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So many traits, and only so many times you can use field commander.....
Otoh Hydras wail, now that, that is a fun little F you for certain factions.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
Gidun wrote: We don't really have any way to generate additional warlord traits outside of getting the specialist detachments through field commander, right?
Edit: Or Black legion.
Alpha Legion now has a Stratagem for it, but it can only be used once.
It's exceptionally gakky "I am Alpharius" can only be used to get random traits from the CSM Warlord table considering all of the Alpha Legion ones are either Good or outright Top Tier, where some of the CSM Warlord Traits are just outright crap.
This message was edited 1 time. Last update was at 2019/11/16 14:16:09
The biggest indicator someone is a loser is them complaining about 3d printers or piracy.
Warlord Traits: 1. Same at Codex
2. -1 to hit against warlord for enemy within 3"
3. when your Warlord Fights, you and your opponent secretly choose a number between one and three on a D6. Reveal at the same time, if the numbers differ, your warlord can make that many additional attacks. if they're the same nothing happens.
4. roll a D3 at the start of the fight phase, subtract that many attacks from enemy models within 1"
5. -1 damage against your warlord
6. re-roll charge rolls. if your warlord charges or heroic interventions, +1 S and A
Stratagems: 2CP: Combat Elixirs
- Profile on Community Website
1CP: Excess of Violence
- See Codex
1CP: Incessant Disdain
- Use at the end of your opponents charge phase. Select one EC character, that model can perform a 6" heroic intervention and can move 6" when doing so.
1CP: Honour the Prince
- Use in your Charge Phase. after making a charge roll for an EC Slaanesh unit, you can change the result of one of the D6 to a 6.
1CP: Excruciating Frequencies
- Use in your Shooting phase, when an EC Noise Marine unit from your army is chosen to Shoot. Until the end of the phase, add 1 to the strength and Damage of blast masters, sonic blasters and doom sirens.
1CP: Cruel Duelists
- Use in the Fight Phase, when an EC unit that's not a vehicle or cultist unit is chosen to fight. until the end of the phase, unmodified wound rolls of 6 have an AP characteristic of -3
1CP: Tactical Perfection
- use at start of first battle round, select one EC unit and re-deploy them in your deployment zone.
Relics: The Endless Grin: morale tests within 6" roll and additional dice and you choose which is discarded. in addition, subtract 1 from Ld for enemy units within 6"
Fatal Sonancy:
- R 12", Assault D6, S6, ap -2, D 1, abilities: auto hits, ignore cover
Armour of Abhorrence: Enemy units cannot fire overwatch against this unit, enemy units that fail morale within 6", one additional model flees.
Remnant of Marayiglia: Priest models only. when resolving a prayer: re-roll wound rolls for EC within 6" until the end of the battle round - one use
Distortion: Power sword or force sword only.
- S User, ap - 4, D d3, abilities: can chose to X2 strength but -1 to hit.
Raiment Revulsive: Re-roll hit and wound rolls for attacks. re-roll charge rolls.
------------------------------------------------------------------------------------
World Eaters Rules:
Spoiler:
Warlord Traits: 1. From Codex
2. Add D3 to attacks if there are more enemy units within 3" than friendly units. these extra attacks last until the end of the fight phase.
3. See Community Website
4. +1 charges for friendly WE within 6"
5. half damage suffered against melee weapons (rounding up)
6. 6" heroic intervention. and warlord always fights first
Stratagems: 1CP: Scorn of Sorcery
- See Codex
1CP: Apocalyptic Frenzy
- Use during deployment. when you set up a WE infantry unit. at the start of the first battle round, you can move then 9". can't be within 9" of enemy units etc.
1CP: Skulls for the Skull Throne
- Use in the Fight phase, when an enemy CHARACTER model is destroyed from a WE character you gain D3 CP
2CP: Red Butchers
- use before the battle, Select one WE Terminator unit. add 1 to Strength characteristic and they gain the Blood For the Blood God ability (same one from the Khorne Berzerkers)
1CP: Maim! Kill! Burn!
- Use in the Fight phase. before you consolidate with a WE unit. Until the end of that phase, that unit can consolidate 6"
1CP: Wild Fury
- Use in the Fight phase, when you select a WE unit to fight with. improve the AP of that units melee weapons by 1 until the end of that phase.
1CP: Stoke the Nails
- Use in the Fight phase, when a WE Infantry or Biker unit (excluding cultists) fights. until the end of the phase, that units Death to the False Emperor ability affects any enemy unit. but its a 5+ against Imperium.
