Some initial impressions for the new codex.
The four Legions - Alpha, Word Bearers, Iron Warriors, and Night Lords have no special rules to make them unique, not even for the purpose of flavor. They're just another paint job.
That is annoying, though to be fair you do unlock the elites and can take them as troops when the lord has the appropriate mark.
I find it interesting that there's enough fluff to justify the different legions, but there's nothing out there to set them apart, outside of the aforementioned paint job. I'd love to see GW come out with codex supplements for traitor legions, Ork clans, etc. They'd likely sell pretty well within the community.
Infantry is good. Cheap. You need a lord in order to access cultists, but you can get massive mobs cheap as hell.
Yes, fantastic. Cultists are great, cheap Chaos Space Marines are great as well. Definitely a numbers game here.
Cultists are definitely good, especially if you stick them with an IC with the Fearless USR. Not very survivable without cover. Auto guns are Rapid Fire, so you can't shoot them and assault...though they suck at it. However, with MoK and a full unit of 35, you start out with the potential of 139 attacks on the charge (close combat weapon, +1 for auto pistol, +2 for Rage given by MoK) or 108 if you are charged and make your counter-attack roll (CCW + 1 for pistol + 1 for counter-attack). Add an IC model and make the chaos champ make or accept challenges. Then the IC gets to lay waste to groups.
As Krisken said...a numbers game.
The demon engines have ballistic and weapon skills of 3. They can regenerate HPs and have an invulnerable save. The Maulerfiend can move 12 and ignores difficult terrain. It really is anti-armor though, because it's basically a Dreanought.
I'm not big on the demon engines, but I can udnerstand why others like them. I see them potentially good, just not sure it will work in 6th.
I got to help some newbies out in a game at a local gaming store. One of them was fielding the Maulerfiend. The only thing the other guy had that could hurt it was a plasma gun that was getting 1 shot a turn, glancing on a 5, and penetrating on a 6, both of which could be nullified by the 5+ invuln save of the Maulerfiend. I was impressed, especially with the lower point cost. Start out at 12", move 12", and charge with Fleet. Threatens a lot of space within two turns, or 1 if you're really lucky with placement and rolls.
The Forgefiend seems nice as well, with the range and firepower. Having a AV12 isn't comforting, but with the ability to regain HPs, and put out some nasty firepower, it'd take focus fire to bring it down and, statistically, it will take 4 glances because you'll save 1 with your invuln.
The Heldrake has the Baleflamer and Vector Strike special rules. If you play your game right, you won't have to roll BS for it. D3+1 hits at S7 against the side armor of a vehicle is pretty nice. It's not an automatic hit, but nice nonetheless. Since those attacks are at AP3, the Heldrake with a baleflamer is a great MEQ flyer and adequate against most of the flyers. I need to pick up another head to put the Hades Autocannon in.
Tzeentch is not so good. Slannesh is meh. Nurgle is good. Kohen e is solid.
I thought Tzeentch was ok though horribly expensive, Slaanesh is actually quite good as they have the best psychic power chart. Nurgle is fantastic. I'm not impressed with Khorn, but time will tell.
I like Tzeentch, especially for the extra +1 to invuln. For example, you can take +1 invuln or +1T on an Oblit or Terminator. Yes, the +1 toughness lets you not get doubled out, but the +1 invuln gives you a 50% shot at avoiding the wound altogether. When it comes to weapons that can't double you out, most of the things people will be firing at you will wound you on a 2+ anyway (lascannon, plasma, melta, krak missile), regardless of your 5 toughness. I'd much rather have the extra 17% chance on my Invuln save on a 1 wound model like a Terminator. On the oblit, I can see the value of +1 toughness since you get two wounds.
Slaanesh is great in the right situation, especially with the increase to Initiative. In a fight between your baseline CSM unit and a Tactical squad (close equivalents), I'd rather have the chance to land my wounds first. Add Veterans of the Long War and you have rerolls in the first round of close combat to land those hits.
The chaos boon table is nuts, with tons of good bonuses. Any character, even named ones, have a slim chance of turning into a Chaos Spawn. Or a Demon Prince.
Indeed
Demon Princes are no longer worth it. No save at all unless you buy it. Upgrades are expensive, so a serviceable one eats up a ton of points. Too many.
Yeah, they are teh suck. If you want a daemon prince, take one in your ally slot.
