There are just my thoughts of the core choices. I do not claim to be the savant of
40k this is just what I've noticed and considered.
Thank you to all those who have added their input to this post.
Murderhorde
This formation gives a nice bonus of +1 attack provided that you are within 6" of another unit. This should be fairly easy to do
IMHO, so getting that +1 attack is fairly reliable. That's a big bonus for units like bloodletters, which double their base attacks, and khone dogs -- which get 50% more base attacks. Bloodcrushers benefit less, as they already have 3 attacks.
The
Harbinger of Khorne rule is where you can get some real traction. Anytime you can start stacking effects or multiplying effects in
40k, you can create some insane combinations.
Locus of Wrath
Most of the time these units will be hitting on a 3+, meaning they go from a 2/3 chance of hitting to a 8/9 chance of hitting. You are looking at an increase of ~33% damage -- an excellent force multiplier.
(2/3 to hit) * (2/3 to wound) * (1/3 failed save) * 4 attacks = 12/27 or .59~ dead
(8/9 to hit) * (2/3 to wound) * (1/3 failed save) * 4 attacks = 48/81 or .79~ dead
Locus of Fury
Like the locus of wrath, you need to get the charge to make this work making it feasible for crushers and khone dogs.
The damage increase changes based upon which unit is getting the bonus.
This has less overall effect than you would think because the units are already getting +1 attack from Murderhorde. This means each bloodletter would be moving from 3 attacks to 4 attacks, or a khorne dog from 4 attacks to 5.
Bloodletters.......~33% increased damage. (1.3
MEQ dead to 1.78
MEQ dead)
Khorne dogs.....~25% increased damage (.59
MEQ dead to .74
MEQ dead)
Crushers...........~20% increased damage (2.2
MEQ dead to 2.66
MEQ dead)
Locus of Abjuration
While nice, I think this pales in comparison to the other loci.
MurderHorde Units
Bloodletters
If you can pull off summoning a ton of bloodletters, you could get some nice force multipliers. The sheer amount of damage each letter can do is impressive.
Otherwise, trying to run across the board without anything increasing your run speed is a lost cause.
Flesh Hounds
These are good units for the cost, and probably your best bet. Being beasts they get fleet, ignore cover, and automatically pass difficult terrain tests. They are small units, meaning you can
MSU well. They get scout, which works well with a 12" move, and have the Collar of Khorne.
Flesh hounds don't hit as hard as crushers, but you also don't need to invest as heavily into them. The best perk of the Khorne dogs is their ability to scout, which ensures that you will only have one round of actually get shot at.
BloodCrushers
I love bloodcrushers, and can think of a few advantages they bring. Firstly, they are unit squads of 3 models with 12 wounds per unit. They are slightly cheaper on a per wound model than khorne dogs. They have fleet, a 12" move, and hammer of wrath. On the charge they are hitting with
STR 6 AP3 weapons -- which does not suck. If you look at the numbers above, they do very good damage when they hit. They would also be easier than the dogs to keep within 12" of the herald. They also have more wounds per unit making it harder to gun down the herald.
However, they are bait for
STR 10 blasts. They can be gunned down by scatter lasers, and take dangerous terrain tests.
I love the idea of 24 crushers in 3 man units just charging the enemy and saying "Hey Girl, can you do 95 wounds to T4 in one turn? If not, I'm going to be eating your face" Not even 30 scat bikes has that much damage output over one turn, but if you go second, it's possible to lose.
Sample Builds
BloodCrusher Rush
The idea here is that you swarm the board with crushers. Supporting the crushers is Fateweaver to modify the warp storm table. Karanak lets you scout your 8 man crusher squad forward, giving you some pressure if you don't go first on turn one.
Khorne Dog Rush
The idea is similar, but in this case you are swarming the board with Khorne Dogs. With this formation you get more points to spend on support units, in this case an Infernal Tetrad. The Khorne dogs put a lot of pressure on the enemy, while the princes can either summon an army or rush in with the dogs to lay some beatdown.
