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Psychic Awakening 2 Chaos factions


Iron_Within

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Guys.. Am i correct in assuming that the following is viable:

 

Emperors children host raptorial special detachment

 

Chaos Lord with jump pack and repulsive rainment, thunder hammer, and tip of the claw warlord trait.

 

10 x warp talons

 

combined with honor the prince- you have a guaranteed 7" charge with no overwatch on 1 squad of warp talons, and a 7" charge with the other squads with your usual rerolls, plus a rerollable 7" charge on the lord.

 

is no one going to mention how incredibly strong a no overwatch guaranteed charge is against both Iron hands and tau?

 

competively, this might be enough to push the meta back quite a bit!

 

I personally don't play super competition (or against super competitive) lists but This does sound REALLY good. 

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*SNIP* EXCITEMENT *SNIP*

Yes that would work. You can also do it with Night Lords who arguably so it better as "we have come for you" works on a friendly unit not an enemy unit.

So you could charge the entire Tau Gunline, tag as many things as possible and congratulations, for 1 CP they cannot retreat or shoot.

 

This would work against iron hands and (now) against Imperial fist and other Gunlines save a few issues.

The main issue is Space marines have shock assault and actually quite good in melee so there isn't much to stop them just beating your warp talons to death unless they're supported by other units.

 

The other thing is infiltrators and thier 12" DS denial bubble means you'd need to kill those units Turn 1 and of I was playing you I'd just put them out of LOS.

The last issue is Impulses and Repulsers causing a -2 to charge; if I faced your army I'd take the the tank unit with infiltrators (I have 10 in my raven guard) and fan them out first turn. That basically pushed you into your board side on DS and you're needing a 14" charge (12" with host raptoral)

 

However.

Against Tau, Imperial guard and other gun lines this is great.

Even against marines, warp talons supported by raptors and a buzz saw slam lord (as both EC and NL have things to turn him into a blender) it'll hurt if they don't have infiltrators to block your ds.

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Something I have to say:

Night Lords Rules:

 

Warlord Traits:

 

1. from codex

 

2. can charge after falling back, -1 to hit rolls against melee weapons

 

3. unmodified hit rolls of 6 cause a mortal wound in addition to other damage

 

4. Add D3 attack when charging, being charged, heroic intervention. these attacks last until the end of the fight phase

 

5. when in terrain, +1 to saving throw (not Invulnerable saves). In addition, whilst this model is in terrain, +1 to invulnerable saves (max of 3+)

 

6. If there are more friendly models within 3" than enemy models, add 1 to wound rolls for melee weapons

 

Stratagems:

 

1CP: In Midnight Clad

- from codex

 

2CP: Vox Scream

- use at the end of the movement phase, select an enemy model within 18" of a NL unit. until the start of your next movement phase, enemy units cannot be affected by the affected units aura abilities

 

1CP: Prey on the Weak

- use in shooting or fight phase, select a NL unit. Until the end of the shooting or fight phase, when targeting a unit with a lower Ld characteristic than that unit, add 1 to the hit rolls.

 

1CP: Hit and Run

use in charge phase, select a NL unit, they can charge even if they fell back

 

1CP: We have come for you

- Profile on the Community page

 

1CP: From the Night

- Use at start of Charge phase, select one NL infantry unit in terrain, until the end of the turn, add 2 to charge rolls, and +1 to hit in Combat.

 

1CP: Raptor Strike

- Use in charge phase, select one NL Jump pack unit that was set up as reinforcements, roll 3D6 for charge rolls.

 

1CP: Flay them alive

- Use in the Fight phase, when a unit is destroyed from a NL unit. Until the end of the turn, when a moral test is taken for enemy units within 12" of that NL unit, your opponent rolls and additional D6 and can choose which to discard.

 

Night Lords Relics:

 

Flayer: Power Sword model only

- S +1, ap -3, D 2, abilities: each model destroyed from this weapon counts as 2 for moral

 

Storm Bolt plate: 2+ armour save, always counts as being in cover

 

​Vox Daemonicus: Profile on Community Website

 

Talons of the Night Terror: Model that can FLY

S +1, ap -1, D 1, Abilites: D3 additional attacks or D6 if it charged or made a heroic intervention

 

Scourging chains: Improve the Ap of one melee weapon by 1, in addition, -1 attack for enemy units within 1" of this model

 

Misery of the Meek: Once per battle: at the start of the Movement phase, model regains D6 lost wounds. in addition gains D3 extra attacks until the start of your next turn.

 

Because of these rules and strats, I'm laughing super hard.

 

My 1.5-2k Pure Night Lords list (no cultists or Daemon Engines) actually became viable against Gunline armies!
 

 

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Yea Nightlords do seem really tempting... Grrrrrr as if I dont have enough on my plate atm. 

Night Lords are the best Legion. We have the ADB stamp of awesome-writing :laugh.:

 

I'm so excited as a Night Lord player who mainly relied on FW stuff. Gonna finally use some Warp Talons and Raptors!

Same. My Night Lords list actually became much, much better.

