Showing posts with label Chaos Space Marines. Show all posts
Showing posts with label Chaos Space Marines. Show all posts

Wednesday, April 6, 2022

Allies of Inconvenience: Bonus- Post Adepticon Road Show

Join Evan and Chris for their on the road ramblings as they now return from Adepticon 2022! The last of our road show episodes, come along for our shenanigans as we generally goof around to pass the time and cover our amazing time at Adepticon 2022. As with all roadshows, this is unedited and will have background noise, but maybe you'll feel you are along for the ride on your commute!

Listen/Subscribe on any of the following platforms


Friday, April 1, 2022

Codex: Raid on Titan - Our Adepticon Malal Theme

 We are back from Adepticon with a medal for best display for our Raid on Titan board. Along with the board (which will get more coverage soon) we handed out a "Codex" to our opponents and a few lucky other individuals at the tournament.

The basic premise of our theme is Malal is trapped under the Grey Knight's Fortress Monastery on Titan and the Sons of Malice are heading there to set him free.

You can download and read our codex here

CODEX ASTARTES: RAID ON TITAN

Now I want to make it clear, most of what is in this is us connecting the dots and not making up fluff. We spent a lot of time researching Malal and the Sons of Malice to pull this all off, but before you scoff

  • Malal really is the God of Anarchy
  • The Grey Knight's Fortress really is under Mount Anarch
  • The Sanctum Santorum really is a bunch of Tesseracht Vaults holding daemons
  • It really is guarded by 44 Purifiers
  • Malal's sacred number really is 11, and he really hates the 4 chaos gods
  • Malal's colors really are black and white (which combined make what?)
  • The Sanctum Santorum really is having issues containing daemons after the opening of the Cicatrix Maledictum
  • The 11th "Doomed One" really has only recently been chosen
All we did is connect a lot of dots and put together a cool theme.

The truth is out there...


Friday, May 28, 2021

Imperial Armour Compendium Critical Review: Part 6- Chaos Space Marines, Death Guard, and Chaos Daemons

 A Continuation of our 11 part review of the Imperial Armour Compendium. This time we are diving into Chaos.

Sorry for the long delay. Just more and more life has gotten in the way and I find myself without time lately.

I am really trying to not be salty in this, and I am going to be as factual as possible but maintain a critical eye, the intent of which is to inform you and maybe, just maybe, let GW know we notice and care about this stuff. The details matter in an expensive hobby like this, and if it takes a small time blog to hold them accountable then so be it.

This review will be an in depth 11 part series, and I will update and link each successive article below, so keep checking back for updates.

So first off all, follow the link above to Part 2 and read that, because most of it is identical. Anything that used to be a Hellforged Varian of an SM vehicle is now the same as its SM variant, just with Chaos Keywords. The only difference really to note is that now Chaos follows their space marine equivalents almost directly, where as in the previous edition Imperial Armour index, some weapons were uniquely made "Chaosy" like Ectoplasma cannons instead of plasma cannons and Butcher Cannons instead of Autocannons, and now they all share instead.
This covers the Contemptor, Leviathan, Land Raider Variants, Predator, Scorpius, Sicaran Variants, Deredeo, Rapiers, and Super heavy tanks and any Space Marine Flyer. This also goes for the Terrax Termite drill, even though it is not Hellforged. Of note, the Chaos Vindicator Laser Destroyer was forgotten in the FW compendium and is only in the FAQ on warhammer community.

Many of these vehicles have marital legacy as well, covered extensively in the SM Article linked above. But for this one, lets just same I am not a fan.

Additionally, at the time the books came out, they had removed the ability for 1k Sons and Death Guard to take any of the Heretic Astartes vehicles. Fortunately this has been fixed in the FAQ, and they now operate as Bubonic or Arcana Astartes.

