Tuesday, 18 July 2017


Welcome back to the 40KMisfit coverage of the 8th edition Chaos Index.  Last post I went on a rant about the organisation of the book, but I think I recovered well and transitioned into the HQ units.  There were a lot of them and that post was quite long.  Well, looks like we might be in for another long one cause today we look at all the other stuff that makes up the Heretic Astartes army.  Many things stayed pretty much the same, and some things changed drastically.  I won't waste too much time on the things that didn't change that much as I assume most of you have some concept of what I am talking about.

The staple of many armies, our troops have not changed that much.  The weapons, the stats, their uses have all remained pretty much the same, but due to the actual change of the game, their importance has actually increased.  It has been looking like weight of fire is going to be a strong tactic in this edition and few pump out as many attacks as a large unit of Cultists with pistols, which can now have 40 models in the unit.  Including the pistol, 3 attacks per turn hitting on 4's is nothing to sneeze at when there are 20 models making attacks.  Alternately they can keep their Autoguns and 4 of them can take Heavy Stubbers.  Numbers also becomes an important part of the game because objectives is determined by number of models.

Straddling the line of Troops and Elites are the God dedicated units, Bezerkers, Thousand Sons, Plague Marines, and Noise Marines, all of which got better.  Berzerkers dropped to 16 points each and their chain-axe dropped to a point but gives them S+1(making them S6) and AP-1 which is amazing for a single point. They can still only take 2 plasma pistols, but the champ can choose from the Champion Equipment list.  Their big strength comes from their ability, like Kharn, to fight twice in the fight phase.  So when they get to combat, they are going to hit pretty hard.  S6 and AP-1 will cripple marine squads and destroy anything weaker.  Even terminators need to watch out, with enough attacks they will do some damage.

Next up on the list are the Thousand Sons.  Slated in the list at 18 points, this is a bit of a lie as their standard issue inferno bolters cost an additional 2 points, I won't start on this.  These guys are kinda scary as that standard issue bolter is AP-2.  While this weapon has actually become less effective at killing marines(not in cover) as it's 7th ed predecessor, it has become far more capable at killing anything with a 2+ save.  They have also become more durable with their All is Dust rule which adds 1 to their saving roll against D1 weapons, this includes their invulnerable save which becomes 4+.  They also ignore the -1 to hit penalty for moving and firing heavy weapons.  Pretty solid fire base for 20 points per model.  But we still aren't done because each unit of these guys gets an Aspiring Sorcerer that gets a junior version of Smite.  Gotta love those Mortal Wounds.

Plague Marines, these guys have always been good and since they are the poster boys for Chaos this edition, slated to get their own Codex in the next couple weeks, nothing is about to change.  Still T5, their war gear has changed a little, each getting a Plague Knife(re-rolling 1's to wound) and Bolter along with Blight and Krak grenades, losing the pistol they also used to carry.  They also have a form of FNP, called Disgustingly Resilient, that works very similar as before, for each point of damage they take, they roll a D6 and on a 5+ they ignore that wound, including Mortal Wounds.  This gets a little confusing and time consuming with weapons that cause multiple points of damage.  A quick scenario:  A unit of plague marines is hit and wounded by 2 meltaguns and 2 super charged plasma guns, all of the saves are failed.  So while allocating damage, one PM will have to make 2 DR(Disgustingly Resilient) rolls for the first plasma, a second PM will have to make 2 DR rolls for the second plasma, a third PM will have to make D6 DR rolls from the meltagun, and a fourth PM will have to make D6 DR rolls from the second meltagun.  All that for 21 points.  Plus they get a new weapon, the Blight Launcher, 24" Assault 2, S6, AP-2, Dd3.  I am starting to think that Assault weapons are going to be pretty good for certain builds due to their ability to Advance and still shoot and with the PM's movement of 5", this helps their mobility issues.

Last on our list of "Cult Marines" are the formerly "Red headed step-child" of Chaos fame, the Noise Marines.  I think these guys got a boost.  At first look they are not much, they look like your standard Marine with an extra attack for 16 points, but they get access to sonic weapons, which are ok.  They aren't anything to gush about, until you can shoot them out of sequence right before you pull them off the table even if the enemy is within 1".  Yep, when these guys die they can shoot their weapons off one last time at pretty much anything they want before you pull them off the table.  It's kind of like Soul Burst, and we all know how god awful broken that is, you can't kill anything in that army.  And once again, all the Sonic weapons are Assault weapons allowing for Advancing and shooting.  You need some crowd control, these are the guys.

On to the truly elite units starting with Terminators.  TWO WOUNDS!  Now that that's out of the way, they haven't really changed that much.  Combi-weapons, melee weapons, deep strike, 2+/5++, all that jazz.  Combi-flamers have lost a lot of use though as when you drop in you are not able to set up within range of them unless you can cast Warptime on them, which is where we come to our first

2 out of the 3 combi-weapons that Terminators can be equipped with get significantly better when closer than what deep strike allows, not to mention all that close combat potential.  There are a couple ways you can get Warptime close enough to use it.  First, and probably most obvious, you can drop in a Sorcerer in terminator armour or jump pack right next to the terminators and viola, or you can just use tactics and skills and time it just right to have a sorcerer or daemon prince in the right place at the right time.  Either way it gets those terminators a 4" charge after laying waste with combi-weapons galore so they can lay waste again with power weapons galore all for a base cost of 31 points.
However they are not without their drawbacks.  I have discovered that the thing that was so good at killing terminators before (plasma guns) are still really good at killing them.  While extremely durable against small arms fire, anything bigger tends to wipe them out pretty quick.  Second, their minimum unit size is 5, which means there is no room for a character to join them in a Land Raider and that is just all kinds of wrong.

Next on the list are Chosen and they did not change at all.  All the weapons.  Nuff said

Possessed got a bit of a revamp and there are some ups and downs.  First off, they are 22 points, which is a lot for no guns and only d3 attacks.  That is a little too random to be able to rely on.  Now these guys did get some boosts, a 7" move and AP-2 are pretty good and these guys popping out of a vehicle hitting the front line will do some damage, but not alone.  They really need some help be it Prescience or a Lord/Prince for the re-rolls to help mitigate those times they get low attacks.

In a game where you need to being either fast, dangerous, or durable, the Helbrute/Dreadnaught has not been any of them in along time.  That has changed pretty drastically.  Starting off at 72 points, and don't let that fool you cause you'd be hard pressed to get one for less than 125, the Helbrute has gotten faster, tougher and deadlier.  There are many different styles you can build, anti vehicle with twin lascannon and missile launcher.  Anti horde with heavy bolter or auto cannon and a fist with heavy flamer, or even 2 fists and heavy flamers.  Anti elite would be the plasma cannon and fist, or fist and scourge(my favourite). The fist and scourge Helbrute will end up costing around 155, but he gets 5 attacks at S12 AP-3 and D3 PLUS 3 attacks as S8 AP-2 D2.  That's 8 attacks in total!  We have not even gotten to the best part yet, at the end of any phase that the Helbrute suffers a wound, roll a D6 and on a 6 you can shoot(no enemies within 1") or fight.  But beware, although his T7, W8 and Sv3+ makes him pretty tough, a Manticore can still kill him in one turn if it gets 12 shots.  Right Brenden?

And that is all of the elites.  Nothing more to see here...

