Here it is:
https://www.youtube.com/watch?v=W069dPLTXg0
I'm gunna try and list everything I notice, as well as break down all of the legion traits, psychic powers etc.
Legion Tactics (In order of my best to worst):
Alpha legion: -1 to hit when over 12" away from enemy. Like Raven Guard, it's brilliant. Instantly makes your units and backfield obj guys tougher. Really punishes gunline armies.
World Eaters: +1 attack for the fight phase. This has been covered a lot recently because it's brilliant.
Renegade Chapters: Can advance and charge. Fantastic. Best used with guys that get the most from advancing (bikers etc).
Emperors Children: Always strike first in combat. Really good. My main issue with it is that it's not as good as the
WE one.
Night Lords: -1 to enemy leadership, stacks to -3. Been covered a lot. It's situational, and completely ineffective against some armies. Brilliant against others.
Black Legion: +1 leadership. Rapid fire weapons act like assault weapons when advancing. Not bad, not great.
Iron Warriors: Enemies don't get cover saves, and reroll failed wounds against buildings. It's bad, we know it's bad.
Word Bearers: Reroll failed morale tests. Not bad, but completely overshadowed by other tactics.
Psychic Powers (some are very juicy):
Warptime: Same.
Prescience: Same.
Infernal Gaze: Same.
Diabolic Strength: WC6, 12" range. +2 strength and +1 attack to a model. Can be used to get a guy over a damage threshold so that he's wounding enemies better. It's not bad, wouldn't say it's the best though.
Death Hex: WC8!! 12" range. Removes a units invuln save. Could be utterly brutal. If you've got a tough
HQ relying on their invuln against your rending weapons, it's a great way to stick a finger to them. Not sure I'd take it over prescience or warptime, though.
Gift of Chaos: WC6. 6" range. Roll a
d6, if it's greater than targets toughness, they take d3+3 mortal wounds. If a character is killed, you get a chaos spawn to rub salt into the wound. If you know you're facing a low toughness army, this could be a brilliant assassination power.
God-specific powers (whatever mark your sorcerer has, he can elect to use his god's power instead of one of his chosen powers):
Tzeentch: WC6. 18" range. +1 to invuln saves. Models without one, get a 5++. Great for buffing a unit.
Nurgle: WC6, 18" range. Makes a unit -1 to hit. Like the above, it's pretty handy.
Slaanesh: WC6, 18" range. Gives a unit 5+
fnp. The best of the three,
imo.
Warlord Traits:
Eternal Vendetta: Reroll wounds against Space Marines. Eh. Overshadowed by the god-tier +1 wound trait.
Flames of Spite: Wounds of 6+ inflict an additonal mortal wound. No.
Unholy Fortitude: +1 wound. 6+
fnp. YES. The best of them all. Seriously, a free wound and
fnp (6+).
Hatred Incarnate: Reroll wound rolls of 1. Take an exalted champion and laugh at how bad this trait is.
Lord of Terror: Enemy must roll and extra die when taking moral tests for units within 6" of warlord and pick the two highest. It's not +1 wound, so...pass.
Exalted Champion: +1 attack. Can't complain.
Legion-specific:
Alpha legion: This is a familiar one. When your warlord dies, pick another
AL character and he becomes your warlord. Great for denying your opponent slay the warlord. Also, you get to roll on the standard warlord traits table for each warlord you get.
Black Legion: Death to the false emperor triggers on 5+ for guys within 6". Isn't awful. But, it's hardly the best.
Emperors Children: +1 attack for each wound your warlord takes. Caps out at +3. It involves taking damage, which i'm not fond of.
Iron Warriors: Auto-pass morale when within 6" of warlord. Budget Abaddon. Comes with the tax of being iron warriors, though.
Night Lords: Once per round, reroll a die, or two for failed charges. Free
cp reroll each turn. Pretty good.
Word Bearers: All auras range increased by 3". I haven't had any issues with my aura range so far. So, i can't say this is very good.
Stratagems (I'm only going to mention the ones I think are worthwhile (I'm too lazy to write all of them down)):
VOTL: 1
CP to give an infantry or biker unit +1 to wound in shooting or melee. Fantastic. Brilliant. Yessss. Want Lascannons wounding raiders on 2's? Want berserkers wounding infantry on 2's? (rerolling because of the beautiful exalted champion)
The Great Sorcerer: 1
CP to let a sorcerer use another psychic power. Good for when you really want to smite.
Endless Cacophony: 2
CP to let a slaanesh infantry or biker units shoot again. Got slaanesh havocs? Well, for 3
CP, you can have 8 shots against T8, that wound on 2's. GG, Land Raider, GG.
Daemonforge: 1
Cp to let a daemon vehicle reroll hits and wounds in shooting or melee. Makes daemon vehicles less terrible for being
BS/
WS 4+.
Blasphemous Machines: 1
CP to let a vehicle ignore the penalty for moving a heavy weapon. Great for redeployment.
Tide of Traitors: 2
CP. At the end of your movement phase, remove a cultist unit and redeploy it anywhere 6" from a table edge (not 9" from enemy etc). it also goes back to it's full starting strength. Very powerful. Not only can you spontaneously throw a big blob onto an objective or into your opponents face, you also regain everyone that your opponent wasted shots on.
