Combat Phase

I was there the day Horus killed the Emperor...

Here it is...a special tribute to a decade of the Horus Heresy phenomenon from Horus Rising published in 2006 to this, Christmas week of 2016! This labor of love took Kenny over 30 hours in total to plan, record, edit and prepare but we bring 22 brief interviews with the authors from Black Library themselves, and from around the world podcasters, fans, painters and designers to reflect upon the juggernaut that is the Horus Heresy and celebrate! This massive episode is over 8 hours long, but SO WORTH IT! Below are the guests in order and at least one form of contact information to follow further (more given in the interview). 

We're off next week and will be back in early January. Happy Holidays to all and thanks for the continued support as always!! 

 

1. Surprise guest!

2. The Imperial Truth podcast  @imperial_truth

3. Laurie Goulding  @laurieGoulding

4. Gareth Bradshaw  https://www.facebook.com/groups/521958281189339/

5. Gav Thorpe  @dennishamster

6. Eye of Horus podcast @eyeofhoruspod

7. Phil Kelly 

8. Age of Darkness podcast  https://www.facebook.com/theageofdarknesspodcast/?fref=ts

9. John French @johnshfrenhc 

10. Neil Roberts  @skinnyelbows

11. Radio Free Isstvan podcast  30ktv.twitch  https://www.facebook.com/radiofreeisstvan/?fref=ts

12. The Good Half of Heritor A  @heritorA

13. David Annandale  @david_annandale

14. Myles of Lil' Legend   https://www.facebook.com/david.myles.963?fref=ts

15. Nick Kyme  @nickkyme

16. The Geno Five Two podcast  @genofivetwopod

17. Dark Chaplain @thedarkchaplain

18. Graham McNeill  @grahammcneill

19. Marc Collins  https://www.goodreads.com/user/show/8503731-marc-collins

20. Peter Wisniewski  @ngc40K

21. Guy Haley @guyhaley

22. Aaron Dembski-Bowden  @adembskibowden

Direct download: ep_176_-_Reflections_on_a_Decade_of_Horus_Heresy_.mp3
Category:general -- posted at: 4:38pm PDT

We talk news, hobby and games played. We discuss and initial review (as revealing as we can be at this early stage) then Kris Kapsner joins us to talk Kings of War, Masters and global community events coming up.

 

See you next week for the Reflections of a Decade of Horus Heresy with all-star cast of...lots of HH authors, fans, podcasters, artists and painters from around the world. Don't miss it!

 

the campaign day info.
 
The following is a link to our club website where we have our podcast and info for the Lady of the Lake GT.
Direct download: Ep_175_-_Codex_Imperial_Agents__KoW_Masters.mp3
Category:general -- posted at: 7:44pm PDT

We talk news, hobby and games played--some AoS and Blood Bowl. Robert is joined by Dave Taylor talking mostly Dark Age for part 1 of his interview then Kenny gives some general thoughts on the Warhammer 40K CSM Codex supplement Traitor Legions (see text review below). 

 
We...do apologize for some audio transition hiccups. These (gremlins!) things happen. Thanks and enjoy!
 

Did this fast as fans cracking the whip behind me so pardon auto spell errors, if any abbreviations don’t make sense ad just ask if you have any questions. Thanks, fans for your support and patience! :)

 

Codex Supplement: Traitor Legions $35 USD pre-order Dec. 3, available Dec. 10

 

Disclaimer: I’m not a competitive beat-face player but love themed armies and fluff and when that marries into a playable force I can use on the tabletop I’m happy. I’m also only recently become a CSM player last week with WoM and Thousand Sons release (army already being built and getting some paint). However, I am a Horus Heresy nut and if any of you have listened to this podcast before (Combat Phase podcast) you’ll know how I love me some heresy. If you are looking for new rules for Heresy models from FW or plastic GW HH products then I’m afraid to tell you that is not here. As I’ve said before, no new models accompany this or the Codex: Imperial Agents books this week or next, however, in 2017, so few weeks away…we should have quite a good first quarter (at the very least). That said, as a Heresy player I’m impressed with most of the flavoring given to these legions. Some like Alpha Legion or Death Guard (my  30K army) or even World Eaters are pretty sweet enemy opinion. But you decide for yourself.

The episode of Combat Phase  (www.combatphase.com) with this review is coming soon but in the meantime for all who are chomping at the bit, let’s begin...