And before I go to the Data Sheets, its sad to see all the Dark Mechanicum, Vraks Characters, Spine beasts, plague toads and Plaguehulk all go to legends

Chaos Space Marines

Decimator- Improved. Went up in W (but now has a degrading profile).  Butcher cannons were nerfed and lost a point of S and no longer modify target LD. The C-Beam Cannon was made into a conversion beamer, which up close doesn't have a good of AP, overall this is a improvement because of the more consistent damage, more shots and blast.  The Hellflamer was boosted with range like all flamers. Slight nerf to the soulburner as it now has to roll to wound to do a mortal wound, but its on a 2+. The storm laser gained range by 12" and gained a shot.  And the decimator claw went from +2S to x2S. And all of this with really no change in points

Greater Blight Drone- Nerfed IMO. Now a single profile instead of a degrading one.  Lost a point of LD but gained a point of WS. Lost 3W and infernal regenaration but gained disgustingly resilient. Gained shots on their bile maw, going from a D3 pistol to a d6 assault, but lost a point of S, AP and went from D3 damage to 1. Blightreaper cannons went from 2D to 1D and Plague Probes went from D3 damage to 1D. The biggest thing IMO is their 4+ explosion went from 7" D3 mortals to 6" 1 Mortal. They also separated this out for a datasheet for Death Guard specifically, 

Dreadclaw Drop Pod- Major Nerfs. Slower,  Lost a wound, lost Toughness, but no longer degrades on S and A... but really how much charging are you doing with a Dreadclaw? Thermal Jets are now an ability instead of a weapon that does mortal wounds to 1 unit instead of automatic hits on all units it passes over. It lost the Mchina Malifica and/or Hateful Assault abilities, meaning it no longer eats its people to heal or add attacks for charging. When it explodes it does only 1 mortal instead of D3 (and D6 against psykers!). Its blade struts did get stronger, and it didn't change points. I don't know why they hit it so hard with nerf bats. BUT it did gain drop pod assault, so its got that going for it. 

Blood Slaughterer- First of all it went to a single profile from a degrading one, so that is a nice boon. But instead of starting at S8 and 6A it now stay at S7 and 5A the whole time and is 9W instead of 10W, but it is BS 3+ and the Impaler Harpoon did gain 6" in range. It no longer has blind fury, but that's probably a good thing. Points went down by 15 points (per the last munitorum field manual). Overall probably a neutral change, but these aren't that common to begin with because they ultimately are just meh. Probably some cool tech in a Daemon Engine list, but nothing to write home about. 

Hell Blade- Minimum speed went barely up and it gained a wound. Helstorms turned into Auto cannons, which is a major improvement, gaining 12", doubling the number of shots and increasing S. They are 1 less AP and 1 less D and no change to do mortals (on a wound of a 6+ on the old profile). But the damage output is going to average higher and be more consistent. In unfotunately lost is Skyborn Predator rule though, which made it deadlier against other fliers. It did go up 5 points for base profile, but if you swap out for Lascannons, its 5 points cheaper.

Hell Talon- Faster as it degrades and gained 2 wounds and basically doubled attacks. Same weapon changes as the hellblade. The bomb was greatly simplified from 3 different affects to choose from to one you can use twice. Less useful against large units, but better against a cluster of small units, potentially decent for sniping characters with. 30 points cheaper too.

Greater Brass Scorpion- Gained 8W, went from 8/6/4 Attacks to flat 6 and 10/8/5 S to flat 8. Degrades with WS/BS now. The Soulshatter bombard is now just a Demolisher Cannon, and lost 2 points of S and no longer does more damage against Vehicles, Buildings and Monsters. The Hell Crusher Claws did gain a profile for mauling through hordes, making 3 attacks for each 1.  Scorpion cannon got weaker and less damage but gained 5 shots. And the hellmaws gained a range boost like other flamers. Explodes now on a 5+ instead a 4+ which is dissapointing. No longer forces perils onto psykers targeting it, but instead can ignore psychic powers on a 4+. Ultimately though, its a model with 28 wounds, and that makes it a 9th ed vulnerability with targeting rules. 

Kytan Ravager- No longer degrades in Attacks, instead in WS and BS. Gained 4W and now stays S8 instead of 10/8/5. Its slash melee attacks went from D3 damage to 2 flat, so it should average out to be the same, bit can no longer whiff. 30 point increase. But this is still a unit at 26W, which is a huge liability in 9th edition. 

