Jump to content

Recommended Posts

As chaos knights there will be a way to soup chaos daemons without screwing with your legion trait. For super doctrines thats a mono faction buff.

So do you mean like daemons in the same detachment? Since the Legion trait is a detachment ability? Or is the Legion Trait no longer a detachment ability

 

 

Tomorrow Kill Team reveal could be Traitor Guard.

It's either traitor guard or something for Chaos related for Warcry. It looks like it has a top knot, which is weird. I'm hoping for Traitor Guard though

Hard to tell off a silhouette, but looks like it could just be some form of fabric on the back spikes rather than a topknot

Tomorrow Kill Team reveal could be Traitor Guard.

 

4CDDD0F6-A8AD-4080-B3AA-88DD071C2488.jpe

 

Oh god.

Looks like he could be wielding a shotgun there. Was surprised by the lack of autogun with the cultists, could this perhaps hint cultists for melee, renegade guard for shooty?

 

As chaos knights there will be a way to soup chaos daemons without screwing with your legion trait. For super doctrines thats a mono faction buff.

So do you mean like daemons in the same detachment? Since the Legion trait is a detachment ability? Or is the Legion Trait no longer a detachment ability

 

 

I don't think so.

 

To have a battle forged army, all your detachments must share a top-level faction keyword. This can be CHAOS, IMPERIUM, or XENOS. From there, they can have different sub-faction keywords, like Chaos Knight or Heretic Astartes. 

 

Superdoctrines are only for armies where every model has the same sub-faction keyword. The exceptions to this are keywords like Agent of Chaos, Agent of the Imperium, Inquisition, along with models with special rules (like Cypher and Fabius Bile) that allow you to include them without affecting the rest of the army.

 

So Chris' comment left me a little confused. Here's the wording for Fallen Hero from Codex: Chaos Knights.

 

https://i.redd.it/fm1bcuvsfzs81.jpg

 

"If this Detachment is a Sup[ear-heavy Auxiliary Detachment that contains one Dreadblade unit, unit the end of the battle, that unit gains the Agent of Chaos keyword. Only one Dreadblade unit from your army can have this keyword. The inclusion of a Dreadblade Agent of Chaos unit from your army does not prevent Chaos units in your army from using any rules that require every model from your army to have the same keyword (e.g. Contagions of Nurgle, Cabbalistic Rituals, etc.)"

 

My understanding is this means Chaos armies could field a single Chaos Knight and keep their superdoctrine. It sounds like Chris is saying Daemons will have something similar, but that it will not allow a superdoctrine.

 

Given that we have 0/3 Codexes in hand, I think I will wait to read them before saying we know the answer. But the ideal would be to run a CSM, Daemon and Dreadblade detachment together without losing any faction traits or superdoctrines. 

Do we know how forge/maulerfiends are looking apart from going to 3+ WS/BS?

Probably safe to just assume they will be the same as they are in the Thousand Sons codex.

I really hope that the dark commune has a rule or something that allows it to not take an hq slot, its very crowded there at the moment, maybe if you take a unit of cultists you can take the commune in a free slot maybe?

I know CSM's are really spoiled for choice here, but why do you think that would be the case? I mean, isn't it specifically an HQ for cultists? Still though, I doubt it will be overly costly points wise, so just take 6x 10 cultist squads at 330pts and run a brigade to get 5x HQ's and problem solved.

I'm overall happy with what we've seen. I'm into painting and collecting just as much as playing so I'll pick up everything at some point. I know I'm getting some possessed along with the dex when they come out. The cultists have nice sculpts I just don't know if I'm sold on the overall aesthetic they have going. I'll probably pick some up to paint or if cultist hordes is a viable/competative option, just have to wait and see how IW interact with them.

 

 

 

 

Do Forge and Maulerfiends get AoC?

Yup. Anything with the heretic astartes keyword.

Ooh that means the Blood Slaughterer too then. Im hoping its usable with the new WE stuff

DG got a plastic Bloat Drone (Greater Blight Drone) when they got their codex, not saying that means WE will get a new plastic Blood Slaughterer, but if history repeats itself then maybe!

War-com mentioned that beserkers were absent from the codex. This suggests that cult troops will no longer be an elite option for the undivided legions. Was that one of the existing rumors?

Yeah I'm fairly certain Chris mentioned all the cult troops were missing except noise marines, and they are EC only.

 

I really hope that the dark commune has a rule or something that allows it to not take an hq slot, its very crowded there at the moment, maybe if you take a unit of cultists you can take the commune in a free slot maybe?

I know CSM's are really spoiled for choice here, but why do you think that would be the case? I mean, isn't it specifically an HQ for cultists? Still though, I doubt it will be overly costly points wise, so just take 6x 10 cultist squads at 330pts and run a brigade to get 5x HQ's and problem solved.

 

 

No idea really, its just simply what I'd like to see, but I think you're right in that maybe a brigade is the way to go.

 

I typically try to avoid brigades due to the fact I find it harder to squeeze everything in, also totally dependant on what level of points you're playing at.

 

Curious to see what the communes rules are, would they be good just sitting backfield with a blob of cultists on an objective? Maybe with the Nocolith Crown as CWC has said previously - getting the command points on offer. Or could they buff cultists enough to be an advancing threat that is aggressive?

Either way, for my Word Bearers, very happy!

 

War-com mentioned that beserkers were absent from the codex. This suggests that cult troops will no longer be an elite option for the undivided legions. Was that one of the existing rumors?

Yeah I'm fairly certain Chris mentioned all the cult troops were missing except noise marines, and they are EC only.

 

Chris mentioned they were no longer in the codex, but could still be taken, they just wouldn't benefit from army rules, but wouldn't prevent CSM rules either. Noise Marines are Troops for EC only, you can still take them as the other legions too

 

Tomorrow Kill Team reveal could be Traitor Guard.

 

4CDDD0F6-A8AD-4080-B3AA-88DD071C2488.jpe

 

Oh god.

Looks like he could be wielding a shotgun there. Was surprised by the lack of autogun with the cultists, could this perhaps hint cultists for melee, renegade guard for shooty?

That was my guess.

I really don't want to see any more cultists, or cultist type models. Yes, I know they are part of the lore, part of the background, but so many models are so old, there is way more to do here. 

 

This is just me thinking here which is often not a good idea, but my fear is cultists and variants get some great rules, hence lots of cultist type releases and trying to plug dozens of these in every "CSM" army lists. (Look at the new Tzaangor build coming for Thousand Sons).

 

Regardless, I don't care if that becomes a build, I do want to see some wicked old models replaced. Even the Defiler has use in lists, but the giant washing machine with legs is just really begging for an upgrade, and I want to see a real dreadnought kit and some of the old characters touched up (Huron please and thank you!).

 

For rules, I'm still trying to figure out how this all blends together. We finally have some decent looking army wide rules (IE: "chapter tactics" and "super doctrines" and our beloved marks brought back). 

 

I also keep thinking it's in their best interest to replace the Rhino. But anyway, I'm still wanting more power armour related stuff! I feel like very little of the reveals have been actual CSM and more kind of followers of chaos stuff, which is fine, but just compliments my personal theme of bitter marines. :smile.:

Edited by Prot

So, traitor guard Kill Team confirmed along with the return of the commissar and ogryn from Blackstone Fortress.

 

Hopefully we can get the traitor guard in a separate box eventually. Wonder if they'll give the fallen commissar and ogryn rules in the new Chaos codex.

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.