FINE, WE'LL TALK ABOUT MUTILATORS!  I don't know what GW has against these guys.  They have ALWAYS sucked and their models are terrible.  They still suck, and I haven't heard of any new models for them any time soon.  For 65 points each, and you have to take 3, you get a T4 guy with 3 wounds and 2+ save.  He has S5+d3, AP-d3, and Dd3.  What does this mean?  You roll 3d3 before each time it fights and fill in the blanks.  You don't even get to choose where they go, you have to roll them in order.  Oh, and they are only M4".  What is that all about?  A dedicated combat unit that can't move worth shit?  Sure they can teleport in, but you still have a long charge to make and you only have 3 so you can't even suck in many other units.  The simplest way to fix these guys is, at the start of each turn you roll 3d3 and allocate the results how you see fit.  That way when you are begging for that high damage to kill ork nobs you don't end up with S8 AP-3 and D1.  Or when you're fighting Marines you won't get S6, AP-1, and D3.

In a role of it's own we have the humble Rhino.  It's more than doubled in points cost, but I wholeheartedly agree that it's worth it.  So vehicles got a huge boost in this edition.  No longer are the days where a single lascannon or meltagun will ruin your day and blow up your transport.  Now they will need to dedicate a serious amount of firepower to take it out.  The last game I played my opponent dedicated 2/3 of his IG army to killing a single Rhino and he was not able to, leaving it at a single wound.  This was in part to smoke launchers, which no longer give a cover save but make it harder to hit with a -1 to all hit rolls targeting it.  That does not seem like much, but if you also get it in cover it's a really hard nut to crack.  The Rhino can hold 10 models and take a smorgasbord of weapons nearly making it a razorback.  Tack on a havoc launcher and a combi weapon and you got a pretty good fire platform.  We must remember though, and this is the first unit I've talked about that has this, this unit will degrade in ability the more damage it takes.  It's movement decreases, it's BS decreases and it's attacks decreases.
In my couple games, and this really should not come to any surprise, I have found that you need to pick a job for it to do and stick to it.  I wanted my Rhinos to both act as a fire support and transport troops into the teeth of the enemy tank gun line and equipped them with havoc launchers and extra combi bolters.  Well, if I want them to shoot they are not advancing and not using smoke, and if they are advancing and using smoke that are not shooting, thereby wasting the points I spent on the firepower.  If I was to do it again I would maybe put on a combi-flamer.  Because it's an assault weapon I will be able to shoot after I advance and it automatically hits.
In short, Rhinos are good at their job again.

Ok, my bikers don't look this good, but they get me just as hard.  Getting a 50% points increase, but a 100% wound increase, these guys might just be my new favourite mobile gun platform.  So for 33 points you get a biker with a combi-bolter and a pistol.  You can then choose to buy a special weapon, or you can upgrade your combi-bolter for a special weapon, but why would you do that?  You can have a combi-boter and a special weapon.  And since all units have super split fire you can fire your meltaguns at that Leman Russ tank and the Combi-bolters into that command squad.  Now their increased wounds and firepower are not the only thing that has changed, they have also gotten faster and slower.  Their movement has increased to 14", only get 6" to their advance, as opposed to their 12" "turbo boost".  I don't mind this loss of inches mainly because I can still shoot assault weapons after advancing.  Moving 20" and throwing out a couple meltagun shots can catch someone unaware at the most inopportune time.  I would not try this right off the hop though unless you also get a Warptime off and they can move twice, getting nice a close and not needing to advance.  Alternately you could put flamers on them so they are doing 3d6 hits plus 3 combi-bolters and a bolter.

Raptors have not changed a lot.  None of their stats have changed, their weapon options are all the same, they can deep strike, even their points stayed the same.  The one rule that did change though is they no longer cause fear, but dish out a +1 to morale tests to enemy units within 1", so in combat.  I believe that causing morale tests is going to be a viable strategy in 8th and this ability will really help with this.  For many situations, losing a single model is not that big of a deal, but when you cause a single model like a wraithguard to run, then that's where it makes a difference.

Warptalons are also nearly the same, their points dropped a few and they still have a pair of lightning claws and they can still deep strike.  Again though, their special rule that used to cause a blind test to enemies when they landed nearby has changed to units cannot fire overwatch against them on the turn that they arrive.  This brings me to my next combo...
The idea here is to use the Warptalons to protect your other charging units by denying the overwatch. With a big enough unit of Warptalons this could potentially affect many enemy units.  First off, drop in your Warptalons into a centralised area, usually an area where they would get completely shot to pieces next turn.  Then you use a strategically placed psyker to cast Warptime on them giving them a chance to move their 12" and get right next to all their potential targets and charge as many enemy units as possible.  The enemy can't overwatch and then the rest of your nearby units can feel free to assault free from harassment.  This works great with a couple other units that can deep strike, maybe have the sorcerer do it too, and you have a scary little time bomb that your enemy will have to concern himself with until you decide it's time to strike.  With all those units in reserve, it makes it pretty obvious what you're going to do, but it makes it easier than trying to set up a perfect scenario with unit on the table.  Things might have died, or got blocked or delayed from being where you need them to make the big dog pile charge.

Spawn are still in the fast attack role, but they got a lot slower(M7") and look a lot more like super possessed for 33 points each.  Their S5, T5, W4, and Ad6 all looks about normal but they get a 5+ save and AP-2 D2 which is pretty damn awesome.  Add a bonus ability each fight of -4AP, +2A, OR re-rolling failed wounds and these guys are pretty scary.  They also give out a -1 Ld penalty to enemy units within 1".  Combine this ability to the Raptors ability and you could be causing some serious morale issues for your opponent, maybe forcing him to use command points to keep his units from running.

Our only flier in this book isn't even really a flier.  It doesn't have supersonic or hard to hit and just moves around like a normal model, albeit really quickly.  At 138 points it sounds like a steal, until you realise that the baleflamer(which is still the better weapon at S6, AP-2, D2) is 60 points.  Still, for under 200 points you have a ridiculously fast (30" movement, undamaged) that can get where it needs to be to deliver a very critical strike.  It can also assault and is no slouch in combat with A4, AP-1, Dd3.  It's claws have a rule that makes it better at hitting enemy units with the fly keyword, which could be anything from actual fliers to jump pack units.  It's also somewhat durable with T7 and W12, plus it regains a wound back every turn and has a 5++.

At the top of the heap in the heavy support column is something that I don't think I've seen in a top table competitive game of 40 in many years, the Landraider.  T8, W16, Sv2+, this thing is a beast.  But beware is seemingly fair price of 239 cause it's actually bullshit.  With the inclusion of weapon you are looking at a minimum of 356 points.  It does carry 10 models, and has 4 lascannon shots with 6 heavy bolter shots, it ignores the -1 to hit penalty for moving and shooting heavy weapons, and can take some extra support weapons if you want, it puts out a ton of hurt, and can take a serious pounding.  For it's cost, it's worth it.  There are some definite drawbacks though, just as before.  It's expensive, so when you face that list that has 20+ lascannons/equivalents, you will loose it and soon.  There are a couple ways to protect it though as the new FAQ has stated that if a model in in cover, it does not matter what is obscuring it, only that it is obscured.  So that means if you got a couple treads in cover and your other rhinos are covering 50% of the Landraider, you will get cover giving your Landraider a 4+ save vs AP-3 firepower.  As I mentioned in the terminator section, since terminators only come in squads of 5, you can't fit a character in with them, but you can fit in 3 mutilators and a Chaos Lord.  This is probably the ONLY real potential use for mutilators as it solves their lack of mobility issue and they can remain mobile as long as the Landraider remains nearby and mobile.

Our next killer tank is the Predator, and I have to say I'm loving the Autocannon it comes with.  While S7 and AP-1 is a little on the weak side, but the 2d3 shots and solid D3 make each failed save really hurt.  With a base of 102 points, and the turret weapon nearly 50 points, this tank is going to cost 151 points, add another 10 points for heavy bolter sponsons, or 50 points for lascannon sponsons and maybe a havoc launcher or combi-weapon.  While there seems to be a surge in the popularity of lascannons, I can see a place for a Predator to take the Autocannon turret and lascannon sponsons.  I don't think heavy bolters are what you want to use for crowd control, and certainly not on a vehicle.  You will see some of these, and they will hurt your big stuff so make them a priority.