WarpFlame Host
This formation is my favorite of all three of them. This formation gives a nice bonus of +1 strength to any psychic power created, and also increases the flame strength by 1. Increasing the
STR / Toughness ratio is always very strong, as they have big impacts on what is effected. Going from
STR 4 to 5 on flamers means
MEQ are wounded on 3s and not 4s, giving a 33% increase in damage.
The
Harbinger of Tzeentch rule is where the money is for this formation. There is only one locus worth discussing, as the other two have little or no use. This locus is best used with horror spam (duh)
Locus of Conjuration
This Locus increases the strength of your flickerfire from 6 to 7 for every unit within 12" of the herald. This is big damage increase, and will generate a lot of incoming hate. It means that flickerfire suddently becomes good at taking down razorbacks and throwing wounds on
MCs.
WarpFlame Host Units
Pink Horrors
Having nine squads of 11 horrors each generates 22 psychic dice a turn. That is a huge battery of psychic dice you can use for flickering fire or summoning.
Each squad will get access to two rolls on the new change table, which has really nice powers. Under the effects of a +2 bonus to
STR, all of the powers get a lot better. Even something as simple as "Tzeentch's Warpflame" goes from being a
STR 1-6 power to being a
STR 3-9 power. That means it's going to be wounding a LOT more often for one power dice.
Boon of Flame means that you will have summon options for flamers, exalted flamers or burning chariots. With 9 squads of horrors, you can safely bet that at least 1 of them will be able to assist in summoning extra units where and when needed.
While not as fast as eldar, since the horrors don't need to do anything else in the shooting phase, they can always run. This makes them a bit faster and gives them a bit more flexibility.
Flamers
What's not to love about
STR 5 flamers? Bringing 27 flamers to the table would cost 621 points and would be seriously painful to horde armies, though a more practical application would be to deep strike them near icons to ensure they can be on target. As mentioned earlier, flamers under this formation have the following damage increases.
50% more damage to T5
33% more damage to T4
25% more damage to T3
Exalted Flamers
If these guys were Jet Pack Infantry, they would be the best unit in the game, and a true meta-breaker. Unfortunately they sort of fall flat. You might be able to use them in your horror squads to increase the
STR of psychic power to +3, and adding them to your horror squads gives some nice perks -- such as a wall of flamer overwatch and great threatening firepower.
However, being forced to stand still to use these abilities is a big downside and leads to a static force. If you are able to make them work, please let me know!
Sample Builds
Horror Batteries
The idea here is to use lots of horrors and exaulted flamers to just burn your opponent off the table. If he gets close to your units, you just use the exaulted flamers to burn down his units. Stick the flamers in front of each unit, and just blast anything that comes within 18" of the unit. Even a wraithknight has to pay attention to multiple
STR 10 AP2 shots.
If he stays back, you keep summoning new units and blasting him with psychic powers. With 30 psychic dice per turn, summoning 5 units a round is completely feasible!
Shogun's List
I would try to combine it with a normal
CAD for the defence line. Daemon (Daemon Codex) are not fearless so its possible to go to ground with your horrors behind the defence line and get that 2+ coversave with reroll.
TallyBrand
This formation has three main perks that go with it. The first is Distracting Swarm of flies that denies overwatch. This can be extremely useful when paired with an effective assault unit that you don't want to get chewed up. The problem is that plaguebearers and nurglings are slow. You might be able to deep strike some close, but any assault army should be assaulting by turn two.
Enfeebling Nausea is another good ability. Lowering the
STR and Toughness makes the enemy unit more vulnerable to the tallybrand, and more they have a harder time hurting it. This combines very well with the relic "The Doomsday Bell". It also combos really well with Grotti the Nurgling -- after all nothing beats fighting T2 marines!
Finally, this formation gets the same ability as the others in "Harbinger of Nurgle", allowing Loci to spread across the entire army instead of one unit.
