Hi chaps, time for part 2 of my
cult army analysis. This time we will be focussing on Khorne as a cult and as
before I should emphasise this will focus more on fluff than balance/gemeplay
etc. One point to make relating to the Thousand Sons article first. I
emphasised the fact that I was trying to build a Thousand sons army rather than
a Tzeentch army. Obviously you can build a Tzeentch army including all manner
of units in order to represent various followers of the God. TS are special in
that case as they were psychically attuned before succumbing to Chaos and also
are unique due to the rubric. The aim therefore was to build an army list
representing the TS specifically, which the codex just about manages with restrictions.
On to Khorne now. I will say that
this could be a specific World eaters (WE) army or alternatively a generic
Khorne army, as the main point is to reconcile both the fluff and rules between
the cult units and the rest of the army. Beserkers are fearless, furious charge,
MoK (rage and counter attack) with options for an icon of wrath (FC and reroll
charge range) and VOTLW. They also only come with BP and CCW with options to
upgrade to an AP4 chainaxe. Lastly, they get the typical stat boost for a cult
unit with WS5. As a general point I like the fact VOTLW is optional even on
cult units (TS being the exception) as it follows the fluff in that cult units
may be from renegade chapters rather than the legions of old.
Unlike Thousand Sons it is my
opinion that the cult units reconcile rather well with the rest of the army
when trying to build a World eaters or Khorne army. The main exception to this
is, as will become a running theme throughout the articles, terminators. When
we look at say the basic CSM, it is possible to represent a beserker for the
most part. Replace the bolter for a CCW at no cost, add a mark of khorne and
icon of wrath and you mostly have a beserker squad. All you are missing is
fearless and WS5. From a fluff perspective this is not so big a deal. What you
have is the difference essentially between a standard WE/khorne trooper and a
totally devout veteran. Even if you decide to give chainaxes as upgrades it
again represents the veterans, in this case the cult units, getting the pick of
the wargear. With Thousand Sons it was a lot harder to reconcile this as there’s
little reason Rubricae marines in terminator armour (surely the more
experienced veterans) would not have inferno bolts while the standard infantry
do.
Speaking of terminator armour,
the terminators are again granted the same options as normal marines, yet the
thing bothering me with this is again why the esteemed veterans in terminator
armour are of a lower weapon skill than their beserker comrades. It can be
justified in fluff to an extent with the more bloodthirsty and devout marines
not wanting to be slowed by terminator armour but still it would have been nice
to have the option. Raptors also make nice ‘almost beserkers’ and add to the
overall theme of a brutal assault army, as do bikes.
In conclusion the World Eaters
army fits better with the new codex than a Thousand Sons army does. However,
one of the standout errors in the book for me so far upon looking into things
in depth is that it would have been a much better choice IMO to remove
terminators from the book entirely, leaving terminator armour options on the
chosen and cult marines, simply ruling that cult marines in TDA couldn’t score.
(Would also have allowed Abbadonwing) Again, the deed is done so no point
complaining about it – I just see some missed oppurtunities. Here’s a 2000pt
example World Eaters list:
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