The Vindicator is up next, and it's cost of 160 is "all in" because it's demolisher cannon has a cost of 0.  Since the demolisher cannon is the only thing that can take it, they decided to add it's cost into the model's cost and give the gun a cost of 0.  Just one more thing that confuses the fuck out of me and the organisation of this book, but I digress.  With all the basic stats of the Predator, except for T8, it's an ok buy but the demolisher cannon is disappointing.  I find that it's either the low number of shots, or maybe the variability of it's damage that just doesn't seem to make up the cost in my mind.  Being a siege type weapon I would have assumed that there would be a boon when shooting at fortifications, or other vehicles, or units in cover, perhaps ignoring cover.  Perhaps more shots, or similar to a meltagun, a higher chance of high damage output.  Instead, it gets an increased number of shots when shooting at a unit of 5 or more models.  This kind of undermines it's large S and D result as most units that consist of 5 or more models typically have a lower T and W, making the S10 and Dd6 somewhat superfluous.

OK, what can I say about Obliterators that has not already been said about Mutilators.  They are kind of shit.  For a unit that has so long been the backbone of the Chaos shooting phase, it's very disappointing to see where they ended up.  While I actually like the idea that they had with both units, I feel they have both fallen short of their mark.  With the same basic stats, the Oblits have a projectile weapon that 24", S6+d3, AP-d3, and Dd3.  The weapons only saving grace is that it's Assault 2, meaning it can advance and shoot, and with it's M4" it'll need it.  Of course it can deep strike, but with it's random shooting ability it is really hard to pick a right target to deep strike near and be able to hurt.  These guys are just too random for 65 points.  Oh, and as with the mutilators you have to take 3, no more, no less.  Bizarre.

Havocs on the other hand are way more gooder than they was before the 8th edition gots here!  Not for any rule added to the Havocs themselves, but because of the rules to the actual weapons and how they are used.  Moving and shooting heavy weapons isn't as much of an issue any more with a mere -1 to hit modifier, and weapons have gotten far more deadly.  While the autocannon has been the favourite of this unit for a long time, for a measly 5 more points you can get a lascannon or missile launcher, both of which are far better than the autocannon.  Another great thing is the infinite split fire unit get, if you happen to be short on heavy support slots then you can put mixed weapons in a Havoc squad and they can still fire at their optimal targets.  Remember to take a couple extra models as sacrificial lambs.

Our Maulerfind/Forgefind duo have levelled out in points, although I'm not too sure it's for the better. Starting at around 170-180 including weapons, I don't really see these guys doing enough damage especially after taking a couple wounds.  First off, they start as WS4+ and BS4+, each degrading as they take more damage, of course the thing that makes them good being the thing that gets worse.  They are fairly tough with 12 wounds, a 3+/5++ and repairing a wound at the start of each turn.  So lets take a better look, starting with the Forgefiend, I've already looked at the stats so lets stick to the weapons.  The ectoplasma cannon is only 24", but it's AP-3 and Dd3 is pretty good, but it's biggest failing is S7.  Only wounding most infantry on 3+ and most vehicles on 4+ really takes some wind out of it's sails.  If you want S8 you're limited to it's hades autocannons, and the AP-1 is really disappointing for a gun of that calibre.  The D2 is nice, but the S8 and it's volume of fire is what this gun really has going for it.  Prescience and a nearby re-roll generator will really show payoffs though.  Same with the Maulerfiend power fists.  Sx2, AP-3, and D3, plus 2 magma cutters which are 6" pistols S8, AP-4, D3.  These are all really good, except for the fact that he only hits on a 4+ and only get A4 at full health, but that's not likely to last since he has to run across the field to get to use any of his awesome abilities.  All said, either version is likely to only get 1 or 2 attacks through without any buffs.  Not very impressive for 180 points.

Another "sort of dud" is our good buddy the Defiler.  While better that it was in previous editions, this guy can put out some pretty serious punch in both shooting and punching.  He is kind of like a Maulerfiend and Forgefiend combined, and he is around 270 points with basic wargear.  The good thing is that he can put out an ungodly amount of fire power and it's pretty decent quality.  Battle cannon, twin heavy flamer (2d6 shots that hit automatically!), reaper autocannon is it's starting equipment, but I would consider swapping the twin heavy flamer for a power scourge to augment his rather paltry A3.  Plus his WS4+ doesn't degrade as he loses wounds.  He also has smoke launcher for some unexplained reason.  You know, in case he needs to advance cause he is out of range with his...battle cannon?  Overall a mediocre unit much like it's daemon engine brethren.  Now if they had thought to give the Warpsmith some sort of ability that buffs daemon engines, that would have been pretty cool.

Lord of War
The last unit I will talk about, and briefly at that, is the good 'ol king of beers, the Khorne Lord of Skulls.  You'll be looking at a minimum of just over 600 points for this guy, upwards of over 700, and honestly, I have no idea if he is worth it.  He has W28 and T8 with a 3+5++ and all those things are good, as are his increasing attacks.  Although they do get weaker, his dual attack methods match this perfectly starting with his slash attacks while his is a his highest S and switching to his smash attacks when his S falls.  Please leave me any messages or info on how this guy plays if you have used him.

Well, once again I have come to end of a long winded episode that's probably going to take several bathroom breaks to read.  Don't push too hard, you blow and "O"ring.  Thanks for reading and feel free to leave comments, I read them all... if there were any...
Until next time, keep them dice rollin.

Tuesday, 4 July 2017



Oh-my-lanta!  What the hell is going on here?  3 posts within a month of each other?  I'm back so soon to start delving into the Chaos index. This one is gonna get deep with tactics and stuff.  Remember, I've only played a couple games, so I essentially know nothing.  Take it all with a grain of salt.

The Index: Chaos is on the smaller side of the indexes coming in at a mere 128 pages.  It covers Heretic Astartes, Daemons, and Questor Traitoris (GW nerd talk for Renegade Knights).  This first set of posts will cover the Heretic Astartes, and I'll get into the others when I have time.  Yeah right...

But first the salt must floweth...

OK, I want to talk right to GW for a minute, join me over here on camera 3, just the two of us...  what... the... fuck... where you thinking?  These books have got to be the most poorly organized books I have ever seen.  They seem to be filled with mistakes, not explain certain things, and be just plain old confusing.  Oh don't worry, I have examples.

My first beef is that basic wargear is not included in the cost of the model from the Heretic Astartes units if you are using points for Matched Play.  Now, it just so happens that most of the basic wargear has a cost of 0, but not all of it does.  When you compare that to the Daemon Entries, there is no Daemons points values weapons list.  So why does a Rubric Marine's Inferno Bolter cost him 2 points when it's standard wargear, but a plaguesword doesn't cost a Herald of Nurgle or Plaguebearers anything?