Kharybdis Assault Claw- 75 point increase for the same nerfs really as the Dreadclaw above. It did gain 4 wounds and flattens out on S at 8, but it degrades worse with WS and BS now, has fewer attacks, and slows down. The Storm luncher is improved with a krak and frag version instead of 1 middile version. Blade struts are improved as they were on the Deadclaw. but the melta array is unfortunately half the S, down from 16 to 8. It does and the standard 9th ed damage bonus for melta though.

Chaos Daemons-

Uraka the Warfiend- Stat line improvements in M, S, W and A. Big Nerf to his shooting attack, going from D3 to 1 shot and D6 damage to 3. Range did double though and it is stronger. Melee damage improved to 3, but lost its ability to do d6 damage on a wound of a 6, so while more consistent, the big exciting gamble is gone. His tally mechanic was greatly simplified, but isn't as good overall IMO. And instead of a +S and A aura he now has a reroll aura. 5 point reduction. 

Mamon Transfigured- Much like Uraka, he had some stat line boosts, shooting profile impovements and more consistent damage out put for melee, all with a significant 70 point drop.

Cor'Bax Utterblight- some stat line tweeks as well for better more consitent output. Gaping Maw as nerfed extensively though, but it did gain the ability to swallow a model whole instead. Its putrid demise (explode) got smaller as well.  IMO this daemon was nerfed when all the others were boosted.

Scabeiathrax the Bloated- Massive points drop with some minor decreases in stats to bring him into the realm of playable. Horrific Vomit was made both more consistent and gained blast. Blade or decay has a higher average damage output now and rerolls built in.  He does do 1 less psychic power a turn than previously, but IMO he still has "it" and isn't a bad thing to consider, but Im not aware of current GUO stats either.

An'ggrath the Unbound- Much like Scabbie, massive points drop with some minor decreases in stats to bring him into the realm of playable. The axe of khorne picked up a second profile for dealing with hordes, and its higher damage profile wend fromd6 to d3+3. 

Aetaos'rau'keres- Points more than cut in half from 1500 to 700 with only minor stat reductions and a few improvements event (such as max S). It did go from 2d6 to d6 shots on its staff however, with 1 less S, and its warpfire talons are less for doing extra damage to large things through mortals to know being used to fight hordes. The mantle of twisted fate was made more effective and it gained the master of magics rule, making it a buff aura for S. 

Zarakynel- Decent point drop, about 150. but not as significant as above. some minor stat line tweeks, both good and bad. Its slicing claws went from being a strong melee weapon to being a dedicated anti-horde weapon, generating up to 24 A with them. The Soul eater blade also improved in its killing potential with higher S. 

Overall, much like SM, the Chaos SM stuff was nerfed pretty badly IMO. However, daemon players should rejoice. 9th edition is an infantry heavy edition, so with all the weapon profile changes to aid with hordes and the massive points drops. the have some good potential. Time shall tell if they get the love they deserve by players. Really their biggest impediment to use in play is model ownership and cost dollar wise.




