Ok, so instead of doing another thread on the deal, I'll simply do my review here, particularly as it will be somewhat smaller than my
IA12 and
IA13 review given that this is a reprint and largely copy-paste of both of those books.
IA12 review and
IA13 review
TL;DR: Fluff abridged, units and armies are mostly slight rejiggling of IA12 & IA13 army lists, and some character updates.
Ok so first off, when it comes to fluff in this book, it appears to mostly be intact with some abridgements. The bit about the 158th Siege Regiment has simply been condensed down to a short blurb about their attack having "collapsed", I don't recall seeing anything of the fate of the Sisters of Battle who previously in
IA:VII were put to merciful execution in internal inquisition revenge politics, etc. The long, in-depth details of the background of Krieg & the detailed description of each unit is no longer included (e.g. bits about Grenadiers having an 80% casualty rate, etc). Things like that.
Ultimately, for anyone already familiar with the factions and story, it's not too much of a drag, but lacks the richness and depth of the previous trilogy for the uninitiated.
As for units and army lists, I'll start with the
DKoK army list.
To start off with, the
Special Rules are identical to those in
IA12. Ignores 25% casualty tests, WS4, can regroup regardless of casualties if within 6" of an officer.
There is no Forlorn Hope
As for
Orders, it's largely the same lot. Duty unto Death, Bring it Down, Get Back in the Fight,
FRFSRF are all identical to
IA12 (including
FRFSRF not applying to hotshot lasguns and Bring It Down being the 2009
IG Codex's version not the updated
AM book's version). Clear the Trenches is almost identical to
IA12's Without Mercy is that they get Move Through Cover instead of Crusader. The one big difference is instead of Disperesed Advanced with a new order called Dig In, which gives +1 to cover saves so long as it's not in a fortification and prevents units from Running or Assaulting that turn.
So, overall, not terribly exciting, outdated and half of them pointless.
Now,
Warlord Traits. Good news, they're thematically paired with those from the Assault Brigade. Bad news, they're largely just as bad.
Unflinching Defense: Warlord and
DKoK units within 12" get +1 to combat resolution while in their own deployment zone
Shattering Bombardment: Identical to that in
IA12,
TL's one ordnance weapon within 6" of Warlord
Victory or Death: Gains Fearless and very weak
FNP wehn in fortification or cover provided by defense lines
Smoke Barrage: Identical to
IA12, makes it Night Fight for first turn.
Martyr's Defiance: Preferred Enemy (Infantry) for Warlord and units with 6" when in a friendly deployment zone
Siege master: Identical to a Warpsmith's Shatter Defenses rule.
Units
HQ
Company Command Squad
Identical to
IA12. The one exception is that the advisors are identical to those in the Astra Militarum book except there is no Astropath or Quartermaster options. Unit still costs an arm and a leg, no Storm Chimera access. Still costs almost as much as a naked Valkyrie and includes a Regimental Standard
Commissar-General
Identical to
AM book largely.
Death Korps Quartermaster Cadre
Identical to
IA12, largely pointless, gives a very weak
FNP bubble for units within 6".
Elites
Grenadiers
Identical to
IA12, no Storm Chimera option, only transport is Centaur for 5man squads.
Hydra Flak Platform
AV10 2HP immobile Hydra platform, not open topped though. Costs similar to Taurox. Can only take 1 platform per
FoC slot. Not terribly inspiring.
Rapier Laser Destroyer Battery
Identical to
IA12. Solid awesome.
Field Artillery Battery
Identical to
IA12, no Carcass shells, Thudd Gun retains rule about pinning tests even though they don't pin anything.
Troops
Infantry Platoon
Identical to
IA12, no combined squads, no heavy weapons in infantry squads, each Infantry Squad still costs more than a Chimera before upgrades,
HWS's now match
AM codex for price.
Unfortunately, these are rather awful, even worse with no Forlorn hope. For being an attrition based army, these guys are way too expensive to function in an attritional role.
Engineers
Identical to
IA12. As Troops these guys are more interesting, and most importantly, the Hades Breaching Drill has been upgraded, which I'll get to shortly.
Dedicated Transports:
Centaur
Identical to
IA12, still largely uninspiring.