Next up is simple organization.  Lets take a look at the fucking hoops you have to jump through just to equip a unit of simple fucking Chaos Space Marines (page 26).  First up, we determine the squad size, lets go with 10.  How many points is 10 Marines?  It doesn't say on their Dataslate, so we go to page 118, but if we haven't also read page 114 we would not know that Aspiring Champions actually cost the same as a regular Marine.  Every past edition we have had to pay for that, so you might be looking for that for a while.  Back to page 26 to figure out what weapons they should have.  They all have their basic wargear, which is no longer actually included in the models points cost, so we will have to jump to page 119 quickly to make sure none of it actually costs any additional points then back to 26 for upgrades.  The Aspiring Champ is the first on the list so we have to go to the Champion Wargear list to figure out what he has access to, page 11.  I can't decide whether to give him a Power fist or Lightning claw, so I have to go to page 124 and 125 to get their profile, then go to page 119 to compare their cost.  Now back on 26 I see that one model can take a weapon from the Special or Heavy weapons lists on page 11, and if I have 10 models I can take two Special or Heavy weapons.  The cost of said weapons is on page 119 and the profiles are on 122 and 123.  I also have the option of taking a Chaos Icon, rules found on page 10, but cost is back on 119.
Just to equip a unit of Chaos Space Marines I have to visit pages 10, 11, 26, 118, 119, 122, 123, 124, 125, and maybe 114 if you haven't read every page before trying to make a list.  10 pages that need to be flipped back and forth to and that needs to be done for each and every unit until you can memorize all the things you need to know.  While I'm on the thought of memorizing things, what the fuck is up with bull shit points cost?  Only about half of all the points costs of models, weapons, special wargear ends in a 0 or 5.

As a second example, lets look at the Lord of Change.  It has one Dataslate.  In that Dataslate is weapon options for a baleful sword and a rod of sorcery, but good luck finding the baleful sword in the weapons points list cause it's not there.  The rod of sorcery is, but not the sword.  So how do you find out the cost of the sword, well the Lord of Change has 2 entries in the model points list, one with the sword and one without.

My final beef is the blatant looking errors.  Now maybe I'm wrong on this, perhaps they did this on purpose, but I doubt it.  The first one I found is that there is an item in the Heretic Astartes other wargear price list called an Instrument of Chaos for 0 points, but I'll be a fucking monkey's uncle if I could find what unit can take one.  Next up is the difference of Typhus and the Lord of Contagion.  They have the same stat line and every rule that the Lord of Contagion has Typhus has, then Typhus has a shit load more rules that makes him way better BUT he costs less points.  While we are on Typhus and the Death Guard, why is it that Terminators are not in the list of units can can be taken in a DEATH GUARD army (page 57)?  That is just a damn shame.  I understand that I can take a separate detachment and get terminators with the mark of Nurgle in the army, but they won't be able to benefit from the Death Guard keyword.  Do I need to remind GW of the Deathshroud and the Gravewarden?  I'm going to assume that this is going to get rectified when the Death Gurad codex comes out shortly, but why is it something that has to get fixed?

These guys no longer exist.
End of rant.  That went on for a while but I have to mention that very few issues have anything to do with rules.  It's simple organization and lack of consistency that dives me up the wall.

Starting with Heretic Astartes, we have the keywords.  Most of the entries have keywords inside angular brackets like <LEGION> or <MARK OF CHAOS>.  This means that you can insert whichever legion you want.  There is also mention of Renegade chapters, but there doesn't seem to be any further explanation or list of what we can use.  This is likely for those fanboys out there who have created their own fallen chapter with their own name and story and not for the gamey douchbags who want to name their fallen chapter Howling Griffons so they can take Obliterators with their Space Marine army that also has the same Keyword.
In any case, when you replace the keyword <LEGION> and <MARK OF CHAOS>, all other references in that unit are replaced with the same keyword.  The example they give is a Chaos Lord from the Word Bearers legion.  The <LEGION> keyword on his datasheet is replaced with Word Bearers, and now his Lord of Chaos rule will only affect other units from the Word Bearers Legion.

Next up we have the new version of Veterans of the Long War, now called Death to the False Emperor, and it's way better.  In the FIGHT phase, when you roll a 6+ to hit you may roll an additional attack (these do not generate more attacks).  Now, after a little looking, this is determined AFTER any modifications.  So if you get a +1 to hit modifier (wait till we get to the psychic powers), you will generate extra attacks on a die roll of 5 or 6.  Of course this only works if you are attacking armies with the IMPERIAL key word but we all know there are shit loads of those out there.

Each of the 4 gods once again get their banners followed up by an unaligned banner.  Khorne allows a reroll to charge distances.  Slaanesh turns Death to the False Emperor into a 5+ (meaning that with prescience you're getting extra attacks on a 4+).  Nurgle hit enemies within 3" with a -1 to Ld.  Tzeentch dishes out a mortal wound to the closest unit on a 4+.  And the undevided grants a +1Ld to the unit. They are all the same points, but I think Khorne and Tzeentch come out looking like winners.  The Slaanesh banner is good, but only works against Imperial armies, and poor Nurgle once again gets the worst banner.  If the range was changed to 9" or even 7"(keep it fluffy) it would make it a viable item, but it's short range limits it drastically.

The last bit before we get into actual units is the new psychic powers.  There are only 6, 3 for everyone, and 3 for Death Guard only.  First up is Infernal Gaze, roll 3D6 and for each 4+ the target takes a mortal wound.  That one will not get much use as Smite is better and everyone gets it.  Warptime targets a friendly Heretic Astartes unit within 3" and they may move as if it was the movement phase.  That one is good and I will get into it later but you can probably see the potential for it.  The last is Prescience, it also targets a friendly Heretic Astartes within 18" unit and gives them a +1 to their hit rolls.  This one is good too, especially with a Lord nearby handing out re-rolls.  You'll likely never miss.
The Contagion discipline has a decent set of powers, one granting a friendly Death Guard unit a boost making them yet more resilient giving all units attacking it a -1 to hit.  The next gives a de-buff to an enemy unit with a -1S, -1T, OR -1A.  If you're having troubles with hordes, Plague Wind can help, rolling a D6 for each model in the target unit, a roll of 6 will inflict a Mortal Wound to the unit.  Of course this one works on smaller elite units too, where one wound means a lot.

Let's start with the bosses, and at the top of the list is the boss of all bosses, the big baddie himself, Abaddon the Despoiler.  Tipping the scales at 253 points, his impressive stat line, weapons, and special rules drastically overshadows his old model. 2s to hit and save, 7W and 6A is pretty good, particularly with the weapons he comes with.
The Talon of Horus is a dual purpose weapon with a Combi-Bolter that deals D3 wounds, and a power fist without the to hit penalty.  Rounding out the weapons is Drach'nyen with +1S, AP-3, D3 damage, and the old familiar daemon weapon rule.  The cool thing now is that even if you make all your attacks with the Talon, you will still get the 2-6 attacks from Drach'nyen in addition.  Unless you roll a 1...but that's what command points are for!
His Dark Destiny grants him a 4++ and halves all damage he suffers(rounding up).  This is a bit controversial as it doesn't really say when you half it.  Do you half the damage immediately?  If he is hit by 2 lascannons, do you halve each one, or total the damage and then halve it?  Either way it's pretty good and keeps him safe from big guns.  He also has 2 really good aura buffs, one allowing all Heretic Astartes units to auto pass morale tests when within 12", the other granting re-rolls to hit for friendly Black Legion units. All to hit roll.  That's pretty good even if it is only 6".  He is a no-brainer and I'm betting you will see him everywhere.  Rise of the Black Legion.

Huron Blackheart is next in line coming in at a measly 125 points, but don't let that fool you, this guy has some punch.  He has the stat line of a Lord but rocks some decent weaponry and special rules that make him seriously worth the points.  The Tyrant's Claw is both a heavy flamer and a power fist combined in one, he has a power axe, a 4++, and he is a psyker able to cast and deny 1 power.  With him is the Hamadrya, which is a familiar that actually is it's own model, has a single wound and while it's still alive it allows Huron to cast an additional power.  His final, and in my opinion best, ability is very much like Abaddon's in that he has a 6" aura that allows Red Corsair units to auto-pass morale tests.  Auto passing morale is going to be very important in this edition, trust me on this.  With the low points cost I see him being played by anyone who already has a Red Corsairs army painted up and just needs an excuse to use him.  You could pair him with a Sorcerer or a Lord for the re-rolls as that's about the only thing he is missing to make him an auto-include.