 

Book contents

Most of the book is data sheets and even more is creating the 9 legions to give you themey armies, special rules, artifacts, warlord traits, objective markers, expanded Nurgle and Slaanesh lore for DG & EC respectively.This means, like Tzeencth, now 6 + 1 primaries power. As with Wrath of Magnus, you can make any CSM army into a specific legion given certain modifications, then the army gains additional special rules and when an army is composed of at lest 1 core and 1 auxiliary formation you get a formation with extra benefits. If you warlord is from this legion detachment it becomes your primary detachment and all in the primary detachment gain the benefits. Just with recent supplements an example is given when building a legion force where a gamer has a collection of models and the example walks through how he/she would separate models into a primary detachment with the bulk and a HQ & 2+ troops at least to for a CAD which gains objective secured.

 

The book opens with some fluff for the Long War and a page with killer artwork for each of the 9 legions presented here. We see the usual inclusion of high quality art and photography of models engaged in combat we’re used to from GW. This is a supplement to codex Chaos Space Marines so any new datasheets here replace what is in CSM. New wargear is on pages 135-136. The new rules vehicle squadrons from Traitor’s Hate are included where Chaos vindicators and predators can be taken as a squadron. I think especially the vindicator one is best, and would be quite fluffy in an Iron Warriors list.

 

Very fluff choices, all around in my opinion. Legions hating their old Heresy enemies, how they score, relics and traits but especially primary detachment rules.

 

Vindicators: 120 base/for 2nd & 3rd models (minimum cost: 360 pts) - gains Linebreaker Bombardment: Instead of firing all 3, select 1 vindicator to fire the demolisher cannon which now becomes 24”, S10, AP2, Ordinance but uses the 10” Apocalyptic Blast template and Ignores cover :)

 

Predators: 75 base/  for 2nd & 3rd (minimum cost 225) if all 3 predators are on field they gain monster hunter and tank hunter.

 

General layout formations reflect the fighting style of each legion, taking into account how steeped in Chaos they may be. So without further ado

 

Legions- every legion has 6 exclusive warlord traits, artifacts, tactical objectives, rules for CSM in their legion army, and if its detachment is the primary detachment allows them to re-roll legion warlord trait.

For formations I’m not copy/pasting all so see the first occurrence of the general formations for details)

 

1. Black legion

CSM become black if: Abaddon is the only unique; any unit that can take VotLW do so at no cost; Psykers (games goes for Demon psykers)from Nurgle, Slaanesh, or Tzeentch can choose to generate all their spells from these lords respectively

Gains: Endless hatred (units w/VotLW have Hatred; but also can re-roll failed to-hits every round of close combat vs. unit which contains armies of imperium in it); First among traitors (Chaos Termies & Chosen are troops)

Designer’s note: The Black Crusader warlord trait provides preferred enemy space marine which includes everything from factions: Space Marines, Blood Angels, Dark Angels, Deathwatch, Grey Knights, Legion of the Damned, SWolves)

Warlord: Warlord & friendly w/in 12”have pref enemy SM (see designer’s note above); Warlord can refill Chaos Boon/Gift of Mutation but accept result; gets shooting template S4, AP5, assault 1, soul blaze, 1 use only (LAME!); gets It Will Not Die!; melee weapons gains instant death on to-wound roll of 6; Warlord & friendly w/in 12” stubborn

Artefacts: -

  • Crucible of Lies (25) -1T but re-roll invuln saves of 1

  • Eye of the Night (75) once per game, in place of shooting range infinite, S5, AP 4, Heavy 1, lg blast, haywire, maelstrom, ignores cover, 1-use only

  • The Hands of Darkness (50) instead of cc use SX2 AP1 melee, armorbane, flesh bane, instant death

  • Last Memory of Yuranthos (30 Psyker only, gain 1 mastery level, this new spell must be sunburst pyromania) , declare range, 12” charge 2, 18” charge 3 if perils using boosted range auto-death, no roll

  • The skull of Ker’ngar (40) gain eternal warrior and adam will

  • The Spineshard Blade (30) S user, AP3  melee, demon weapon, quicksilver (+1 initiative in cc)

Black Legion Speartip -  Heralds of the Black Crusade (all non-vehicles gain fear and crusader); Speatrip strike(Deep Strike can try to come in 1st turn on 3+, if Warlord has DS his unit auto-pass turn 1 DS reserve)