Locus of Contagion
This locus increases the damage output of all squads in range. The amount increased depends on what the unit is fighting. Each attack has a 1/6 chance of causing another
STR 4,
AP-, Poisoned 4+ hit. Think of this effect as an extra profile attack that hits on 6s with a number of attacks equal to the models attacks. If plaguebearers are charging T4 (
MEQ) it looks like this --
(1/6 to hit) * (3/4 to wound) * (1/3 failed save) * 2 attacks = 1/12 dead
MEQ plus
(1/2 to hit) * (3/4 to wound) * (1/3 failed save) * 2 attacks = 3/12 dead
MEQ
You can easily see, this increases the damage output by 33%. What is really good about this is that it damage increase happens every round, unlike the Khorne loci which effect only the first round of combat, making it an excellent damage multiplier.
On nurglings it will proc a lot more than plaguebearers, but the
STR 3 means it will be wounding on a 4+ more often -- which is fine. The number of procs that it generates will make up for it. This means that 7 nurgling bases assaulting will proc between 6 and 7 poisoned hits. While that sounds like a lot, it really winds up being just ~3.5 extra saves, not something to write home about.
Locus Of Fecundity
This Locus is where I think the money is for Nurgle. Sure, you can increase your damage output by 33% with the
Locus of Contagion, but a 33% increase on a small damage output does not give a large net gain. However, the
Locus Of Fecundity increases durability by 33%, which does provide a large net gain. This is what scatter lasers look like on plaguebearers.
(2/3 to hit) * (5/6 to wound) * (2/3 failed save) * 4 attacks = 1.48 plaugebearers dead
(1/2 to hit) * (3/4 to wound) * (2/3 failed save) * (2/3 failed save) * 4 attacks = .98 plaugebearers dead
As you can see, that makes a big different! That means for every 10 plaguebearers, you might as well have 13.
TallyBrand Units
Nurglings
locarno24 suggests 7 units of Nurglings, a Herald Of Nurgle with the Locus Of Fecundity and The Doomsday Bell for barely a scratch over 400 points.
"That's going to be a bugger to dig out of your board half - you have enough units to invest (infest?) all the objectives on your half of the board with one or more units, and nurglings dug in on cover are not easy to shift, especially since you can give multiple units Feel No Pain easily. "
My biggest worry with nurglings are
STR 6 shots, from either scatter lasers, thunderfire cannons, smart missile systems, or warp spiders.
ID'ing the swarms really lowers their point effectivness. If your local meta is not swarming with Eldar, Tau or Marines, then the nurglings will be nearly impossible to dislodge.
What I like about nurglings is they can inflitrate onto objectives, and once they have touched the objective it remains yours unless an enemy grabs it.
Plaugebearers
In today's meta, this is where I think the money is. T4, combined with
FNP makes for a -very- difficult force to shift. If your plague bearers are even in 5+ normal cover, each
SL bike will remove .5 plaguebeares, which means an army of 30 scat bikes would take 4 turns of constant shooting to remove all 70 plaguebearers. If your plaguebearers are going to ground on that terrain, double the time, for a total of 8 turns of shooting to remove all of them.
The issue with Plaugebearers is their lack of damage output. Even with Epidemius at fully tally, plaguebearers just don't bring enough punch. Luckily, seven squads of plaguebearers and nurglings with a herald will eat only half of your point total.
The Doomsday Bell Herald
This item is tremendously useful, and is worth bringing the Herald just for this. This 30 point upgrade, in addition to acting as an instrument, lowers the
LD of all enemy units by 1. Leadership 8 goes from a 27.77% chance of failure to a 41.66% chance of failure! A leadership of a 10 doubles from a 8.33% chance of failure to a 16.66% of failure.
The best thing is that players who are not math savvy won't realize what an impact has on their army and ignore the The Doomsday Bell Herald.
FlayerTroupe
This formation, like the Tallybrand, only has two units available for it -- which limits it's options slightly. One nice perk is that this formation requires only 6 units to complete, as Slaanesh is apparently the most point friendly chaos god.
