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Vigilus Ablaze Detachments


Prot

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Just seeing the more complete leaks now. 

 

Bringers of Despair:

Brutal Subjigation: 1 CP, BoD slays a model in fight phase, counts as 2.

 

Chosen Enforcers: 1 CP unit within 18" autopasses moral.

 

Relic of leagion: Power axe replacement, +2 S, 3 Damage.

 

Devastation Battery:

Includes Lords, Warpsmith, Havocs, Oblits.

 

Wallbreakers: 1 CP, reroll damage against BUILDINGS!

 

Punishing volley: 1 CP (only if you go second in first turn  after opponent moves.) Shoot one Dev Battery unit as if it was your shooting phase. Nice. 

 

People can play around that except for big units like Knights, big vehicles. 

 

WT: Reroll wound rolls of 1 for friendly Dev units within 6".

WT: No cover.

 

Cult of the Damned:

includes DA, Dark Disciples, Cultists (Don't forget max squad now 30)

 

1 CP, cultists unit auto passes moral if a cultist unit kills a model.

1 CP Chorus of the true faith: After Dark Apostle  prayer, add one to the dice roll to see if the pair is heard (if cultsts are within 6")

 

WL: Reroll cultists charge range.

 

Daemonkin Ritualists:

 

Includes: DA, DDiscples, MoP, GP, Possessed.

 

1 CP add one to S of attack charactistics of unit. Within 6" MoP

1 CP one possessed unit takes mortal wounds to heal character (roll D3)

 

WL: Unmodified 6 to hit cause bonus mortal wound on top of normal damage. (Deamonkin ritualist unit within 6" of WL)

Burning Rod Force stave replacement, +2, -1 D3, end of fight phase unit within 1" takes mortal.

 

Soulforged Pack

 

Includes Warpsmith ,Daemon engines.

 

Daemonforged overdrive: 1 CP: Double amount of wounds for purpose of fighting in fight phase.

Infernal Engines: 1 CP: Charge even if you advanced.

 

Master of forges: WL Add 2" to soulforged move characteristic within 6" of WL.

 

Relic: Replaces Mechantendles, 1 attack for every model within 1" of the bearer. +1 S, -1 AP, 2 D.

 

Host Raptorial:

Raptors, jump pack units.

 

1 CP reroll to hit in fight phase on a turn you set up

1 CP enemy unit is destoryed by Raptorial unit, -1 LD.

 

WL Trait : Add 2" to charge range to Raptorial units.

 

 

Fallen Angels:

anti dark angels.

 

 

Legion of Skulls:

Chaos Khorne detachment. Bloodletters

 

Brazen Skull 1 CP,  unit within 8", roll BS skill on D6 causes D3 Mortal wounds.

Red Tide 1 CP Charge phase, unit that was charged confers +2 to charge for other units charging same unit.

 

 

Sorry it's incomplete, and not 100% accurate. 

 

 

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I didn't see anything for Imperium.

 

It's super early but in my opinion the real power might just be in the detachment strategems. You basically get to act like a different legion for a CP.

 

So if you really like Alpha Legion but want to try a Discordant Lord, multi Daemon engines moving super fast, you get the best of both worlds. (For 1 CP you're moving 12", advancing, assaulting). 

 

The overall Black Legion one seems so lacklustre I'm a bit surprised. BUT Abaddon's aura, used with new Havocs in Rhino's shooting in Rhino's..... or getting second turn, unloading a Havoc squad into a Knight after it moves in T1 is really potent... even with Oblits.

 

So I think it's those Strats that appear good on the surface. 

 

The reason I say Black Legion is a bit of a let down is because the Ultramarines' Specialist Detachment: Indomnitus Crusaders is something I've played a lot, and it has a way of validating some very mediocre troops. In the back of my mind I expected a mirror of this for Abaddon's chosen. To me it's a no brainer... but it never happened. Just more "Morale" based abilities that really no one is going to look twice at.

 

The subtle changes to Cultists are going to have a major impact too. (two significant ones are squad size shrunk and Legion abilities are gone.) This is another selling point for Renegades beyond the boost they just got with this book.

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Devastation Battery looks quite good, effecting, as it does, two of the clearist winners in the revamp (Oblits and Havocs) especially combined with one of several Dark Apostle prayers.
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It’s funny that both of you picked what I think is the big split on making an army. I think you’re either going the daemonic engine road, or you’re sticking it out with more traditional units and shooting a lot more. It’ll be hard to mix those together and be truly efficient with them. But I think that’s a good thing.
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I'm very new to the specialist detachment concept. If you take one, does your mini-warlord have to take only that detachment's special warlord trait, or any warlord trait they could take if they were a full on warlord? Can you take Abaddon and still pick a different character as your Warlord?

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The subtle changes to Cultists are going to have a major impact too. (two significant ones are squad size shrunk and Legion abilities are gone.) This is another selling point for Renegades beyond the boost they just got with this book.

Do you know what size they were changed to?

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The subtle changes to Cultists are going to have a major impact too. (two significant ones are squad size shrunk and Legion abilities are gone.) This is another selling point for Renegades beyond the boost they just got with this book.

Do you know what size they were changed to?

30 max

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The subtle changes to Cultists are going to have a major impact too. (two significant ones are squad size shrunk and Legion abilities are gone.) This is another selling point for Renegades beyond the boost they just got with this book.

