arceon is weird he has good combat stats and is going to be varry hard to remove but a lot of his abilities don't make sense or are meh. he can instakill heroes if he rolls 2 6s to wound so nice but not common. he gives a extra command point per turn and has 2 command abilities but one of them just lets you use the first one again if a opponent uses a command ability the thing is there is no restriction on using the first one more then once so it seems redundant the deamon prince is a lot scarier then he used to be he fights at the start of combat hits harder when he charges and has 1 of 4 command abilities based on what god he follows the khorn one haves enemy run and charge rolls within 18" so expect to see a lot of this guy
the chariots are still bad why can it only run and charge once a game? but varinguard now hit and wound on 2+ if arcion is on the battle feild they can also pile in twise so depending on how expensive both of those are that might be a power pare. chaos knights are the pore mans demigryphs but th e mounted lord gives them teeth this seems like a very cmmand point hevy army so hard to run right
the exalted hero is still awfull even with strikes twice. the sorcerer lord is insane! his spell lets a unit reroll hits and wounds and goes off on a 6 dang.
maroders are fragile but can do a lot of work in large blocks and they can't get les then a 8" charge so great for pining stuff down. and wariors are going to be a staple they naturally reroll saves of 4+ when above 10 models and reroll hits naturally too. with 2 wounds and a 2/3/3/-/1 attack profile thats a stat card id sell my left kidney to see on saurus and they can conceivably fight 4 times in a combat if you get the aura bubles right but thats true of a lot of the army
As great as this is, to see we aren’t fading out of reference... they have to be aware that we’ll be the worst looking warband by a mile? Almost without exception, our non-hero models are pretty dated, and I doubt they’d introduce flyers just to use our ripper kit.
meh, the new STD scrolls are a bit of a dissapointment. They're much more difficult to slot into a main chaos list now. For example the daemon prince's mark is now only beneficial in a khorne army. In armies for the other chaos gods, that aren't STD, his command ability is useless. Which is a shame, the versatility provided by allowing them to slot into different chaos armies with ease was great...
where are you getting that from? as far as i can see the prince can go in slaves naturally and just be khornish the whole army can. shur it's a bit harder to get a khorn DP in a slanesh army but that's what allie points are for
I mean that the old mark bonusses where also beneficial when you ran an army of one of the main chaos forces. E.g. previously you could stick a daemon prince into a disciples of tzeentch army and they'd synergise. A tzeentch daemon prince would give a disciples army a melee beatstick, while in return it gained acces to the lore of change. This no longer works as you're now stuck with a command ability that's useless outside of an STD army. The same can be said for Nurgle & slaanesh. Khorne is the only effect that still works outside of an STD army.
no he is still a powerful unit. in fact he is stronger then he was before having all of the old marked bonuses now rolled into his base stats (exept tzeench but he was always a lousy caster) and he didn't use to have a command ability so even if it only buffs him thats better then it was.
Also, the pre-orders are up, the start collecting box indeed doesn't include a secret beast they just meant the karkadrak. It is a terrifying monster in melee though. Loads of rend, some mortal wounds, most of its attacks do multiple damage, quite sturdy. The only downside is his command ability isn't super interesting unless you run an STD cavalry army. No explicit bonusses for his mark though, I'm curious what they've done with those. Endless spells: Doom sigil: gain extra attacks for 1 turn each time something dies nearby. Which is quite awesome. Limited area of effect though and can't move. But definitly interesting. Daemonrift: Deals D3 mortal wounds +1 for each nearby wizard and other endless spell. Not super exciting, but the interaction is cool. Realmscourge: Can only move in 1 direction. Deals D3 mortal wounds and halve the movement of affected units.
The tzeentch one can't buff himself cuz he's no longer a wizard. The slaanesh one can't benefit from the buff without supporting Slaanesh STD units Only the nurgle one can buff itself. And Khorne just targets enemies so it always works. And yeah, the daemon prince himself has better stats. But I dislike that it lost the abilty to nicely slot into other chaos armies. O well specificly tzeentch cuz that was what I used one for. I'd rather have the mediocre wizard than this useless command ability. The doomsigil looks quite powerfull as well. It can quite quickly give you a lot of extra attacks. The daemonrift I'm a bit hestitant about. It can be absolutly amazing, against a tzeentch army it'd be hilariously powerfull for example. Assuming you can actually cast it.
Legions of Nagash have a necromancer as a leader, so they could give us the starpriest as one of our leaders. Edit: I meant for this to be a reply do @Xuil about warcry
Btw. I don't remember if we talked about it already (and to be honest I am too lazy to search for it), but the STD stuff also solved at least one rumor engine picture. (Edit: actually three if I see that correctly) Here's the link to the cool site again that lists all. https://warbosskurgan.blogspot.com/p/rumour-engines.html