Friday, August 7, 2020

Non-Primarch Characters that need to make an appearance/come back in 9th

With 9th edition 40k, there will be a whole new round of codicies, which means an opportunity for more and new characters to join the fray. Below I've compiled a short list of some characters from the Lore and previous Codicies that currently have no representation in the game, but definitely deserve some IMO. 
  • Lord Commander Primus Eidolon- The leader of the remnants of the 3rd Legion. Assuming there will be a Codex Emperor's Children as some point, you'd have to have Eidolon as a counterpoint to Typhus and Ahriman in the DG and TS books. I also hope we will see a Codex World Eaters, but Kharn would be the biggest dog there, and he already exists. The Soul Severed though is also still out there, and having him at the head of an army of Noise Marines would just be great to see on the table.
  • Be'Lakor- The First Daemon Prince. Technically he currently, this guy needs to be redone and in a big way. IMO next Codex Chaos Daemons, he needs to be a LOW and Supreme Commander and just be baller. He looks cool, has an appearance in a fairly recent Black Library Audio featuring Ahriman that is worth checking out, and in general just belongs in the game. Added bonus- Triple Release him for 40k, Age of Sigmar and The Old World (once that releases). It just makes sense to have the OG be bigger in the game (and may or may not help maintain the Malal mythos)
  • Captain Alessio Cortez- Missing since Third Edition. This Crimson Fist Captain was the epitome of someone who looked like they've been through hell and came out stronger on the other side. Crimson Fists used to have a lot bigger presence in the Lore and Hobby than they do today. Sure they still have Pedro Kantor, but people used to collect them. They were on the cover of the codex even (yes, there was a time it wasn't Ultramarines). Bringing back this grizzled veteran and having him cross the Rubicon Primaris, and then giving him a model in his classic bad ass pose would really help sell this army again.
  • Dark Apostle Erebus- Voted most hated man in the Galaxy for Ten Thousands years consecutively. The First and Foremost among the Dark Apostle, this Word Bearer has had so much impact on the lore, it would be a shame to bring back Daemon Primarchs and not bring back the man who led them all astray. And while I mentioned in a previous post Kor Phaeron showing up and being a candidate for the supreme commander keyword, I think Erebus would be more celebrated and reviled by the fanbase, and has a greater potential for some cool rules.
  • Asdrubael Vect- How and why the Archon of the Kabal of the Black Heart is not in the game currently, I don't know. I get we went a decade or so at one point without an update to this army, and I can't figure out for the life of me why he didn't get a new model with any of their relaunches. Time to bring back the man with the most hated stratagem in the game.
  • Grand Master Vorth Mordrak- While Voldus is neat and all, he is a pretty lame replacement for someone who could literally summon Ghosts of his fallen GK brothers and take them into battle against Daemons. Seriously, if that isn't grim dark, I don't know what is. Be neat to see him and his incorporeal pals be put into the game like Celestine and her two Geminae. 
  • Chapter Master Tu'Shan- Why are there only Two Salamander Characters in the game? There needs to be more, so I start at the top. Tu'Shan is respected by all he meets and leads one of the most noble Space Marine Chapters there is. What else really needs to be said.
  • Angkhor Prok- The infamous kroot shaper. It would be great to see Kroot on the table more IMO. They have cool fluff and their primitive avian look is neat alongside the futuristic Tau, really highlighting how the Empire is more of a coalition of races. Giving the Kroot a Character again could go a long way to making them playable and interesting. Prok specifically is the one who brokered a deal with the Tau Empire though, so he may be dead at this point, but the idea is to at least get a kroot character back into the game.
  • Captain Uriel Ventris- If Captain Titus of the Space Marine video game can't actually exist, this is the closest we will get to him. Roboute has met him and was impressed by him. Have this modern day Aeonid Thiel offer up some interesting ways for Ultramarines to play on the table. Maybe even make him a dual character profile with Pasanius, his #2, who would be interesting with his Necrontyr right arm.
  • Doom of Malan'tai/Parasite of Mortex- Probably rename them with more generic names (like all the current bugs: Swarm Lord, Old One Eye, Red Terror, Death Leaper), but successors in Spirit. The psychic phase is a big part of the game, so having a bug that is just an absolute beast in that phase make sense. And as for the Parasite, no better reason than to come out with a winged warrior kit. 
  • Old Zogwort- The greatest Weirdboy to ever live. Seeing as there is no current Weirdboy Character, it might as well be him. No excuse at this point for one of the most psychically attuned races in the lore to not have a special character who excels in the psychic phase of the game. And by excel, I mean does completely powerful yet absolutely zany Ork things.
  • Moriar the Chosen/Cassor the Damned- I list both of these BAMFs, and while for personal reasons I prefer Moriar, I would honestly be happy if they just took a note from BA history and made a Death Company Dreadnought Character again. Heck, they could even make him a Redemptor Dread for all I care. It is just cool to have a member of the Death Company entombed and battling for eternity in a huge metal monster body.


And no list of characters returning would be complete without


This Slaaneshi Daemonprince of Metal and Mayhem may have been finally caught by Ko'Sarro Khan, but that does not mean they can't concoct a scenario in which he is freed and escapes to ride once more through the Warp, all shiny and chrome. Ever a true fan favorite, there is little reason to not make an awesome warp dust fueled combat monster on a motorcycle fueled by insanity.