 

Battalion +5 Command Points (-1 for Specialist Detachment: Host Raptorial)

Faction: Chaos Space Marines (Night Lords)

 

HQ1: Sorcerer with Jump Pack (Force Axe) - Field Commander (Tip of the Spear)

HQ2: Chaos Lord with Jump Pack (Lightning Clawsx2) [Relic: The Black Claws] - Warlord (Lord of Terror)

 

Troop: Chaos Space Marines x5 (Combi-Bolter on Champ, Reaper Chaincannon)

Troop: Chaos Space Marines x5 (Combi-Bolter on Champ, Reaper Chaincannon)

Troop: Chaos Space Marines x5 (Combi-Bolter on Champ, Reaper Chaincannon)

 

Fast Attack: Raptors x5 (Combi-Plasma, Plasmagunx2, Icon of Despair [Mark of Nurgle])

Fast Attack: Raptors x5 (Combi-Melta, Meltagunx2, Icon of Despair [Mark of Nurgle])

Fast Attack: Warp Talons x5 (Lightning Clawsx2)

Fast Attack: Warp Talons x5 (Lightning Clawsx2)

 

Heavy Support: Hellforged Scorpius

Heavy Support: Hellforged Scorpius

 

Vanguard: +1 Command Points

Faction: Chaos Space Marines (Night Lords)

 

HQ1: Chaos Lord

Elite: Hellforged Contemptor Dreadnought (Chainclaws and Soulburners x2)

Elite: Hellforged Contemptor Dreadnought (Butcher Cannon x2)

Elite: Hellforged Sicaran (3 heavy Bolters)

 

Total: 1991

Command Points: 7

 

So, I'd change the 2 smaller squads of Warp Talons into one BIG squad.

 

Using the Tip of the Spear (+2 Charge Distance) warlord trait from Host Raptorial, when the Warp Talons deepstrike in, I put them in terrain with the Jump Pack Sorcerer who has Tip of the Spear. Use From the Night and Raptor Strike on them when they charge.

 

Which means they get a 3d6+4" charge distance, means I only need to roll a 5 on 3d6 to get them into combat.

Then use We Have Come For You, so that whatever the blob of Warp Talons is in combat with can't fall back.

 

TAG, EVERYONE'S IT!

Edited by Gederas
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I found it funny that the Word Bearers get there Exalted Possessed warlord trait and wasn’t that the name of the possessed lord in the NL books?

 

Speaking of WBs... since their legion trait is crap, would it be a bad thing(and possible?)to have them in a “Tzeentch” detatchment with a bunch of Tzaangors ? Looking at all Tzeentch marked possessed and chosen.

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Well, after running a test game with the new rules last night (based on leaks we saw), I can safely say the following:

Holy :censored:.

Marching 3 obliterators up the board behind a wave of IW militia (aka cultists with the blackstone models), and just flat out telling your opponent they're not allowed to shoot them, is so gratifying. I've been so frustrated by the glass cannon status of Chaos Marines, but now we're like, safety glass or something. Iron Warriors especially got a huge buff to survivability (FINALLY) so we really do have the most to gain from taking big expensive siege engines and cannon teams. I've never seen my oblits do so much work before, plus the Missile Havocs that I've stubbornly been using despite mathhammer telling me reapers were better (I really love the models) got a strategem dedicated to them, although it's not locked down so you can use it for things like vindicators too.

 

This is exactly the same feeling of relief and excitement I had when the Ork codex dropped. It's crazy that they let their previews be so lame when what they were sitting on was one of the best sets of rules GW has put out in years. It's powerful, flavorful, and interesting for BOTH sides of the table when in play. I was worried that Marines really were going to be the only ones to get buffs and we'd be stuck with a broken meta for ages, but this (combined with the previewed Sisters mechanics) does convince me that they're going to boost everyone to higher power levels over time while adding unique and flavorful mechanics.

 

I really didn't believe that a few warlord traits, relics, and strategems would make much difference. I have never been so happy to be wrong. While Legion traits do still need to be fixed, and we still are a lot weaker than loyalists, we just became THE most fun faction to play as in this game. Well, maybe besides Orks, but I'm biased :wink:

 

 

...still, this should have all been in the updated Codex.

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For anyone interested, I did an in-depth review (on my Chaos-focused YouTube channel) of the new rules and what I think are the best new abilities and tricks for Chaos:
 

 

The link doesn't seem to work bud. Here is the link take 2 below:

https://www.youtube.com/watch?v=xxPdKb-7LrU&t=3005s

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Well, after running a test game with the new rules last night (based on leaks we saw), I can safely say the following:

 

<Excitement>

 

See, this is what excites me most about this update.

 

Yes, it's good. No, it doesn't break the game like Iron Hands. But it encourages every legion to behave in a fluffy way that is also competitive. Iron Warrior slave militia, throwing themselves in front of their masters to catch bullets for them? Very cool and very fluffy, but also very powerful.

 

I can't wait to try a World Eater list built around a couple of big blobs of Berzerkers yeeting up the battlefield on turn 1, backed by a bunch of daemon engines and havocs for fire support. It'd never win a tournament, but it's fluffy as hell.