Next up is the cowboy himself Cypher.  His claim to fame is he can shoot his supercharged plasma pistol(2) that doesn't get hot and his 16" bolt pistol(3) ALL THE TIME.  Even after falling back or advancing.  That's pretty much it for him, but he is only 110 points so let those trigger fingers fly.  Cheap, hard to pin down, can pack a punch but is kind of squishy to small arms fire so keep him hidden, which actually hurts his effectiveness.  I don't really see him being taken too often,

Fabius Bile is the cheapest of all named characters at only 109 points, but regaining D3 wounds back each turn he could be difficult to put down.  However we all know why we are taking this guy, he has the ability to enhance a unit of non-Character Heretic Astartes Infantry that are within 1" of him at the end of the movement phase.  While he may only enhance a unit once, he can enhance one unit per turn.  The affected unit may gain +1 S, T or A but you must roll a D6 for each model and on a roll of 6 the unit suffers 1 mortal wound.  Despite his low cost, I don't see him being used a lot.  If he could enhance the same unit multiple times, perhaps increasing the chance of them dying, then he might be worth it, but as it is the buffs he grants won't tip the scales often enough to be worth it.

I'm going to jump around the book a little and keep going with the named characters, Kharn the Betrayer being the next one to cover.  Kharn rocks a plasma pistol that always supercharged, a 4++ and Gorechild, a +1S, AP-4 D3 damage axe that always hits on a 2+ regardless of modifiers.  To counter that, any to hit rolls of 1 can not be re-rolled or modified and will hit a friendly unit within 1".  If there are no units within 1" then the dice are discarded.  Now for 173 points he has got to have more than just that, and he does.  World Eater units within 1" of him can re-roll all failed hit rolls which is a big deal, just ask Abaddon.  With the range of this power only being 1", he will likely only be in range of 2 units, but if those units are a couple of Forgefiends, or a couple units of plasma toting Chosen, this has some serious potential for damage output. He can fight twice in each fight phase, and thanks to the recent FAQ, we know that this means he counts as 2 units when choosing who to attack with, and thus can be chosen twice.  This means that if he charges, he will make both of his sets of attacks before the enemy goes(barring any silly rules that interrupts those attacks)

Our next characters just so happen to the big and little brother of Tzeentchian fame, Magnus and Ahriman.  Now these guys are almost the same in their psychic power casting abilities.  Each can cast and dispel 3 powers, each get a bonus to casting and dispelling.  The big difference is that you can almost fit the cost of Ahriman(125) and 3 Sorcerers into the cost of 1 Magnus(415).  Now Magnus is a Lord of War and has way more wounds and bigger weapons and is stronger, and his Smite does D6/2D6 wounds, etc etc, but being that big allows him to get shot where as Ahriman and the Sorcerer's can be hidden.  Magnus plays a dual role in that he can cast powers and beat face, while Ahriman can only really cast powers, but you have almost 300 points for backup so this is really a preference call in my opinion.

Typhus, Host of the Destroyer Hive and all other afflictions is one tough son of a bitch.  T5, W6, 2+/4++, FNP(5+) this guy is one of the toughest characters in the book.  Plus he can lay the smack down with his Manreaper at S+3, AP-3, and 3 damage.  He is also a psyker that can cast 2 and dispel 1 and takes his powers from the Contagion discipline.  The Destroyer Hive is represented as a 2D6 pistol that ALWAYS hit on a 5+ and is S4 AP-3.  That's awesome for taking out any and everything.  The number of shots shows potential for horde control, and the good AP works on tough units and its a Pistol which means you can shoot it at things your in combat with, or that are in combat near you.  That's not all the Destroyer Hive does as it also pumps up nearby Poxwalker units with a +1S and T bonus.  Finally, all Death Guard model within 7" of Typhus are surrounded with plague.  Enemy units that are within 1" of such a model at the start of your turn will take a mortal wound on a 4+.  So why doesn't everyone play Death Guard?  Typhus seems like an absolute beast for 164 points.  He is god awful slow.  M4" and his Advance moves are halved.  The only thing that can really mitigate this is that he can teleport on the battlefield.  Still once he is there he is easily avoided, just like "real" zombies.  So he hits hard, but is slow as molasses.  I can see him being used in a Land Raider, or as a buff for your speed bump of Poxwalkers.  I feel that with the way charges and pile in moves work, speed bumps and defensive walls are going to be pretty important.

Just behind Typhus are the Lord of Contagion and the Malignant Plaguecaster.  They are, combined, not as good as Typhus so I'll not talk about them.

Our last named hero walks on the scene for 115 points and, honestly, Lucius the Eternal doesn't really show much for it. Armed with a D2 power sword and a couple of assault projectile weapons, he range is not great and his stats are average.  His armour gives him a 5++ and will cause a Mortal Wound on a 4+ when he makes a successful saving throw.  It's not clear as to whether or not it's for each saving throw, which would change things considerable.  If half of all the saving throws I make would turn into Mortal Wounds on the enemy, that would definitely make Lucius worth his points.  His other great boon is that if he directs all of his attacks against another character, he may make an additional 2 attacks.  I really don't see him being used that often unless his armour actually does do multiple Mortal Wounds.  I guess we will have to wait and see.

That wraps up the named characters and brings us to the generics.  Starting with the Chaos Lord who is your swiss army knife of characters.  There are 7 different entries for him with various mounts and bits of armour ranging in starting cost of 74 to 125 points, but some things remain the same.  He grants the typical re-roll of 1's bonus and he comes with a 4++.  Depending on the weapons he gets and what he is riding or wearing, he can do just about anything.  However I have noticed that he is not the beatstick he once was.  With just the standard array of weaponry he just doesn't have the punch to really stand out as a serious threat the way that many of the other named characters do, but is fantastic as a support unit.  Put him in a vehicle with a hard hitting unit and watch them hit harder, you can also use him to support that unit for the counter charge when he can Heroically Intervene to get some hits in while staying relatively safe from enemy attacks (since they didn't charge him they can't attack him).

Now, if you're wanting some dedicated support for a hard hitting combat unit, the Dark Apostle is your guy.  He grants a re-roll failed hits in the fight phase and use his Ld for morale tests aura.  Pretty good for 72 points.  He does have a 4++ but isn't the most durable guy so keep him safe and let him buff the beat sticks.  I see him being carted around in a transport with some Bezerkers, Possessed, or alongside a Maulerfiend or 2.  Or even getting him to show up right when some Warptalons drop in.

Now for everyone's favourite, the Daemon Prince.  He got a pretty serious make over a points reduction with a base cost of 146(170 with wings).  Now you're saying that's pretty much the same cost, but just about all his stats have improved by 1 point except for his attacks witch have dropped to 4.  However, since he hits everything on 2+, it pretty much makes up for that.  He is a Psyker and can cast and deny one power and comes stock with a 3+/5++.  His weapon options are pretty powerful, but can be costly.  The Daemonic axe and Helforged sword are 45 and 42 points respectively, while a second set of Malefic talons only set you back 10 points.  The axe grants +1S, AP-3 and D3 for a -1 on your to hit rolls, wile the sword only has AP-2 it still has D3 and no penalty to hit.  Being the weaker of the 3 weapons at AP-2 and D2, the talons grant an additional attack when the model fights, or 3 additional attacks when equipped with 2 sets of talons.  You can also buy a Warp Bolter, something that has been lost since the 3.5 Codex in which it was called the Kai Gun.  It's an assault 2, 24", S4, AP-1, D2 projectile weapon for 9 points which is a steal of a deal.  I find that for the savings in points, 2 set of talons, the Warp bolter, and wings for 189 points is a really good option.  Yet I'm not done with him as he also has a re-roll 1's to hit aura that works not only on Heretic Astartes of the same Legion, but to Daemons of the same god.  Probably the best candidate for the Warptime psychic power if I have ever seen one, it gives him a 26-36" charge range with 7 attacks(8 attacks at S8 if he's a Khorne Prince and charges).  Plus he is a character with less than 10 wounds, so he can't be targeted by shooting unless he is the closest model and that is fucking golden.  The Daemon Prince is almost an auto-take in a Heretic Astartes army.

