« on: January 30, 2013, 09:20:35 PM »
It sounds to me like the army just got better. I am just not seeing a whole lot in my army that will stand up to many of these newer choices. WS9 slaughter brutes? EotG bonuses that just boost all ready high stat lines? 5+ ward save on the frikking hell cannon? Check out the rumored stats on the chaos lord AND he's unbreakable so I have to kill him not just break him in combat. The real kick in the nuts for me - 4+ armor save on the chimera despite the fact the damned model doesn't have armor. The Empire griffon however has visible armor and yet gets no armor save what so ever. Clearly GW isn't selling enough of those fugly chimera models.
"So I'll start with the thing everyone is waiting to here.
50 Great weapon, Khorne Marauders with full command are 580 points, they do however retain their statline
Now on the more mundane things that have changed.
Mark of Khorne; frenzy
Mark of Tzeentch; +1 ward save
Mark of Slaanesh; Auto pass fear, terror and panic
Mark of Nugrle; Flat -1 to hit in close combat
Marks on a per model basis
Mutant regen is gone (except throgg), and troll vomit is no longer magical, same cost
Chaos ogres gain impact hits
Dragon ogres gain halberd option
Forsaken are basically the same, same point cost, with a chart of rollable USR, ranging from asf, poison, etc
MofK on Forsaken is hatred, MofS is Swiftstride
Eye of the gods are all stat increases, except for 12 which turns characters, and chosen champ into Daemon Prince, units gain stubburn
Valkia always gets +1 S when she rolls on eye of the gods
Sigvald always rolls +1 A on eotgs, and gained T5
Chaos warriors same statline
Warhounds true core
Chariots as normal true core
Hellcannon gains 5+ ward, everything else is the same
Chaos lord stays the same, mounts change a little manticore for example, and marks are somewhat cheaper, mundane gear drops in price
Chaos sorcerers, lores as rumoured, same statline
A wait for it... Mazing.
Chaos lord statline, ws9, S6, 5+ ward, Magical attacks, Unbreakable , must take a mark Khorne is +1s on charge, Nurgle is -1 to hit, Slaanesh is armour piercing?, and Tzeentch is re-roll 1's on ward and channel attempts
Chimera, SofM stats with a 4+ armour, for X points gains regeneration, for Y points gains s4 flaming breath weapon, tail attack has rules d3 attacks that are +1 to hit in rear
Slaughterbrute is basically just a attack machine, bound uses are lord or hero ws, and opperates as normal (S7 or 6 can't rememeber exactly can check later, t6, 4+ armour) or can be unbound in which case its frenzied (which it can't lose), and Random movement 2d6, can buy 2 more s5 attacks
Hentical beast, less killy bound spell's effect is roll a d6, 1-5 are d6 T test + effect, 6 is whole unit + effect.
On Magic really great spells basically all made to turn the army into a killing machine, some of my favorites are 2 slaanesh spells 2 and 6 are hexes that give the unit ASL, and random movement d6, Treason is no inspiring presences or hold your ground, Phantasmagoria and Pavane, are both there. Nurgle has a lot of spells that are hexes and augments depending on who you use them on. Curse of the leper gives +d3 T to allies or -d3 to enemies. None are AoE if I recall correctly. Gateway on a 10+ for S is 3d6 hits, instead of 2d6
Skullcrushers get regular MC stats, Juggers have 3 attacks at s6 on the charge, Riders buy lances for 3 or EW for 5. Juggers have magical attacks and are only +2 to armour.
That's what I got from the top of my head, if people present questions I'll do my best to reply. "