Ok so I know I don't post very much anymore, parenthood is more time consuming that eating a clock. But I have some time, club isn't playing tonight as our room is in use so I thought I would take the time to review the new Chaos Codex, as someone who plays casually and plays for the fun of playing, not to win tournaments.
I'm only going to review stuff I have used or encountered so this won't be a full review but i will update it in the future as my army and those of my enemies expand.
let me first say I am a little disappointed with it overall. For the first Codex of the new edition I was expecting something full of fluff and character which 6th seemed to bring heaps of to the table, instead it seemed toned down and a bit lack lustre. But it's definitely better than the last one so lets keep it a bit positive.
Sorcerer - Was the first character I put into my army, mastery level 3 with the Mark of Tzeentch. Did ok but I don't think the Tzeentchian spells are as good as they could have been, potentially quite nasty but who wants potentially when you have to pass a LD test, then roll to hit and they can still stop you with Deny the Witch. Still he performs ok for his cost. I think the Nurgle spells will be worth a try one day. Slaanesh spells are ok but work much better against non Marine stat armies. Also the spell familiar is well worth its 15pts, re-roll failed psychic tests means there is less chance of the double 6 killing you.
Daemon Prince - What the hell with the points cost on these guys. They have had a stat boost granted on some things like WS and Initiative but dropped a point of LD, lost Eternal Warrior, got massive points hike, you have to pay 40pts just for wings and 20pts for Power Armour. I used to love my Daemon Princes, I have 4, but with the points cost as they are I would be less likely to use these now in games smaller than 2500 or Apoc. That said with the Axe of Blind Fury if you can get a Khorne Prince into combat you can say good buy to whatever he hits.
Abadon - Dude, just the Dude. He was a good fighter before but now hes just immense. Still pointsy but with the option for a AP2 or AP3 weapon with different abilities whilst still giving you +1 attack for 2 cc weapons you can end up with something like 13 S6 AP3 attacks on the charge or 7 S9 AP2 attacks. Also with the preferred enemy Space Marines on a 12" bubble this guy more than earns his points back, as long as your playing Marines. I did find against Necrons he hits hard but you lose some of his effectiveness as most of the things he hits get back up and your not granting those valuable re-rolls of 1 to hit and wound. Getting him to the fight is a tricky choice too, Landraider is pricey and still wank compared to the Loyalist ones, you charge it at the enemy great but soon as it gets close you can only hit stuff on 1 side because you don't have a machine spirit. Teleporting with Termies for protection while a good shock tactic, deal with him or die next turn, it has many risks as there is no easy way to prevent a nasty scatter.
Cultists - Don't let 20 cultists get hit by 10 Blood Angel Assault Marines, seriously they will die and not even hold them up for a turn, just die. That said they are cheap and as long as you can find some decent models to represent them as the Dark Vengeance ones are poop then you can spam these guys to try and soak up fire or sit back to grab some objectives for you freeing up your more pricey Marines to do what they do best, flee from close combat and get run down. (I will mostly be using Dark Eldar Wyches for my cultists, all have cc weapons and pistols and they can be a foundation for a future army, win win)
Chaos Space Marines - NOT AS GOOD AS LOYALIST MARINES. Blunt I know but I'm now of the opinion that ATSKNF is possibly the best USR as it has no downside and is worth its weight in points. You can pay 25pts to make your Chaosy gits Fearless but if the banner holder dies you have lost it and also being Fearless means you can't go to ground so has its drawbacks. The marks are still useful and at least you keep these now but if you want an effective fighting army then the more you upgrade your guys and make them full of the fluff they deserve the more your losing out as they just get SOOO expensive. I am running a few squads at the mo, a mixed squad of 10 with flamer, melta and power fist, a tank hunter squad in rhino, 10 with 2 meltas and power fist and a man hunter squad with 2 plasma guns and a power weapon my usual escort for Abadon if hes foot slogging. These are still formidable, they are Marines after all but they still lack the punch loyalists can give you just by staying around and fighting to the last man. Veterans of the Long War as well, you have to pay for the LD 10 they used to have with the Champion to offset the lack of ATSKNF but against Marines is well worth paying for, that first round fight is the most important after all.