1+ Core Black Legion warband (1 lord, -1 sorcerer, 2-6 SM and/or chosen, 1-3 raptor/warp t, 1-3 havocs/helbrutes)- roll twice on boon& choose 1 or both results); Hounds of Abaddon (1 Lord, 1-3 Kh berry, 1-3 CSM, 1-3 raptors, warp t, or bikes combo) - once/game can run & charge same round; charge roll of 8+ before mods +1 str during assault phase

1+ Aux Lost & Damned,  Helforged wrack, Deamon Engine, Heldrake Terror, Cult of destruction, Fist of the Gods, (Raptor Talon, Terminator annihliation Force, Spawn (1-3 spawn)

0-5 Command Bringers of Despair (Abby + termies- termies get WS5, charge roll 8 = +1 str assault  ), Cyclopian Cabal (3-5 sorc- each pay phase can cast shroud of deceit, gets bonus dice per sorc w/in 12”. [pick non vehicle enemy w/in 30’ not locked in combat, make that unit shoot as if it were yours  ), Chosen of Abaddon (1-4 lords/sorc, unit of chosen or terms for each lord/sorc——joined units are fearless, each Lord or sort gets free boon role before deployment refill spans & apotheosis ), Lord of the Legion (1 of following: Abaddon, Chas Lord, Sorcerer, dark apostle or demon prince)

tactical objectives:

1VP for destroying a unit in turn; 1 VP if enemy failed morale/pin/fear; D3Vp if kill IndChar; D6 & 1VP if you get that obj [common Chaos one]; 1VP if kill unit/D3 if killed by VotLW; 1Vp if manifested power, D3 if conjuration, D3+3 if summoned a Greater demon

 

2 - Alpha legion (happy with this fluff/rules!)

Must: if no unique, no marks, if so get VotLW free, sorcerer can choose all powers from it’s God’s discipline

gains: Forward Operatives: Chosen become troops; Chosen, CSM, cultists gain infiltrate; Many Heads of the Hydra:if warlord slain pick a new friendly character from AL detachment or formation. He generates warlord trait immediately. Can do this as long as you can. Opponent won’t get Slay the Warlord if they haven’t killed last remaining warlord from this :)

WT: can gain infiltrate; once per game friendly AL character w/same “type” as you and can swap their positions; from turn 2 pick a reserve unit to come on auto for each turn; stealth warlord; cultists w/in 12” get furious charge & FnP 6+

relics:

  • The Mindveil (30)start of your move move 3D6 immediately, can take you from combat & enemy cannot consolidate;

  • Blade of Hydra (30) S user AP 5,melee, demon weapon, rending, multi headed (every roll of 6 to hit generate another attack—these do explode! so, until you don’t roll a 6)

  • Viper’s Bite (15)  24” S5 AP2,rapid fire

  • The Drakescale Plate (25) armor gives 2+ save w/2+ invuln vs. flamer weapons;

  • Hyrda’s Teeth (15) bolter gets blast, ignore cover, poison 2+;

  • Icon of Insurrection (25) give friendly cultists w/in 12”  zealot.

army:  Hidden deployment (all non-vehical) shrouded 1st turn; cult uprising (cultist units destroyed on 4+ back into ongoing reserves)

Core: Chaos warband

command: Lord of Legion

aux: 8 formations (see Black Legion)

tact obj: capture enemy/unclaimed building; your cultists get destroyed gain VP, destroy a DS,H&Run, Outflank or scout unit; your infiltrators kill a unit; get into enemy deploy zone; kill character (more for more characters)

 

3 - Iron Warriors

must: no unique, no marks take VotLW, Psykers from gods (see above)

gain: Blood feud: VotLW re-roll failed to hit every combat round vs. Imp Fists, but IF get Hatred YOU; iron w/in, iron w/out: VotLW gain 6+ FnP, Patrons of technovirus: Obliterators and Mutilators are troops; siege masters: units re-roll armor pen vs buildings it didn’t glance or pen. +1 damage big roll result; IW havens, obits, mutilators get tank hunter

WT: FnP 4+; Fearless; give your terrain piece +1 cover; Friendly Oblits w/in 12” can fire twice in consecutive shooting phases; WL + unit have split fire & counterattack while in cover; friendly vehicles get It WND w/in 6” WL

relics:

  • Warpbreacher (25) warp smith can possess a vehicle each turn as daemonic possession vehicle equipment;