Do you know what size they were changed to?
30 max

Cool, thx

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I'm very new to the specialist detachment concept. If you take one, does your mini-warlord have to take only that detachment's special warlord trait, or any warlord trait they could take if they were a full on warlord? Can you take Abaddon and still pick a different character as your Warlord?

 

Abbadon is not required to be your warlord. 

 

Your warlord does not need to be from the special detachment, but the trait that the special detachment gives can only be given to a character that can gain that special detachment keyword (And can get a warlord trait. Often JUST your warlord unless otherwise noted). 

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Host Raptorial just made both Raptors and Warp Talons pretty solid on the table. The LD part is a bit annoying but the Vicious Descent and the Warlord Trait are just ace! 

Note for Prot: Viscious Descent is used at the end of the movement phase. When a unit deep-strikes, re roll ALL hit rolls for the unit for the rest of the turn. It is not MELEE only. So when firing your plasma guns or melta guns after deep-strike there is great utility for big units. 

 

Drop a 15 man squad, double tap those plasmas. Fly in with a Thunder hammer unit leader (now usable in the dex, Thunder Hammers are new equipment for chaos!) and a large squad of 15 raptors with a 7 inch charge re-rolling failed charge. Re roll all hits for both shooting and for melee. Toss in Vets for extra mean-ness. All but a guaranteed charge with a 7+ (with re-roll due to icon). 

 

Being a man who owns 25 raptors and Haarken? Pretty pleased! I will be tossing in another Jump Pack Lord or Sorcerer of some kind to take advantage of that warlord trait... Stellar! And I may (maybe) will be picking up a single unit of Warp Talons though I am still a little hesitant. 

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I'm starting to cobble together a Khorne force, and I'd be very interested to know what can go into a Legion of Skulls detachment. I'm sure Skulltaker and possibly Bloodmasters will be in alongside Bloodletters. If against all the odds, Bloodthirsters or Demon Princes can get added, I'd be able to deepstrike one in with some Bloodletters, use the 3d6+1 rerolling  to get the Bloodletters in, then use the 2d6+2 rerolling to get the boss in. Finally fix the 9 inch charge issue.

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I really like both Daemkin Ritualists and Soulforged Pack...because I love possessed and Daemon Engines. I guess it's good that I'm worried I won't be able to cram all the things I want into a list.

 

In terms of balancing CP I think there's actually a pretty good way to take both of those formations if you play Red Corsairs. Go dual battalion, one being Deamonkin Ritualists one being Soulforged Pack, you need to take 6 troops choices and 4 characters but any pts left over you can throw down on possessed and daemon engines. Granted I realize that's not a ton of pts left over, you could downsize though to say one battalion and a spearhead. 

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I personally am excited with some of these changes. I think that just maybe the Brass Scorpion is going to be worth his points in a Soulforged Pack. Plus a Brass Scorpion should be able to receive prayers so -1 to hit makes him more survivable and the +1 BS prayer paired with daemon forge stratagem, and the +2 move and 3D6 charge makes it possible for a first turn charge! What do you all think?
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I think the Host Raptorial is going to be a winner here - at least for my army!

 

Jump Lord with Thunder Hammer + 2-3 squads of Khorne Warp Talons + allied Bloodmaster as part of a Khorne Daemons detachment.

 

Khorne Warp Talons are Khorne Daemons, so benefit from the Locus of Rage reroll - the odds of a successful charge from deep strike jump up to around 83%. You still have to worry about screens, but that's what chaincannon Havocs are for ;)

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I think the Host Raptorial is going to be a winner here - at least for my army!

 

Jump Lord with Thunder Hammer + 2-3 squads of Khorne Warp Talons + allied Bloodmaster as part of a Khorne Daemons detachment.

 

Khorne Warp Talons are Khorne Daemons, so benefit from the Locus of Rage reroll - the odds of a successful charge from deep strike jump up to around 83%. You still have to worry about screens, but that's what chaincannon Havocs are for :wink:

 

I like this idea for fun, and I have a squad of 8 Warp Talons. I'm trying to remember if I just used the Icon of Khorne on them for a charge re roll??? But the interesting thing about this is if it happens in Turn 2-3 there's a chance you'll have MoP in there for cursed earth/ hit buffs.

 

I found Warp Talons just so difficult to use in 8th.

 

The beauty of this formation though is the idea of using Harkaan. I painted him and got pretty frustrated by him, after trying him a handful of time.

 

I think a lot of armies are still going to outrange Chaos and it's always going to be good to have something that can truly put some forward pressure on Tau/IG/AdMech, etc....

 

Also a big one for me is the lack of indirect (without going to forgeworld Scorpius). So I think this further forces Chaos to have a deep threat early... at least that's my finding.

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The thing about Chaos that has perturbed me in 8th Edition so far is how most of our abilities are focused on close combat but my Alpha Legion wants to play the gunline game. Warpflame Strike, DTTFE, all but one if the generic Chaos Warlord Traits, all melee-oriented.

 

Now, the Devastation Battery and Noctilith Crown help gunlines, and I'm for sure to focus on those with Havocs and Helbrutes to start, but the Raptor Host really has my imagination right now. Between the Host's Warlord trait and Arkos, that's a +3 to charge rolls on the drop which makes landing a Warpflame Strike charge pretty easy...

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