Restless baby so TBC. . . . . .
Ok so using my phone now and is in HTML which I have no idea how to do anymore.
Chosen - These guys are very versatile and very good at most things. I'm currently running 10 of them with a champion with power fist and 4 flamers in a Rhino. Not too pricey, get em close and watch those flamers toast anything and if you get charged then watch them burn in a wall of flame. If I know I'm up against loyalist marines I will usually take the mark of Slaanesh and vets upgrade, anyone else and Khorne is a good one for sheer damage output. Is handy that abadon makes these troops too. Will have another 10 of these eventually with power sword champion and 4 plasma guns (reason I only use 4 and not the max 5 special weapons is it means I can stagger the squad so there is always cannon fodder in front of the champion and special weapons)
Possessed - A little over priced for what they can do these guys. I have 10 with the mark of Nurgle so can soak up most small arms fire nicely but it is quite hard for these to make their points back unless you send em after enemy elites, which will usually be better in close combat than your Possessed or have a 2+ save so you wont be able to kill them. Still a good unit in a big game but too expensive for a standard pick up in my opinion.
Terminators - I haven't had a chance too play these enough for a proper review but they dont seem to have changed much with the exception of how their melee weapons behave. How many people have been cutting the maces or axes off to replace with swords hmm. I like having a mix do mine are 2 power axes with combi flamers, 2 power mauls with normal combi-Bolters and a champion with powerfist and combi-melta. Will be my bodyguard for Abadon, other than this will probably only use them in Apoc.
Helbrute - Easily one of my new favorite units. Wont kill your own stuff any more. Are cheap and have all the usual Dreadnought options except you can give them vehicle warger. You do get a kind of built in extra armour when you roll on the crazy table. It's only real flaw is that when you roll a 1 or 2 it gets immobilized for a turn to shoot twice, great for my lascannon one not so much for the 2 powerfist one. Worse still if you in melee as you lose an attack and get hit on your rear armour. Still my favorite for now, I will post pick of my custom one when he's painted, soon.
Fast Attack (not used anything here yet)
Havocs - Not much change with these guys. Same as they were maybe a bit cheaper if you dont add any marks or icons. Can't sniff at 20 point lascannons. I'm using 10 with 4 heavy bolters and another 10 with 4 lascannons. Both chuck out decent firepower and with careful deployment you got some bodies to soak up some fire before you start losing your heavy weapons. You can add mark of nurgle to make these guys much more durable over their loyalist counterparts, bumps the cost up but good against small arms fire and a sneeky assault unit. I would definitely take these over a predator just because they are more survivable and not a lot more expensive.
Defiler - I do love my Defilers. I have 2 made from Soulgrinders as the Defiler kit itself is awful. I'm not too happy about the price increase as they are not much more survivable, mainly to glancing hits but a single penentrating hit can still pop your 200pt walker. The deamon engine upgrade is useful it helps more in melee having an invunerable save than to shooting as I try and keep mine to cover until he's ready to charge. I have both of mine with extra powerfists and just a battle cannon and heavy flamer for range long and short. For 200pts all in mine has the dirge caster too so as long as you charge from 6" away they cant overwatch you and helps out units around you too as this is the vehicle most likely to be in the enemies lines with you combat elements. Defilers don't seem to get much love online but I still like them even if it's just a great platform for your a battle cannon.
Forgefiend - I love these things. I have 1 with 3 ectoplasma cannons and for 200pts you have a unit that can easily earn its points back and more with a good turn of shooting. Terminators and light vehicles should be scared of these, great at taking out multi wound units like Tyranid warriors and your enemy will never live down that unlucky roll for look out sir that sees his nasty but only T4 character nuked. Cant really fault these. They may be 200pts but I find it easier to hide these than Defilers and they seem to earn points back quicker. Have another 1 to build and will be using same weapon load out as it's only BS3 I dont see point in the 2 Hades autocannons as you will only average 4 hits would have been better off making it 1 twin linked weapon at least you be almost garenteed those 4 hits and would be better against flyers. Small side note on Maulerfiends. They should be fast attacks, if they were I would have 3 as they are bloody quick and quite nasty in melee too.
That's it for now until I use some more units and have the money to expand my army.