  • Nest of Mechserpents (20) warp smith only in challenge, resolve first 2 hits normally if both hit remainder of attacks have Instant Death;

  • axe of forge master (25)  S +1  AP2 melee, armor bane, master crafted, unwieldy;

  • Fleshmetal exoskeleton (30) armor 2+ + gains IWND;

  • Cranium malevolous (30) at enemy shooting phase enemy vehicles w/in 2D6’ of bearer suffer automatic haywire hit, no cover allowed;

  • siege breaker mace (25) S+2 Ap 4, concussive, masterccraft, siege breaker - signal S10, AP 1 attack melee

army: master annihilation: barrage and word weapons can choose to re-roll scatter die; intractable brotherhood: all non-veh are stubborn; on or in fortification gain fearless instead

cor: chasse warband

command: Lords of legion

aux: Stronghold (1-3 fortifications + others

tact obj: VP if kill unit even partially w/in 18” your table edge; VP if kill unit that was controlling an obj; VP if your oblits/mutil destroyed a unit; roll die and get that obj; Vp if enemy forts/buildings lost HP (more if more);destroy enemy vehicle

(more is more)

 

4 Night Lords -again, for me, fluffy as shit! :)

must: same as above

gains: In midnight clad: VotLW gain fear, night vision. stealth; Skyborne horror: raptors are troops; Terror tactics: enemy locked in combat w/you must -2 leadership for Fear

WT: H7Run; re-eroll to-wound 1 in assault; Hatred; re-roll cover saves; WL&unit get HoWrath; Rampage

relics:

  • scourging chain (10)melee weapons gain shred;

  • Claws of Black Hunt (40) Ap3 rending/shredding master-crafted claws;

  • Curzes Orb (20) (ha!) re-roll 1 on run, hit & wound;

  • Stormbolt Plate (20) 2+ armor (cover improves by 1);

  • Viox Daemonicus (30) enemy w/in 6” -1 Ldsh & -1 from reserve rolls :)

  • Talons of Night Terror (20) each fight sub phase make additional D3 attacks (or D6 if turn you charged) S user AP5, melee, shred

army: Strike Hard/Fast: re-roll failed charge; Nocturnal Warfare: You assure Night Fight if want…during that turn all your non-vehicles cover improved by 1

core: Chaos warband OR Raptor Talon

command: Lord of Legion

Aux: the 8

tac obj: kill a character, make successful charge, your DS reserves kill a unit, destroy enemy in assault (D3 for 3); D3 if kill at least 2 units controlling obj; enemy fails pin, fear or moral (improves)

 

5 Word Bearers - tactical objectives are higher reward for them, I think. :)

must: no unique, units w/mark already can't play, though those w/option to upgrade mark may do so, VotLW; same w/psykers & demon Psyk = their gods

gain: unholy pact: possessed are troops; also you harness on 3+ to manifest conjuration from deamon(malefic); Blood Feud: VotLW re-roll hits vs. Ultramines each round but ULTYs hate you; Profane Zeal: WB units w/in 6” of Dark Apostles gain zealots

WT: Zealot or allow zealots to refill to-hit in cc; psyker 1; 1 unit w/in12” gets counterattack, fearless, furious charge, relentless; Adam Will & Fearless; You or friendly w/in12” can add/subtract 1 from the 2nd die in Boon Table; gain immediate boon

 

-WB relics

skull of monarchia (15) bearer & unit can re-roll to-hit rolls in CC vs. armies of imperium, and if vs. ultramarines can also reroll wounds.

crown of blasphemer (30) 4+ invuln, adam will, fear

malefic tome (10)know 1 additional power from demon(maelific)

script of erebus (15) once/game start of any psy phase generate D6 warp charges

Baleful iron(15) units must re-roll successful chrages at you/unit and lose bonus charge attack

curded Croszius (35)  melee S+2, consussive, Bane of Men (you have pref enemy: armies of imperium)

Core: chaos warband, L&Damned

command: Lord of Legion

aux: The 8

obj: your zealots make a charge; your demon kills a unit in assault; kill enemy character; D3VP for successful conjuration; D3 VP if you control obj enemy did; 1VP if you roll on boon table (improves)

 

6 World Eaters (Blood for the Blood GOD!!!)

must: only Kharn; no psyker scum; only mk Khorne; VotLW, Demons must be of Khorne

gain: Berzerker Horde: Khorne Berz are troops; Blessing Khorne: VotLW have adam will; Butcher’s Nails: VoLW have fearless & furious charge