Like the Chaos Lord, the Sorcerer has multiple entries all sporting different mounts and armour, the only one that missing, for obvious reasons, is the Juggernaut of Khorne.  Ranging from 90 points, for the basic Sorcerer in power armour to 140 whopping points in Terminator armour, he is more expensive that the Lord, yet worse in every way.  Worse stat line, no special force multiplier rules, the only thing that makes him worth the points is that he is a psyker and can cast two and dispel one power.  This means he know Smite and the 2 power that matter from the Dark Hereticus discipline.  So, I could go into several ways to use this guys here, involving multiple different units and different tactics, but I think that I will save that for each of the units entries and maybe for some army theory at the end of the series.  I'm going to say, that it's safe to say, that this guy is going to be a popular choice.  Oh, and he can take some special weapons, does that make you happy?

Our final candidate for the "Will see the table again" awards goes to the Warpsmith at a base 74 points.  Armed with an ass load of guns and BS2+ he will hit and kill stuff.  He comes with a flamer, meltagun, and can upgrade his pistol to a plasma pistol or a combi weapon.  His only special ability is to repair a friendly vehicle within 1" for d3 wounds, or to inflict a single mortal wound on an enemy vehicle within 18" on a 2+.  This is not a shooting attack and happens at the end of the movement phase.  That means he could potentially pop out of a vehicle turn two, 20ish inches up the table and unload 2 meltagun shots hitting on 2+ after tossing out a mortal wound to a vehicle just for shits and giggles.  With all the trimmings above he comes to around 125 points.

So there we have all the HQ units.  That was a lot of typing, but we are not done yet.  There is still a lot of book to go, but I will have to cover that in another post.  Well at least this 8th edition of rules is giving me something to write about.  I hope you all enjoyed this post and I look forward to hearing from you.

Until next time, keep them dice rollin.

Wednesday, 14 June 2017


Last post we looked at the core rules and terrain, in this post we are going to take a look at army building and the missions through all 3 styles of play, Open, Narrative, and Matched play.  Once again, I'm going to thank my good friend and owner of Maxx Collectibles, Garth, for giving me access to these books so I can write this post and not be the last one(as is often the case).  Lets jump right in with...


Let's start with the battle forged army.  This army is build using the detachments provided in the rule book, or in the upcoming codexes.  Detachments will have a number of restrictions placed on them such as limitations on factions within the detachment, limitations on battlefield role slots, and benefits that are provided if all the restrictions are met.  For matched play there is a suggested limitation on the number of detachments an army should contain at different point levels, but other styles leave that up to you.

Now looking at the types of detachments and the restrictions of having a battle forged army, the matched play style bumps up the restrictions another notch.  All of the UNITS in your army, unless you have an "Unaligned" army, must share at least one faction keyword even if they are in different detachments.  Now this confuses me a little because there is no "Unaligned" faction keyword yet it is written in all caps and in the same font as "Imperium" and "Chaos", the 2 alignments they use as examples.  So what I get from this is that if you have a detachment that has "Imperium" or "Chaos" as faction keywords, then every unit in your army must have at least one common faction keyword.
This strikes me as a bit odd as it gives "permission" to have Tau and Nids as allies.  Open and Narrative play have no such restrictions because if you have Eldar and Slaanesh in the same army you either don't care or your Narrative is broken.

As I have mentioned these detachments several times, I guess I should go into what they look like in a little more detail.  Each detachment has an assortment of battlefield role slots available to it, much the same way the CAD did previously.  Although with 12 different detachments in the main rule book, there is a good amount of variety in ways to build your army.  For example, there is the Battalion Detachment, which closely resembles the CAD we all know and love.  It has a minimum requirement of 2 HQ units and 3 Troops units and has the option to include 1 more HQ, up to 3 more Troops, up to 6 Elites, up to 3 Fast and Heavy, and up to 2 Fliers.  While the Vanguard detachment has a minimum of 1 HQ and 3 Elites with an optional 3 Troops, 3 Elites, 2 Fast, 2 Heavy, and 2 Fliers, that means an all Dreadnought army for some people...

There are benefits to taking some detachments over others besides the different battlefield roll slots. The Battalion Detachment grants you +3 Command Points while the Vanguard Detachment only grants +1.  What are these Command points I speak of?  They are points that you can use to activate stratagems throughout the game.  The basic game has 3 standard stratagems, re-roll a die, interrupt the order of chargers attacking, or auto passing a morale test.  Many of the Narrative missions have stratagems specific to that mission which I will get into later.  These stratagems cost typically 1-3 Command points and depending on your play style have limitations as to how many times and when you can use them.  Matched play limits you to using each only once per phase.

Now that we have discussed the shape of the army, lets discuss the size of the army, because most of the time you don't want to fight an army that is twice your size in power level.  Now the open style of gaming is, as the name suggests, completely open.  Feel free to bring whatever you want and however much of it you can carry.  However be aware that if you are heading out to a local gaming store this method just aint gonna fly.  So GW has come up with 2 methods of limiting the size of the army, Power Level and Points.  Now points is a system we all know and love, each model, each piece of wargear and upgrade is worth a specific number of points and you build an army with a point "cap".
Power level is similar, but different.  Each unit comes with a power level, listed on their data slate, that increases as the unit increases in size but does not change with wargear changes or upgrades.  This is a real simple way to build an army quickly and get it relatively "balanced" for a quick start.  I actually really like this method of army building and I'll tell you why.  For a long time the idea of having a "sideboard" or alternate army lists available, in tournaments and events, has been talked about.  The idea being that an army would adjust it's weapons and/or units dependant on what it would be facing and that a tank wouldn't be missing a dozer blade because Dave over there really needed that Stormbolter.  This gives the game some tactical diversity so that you don't auto lose due to a bad match up because of how the meta in your area is sitting.  In the latest meta from 7th ed, the strong lists were typically Imperial Deathstars, Eldar, Tau, and Daemon summoning.  If you built a list that you could deal with all those lists, but don't have the stopping power to deal with big mobs, one bad match up against a Green Tide trashes your chances of winning an event.  There are several other games that employ ideas like this, Magic the Gathering, Warmachine/Hordes (I think).
With the Power level style, since wargear doesn't affect your power level, you are able to swap out wargear and upgrades on a whim simply swapping out models or magnetised arms to suit the enemy you are battling.  It would make checking and building army lists amazingly easier but it presents a problem in how to determine when and where unit changes can be made.  I think that it would be acceptable to finalise changes to a unit as it is being deployed.  That way as players alternate their wargear changes as they see what the enemy army has brought to the table, giving the game yet another tactical angle.
This does run into another issue, and I think is dependent on a very strict WYSIWYG requirement and a VERY clear understanding in "counts as armies".  In situations like that I would not allow simple swaps like "this dreadnought, that looks just like the other 3 I have, is actually an Ironclad."  If you want it to be an Ironclad, you have to do something to it, modelling wise, to make sure it looks like an Ironclad.
The biggest issue with Power Level is that some upgrades are more expensive than others for a good reason, they are better.  If points isn't an issue, then all armies will employ all the best wargear to the point where armies with the best weapons will have an advantage regardless of the expense of the upgrades.