Hades Breaching Drill
DT for Engineers. This thing is now entirely different and actually *Really* useful, though not quite as absurdly good as it once was a few years ago. Basically it attaches to an Engineer squad, and must start along with the unit in Reserve and Deep Strike in. When they
DS in the whole unit has a 4++ Invul for the turn. It has a unique movement mode, Tunneling, may move 12" a turn and gains a 4++ invul save in any turn it Tunnels, but can't run or assault if it uses that in the movement phase. If it Tunnels in the Assault Phase, you roll
3d6 and pick the two lowest for charge distance. NO OVERWATCH against tunneling attacks, ignores all terrain and obstacles, and counts as having assault grenades. Breaching Drill then makes
D6+2 Hammer of Wrath Attacks with its Melta-Cutter, and if it's against a building each model inside takes an S4 AP2 hit on a 4+. The Drill cannot be operated distinctly from the Engineers however, and if all the Engineers are killed, then the Drill is removed from play. Drill is no longer a vehicle, but has T, W and
Sv identical to that of a Dark Eldar Talos.
This thing really fits the unit's role in a functional manner, expect to see lots of these.
Fast Attack:
Cyclops
As
IA1 2E. independent roaming bomb, nothing too exciting.
Hellhound Squadron
As
AM codex
Death Rider Platoon
Identical to
IA12, so W2 4+
sv A2 base 6++
FNP Rough Riders with pistols &
CCW on top of Lance.
Heavy Support
Thunderer
As
IA1 2E, basically a BS3, Leman Russ-armored Vindicator.
Leman Russ Tank Squadron
As
AM codex except Annihilator and Conqueror. Annihilator has
TLLC and costs as much as an
LRBT (uninspiring and 20pts more than its
IA1 2E cost), Conqueror gets an S8 AP3 small blast weapon with the range of a lascannon, and is Fast, and costs 10pts less than a Hellhound, pretty awesome.
Heavy Weapons Platoon:
1-3
HWS's as per the Infantry Platoon. Not very inspiring, particularly as Lascannons here match the
AM codex for cost instead of being slightly cheaper as in
IA12
Colossus Bombard
Identical to old profile in
IG codex/
IA1 2E.
Heavy Artillery Battery:
As per
IA1 2E & previous updates, but with
DKoK crew & special rules, slightly more expensive extra crew models. very cheap, durable & killy.
Lords of War are limited to the following list
Baneblade
Valdor Tank Hunter
CRASSUS ARMOURED ASSAULT TRANSPORT
Praetor Armored Assault Launcher
Gorgon Heavy Transporter
Malcador Heavy Tank
Malcador Defender
Malcador Annihilator
Malcador Infernus
Maruader Bomber
(literally the only flyer available to the entire army)
Macharius
Macharius Vulcan
Macharius Vanquisher
Now, there's two
Detachments for the
DKoK Siege Regiment
First is the
Death Rider Squadron
Minimum of 1
HQ and 2
FA.
May take additional 1HQ, 2 Troops, 4 Elites, 4 Fast Attack, 4 Heavy Support, 1 Lord of War
Command Benefits
Objective Secured
Thundering Charge: If two or more Death Rider units declare a charge against the same unit in a turn, they get Fear (um...not so useful)
Death Rider Command: May upgrade *one* Death Rider platoon command to a Death Rider
CCS for the cost of a Taurox, must be the Warlord, Officer gets 5+
FNP and Colonel statline, and his unit may take a regimental standard for free.
This is an interesting formation, but I don't think ti's special rules are really particularly useful at all.
Then there's the
Gorgon Assault Squadron Detachment
MIn 1HQ, 1 Elites, 1 Troops, 1 Lord of War
May take additional 1
HQ, *9* Troops, 2 Elites, 2 Fast Attack, 2 Heavy Support, 3 Lord of War
All Lord of War choices *must* be Gorgons.
Command Benefits
Objective Secured
Unstoppable Advance: as long as a Gorgon has a
DKoK unit embarked, it gains It Will Not Die
Fix Bayonets!: Any unit that disembarks from a Gorgon and declared a charge on the same turn gets Furious Charge for the turn.
This detachment is somewhat amusing, I'm not convinced that the Gorgons are really that useful, especially multiples, but it is somewhat amusing to envision.
Now for the
Renegades and Heretics
Special Rules
Identical in their entirety to
IA13, Uncertain Worth (
D6+5
LD for each unit), etc. Only Covenant of Khorne and Nurgle permitted.
Demagogue Devotions:
Primaris Rogue Witch, Arch-Heretic Revolutionary, & Master of the Horde are both identical to
IA13.