Saturday, April 11, 2020

Allies of Inconvenience- Episode 25: AdeptiCan't and "Fabulous Bill"


Well, we should have had an Adepticon Preshow in March then a Roadshow Special and Adepticon Recap in April... but as you all likely know that couldn't happen due to COVID-19 and the cancellation of the event. However, we still have content to bring you as you sit in self-quarantine in this Frankenstined episode of several recording sessions from both before the event was cancelled and afterwards. We go over hobby progress, the Games Workshop online previews and finish up with a segment discussing one of the most infamous OG CSM, Fabius Bile... or Fabulous Bill as he sometimes is referred to.

00:00 Intro
03:37 Hobby Progress and Games Played
22:18 AdeptiCan't
33:20 Games Workshop Preview Discussion
1:28:01 Fabius Bile Discussion

Songs and Soundclips
Blue Mark- Atlan Urtag
Kaap mere- Bugotak
All Clips: Surf Ninjas

Tuesday, December 3, 2019

WZA 2019- The Death Korps Rides (and fails their charges)

I know it is a month after the event, but finally getting round to posting my WZA coverage.

It was an awesome event. Really well organized and some pretty awesome tables. The location was super convenient right at the airport. Terrain was good quality and nicely varied. LOS blocking without just relying on NOVA Ls or Adepticon Walls. 

SO here is the list I ran. Remember this list/post when I rant about CA2019 next post. I decided on my Krieg for a few reasons
1- The paint rubric (I maxed it)
2- I needed a reason to paint my Metal Stormtroopers (I still have another 40 or so to paint)
3- I haven't used them since the Adepticon 2018 Friendly (pre-rule of 3)... when Deathriders could still be taken EN MASSE and the game wasn't quite as unfavorable to DKK yet. But I digress. Point is it had been a while, so I figuered I had to play with my toys in some capacity.

Necromundan 4th Irregulars (Death Korps of Krieg counts as)
2k pts, 10 CP
-This is an army I have built and converted to look like 2nd Ed/Rogue Trader Guardsmen, but I use DKK rules for them as its the only way to field mass cavalry)

DKK Battalion
HQ- Marshal Karis Venner- 69: Warlord
HQ- Marshal- 37: Chainsword, Hot-shot Laspistol, Relic- Kurov's Aquilla
Elites- Combat Engineers (10)- 89: Watch Master (WM) w/ Power Maul and Shotgun; Vox; 9 x Shotguns, acid grenades
Elites- Death Rider Command Squad- 68: 4 x Laspistol, 4 x Lance
Troops- Grenadier Storm Squad (10)- 113: WM w/ Chainsword and Hot-shot Laspistol; Vox; 7 x Hot-Shot Lasguns, 2 x Meltagun
Troops- Grenadier Storm Squad (10)- 91: WM w/ Chainsword and Hot-shot Laspistol; Vox; 7 x Hot-Shot Lasguns, 2 x Grenade Launcher
Troops- Grenadier Storm Squad (10)- 91: WM w/ Chainsword and Hot-shot Laspistol; Vox; 7 x Hot-Shot Lasguns, 2 x Grenade Launcher
Fast Attack- Death Rider Squadron (10)- 160: Ridemaster w/ Hotshot Laspistol; 9 x Laspistol, 10 x Lances
Fast Attack- Death Rider Squadron (10)- 160: Ridemaster w/ Hotshot Laspistol; 9 x Laspistol, 10 x Lances
Fast Attack- Death Rider Squadron (10)- 160: Ridemaster w/ Hotshot Laspistol; 9 x Laspistol, 10 x Lances
Heavy Support- Heavy Weapons Squad (3)- 30: 3 x Mortars
Dedicated Transport- Trojan Support Vehicle- 98: Heavy Bolter

DKK Supreme Command
HQ- Death Rider Squadron Commander- 45: Demo-charge, Hot-shot Laspistol, Lance; Relic- Laurels of Command
HQ- Death Rider Squadron Commander- 45: Demo-charge, Hot-shot Laspistol, Lance
HQ- Death Rider Squadron Commander- 45: Demo-charge, Hot-shot Laspistol, Lance
Lord of War- Shadowsword- 562: Two Pairs of Twin Heavy Bolter + Lascannon Sponsons, Heavy Stubber, Volcano Cannon, Twin Heavy Bolter

Astra Militarum Vanguard
HQ- Primaris Psyker- 46: Force Stave, Laspistol, Power: Nightshroud, Psychic Barrier
Elites-  Astropath- 26: Laspistol, Power: Nightshroud
Elites- Techpriest Enginseer- 30: Power Axe, Laspistol, Servo Arm
Elites- Death Rider Commissar- 35: Chainsword, Laspistol


Heads up- this post focuses on a lot of my bad luck and inability to connect. That is not to say my opponents were not good talented opponents. I think of my Ls, I only would have had a shot of a W in rounds 2 and 3. 1 and 4 were always going to be losses. But some of my bad luck was almost comical (rerolling everything on a shadowsword full profile and doing 0 damage), and really set the theme for my weekend.