Along with the army building restrictions, each play style comes with a couple missions designed to aid that play style.  The open play missions are very simple with very few special rules.  I won't spend any more time on these because of their simplicity.  They are great missions for getting people into the game or for shooting the shit with a buddy and having a handful of beers, but they don't have depth or balance for a great story or competitive play.

The matched play missions have not changed all that much.  The 6 Eternal War and the 6 Maelstrom of war missions see a return with some minor changes, mostly clean up and simplifying.  I have not compared the Maelstrom objective list so I can't tell you if your current set of cards is viable, but they seem to be pretty much the same.
The biggest change to Matched play games is the 3 new deployment maps that have been added.  Each of the 3 new maps (actually one is old) leaves the armies with a 18" space between deployment zones, as opposed to the 24" space practised by the returning 3.  I really like this as it bumps the assault armies a little, getting them a little closer right from the start of the game.  I think this offsets the Hammer and Anvil deployment where power shooting lists can avoid combat armies.  The maps are very unique shapes as well, 2 of them being a version of Hammer and Anvil and Dawn of War respectively where the deployment line points towards each other.  It's a little wonky, and I can see how it's going to be a bit of a pain in the ass trying to measure that out, but it's something different and I am ok with that.

Now we come to my favourite part, the Narrative missions.  These things bring back so many memories it give me chills.  For those of you who have played for a while, all the way back to 4th edition, you will remember that in the back of the rule book there were dozens of missions directed around narrative play.  They were not well balanced, probably not play tested, with deployment zones that would make a physics major weep, but the story you could weave with these missions were amazing.
There are 6 of them, and while I am not going to sit here and go over each one, I feel like I would be doing a disservice to "fluff junkies" everywhere if I did not talk about my favourite, AMBUSH!  The narrative behind this battle is that there is a column of army A making it's way along and it suddenly gets ambushed from all sides by army B.  Picture this, if you can.  The defender's deployment zone is a 12" strip that extends from the centre of one of the short table edges to the middle of the table and the attacker's deployment zone is everywhere else that's 18" away.  The mission then suggests how to set up terrain and what type of terrain to use.  As it's an ambush it suggests that the attackers deployment zone be dense with terrain while the defender's be a relatively sparse path to the opposite edge of the table.
In addition to a couple special rules like Dawn Raid, there are 6 dedicated Stratagems, 3 for each player, to use throughout the game.  The attacker can spend point to perform a "Preliminary Bombardment", while the defender can make a reactionary shooting attack with one of his units that was targeted.
The victory conditions are that the defender must try to get as many unit to the opposite short table edge as possible, once they make it there they can leave the table and have "Escaped".  Add up the Power level of all the units that have escaped and if the total is more than 1/3 of the starting power level, the defender wins.

That's it for this one folks.  I'll not spill the beans on everything, besides, I'm sure you've seen everything I've mentioned here on the interwebs anyway.
To say the least, I'm pretty excited for this new edition of Warhammer.  Looking forward to running, and playing in some new events.

Until next time, keep them dice rollin.

Friday, 9 June 2017


Hey there ladies and gentlemen, welcome a 40K Misfit first.  Since the creation of this Blog I've never really had an "inside scoop" on anything coming down the pipes as far as releases go.  I've always just bought the book and then done my review (albeit sometimes months later) just to get my overinflated opinion out there.

Not this time.  Thanks to my friend and owner of Maxx Collectibles, Garth, I actually have had the opportunity to look over the rules books in their entirety in order to do this review, before the books have actually been released.

I know, right!  It's like I'm somebody or something.
So without further ado, lets get into it...

... starting with the core rules.  We got a couple new phases, making the turn look like this: Movement, Psychic, Shooting, Charge, Fight, Morale.  So the Assault phase got divorced and left us with it's 2 sub-phases who have grown up to become full phases of their own, and we get a whole new phase, the Morale Phase.

Terrain no longer effects movement, unless specifically noted.
The FLY special rule is introduced, which seems to work much like jump packs of old
Falling Back is an entirely voluntary thing in which you can simply move out of combat.  If you do so, you may not Advance, Shoot, or Charge that turn.  If the unit falling back has FLY, it may still shoot.
Speaking of advancing, they added the old RUN rule to the movement phase and called it Advance.  Most of us did our run moves in the movement phase anyway.  You are still not allowed to Shoot or Charge if you have Advanced.

Each Psyker data slate dictates the number of powers each psyker may cast.
Roll 2d6 and roll equal to or higher the Warp Charge value to cast.
Double 1's and double 6's cause Perils of the Warp, D3 Mortal wounds
Deny the Witch is an opposed roll made by an enemy psyker, against your casting attempt.  Must be within 24" to attempt to deny.

A model may shoot will ALL OF IT'S WEAPONS.  It may shoot them at the same target, different target, the whole unit can shoot at different targets.  It's like splitfire on steroids.  Regardless of how or where everyone is shooting, all shots and targets must be declared before dice are rolled.
Characters may not be chosen as a target of a shooting attack unless they have 10 or more wounds, or they are the closest enemy unit.
New weapon types: Assault weapons can shoot after the unit advances with -1 to hit.  Heavy weapons are at -1 to hit if the model moves in the movement phase.  Rapid Fire, same as before.  Grenades are no longer used in combat and are purely a projectile weapon.  Pistols may be used in the shooting phase even if there is an enemy model within 1" of you, but they must target the closest enemy unit.
In general, these rules apply to ALL models.  So that predator with the 3 lascannons can shoot all of them with only a -1 to hit penalty if it moves, regardless of how far.
Rolling to hit is essentially the same except the stat line gives you what you need to hit.
Rolling to wound changed up a bit.  If the S and T are equal, you need 4s to wound.  Nothing new there.  If the S is higher that the T, then you need 3s to wound.  If the S is 2x or higher than the T, you need 2s to wound.  This works the same backwards, if the T is higher than the S then you need 5s to wound.  If the T is 2x or more higher than the S then you need 6s to wound.
This tripped me up a couple times in my practise game as the Heavy Bolter Pistols wielded by the Interceptors were not wounding my cultists on a 2+, they required a 3+ to wound (S5 vs T3).
Once the number of wounds are determined, the player commanding the target assigns wounds to models making saving throws applying any modifiers.  If a model with multiple wounds loses one, it must lose the rest of it's wounds before a different model an be assigned any wounds.  After the save is failed, damage is assigned.  Damage may result in multiple wounds lost for each failed save, in any case, if the amount of damage from a single hit exceeds the number of wounds left on the target model, the remaining wounds do not spill over into another model.
Example: The Helbrute's Power Fist does 3 Damage for each failed save.  If he hits and wounds a model with only 2 wounds and that model fails it's save, the remaining point of damage is lost and is not applied to another model.
Note:  Some models are equipped with an Invulnerable save.  These saves can not be modified by any means and may be taken IN PLACE of an armour save.  Only one SAVE may be taken.

This manoeuvre gets it's own phase, but remains primarily the same as it was with a few exceptions, starting with moving the models.  The first model you move must end within 1" of an enemy model.  This can be any of your models, not the closest one as it was before.  After that it's fair game, you can move up to the number of inches rolled on the dice with seemingly only one restriction, that you do not come within 1" of a unit that you did not target with your charge (you can choose multiple targets and receive multiple overwatches).  You don't have to get as many models within 1" as you can, you don't even have to end your charge with all your models closer to the target.

Now there is a neat little thing they have called Heroic Intervention, you may have heard of it before but never used it.  I think you will use it now.  Once your opponent has completed all of his charge moves, any and all of your characters that are within 3" of an enemy model may make a preemptive "counter charge" of 3", ending their move closer to the closest enemy model.  You will want to be careful with this though, and the next phase will explain why.