Ordnance Tyrant - can take STrike, Artillery, Bombard, and Heavy Ordnance batteries as Elites &
HS. Can take Field Artillery Batteries as non-compulsory Troops. Additionally, any weapon with both the Barrage & Blast rules that fire within 12" of the Demagogue can, so long as the blast template hole is centered entirely over an enemy model, place the template such that friendly units are under/touching it and can target enemy units locked in close combat
Holy snap! this looks hideously ridiculous
Shock Legion Taskmaster Can take Ogryn Brute units as Troops and *must* take them for compulsory troops. Ogryns taken this way are not scoring and do not benefit from ObSec. Warlord gets +1WS and a Neural Goad that can inflict unsavable wounds on an Ogryn unit within 12" and give them FUrious Charge and Fleet until the start of the next turn
Renegade Warlord Traits
All exactly identical to
IA13
Units
HQ
Renegade Command Squad
Identical to
IA13 except no Slaanesh/Tzeentch options
Rogue Psyker Coven
Identical to
IA13
Renegade Enforcer's Cadre
Identical to
IA13
Elites:
Renegade Chaos Spawn:
Identical to
IA13
Renegade Disciple Squad
Identical to
IA13
Renegade Ogryn Brutes
Identical to
IA13 but no Slaanesh/Tzeentch options
Renegade Blood Slaughterers
Identical to
IA13
Renegade Blight Drones
Identical to
IA13
Troops
Renegade Infantry Platoon
identical to
IA13 but no Slaanesh/Tzeentch options
Renegade Infantry Veterans
identical to
IA13 but no Slaanesh/Tzeentch options
Renegade Mutant Rabble
identical to
IA13 but no Slaanesh/Tzeentch options
Plague Zombie Mob[b]
Identical to IA13
[b]Dedicated Transport
Chimera
Identical to
IA13
Fast Attack
Renegade Hellhound Squadron
Identical to
IA13
Renegade Sentinel Squadron
Identical to
IA13
Renegade Salamander Squadron
Identical to
IA13
Heavy Support
Renegade Tank Squadron
Identical to
IA13
Renegade Artillery Battery
Identical to
IA13
Renegade Strike Battery
Identical to
IA13
Renegade Hydra Battery
Identical to
IA13
Renegade Bombard Battery
Identical to
IA13
Renegade Heavy Ordnance Battery
Identical to
IA13
Renegade Support Squad
Identical to
IA13
Renegade Rapier Laser Destroyer Battery
Identical to
IA13
Renegade Field Artillery Battery
Identical to
IA13
Lords of War are limited to the following list
Khorne Lord of Skulls
Greater Brass Scorpion
Daemon Lord Scabeiathrax the Bloated
Daemon Lord An'ggrath the Unbound
Giant Chaos Spawn
Spined Chaos Beast
Macharius Heavy Tank
Macharius Vulcan
Macharius Omega
Valdor Tank hunter
Renegade Malcador Heavy Tank
Renegade Miniotaur Artillery Tank
Renegade Malcador Defender
Renegade Baneblade
Detachments
The Purge
Units may be taken from the Renegades or Chaos Space Marine army lists
Min 1HQ 2 TElites
Optional 1
HQ, 8 Troops, 4 Elites, 4 Heavy Support, 1 Fortification, 1 Lord of War
Restrictions:
Slaves to Darkness All units must have the Chaos Renegades or CHaos Space Marine Faction
Pledged to Nurgle No units may have a mark/devotion other than Nurgle
Command Benefits
Salt the Earth: any time a unit from this detachment fires a weapon with both the Barrage & Blast rules, leave the template after resolving the attack until the beginning of your next turn, and the area of the template remains Dangerous Terrain until then
Forbidden Munitions: May upgrade flamers or heavy flamers to chemical flamers (profile identical to normal Flamer with Shred and Gets Hot), may upgrade missile launchers to Chemical Rockets and fire as S4 AP5 Small Blast, Shred, Gets Hot!. Both upgrades are free.
This detachment is quite interesting, allowing you to mix both army lists freely. Not sure how I feel about that, but it certainly opens a lot of possibilities.
Unending Host
Min 1HQ, 4 Troops
Optional: 1
HQ, 8 Troops, 2 Elites, 1
FA, 1
HS, 1 Fortification, 1 Lord of War
Restrictions: only Chaos Renegades, Warlord must be Demagogue with Master of the Horde Devotion
Command Benefits
In Numbers Uncounted: Renegade Infantry Squads recycle on 2+ instead of 5+
Over the Corpses of the Slain: Recycling Renegade Infantry Squads gain Outlank, roll
2d6-take-highest for Run moves on any turn they move on from reserves
TIl the Guns Run Dry: If the unit benefits from a cover save due to enemy units firing through another friendly Renegade Infantry Squad, cover save is increased to 3+ from 5+.
This army list is truly the hordiest of horde lists in all of
40k. Tyranids can only dream of the numbers this army can bring to the table and ensure they keep coming on.
If anyone has questions on the Characters, feel free to ask, just don't feel like going over them in detail right now.