Over the previous weeks, we've been pondering which army to do next in Design Studio. It's become obvious which one deserves it...
Chaos Space Marines.
With the re-addition of Space Wolves to the metagame, Chaos seem to have gone downhill. It's not that they're weak, it's just that other armies are Strong. Chaos can hold their own, but at the same time they're vulnerable.
Enter Codex Chaos Legions.
This is a fully all consuming list for Chaos, which allows each of the 9 legions to feel useful again. Utilise your cheap troops to accomplish great things, and expect there to be blood.
Here's a few of the Psychic Powers which will make Tzeentch feared for its Sorcery again:
Iridescent Blaze of Tzeentch Enemy Movement
Declare at the end of your turn that you are using this power – it begins to take effect for your opponent’s next player turn. Select a single enemy unit – this unit may not move, and immediately takes d6 Strength 5 AP – hits, which cause Pinning. The unit may move as normal in further phases.
Ahriman’s Gift of Tzeentch Enemy Turn
This power may be used whenever a Sorcerer of Tzeentch is within Line of Sight to a Psyker who has successfully used a Psychic Power. Each player rolls a d6. If the Tzeentch player beats the opposing player’s roll, then the Sorcerer who used the power will become a Chaos Spawn under your Opponent’s control.
Creeping Pestilence of Nurgle Assault
Use this at the beginning of your Assault Phase. All Nurgle units within 12 inches of the Sorcerer will charge 6+d6 inches this turn. In the next player turn, all enemy units within 12 inches of where this Psychic Power was used will charge 6-d6 inches next turn, and may not Run.
Absolute Justice of Slaanesh Shooting
Select a single unit within 18 inches of the Sorcerer using this psychic power. It immediately moves 18-2d6 inches straight towards the Sorcerer, and gains the Rage special rule. Then the unit must make a Pinning and Dangerous Terrain test at the end of this player turn.
Diabolic Grace Movement
The character – and any unit they may be attached to – gains the Fleet of Foot special rule for this turn. In addition, they will ignore any Difficult Terrain (and similar effects) for this Movement Phase – though Dangerous Terrain will still hurt on a 1.
One Step Back to One Step Forward (Warptime) Assault
Use this power at the beginning of any Assault Phase. For that phase, all un-successful rolls to hit or wound which that Sorcerer makes may be re-rolled.
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