Yeah, Daemon Princes got screwed in this edition of the codex. They are very expensive. Though, making it a Daemon Prince of Nurgle gives it a 3+ save when Diving because of the Shrouded USR. That's pretty nice. For the cost? That I don't know. They are almost as expensive as Abaddon and less survivable. I'd have preferred to see a lower base cost, though not the 130 points for a Winged Daemon prince with a 3+/5++ in the last codex. That was insanely low.
Vector Strike, as mentioned, can be really nice as well, even if it's at the unmodified strength. I have two DP and they are only being kept around for Chaos Boon rolls.
Raptors, bikes, and Obliterators got better. Oblits are nuts now. Warp Talons have great weapons, can blind enemies coming in, and have jump packs. They lack assault grenades. Facepalm. I plan on expanding my bike squad and building some Raptors to create a massive assault spear to run with my Maulerfiend.
Bikes and Oblits are fantastic. Taking a mark of Nurgle on the Oblits for just 6 more points is fantastic. Don't overlook Havocs either, I say. the Warp Talons are potentially good but good god, 6"? Really? Who the heck is going to deepstrike that close to a unit?
Bikes are indeed fantastic. Once you add MoN, against anything with less than S8, your survivability goes up quite nicely and you get an automatic cover save due to Jink. 4+ when going flat out and getting across the board is amazing. Add in Hammer of Wrath and they are great in close combat.
I've always been a fan of Oblits and now I see a reason to run a full squad of 9. I think I have 9. If not, I need to get more! Having to switch weapons can be a bummer, but if you Deepstrike with them, you might not need to worry about it, as the addition of the Assault cannon is nice.
Terminators are slightly cheaper, with decent options.
Terminators are great again, of course.
We went over this in our recent episode. Chaos Terminators are the cheapest in the game for a set of five. They clock in at 157 for 5 with the stock combi-bolters and power weapons. Add in Power Fists for the 4 terminators and a power weapon for the champ (the equivalent of their loyalist counterparts) and you're looking at 185 points. That leaves points for Marks. Given them MoT and walk around with a 2+/4++ save.
The codex was FAQ'd so that they can upgrade both their melee and ranged weapons.
The armory lacks artificer armor or invulnerable save items. Large squads accompanying characters are a must. The rule that forces characters to issue and accept challenges can add to survivability.
I find the rule to force characters to issue and accept challenges as a huge negative for the army. No one else will accept when it doesn't suit them, and will accept when it helps them best. Lets just say your cultist hero is the most stupidly brave character in the game.
Edit -Aura of Darkness gives a 5+ invulnerable save.
Sigil of Corruption can be bought by some units for a 4+ Invuln and the aforementioned Aura of Darkness can be purchased by some as well as combining it with the MoT to get down to a 4+ Invuln that way.
Chosen have a load of options. Some pricier than others, but they look great to me.
In the game I saw the Maulerfiend in, the guy also ran Chosen. While they lost the default rule of infiltrate, they are quite nice and not much more than CSM if you upgrade them to match the stats of the Chosen. VotLW will give them a 10 in leadership and they can take 4 special weapons per squad. I believe an Autocannon is one of those, and those are quite nice.
There's a boatload of options here, with a seeming emphasis on either Black Legion or an original warband. Allies can make it even more interesting, but I'm going pure Chaos.
Pure chaos is good, but might I suggest a couple Daemon units? Take one HQ, a troop, and then fill in with a large Screamer unit and a large Flamer unit. Those units are just fantastic.
Hellbrutes are Dreads that can rage, and ignore crew shaken and stunned if they've already taken a hit. It's a dice roll to determine that, but they can be resilient buggers.
More information to follow.
Don't overlook the Havocs. They can take a unit of 4 autocannons for 115 points. That's 8 48" S7 shots (2 per guy). Army Builder includes Flakk in every army that takes missile launchers, but CSM are the only army that legally take the upgrade on their Havocs. All of the other mentions of missile launchers in the codex are clear that it's just frag and krak missiles. Taking Flakk missiles jumps the price, but ultimately, with that upgrade, it's only an increase of 5 points over the previous codex, when the missile launcher upgrade was 20 points for just frag and krak.
I plan to run two groups of Havocs with 4 autocannons in one and 4 missile launchers in the other. With havocs, you can also take extra bolter guys to serve as ablative wounds for 15 points each. Survivability. That leaves me a heavy slot to take some oblits, a dakka Predator, or one of the other heavy units.