Game 1- LOSS vs Custodes/Admech
Quite possibly my best opponent of the weekend, though they were all great (espeacially rounds 4 and 5 as well), but this player went on to win best Sportsmanship, so no real surprise. While I had fun, the way this game played out really indicated to me how the weekend was going to go and made me wish deep down I had brought my Custodes. I had to go second. Lost my Shadowsword top of 1 before I could use it. Then proceeded to fail multiple Death Rider charges against vehicles, even with a Reroll. I wasn't tabled and managed to get a few points, but I took a big L.

Game 2- LOSS vs Space Wolves
This is the game I felt had only 1 of 2 things gone differently I could have given my opponent a run for his money.
1- If I had gone first/seized
2- Had I not failed a charge vs Veteran bikers
So going second stunk because there is nothing you can do to mitigate what 2 invictor warsuits will do to Death Riders and a Spartan Quad laser does a lot of damage to a Shadowsword. Had I seized, hit invictors and spartan would have promptly been dealt with. As it was though my sword managed to barely survive T1 and take out a Spartan loaded with Wulfen, but it died promptly after that. And failing a charge vs bikers meant what should have been a massacre with my lances, freeing up a squad to go tie down those wulfen, turned into a 4 round battle of attrition. Was pleasing to see later on my Engineers gun the Wulfen down, but by then I was a spent force. Once more not tabled, scrapped up a few secondary points myself, but ultimately utter defeat.


Game 3- LOSS vs Imperial Knights/Ultramarines
Once again I went second. But my Shadowsword survived unscathed T1 this game and destroyed a knight... to only be charged by a knight with a Thunderstrike Guantlet T2. And actually not charged. Consolidated into and then he used a fight again stratagem, so no overwatch. Had I gone first, I likely would have won, because a macro-weapon would kill a knight a turn given the chance. and would have left him a spent force.
Highlight of the game though was a storm trooper krak grenade finishing off that knight.
Lowpoints included 17 wounds vs Intercessors with my Engineers 2D shotguns only to watch my opponent make 16 saves. Also charging Guilliman and then doing basically no damage and having the squad wiped in return. Once more an appreciable loss, but not a tabling.

Game 4- LOSS vs Chaos (Magnus/Morty)
Another AMAZING Opponent. Only game I got tabled, but one of my higher scoring games I believe because of my secondaries. But to continue my luck this game, I had my Shadowsword unscathed first turn and on full profile rerolling all hits and wounds from Vengeance of Cadia do a grand total of ZERO damage to Magnus and Mortarion. I did more damage to morty with a democharge. And I charges Magnus with a full 10 man DR squadron... and did 0 damage. There seems to be a theme this weekend about me trying to wound primarchs...
Highlights of the game though were nuking a Daemon Prince with my engineers and having a squad of DR come in later and actually make a charge to clear out a backfield... until Blood Letters came in and cleared me back out.

Game 5- WIN vs a Warhound Titan
This was my one win, and it happened top of Turn 1. Only game I got to go 1st BTW. My opponent fully expected this, because he gave me a box of snacks and comics explaining that the game was likely going to be over super fast, so since I paid to be there, I was at least going to get something out of it. BUT in ended because I had a MACRO weapon (volcano cannon) vs the Warhound. And I made sure to save that for last, lowering its voids with various other weapons first.

So a few take aways
1- Don't take DKK to a tournament
2- Don't take a non-Tallarn IG superheavy to a tournament
3- Don't take a Warhound to a Tournament
4- Have better luck than me
5- Notice, I didn't mention my Grenadiers once. Hold onto that for my eventual CA rant.

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