ALL UNITS THAT CHARGED THIS TURN FIGHT FIRST.  After all the the units that have charged this turn make their attacks, players then begin to alternate making attacks with their units who are in combat starting with the player whose turn it is.
The first step in resolving a fight is to Pile In, and you do that by moving up to 3" in any direction as long as you end the move closer to the NEAREST enemy model.  Now I put nearest in caps because the nearest enemy model may not be in the unit you charged.  If you remember, there are very few requirements on how to move your charging models and you may be able to move your charging unit to just outside of 1" of several other units, then Pile In to them saving yourself from Overwatch.

Now, while you may be able to suck in some nearby units into your combat, when it comes to declaring targets of your attacks, these may only be chosen from the units that you charged.  So you won't be able to attack those extra units you sucked in.

Attacks are resolved the same way as shooting, I won't go into much detail.  You can split your attacks between any close combat weapons you have, and between any eligible target units.  So if your Chaos Lord has a Power Fist and a Lightning Claw, and is within 1" of a squad of Guardsmen and a Chimera, he can send attacks with the Power Fist into the Chimera and attacks with the Lightning Claw into the Guardsmen.

Once the unit has made it's attacks it may make a Consolidate move which follows all the same rules for Pile In.  Yes, that means that you will get another chance to drag in a unit that was not previously part of the combat into the combat and avoiding Overwatch.  This is big for 1 main reason that affects a lot of things.  Lets take a look at a scenario quickly to show how these wonky new Pile In and Consolidate moves could affect a game.

Lets say I have a large unit of cultists, 30 or so.  My opponent dumps a load of fire into them turn 1, with with a good Advance during my turn 1 I get into a good spot to be able to assault 3 of my opponent's units, lets say 3 units of guardsmen with 20ish cultists.  I don't want to get Overwatched by all 3 units so I decide to charge only the one in the middle.  Following the charge rules I move at least 1 model within 1" of the enemy unit, I will actually try and get most of my unit into this one to do max damage, but I will also spread out some of my cultists to the sides so that the closest enemy model to those cultists will be models from the 2 guardsmen units on either side.  When my time to Pile In comes, I will be able to Pile In to the 2nd and 3rd guardsmen units dragging them into the combat without taking any Overwatch fire.
I will not actually be able to direct any attacks against the 2nd and 3rd units of guardsmen, and they will be able to attack me, but I have used the cultists correctly and tied up 3 units of guardsmen.  Since they are locked in combat they will not be able to shoot and I will force them to either Fall Back or get stuck in and stay put for another turn killing the cultists.  This could be so that I can get another, stronger, unit in to kill more guardsmen which would again prevent another round of Overwatch, or to force them to Fall Back away from an objective or just to take table control.  If they stay in combat it will also force them to Pile In, bringing them closer to my models.  I could actually set it up so that their Pile In move, which was only caused because I Piled In to them, will bring some of their models to within 1" of a second unit that I placed that wasn't able to charge due to Falling Back or Advancing, and will then be able to attack.
Basically what I am saying is be aware of the domino effect of having units too close together and getting them all caught up in combat.

We have a brand new phase, the Morale Phase.  So this is where the effects of all the killing that has happened in the previous phases rears it's ugly head.  In this phase every unit, on either side of the table, that has taken at least 1 casualty must take a Morale check.  The way this works is, take the number of models that were killed, add D6, and subtract the unit's highest Ld value.  If you have anything left over, you must remove that many models from the unit.

The next couple sections are focused on Missions and army building, which I am not going to cover in this post.  Oh stop whining, you're only here for the funny pictures and captions anyway.  I'll cover them in a another post.

I will talk about terrain though, as there is a fairly comprehensive list of table top terrain that can pretty mush apply to anything and everything I have seen on the table.  I will say that cover is not as easy to get as it once was and not nearly as strong.  A unit must be entirely within a piece of terrain to gain cover, which is only a +1 to their save rolls.  Terrain no longer slows your movement (except where noted) and you can't walk through walls (except where noted).

All infantry units entirely within a wood gain cover.  All other units only gain cover if 50% of the model is obscured.  I feel like woods will be the most difficult to represent on the tabletop.  Most woods have movable pieces to facilitate the placement of models so the requirement of getting that 50% coverage seems abstract.
There is also a -2" penalty when charging through woods.
Now I know it's called woods, but remember, on an alien/hive/daemon planet, there are lots of things we could consider woods.  Crystal shards jutting from the ground, large fleshy tubers, forests of cables hanging from a manufactorum balcony could all pass as woods.

Here is something new, unless the model has fly, non-infantry units can only go on the ground level of a ruin, they also need to be 50% obscured to get cover.  Infantry can move all over ruins and get cover from simply being in it, again the entire unit must be in, and in this case can move through the walls.

Craters are simple, Infantry get cover, -2" for charging over them.

Infantry can gain cover when they are behind the barricade, from the point of view of the shooter, and within 1" of the barricade.  It's not entirely clear if the whole unit needs to be behind and within 1".  I'm going to assume that it does because for every other situation the entire unit must meet the restriction or no one does.

Obstacles come in 2 shapes.  Tank traps reduce the distance of vehicles and monsters by half when they Advance or Charge over them.  Tangle wire does the same thing to everything else.

Any unit will gain cover when behind the statue and any unit with the Imperial keyword will gain +1 Ld when within 3"

These things are a little tricky as the wording has me a bit confused.  The easy bit is that they follow the rules for barricades.  The weird part is that they will cause a mortal wound on a save roll of 7+.  So, the way they explain it is that a save roll of 6 is actually 7, because your roll is modified by +1.  However, if there is an AP on the attacker's weapon then there is a further modification that prevents a save roll of 7+.  Does this mean that only weapons that don't have an AP will be able to cause the pipes to cause those mortal wounds?

Now this one seems very specific, because GW has a specific terrain piece called battlescape.  However I could see this term being used on several different types of debris piles.  The crashed aquila lander, any wrecked vehicle, any minefield, etc etc.  The battlescape follows the rules for a wood, but if you Advance or Charge you roll a d6 for each model and on a 1 the unit suffers a mortal wound.

Finally we come to the odds and ends, the little rules that don't belong in any one specific category, but are no less important.

Wobbly Model Syndrome is still a thing...unfortunately.  I was really hoping they would do away with this.  Especially since movement has become so much more fluent and less restrictive.  No more difficult terrain, fewer restrictions to make successful charges, no movement restrictions on fliers.

Reinforcements have changed drastically.  As far as I have seen, and I haven't looked deep into the missions yet, you can only put a unit in "reserves" if it has a special rule that specifically allows it to providing it's method of deploying mid battle.  Another change is that there is no more roll to bring in "reserves", you simply decide when you want them to come in and then bring them in, but they must come in by turn 3.

Aura type affects will affect the model with the aura as well.

And finally, for my last item of the post, is transports.  There are no more access points or fire points, and any unit that happens to be embarked does not affect the table whatsoever, unless specifically noted.  Models may begin the game embarked on a transport, or they may embark during the game by every model moving to within 3" of the vehicle.
To disembark, you must place all of the models from the unit within 3" of the transport BEFORE it moves.  The unit may then act normally.  You heard right, assaulting from a vehicle is a thing again!  Rhino rush is back baby!  It is important to note that all of the models have to be able to disembark before you move them as if not all of the models can disembark, the remaining models are destroyed.
Likewise, if a vehicle is destroyed, all of the models must disembark, then the vehicle is removed.  For each model that was embarked, a D6 is rolled and on a 1 a model is slain.

Well, there you have it.  Another review done, later than most of the other reviewers, but earlier than most everyone else has the book.  So that's cool.

Thanks again to Garth from Maxx Collectibles for lending me the BRB to do this write up.

Until next time, keep them dice rollin.