Chaos Marines are reasonably well equipped for these, and with 6” of Movement can get around the table faster than their Death Guard counterparts. For CSM, that aura improves your shooting attacks by letting you turn a miss into a hit if you score any critical hits.Īs with all Kill Teams that have the option to take a horde fire team you have a choice between board control and elite punch. The Icon bearer is worth noting here, as they’re key parts of a chaos marines team in any flavor: Icon bearers have a special action they can do for 1 AP and it turns on an aura that affects friendly operatives within 3″. Fortunately, both of the options that *are* available are pretty decent, and neither is something that Death Guard or Thousand Sons have, making Traitor Space Marines feel a bit more distinct. Your heavy gunners can take the heavy weapon options packed into the Chaos Marines plastic kit – heavy bolters and missile launchers – but are locked out of any other options like autocannons. You can of course take a double scoop of Chaos Marines for your Fire Team, and have six much like the Space Marine Tactical Marines. You’ll need to take one Chaos Space Marine Fire Team, which is going to likely mean a champion, icon and a gunner of some sort in your first fire team. So if you want flamers you are using the weird flamer character in the Blackstone Cultist box, but you’ll need two boxes as you are one model short.Ĭhaos Space Marines have access to champions, warriors (basic marines), Icon bearers, gunners (special weapons), and heavy gunners (heavy weapons). This is why the special weapon options for Cultists are heavy stubbers and flamers, when the cultist special weapons that you can walk into a GW and buy are in the Blackstone Cultists of the Abyss set and are heavy stubbers and grenade launchers, which only has seven models. One issue with this is that the Cultist choice is built around the assumption (as was the case in the previous edition) that you have the Cultist models from Dark Vengeance, the 6th and 7th edition starter set. These aren’t bad choices, but they aren’t without issues. This means that your teams will either be six marines or three marines and a mob of Cultists. Traitor Space Marines can select from two Fire Teams: either a team of 3 Chaos Space Marines or 8 Cultists, but can only take one cultist Fire Team in total, so you can’t take a 16-model team. You still can’t mix and match, but outside of the Death Guard and Thousand Sons teams, you won’t see any rules benefit for choosing a particular team.Ĭhaos Space Marines. A Note on Chaos LegionsĪlthough there’s good support for Chaos Space Marines in here, long-time legion players will note that, although Traitor Legion teams can choose a legion keyword, those keywords do not do anything at this time. In part 3 we’ll cover the remaining Xenos teams and offer our final thoughts on the book and the future of Kill Team.īefore we dive into our review we’d like to extend a big “thank you” to Games Workshop for providing us with a review copy of Kill Team Compendium. There are four of these – Traitor Marines, Death Guard, Thousand Sons and, not having been forgotten this time around, Chaos Daemons. In this intermediate part we’re covering the book’s Chaos teams. In Part 1 we covered the basic rules for building teams and the Imperium teams. Welcome back to part two of our Kill Team Compendium Review, which was so long we split it up to make it more manageable to both read and write.
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