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Well, after running a test game with the new rules last night (based on leaks we saw), I can safely say the following:

Holy :cuss

This is my favorite thing about PA2; excitement and positivity back in our community. It's been so negative around here it's good to see people discussing tactics and lists again. I think this supplement is already a success because of that.

Anyways, back to assembling the murder train!

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Thinking about this, I'm still disappointed that they didn't reward mono armies. It's not a big job, Here are some examples of what they could have run with (god I'm Jim Bowen on Bullsye, if it ever comes, you're getting a goddam speedboat and not these)
 

  • Iron Warriors: Endless Ordinance
    • Shooting attacks score an extra hit on 6+ to hit (Stacks with Daemon smith for getting two hits). On the first turn of the game, during the shooting phase, Iron Warriors units gains +1 to hit on an enemy unit if the enemy unit has already taken am unsaved wound to shooting this shooting phase.
  • Night Lords: Terrors of the Night: 
    • The first two turns of the game all units in a Night Lords army have a -1 to hit when targeted for shooting, furthermore Night Lords Infantry units cannot be targeted if more than 24" away and in cover (12" if a Jump unit).
  • Alpha Legion: Adaptive tactics: 
    • At the start of the each battle round, nominate one of the following units, Infantry, Jump, Cavalry, Beast, Bike/Jetbike, Vehicle, Monstrous Creature, Titanic, Character. For that battle round, your army inflicts an additional -1 AP when attacking your nominated unit type. You cannot select the same unit type more than once in a battle.
  • Word Bearers: Choir True Faith; No unit can lose more than 1 model to morale. At the start of each battle round, you choose a choir chant, each chant may only be used once per battle.
    • The 8 fold Path: All Word Bearer Units gain +1 Attack on the charge or Heroic intervention and inflict an additional -1 AP with close combat weapons and pistols.
    • The 9 fold Path: All Word Bearer Units attacks with rapid fire and assault weapons inflict an additional -1 AP and +1 damage. In addition any enemy psykers peril on doubles when within 12" of friendly Word Bearer units.
    • The 7 fold path: 6+ wound shrug, always count as being in cover. When this chant is selected, roll a D6 for each unit that has lost wounds/ suffered casualties during the game, on a 4+, they regain D3 models/wounds (this cannot take them over their original unit number).
    • The 6 fold path: Enemy units with 6" suffer -1 to hit and must roll a D6 before using an ability, strategem or benefitting from an aura, on a 5+ they cannot use the ability, benefit from the aura or use that stratagem (the CP is not lost) 
    • The Octed: A Word Bearers unit may Sacrifice a Word Bearer infantry unit within 6" to gain +1 to hit and wound. The "sacrificed" unit takes D3 Mortal wounds (D6 if Cultists).
  • Emperors Children Kakophonic Joy
    • When an enemy unit is selected as the target for an attack, if it has already suffered a wound this player turn from Sonic Weaponry then the attack is resolved at +1 wound and an additional -1 AP . This is cumulative to a maximum of +3/-3.
  • World Eaters Heedless charge of Slaughter
    • Any infantry units (not Jump troops) that has a movement of less than 8", increases their movement to 8". Additionally, all models in this army may advance and charge. Furthermore this army may Seize the initiative on a 4+, not 6.
      Finally, should an enemy unit within 24" of a World Eaters unit cast a Psychic power, roll a D6, on the roll of a 4+, that model suffers a Mortal Wound.
Edited by Iron_Within
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Would love to see something like that implemented. It doesn't even need to be as strong as the doctrine system, any kind of mono-army reward (and preferably marks actually meaning something again) would make me a very happy heretic.

 

If its not a fresh carrot to reward mono dex like SM have, we are better off doing soup builds. We need a good carrot to make it hard for us to soup like SM succeed at doing now. 

Edited by MegaVolt87
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Would love to see something like that implemented. It doesn't even need to be as strong as the doctrine system, any kind of mono-army reward (and preferably marks actually meaning something again) would make me a very happy heretic.

If its not a fresh carrot to reward mono dex like SM have, we are better off doing soup builds. We need a good carrot to make it hard for us to soup like SM succeed at doing now.

I do not like soup building though because I play Irom warriors and I would like to be rewarded for doing that so I'm not penalizing myself
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It's not only the doctrines, it's the legion bonus if in that doctrine as well. They all got essentially two mono army bonuses on us, the better legion wide traits and they each got their own psychic abilities too. Not to mention points wise their stuff is cheaper (which I hope at least gets addressed in CA). They gave chaos what, a few strats, relics and warlord traits? We are still missing out on the free passives they got. Still alot more on the table...
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Would love to see something like that implemented. It doesn't even need to be as strong as the doctrine system, any kind of mono-army reward (and preferably marks actually meaning something again) would make me a very happy heretic.

If its not a fresh carrot to reward mono dex like SM have, we are better off doing soup builds. We need a good carrot to make it hard for us to soup like SM succeed at doing now.

I do not like soup building though because I play Irom warriors and I would like to be rewarded for doing that so I'm not penalizing myself

 

 

If the mono dex bonus is bad you will be penalizing yourself still though, making the mono dex bonus to discourage soup combo's pointless. 

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