WT: Rampager; each boon table roll can instead boost attack stat by 1; at end of enemy charge subphase your unit  can charge; re-roll hit/wound in challenge; locked in combat gain FnP & Eternal Warrior (yeah baby!); you $ friendly Mk Khorne w/in 8” charge 3D6 & pick highest

 

WE - relics

 
  • Talisman of Burning Blood (25) bearer's unit can move 3” more in move, run and charge;

  • GOREFATHER (30)[S+2, AP2, Armorbane,murderous strike(to-wound 6 = instant death, 2-handed, unwieldy];

  • Crimson Killer (20)pistol 12” S7,AP2,soulblaze;

  • brass collar of Bhorghaster  (20) bearer nullify on 4+ to deny. If you nullify that, that psyker suffers perils

  • Bloodfeeder (30) crazy S+1,AP2 axe does 2D6 attacks but each roll of 1 is a wound to you no armor saves;

  • Berzerker's Glaive (30) S +2 AP3 demon weapon, specialist weapon, 2-handed, melee, epitome of rage (bearer gains FnP & IWND but loses Indep Character rule

 

army: Blood Mad! after deploy/inflitrate but before 1st player starts turn all non-vehicle units can make immediate 2D6move(roll separate); ALSO non-veh & walkers can always re-roll failed charges

coe: haps warband, maelstrom of gore

command: Lord of legion

aux: 8

obj: deny witch; kill enemy controlling an obj; 3+ your units made charge; kill enemy in challenge (improves); destroy unit (improves); destroy in assault

 

7Thousand Sons - EXACTLY THE SAME AS WRATH OF MAGNUS SO SEE THERE

 

8 Death Guard (yeah, baby!!) Count the Seven!

must: Typhus only unique; only Nurgle marks; VotLW; DP need Mk Nurgle; psykers can take all from Nurgle

gain: Gift of Nurgle: VotLW gain fearless & FnP but -1 initiative (doesn’t affect Typhus or Plague marines); Inexorable Advance: VotLW get relentless; Lords of Plague Host: Plague Marines are troops

WT: FnP;IWNDie; +1 W; Eternal warrior; improved Poison by 1; units w/in 7” get contagion

  • relics:

Puscleaver (10)poison 2+ weapon;

plague skill Glothia (15) once/game range 8” S1 AP - assault 1,poison 2+ lg blast

Pandemic Staff (30); poison 2+ staff[range template S1 Ap5 assault 1opison 2][melee S+2 AP4, melee, concussive, poison 2];

Dolorus Knell (25) start friendly fight sub phase   give units fear; give a dude fear,

Poxwalker Hive (20) at start of each turn FnP to friendly cultist w/in 7”. can’t run or shot rest of game but have FnP & fearless.  & D3 cultists come back to life;

Plaguebringer (35) AP3 poison 4+ deamon weapon

army: Disgustingly Resilient: re-roll FnP rolls of 1; Cloud of Flies: ranged hits more than 18” away give you stealth rule for resolving attack

core: Chaos wdrbamd; Plague Colony (Typhus + 3-7 plague marines—gain fear & enemy units w/in7” reduce I & WS by 1 in fight phase, if 7 plague marines add -1 Toughness to that)

command: Lord of Legion

aux: Lost and the Damned + 8

obj: Vp if 3+ your units on enemy table half; make 7 FnP rolls; kill unit w/weapon or psychic power using poisoned; name a IC and VP if he lives; D3Vp if you control EXACTLY 3 obj; kill 7 models (improves)

Access to full discipline of Nurgle 6 + primaris

 

9 Emperor’s Children

must: only Luciius unique; need mk Slaanesh; only mk Slaamesh; VotLW; psykers & demons can take full from Slaanesh expanded discipline

gain: fueled by sensation: VotLW gain Fearless & FnP6+ (units w/icon of excess make that FnP4+), VotLW if slain n fight sub phase before it swings gets 1 immediate attack; Matsers Kakophoni: Noise Marines are troops

WT: all legions get the re-roll their legion warlord trait

EC Warlord

gain eternal Warrior;

+2 Init;

add 1 to FnP of WL & his unit;

Gain Fear & melee opponents locked in cc w/warlord & his unit take fear on 3D6;

+1 attack each time you lose a wound (returns if healed);

can auto-pass look out sir!

relics:

  • Intoxicating elixir (25) make D3 rolls on combat drugs, cumulative, ;

  • Shriekwave (20) gun 12” S8,AP2, assault D6, mental trauma (before attack target takes ldsh test and f failed you re-roll these to-wound);

  • soul snare Lash (20) soulsnare- (to wound 6 is AP2/instant death) if range( 6” S4 AP5 assault 2, sousnare) or melee S user AP5 melee, soulsnare

  • Endless Grin (10) you have fear, enemies w/in6” -1 leadreship;

  • Bolts of ecstatic vexation (15) bolt weapons gain blast, ignores cover and pinning;

  • Blissgiver (30) AP3 catatonic trance - target must pass ldsh test/wound or die

 

army: combat drugs! roll after deployment for all your non-vehicles

1- +1 WS

2- +1 BS

3- +1 Init

4- +1 S

5 - +1 T

6- +1 A

core: chaos warband, Kakophani (Lucius or Ch Lord, 3-6 noise marines—get split fire & all sonic weapons gain shred. If take 6 noise marines they also get +1 St guns)

command: lord of legion

aux: lost & damned + 8

obj: destroy enemy w/noise weapons; kill enemy in challenge; kill a unit falling back; Vp per unit fails morale, fear, pinning (max 3); your enemy picks obj marker and D3Vo when you take it; D3 VP if your enemy controls no objectives (improves)

See More

army: combat drugs! roll after deployment for all your non-vehicles

1- +1 WS

2- +1 BS

3- +1 Init

4- +1 S

5 - +1 T

6- +1 A

core: chaos warband, Kakophani (Lucius or Ch Lord, 3-6 noise marines—get split fire & all sonic weapons gain shred. If take 6 noise marines they also get +1 St guns)

command: lord of legion

aux: lost & damned + 8

obj: destroy enemy w/noise weapons; kill enemy in challenge; kill a unit falling back; Vp per unit fails morale, fear, pinning (max 3); your enemy picks obj marker and D3Vo when you take it; D3 VP if your enemy controls no objectives (improves)

 

--Nurgle Disciplne

primaris: Nurgle's Rot [1]

nova, doesnt affecr mk Nurgle or demon Nurgle  S2, AP5, assault D6+1 (Poisone 4+)

 

Weapon Virus   malediction  24" target unit's gain Gets Hot [1]

Fleshy abundance blessing friendly psyker w/in 14" imediately regain D3 wounds lost earlier

Blades of putrefaction  blessing range 14" unit's melee weapons gain poison 4+, or poison 2+ if they already had 4 [1]

Gift of contagion  meldeiction enemy w/in 48" - roll on table to reduce their stats [1]

Plague wind  witchfire 12" s1 AP 2, large blast poison 4+ [2]

Curse of the Leper   friendly or malediction, range 21", +1 or =1 t strength & tough

 

 

 

 

 

-Slaanesh Discipline

primaris Sensory overload   witchfire  24" S4, AP4, assault 4, blind, concussive, pinning [1]

Hysterical Frenzy  blessing 12" roll on table for bonus Init, str, or att [1]

Delightful Agonies  blessing 12" gain FnP 4 [1]

Symphony of Pain  malediction 21", takes 1 BS and WS from target, any sonic weapons shooting this targeted unit add +1 str (cumulative!) [1]

Sonic shockwave   nova 9" S5 AP4 assault D6,pinning, ignores cover [1]

Aural Onslaught  beam, 18" S8, AP2 assault 1, menal anguish (before attack, target takes ldsh test and if fails you reroll to-wounds here) [2]

Apoplectic Glee  witchfire 24" S-special  AP - assault 1, ignores cover, ecstacy (no roll to wound, rather all non-vehicles hit themselves using their own unmodified strength [2]

Direct download: Ep_174_-_Traitor_Legions__Dave_Taylor_fixed.mp3
Category:general -- posted at: 1:51pm PDT

We talk news, hobby and games played and then give a review of the Warzone Fenris 2: Wrath of Magnus amazing product going on sale later this weekend. Our website is caught up www.combatphase.com were you can see the text review. Kenny is now a CSM player, buying and building 40K Thousand Sons with such an amazing and surprisingly expanded release.

Enjoy!