This formation also benefits from the harbinger rule, and gets "Beguiling Chimes" which lowers enemy units
WS and I by 1. This special rule benifits both daemonettes and fiends in different ways. The daemonettes, already being
WS 5, are not going to be shifting to hitting most things on 3s, as they already will be. Their big benefit is that they go from being hit on 4s from WS2 foes to being hit on 5s. It's not huge, but there are enough WS3 targets out there to make this useful. Fiends get the best benefit from this, as they go from hitting WS4 targets on a 4+ to a 3+.
Exalted Locus of Beguilement
This locus will let your units reroll to-hit effects. Just like the Locus of Wrath, this gives a ~33% increase in damage. It also allows you to pick and choose
ICs to be challenged, which has less of an effect on all 6 units, but is still worth noting. Unlike the Locus of Wrath, this also works every round of combat, not just the first. This is, hands down, the best melee offensive locus there is.
Locus of Swiftness
Normally I would not think that a +5
Init is that useful, but if your opponent is bringing 30 warp spiders, this would be hilarious, as the deathspinners would be wounding on 6s. Otherwise it's very situational.
Warp Storm Table
Warp Calm has no effect on your game, so I will limit discussion in this post on it.
Never Tell Me the Odds
First of all, some parts of the table are just bad, while others are extremely good. A 2-4 will hurt you , while a 10-12 are pretty sweet. As anyone who has played Settlers of Catan knows, that 2-4 and 10-12 are not commonly rolled numbers. They will happen but not every day.
Fateweaver
One of his features (warlord trait) is that he allows you to manipulate the warp storm table.
You have ~16.66% of rolling a 4 or less on the warpstorm table -- what we define as a 'bad result' Just make it a standard practice to reroll any of those dice. This practice will alter the chances of a 'bad effect' on the warpstorm table from 16.66% to a 2.77% of getting a 4 or less twice in a row.
Secondly he can manipulate the dice results from the warp table itself. You should almost never be rolling a 7 with Fateweaver. Lets say you roll a 1 and a 6. Use Fateweaver's special power to pick up the 1 and reroll it. You have a 83.333% chance of changing a null result to an effective result.
You can do the same thing with a 2 and 5 result or 3 and 4 result. No matter what, there is no chance of you getting a result less than 5, meaning at worst your going to 'null out' again, and are much more likely to get a good result.
The warp storm table is not the 'end all-be all' but its an excellent tool. Fateweaver is the
HQ that lets you exploit it.
Unearthly Power
This ability stacks wonderfully with fatey. Suddenly, you are never getting a '7' result unless you want a calm table. It greatly increases the chances of getting a 10-12, especially with fatey assisting here. In that example earlier of a 6 and a 1, you need to only roll a 3 on the new dice to bounce to a 'special' effect that greatly benefits your army.
Bring the Pain!
So the vast majority of your 'hits' will be 5-9, or wraths. This is a good thing, as they will hit your enemy units causing 'free' damage.
Limiting the Return
The balancing factor of the wraths is they also impact your units. This, however, can be mitigated to not impact your army as badly.
Playing the Right Gods
Of these wraths, Rot and Prince are the most common, meaning that Tzeentch and Khorne friendly models are more likely to be hit than Nurgle and Slaanesh. This means if you go mono-slaanesh your going to be hit less often. However, mono builds have a big drawback in that every one of your units are risking a hit when you roll that result.
Instruments!
Adding an instrument to your army dramatically changes the odds, due to the role of rerolls. Rerolling a 1/6 chance means your units go from being hit 16.67% of the time to 2.77% of the time. Those are workable odds. So the idea is simple. Make sure you have one instrument for each god/pair that your going to be working. If your fielding a slaanesh army, have a unit of bloodletters with an instrument in your army.
Who Cares?
With some builds you just won't care. Lets say your nurgle unit are 15 deckchair plague bearers. Those guys will just sit in area terrain/ruins for the entire game. Dropping one blast on them is not that big of a worry. If that's all you have, I would skip the 10 points for an instrument.
Placing the Blast
You get to place the blast marker. This means place it on the edge of your unit if you have to hit yourself. This can limit the damage that you do to yourself by increasing the scatter distance. In some cases this does not work, like with a soulgrinder.