Fire Frenzy - 1
CP. If a helbrute (presumably helbrute keyword) doesn't move, you can use this to shoot twice. The extra shots must target the nearest enemy unit. This pairs terrifyingly well with leviathans (due to their dakka output), and is also pretty good for contemptors and deredeos. For a leviathan with two butcher cannons, it costs 1
cp to get an extra 16 s8 shots, hitting on 2's. That's a great use of command points.
Legion Specific:
Alpha legion: 1
CP to let a unit scout ahead before the game starts (more than 9" away from enemies, of course), and then reveal it's location at the beginning of the game. My favourite legion one. Currently thinking about using it on a character to get some daemon summoning happening turn one in the enemies face. Also pairs well with melee units.
Night Lords: 1
CP. -1 to hit an infantry unit. It's good. We like penalties to hit.
Word Bearers: 1CP. Reroll any dice when summoning, an you never suffer mortal wounds from doubles or triples. Great for getting a daemon unit in. Bad because it's word bearers and their tactics aren't good.
Relics:
Talisman of Burning blood: Khorne Only. Advance and charge in the same turn. Reroll charge range. Great for maneuverability. Almost irrelevant for renegade chapters.
Eye of Tzeentch: Tzeentch only. Add 1 to smite harnessing. You now get it on 4+, which is nice. Better relics than this, though - smite isn't hard to cast.
Intoxicating Elixir: Slaanesh only. +1 strength and attack. Really nice.
Puscleaver: Nurgle only. Replaces power sword with S user,
ap-2, d3 damage, wounds on 2+, save for vehicles - which it wounds like normal.
Axe of Blind Fury: Replaces power axe. S +3,
ap -3, D3 damage. Can't modify hit rolls of one, instead, they hit friendlies within 1". It's powerful, but risky. Not my preference.
The Black Mace: Replaces Power maul. S +3,
ap-2, 2 damage. For each slain model, rol la
d6. If you get a 6, that model's unit takes a mortal wound. My favourite of the weapons.
The Murder Sword: S +1,
ap -4, 1 damage. Nominate one enemy character at the beginning of each battle round. The murder sword will inflict one auto-mortal wound on it in combat.
Legion-specific:
Black Legion: Once oer game, select a visible enemy vehicle. On a
d6 roll of 2+, it takes d3 mortal wounds. Not really that powerful.
Word Bearers: Replaces power maul. S +2,
ap -2, 3 damage. Reroll wounds against imperium units. It's a better black mace.
Iron Warriors: 2+ armour. Heals a wound each turn. One of the best relics. One of the worst legions. You decide.
World Eaters: Bearer of this collar can try to deny a psychic power. If it succeeds, the psyker suffers perils of the warp.
Alpha Legion: Replaces chainsword. S +1,
ap -2, 2 damage. Attacker makes d3 additional attacks. It's pretty powerful. Probably the best melee weapon for an alpha legion
hq.
Night Lords: Replaces lightning claws. S +1,
ap -3, d3 damage. Gives +1 attack ,and reroll failed wounds. Great melee weapon for night lords.
Emperors Children: Replaces bolt pistol. 6" range, assault
d6, S user,
ap-1, 1 damage. Can be fired in combat. If an enemy character is wounded by this, roll a die, on a 6+ it takes d3 mortal wounds.
Points Changes (copied from one of the YouTube comments. The terminator himself, seems to have wrote it):
" - noise marines from 16 to 15
- plague marines from 21 to 19
- mutilators from 65 to 50
- warpsmiths from 78 to 45 ( ! )
- vindicators from 160 to 135
- predators from 101 to 90
- cultists from 5 to 4
- maulerfiends from 149 to 140
- defilers from 216 to 152
- lord of skulls from 465 to 365
- bloodletters and daemonettes from 9 to 7
- plaguebearers from 8 to 7
- pink horrors from 10 to 6
- pairs of brimstone horrors from 2 to 3 (cry)
- power fists from 20 to 12
- and loads more points cost changes that I either couldn't decipher or that weren't on screen "
Unit changes (copied from the terminator):
" - cult units can no longer be troops
- characters on mounts or bikes are gone ( ripperino all your conversions )
- new
HQ unit, the exalted champion, same profile as a chaos lord on foot with 1 less wound, costs 4 points less and has the same weapon options, instead of the re-rolling 1s aura of the chaos lord he has re-rolls to wound aura for melee , all wound rolls not just 1s
- since only units with the helbrute, infantry or biker keyword get to benefit from legion tactics, this will not include daemon engines, other vehicles, spawn and daemon princes
- doom sirens are now assault
d6 instead of assault d3
- oblits now fire double as many shots, with no changes in points cost or anywhere else . . . take them
- same with posessed, 2 wounds instead of 1 with no other changes in profile or points cost
- with the lesser daemons now the only chaos daemon unit in the codex, they are the only unit you can summon besides other
CSM units with the daemon keyword ( like daemon engines )
- there are LOADS of extra options for plague marines - since I don't play them though, I don't really care - here's a timestamp for anyone who is interested 15:16 ( this also means that there probably is a new kit for them on the way, since these options aren't included in the current boxes ) "
So, there we go. The new codex. I'm pretty happy with this. And look forward to running
WE and
AL together.
EDIT: Forgot to mention, we also have the same ObSec that space marines get.
EDIT 2: Legion tactics only effect infantry, bikers and helbrutes. Same as Space Marines.