Combat Phase podcast will be happy to cover the new Thousand Sons soon. But in the meantime this is the initial text review of Warzone Fenris 2: Wrath of Magnus. The hardcover case comes with a fluff book and a rule book so you can build your own themed Thousand Sons army or Tzeentch demons army. It’s worth the $75 USD every bit. Amazing art, a stunning new line of models which I honestly did not expect. Sadly the website is old so episodes are on iTunes or @kennylull on twitter or www.facebook.com/combatphase and episodes go up every week. Check out over 50 episodes with Black Library and the most recent ep. 172 an interview with the man himself, Aaron Dembski-Bowden on Master of Mankind, the Black Legion series, his books, writing styles, and what’s to come. Direct link: http://traffic.libsyn.com/combatphase/Ep_172_-_Aaron_Dembski-Bowden__his_worksupcoming_works.mp3

 

 

Rules:

For someone loving the fluff of the Thousand Sons (TS) and now becoming a first-time CSM player this book is amazing. I can’t say with any certainty on this, the day of pre-release in Nov., how the Traitor’s Legion book (resale Dec 3) will address TS but I have faith in Tzeentch that it will at the worst mirror this and at the best, grant options for TS fans/players of 30K & 40K—but that’s just my educated guess. ;)

 

OK, so how does this work? Kickass models—stunning and a wider selection than I could have imagined—accompany new paints to build your TS collection. Demons do NOT have any new model kit releases at this time. However, blue horrors and brimstone horrors (they’re so darn cute!) are available in Warhammer Quest: Silver Tower (WHQ)  where you may want to look at your local GW or FLGS or online to buy, trade, or make dark pacts to acquire some. Though not confirmed, I am under the impression early in 2017 we’ll see these models boxed to be used in 40K & AoS. The Tzaangor kit has a nice selection of bits; don’t bother trying to mix WHQ Tzaangors into your 40K army, imo, just get the 40K kit and you can use those for AoS. Rubric marines make a gorgeous kit. Datasheets have units of 5 (4 + 1 aspiring sorcerer as infantry character) so the box can make the asp sorcerer + 9 marines, equipped with inferno boltguns or warp flamers. Soulreaper cannon and icon of flame…pretty. Oh, and a diverse CSM transfer sheet for other legions. Nice kit.

That’s all I have for models. Have a look on GW’s pre-order section for kit details and 360 view.

 

Making an army

These books are incredibly clear and perhaps that’s future-proofing in addition to an evolution of the design studio. You need CSM codex for TS and Demon codex for the Tzeentch demon army here. The TS are vicious psykers and that comes through quite clear in this WoMagnus supplement!

TS: This book contains new data sheets for Ahriman and Rubric Marines which replace their listings in the current CSM codex. The TS theme army is a Grand Coven (GC) which is made up of formations. Psykers get new and better powers and the CSM sorcerers can draw from 4 new disciplines: Sinistrum, Heretech, Ectomancy, Geomortis. We get 6 new objectives for TS focusing on psyker objectives mostly, or number 9. Also 3 cool fluffy altars of war. TS get 6 new relics, 6 new warlord traits (One gives eternal warrior!). CSM models can become TS with certain Tzeentchy condition to basically, ya know, make it work.

Special rules: detachment from CSM can become TS meeting rules (this book), then all units in a TS detachment or formation get 3 special rules (hells yeah, imo!)

1. if unit w/vet of long war (all TS except Tzaangors) affected by a blessing then invuln save better by 1 until start of your next psyker phase.

2. Units as above reroll hits every round of close combat vs. Space Wolves but also SW get hatred vs. TS

3. Rubricae becomes troops instead of elites

-Units from the formation can be in both a formation and detachment. You need your warlord in a GC as primary detachment to give the benefits to that whole primary detachment. Which is re-roll TS special warlord trait & re-roll the result of perils as well as all psykers can attempt to manifest one warp charge above their mastery level. So mastery 4 could attempt to manifest 5 powers!! Holy Psyker kickass, Batman! Oh, Eldar… ;-p

- GC is 1+ core; 0-4 command; 1+ auxiliary    [TS Formations have cool benefit of re-rollingfailed saving throws of 1 when the formation uses max number of units allowed]

Core: War Cabal (formations either using  healthy mix of the army) or Sehkmet Conclave (A badass Sorcerer + 3-9 scarab occult termies)

Command: Reharti, Ahriman’s Exiles, and Lord of the Legion

Aux: War Coven (magics!), Tzaangor Warherd (bray, baby!), Daemon engines (stuff from codex), and legion armory (codex armor vehicles)

Updated discipline of Tzeentch, 4 new disciplines.

designer notes new icon of flame reflects new changes since CSM codex, new inferno bolt weapons. Bolt + mark Tz = soul blaze

 

Can’t spoil every data sheet but some highlights:

- Ahriman at 230 HQ (rubric become troops if he’s in the army), can take a disc, psyk 4: Bio, Deamon (malefic), divination, ectomancy, geomortis, heretics, pyro, sinistrum, telekinesis, telepathy, tzeentch [The 11] and he still has Master of Deception warlord trait. 

