcador variants
are open to everyone.
So, what are my thoughts?
Keep in mind
I have not fully read everything, this is just first impressions.
I like the
list, bar the odd thing I find a bit strange what Forge World has done gets a
thumbs up from me.
This isn't ‘Guard
with Spikes’ - it has its own flavour and has many, many options that allow you
to undertake a wide range of themes. This results in many modelling and painting
possibilities which is exactly what I want to see in an army list and what I
think is missing from the latest round of Codex books.
Am I going
to use it I wonder to myself...probably, almost certainly. I will miss some of the things I have in my army that I can't move over and I will have to make some hard choices.
Even though
it means having to pull apart some models and some things, like my Marbo
conversion are completely dead now (but then he is dead when it comes to the Guard 'dex as well...thanks GW), the list is what I want. A proper Chaos
Renegades list. I use the Guard codex at the moment as it’s the only thing
available but now I have this in my hands it is hard not to feel the pull.
I'll miss you Mr Chaos Marbo man. We had fun you and I. |
I now need to
finish painting the Daemons so I can free up the time to sort the Militia out,
then I’ll get to painting the tanks and vehicles while Sheep gets to painting the
infantry...
Oh and build the Warhound I've had sitting in a box for years.
This post wasn't meant to be this long or wordy. If you got through it congratulations. Have a biscuit to recover.
Nice quick overview. My friend Andrew should be getting his soon as well, so this gives me an idea what to expect!
ReplyDeleteAlso makes me curious to see what Forge World does when they update the Eldar Corsair list.
Very cool! Really looking forward to getting my hands on the book - doubly excited now that I've read your review!
ReplyDeleteCan't wait for the pdf... Wait, is that even legal?
ReplyDeleteIf only...i'd still buy the books but I would also love a pdf version to come with them.
DeleteGood review, shame some of the decisions have affected models you've converted, but it always happen with changes to lists.
ReplyDeleteLook forward to seeing what you come up with list wise.
Nice, seems like FW did a pretty good job once again.
ReplyDeleteThanks for the review.
ReplyDeleteCheers for the comments...always happy to provide a service...
ReplyDeleteThanks for the overview. Sounds like lots of great options aside from the mortars and demo charges.
ReplyDelete