-Exalted sorcerer 160, can take disc, Pyk 2, same 11 powers, 1/per game Coruscating Beam attack instead of shooting (unlimited,S9, AP2, Heavy 1, blast, lance)

-Tzaangors 10 w/mk Tzeentch, can swap 2 hand weapons for auto pistol & chainsword, can take up to unit 30, 7pts each. relic hunter rule for fluff in case rare instance of this comes up

-Rubric marines unit 5 (4+ aspiring sorcerer), same special rules but better weapon options now. aura of dark glory, sorcery force stav, uses Tzeentch spells, can take up to 20 (23 pts each), any # of warpflamers (7 pts), sorcerer can take meltabomb, icon, gift, rhino. 1 soul reaper cannon per 10 marines (25 pts).

-Scarab occult terms 5 (4 + sorcerer) sorcerer has WS 5, 2 wounds- 1 above normal troops, and cast 11 disciplines. units can be 10 (40/model), heavy weapon options per every 5; per 5 one hellfire missile rack, land raider road trip available:)

-Magnus is a beast at 650 points but he has some crazy powers. psyk 5, draws line of sight to any model on the battlefield, harnesses charges on 2+, never perils, 4+ invuln, and besides knowing all Tzeentch & Change spells he has that Gaze you heard about, charge 5 (but remember all bonuses TS get!) 18’ D, Ap 1, assault 1, soulblaze! His staff is S user, AP2, force, soul blaze and transmogrify. Hot.

 

—so as with making the TS army, it’s all about formations and besides re-rolling saves of 1, they are reflections of fluff in names and benefits. As the Rehati should be from the HH novel A Thousand Sons (by Graham MacNeill), this expensive sect can harness on 3+ and draw line of sight anywhere. Makes me happy! War cabals of rubrics and terms; war covens of sorcerers; herds of tzaangors and a sekhmet conclave of terms + sorcerers.

 

-these inferno weapons all S4, AP 3; soul reaper cannon 24”, S5, AP 3, Heavy 4 rending; and the warp flame weapons have warp flame special rule.

 

Demons

Also 3 alter of war, 6 new fluffy tactical objectives, a new Tzeentch warp storm chart if your warlord is in the primary detachment (like TS model for creating a battle-forged army above)

Pink Horrors here replace the ones from the Demons codex. 90 for 10, up to 20 (9 pts/each). 1 is iridescent horror who can take 20 pts of rewards combination) and take choice of icons and icon upgrades

Blue (50pts for 10) and brimstone horrors (30 pts for 10) have been added as units. Pink horrors die and split into 2 blue which die and split into brimstones if you have them. An awesome return to the game! One formation even doubles the amount of horrors spawned from their colorful kin. Horrors use Change discipline.

 

-contains new loci, transmogrification in this book replaces the one from the demons codex because horrors split differently now. Demons of Tzeentch can be demon of tzeentch detachments. Pink horrors can carry new icons as well.

-You make a Pandemoniad of Tzeentch as your primary detachment but for warlord traits you need WF 1: Curse of the Wulfen. 

the Pandemoniad gives you 1 better invuln save to a max 3+  and you can reroll the warlord trait (from WF1) AND the tzeentch warp storm table.

Same as a GC in format.

-1+ Core - Warpflame Host, Lorestealer Host

-0-3 Command - Lord of Pandemonium or Omniscient Oracles (Kairos plus more Lords of Change to help the blind bastard actually see the present, lol!)

-1+ aux -[this is where the rest of your demons of tzeentch come in] Agents of Tzeentch, Forgehost (soul grinders), Burning Skyhost, Brimstone Conflaguraions and Groups of Heralds.

 

 

Fluff

no spoilers here :)

 

5/5 stars!

 

Kenny Lull
Direct download: Ep_173_-_Wrath_of_Magnus_Review.mp3
Category:general -- posted at: 5:12pm PDT

1