2CP: Blood for the Blood God!
- use in fight fight phase, if a WE unit destroys a unit in the fight phase, do not roll morale for that unit, its automatically passed.
Relics: Crimson Killer: plasma Pistol only
- R12", S9, ap -3, d 3, abilities: unmodified wound rolls of 4+ inflict a mortal wound in addition to normal damage
Gorefather: See community website
Banner of Rage: Priest model only, once per battle at the start of the fight phase, add 1 to the attacks characteristics for friendly WE units within 6".
Berzerker Glaive: Power axe or axe of dismemberment.
- S +1, ap -2, D 2, abilites: 5+ feel no pain on the bearer.
Helm of Furore: Infantry model only. +2 Strength. Bearer must charge if there are any enemy units within 8"
Bloodhunger: When an enemy model is destroyed in the fight phase from this model, roll a D6, on a 4+ the bearer regains a lost wound.
-------------------------------------------------------------------------------------------------------
Iron Warriors Rules:
Spoiler:
Warlord Traits: 1. From Codex
2. unmodified hit rolls of 6 for friendly IW Daemon engine or Cult of Destruction models within 6" scores 1 additional hit
3. 5+ 'feel no pain'
4. When resolving an attack with AP1 made against friendly IW units within 6" and they're benefiting from cover, that attack becomes AP0
5. profile on Community Page
6. IW units within 6" do not suffer penalties for moving and firing heavy weapons
Stratagems: 1CP: Iron Within Iron Without
- Same at Codex
1CP: Methodical Annihilation
- Use in Shooting phase, select one IW unit to shoot then select one of the following effects to last to the end of the phase:
1. Re-roll damage
2. you can re-roll any or all of the dice to determine shots for weapons
1CP: Dour Duty
- use in opponents shooting phase or your charge phase. when resolving a shooting attack against an IW unit, worsen the AP by one.
1CP: Unholy Vigour
- use at start of movement phase, select one IW Vehicle, that model gains up to 3 lost wounds.
1CP: Tank Hunters
- use in shooting or Fight phase. when IW unit (not Cultists) shoots or fights, select one enemy Vehicle unit. re-roll wound rolls for that IW unit against the vehicle.
1CP: Rampant Techno-Virus
- use in shooting or Fight Phase. Select an IW Obliterator or Mutilator unit when they shoot or fight. you can re-roll any or all of the D3 rolls when using the fleshmetal guns or flesh metal weapons ability
2CP: Cannon Fodder
- Use this Stratagem at the start of your opponents shooting phase. select one IW infantry and one IW cultist unit wholly within 6" of that unit. until the end of the phase, enemy models cannot target that IW infantry unit if the selected IW cultists are visible.
1CP: Bitter Enmity
- use in the Fight phase. Select one IW unit to fight with. re-roll hit and wound rolls against Imperial Fists units.
Relics: Siegebreaker Mace: Power maul or accursed Crozius only (Has 2 profiles)
Swing - S +2, ap -2, D 2
Smash - S x2, ap -3, D d6, Ablities, when using smash, it makes 2 attacks, in addition roll 2D6 for damage, discard the lowest.
Cranium Malevolis: in your shooting phase, this model can use the relic instead of shooting. roll a D6 for each enemy vehicle unit within 9". on a 4+ they take D3 mortal wounds, on a 6 they take 3 mortal wounds.
Insidium: Model gains the Daemon Keyword, add 1 to Strength, Toughness and wounds characteristics.
Axe of the Forgemaster: Power axe or daemonic axe only
- S +3, ap -3, D2, abilities: against vehicles, unmodified hit rolls of 5+ inflict D3 mortal wounds in addition to normal damage.
Spitespitter: Combi-bolter only
- R24", RF2, S 5, ap -3, D d3
Techno-Venemous Mechatendrills: Warpsmith only
- S User, AP 0, D 1, Abilites: 4 additional attacks (this weapon can only make 4 attacks). every hit scored does a mortal wound.
Warlord Traits: 1. From Codex
2. -1 to hit rolls against this Warlord.
3. Warlord can target characters. Unmodified Hit rolls of 6 inflict 1 mortal wound in addition to normal damage
4. at the start of the first battle round, before the turn begins. select up to 3 other AL units on the battlefield. redeploy them in your deployment zone
5. Profile on Community Page
6. once per battle, at the end of your Movement phase, you can remove your warlord and redeploy him within 3" of an AL unit and 9" from enemy units.
Stratagems:
1CP: Forward Operatives
- From Codex
2CP: Conceal
- use at start of opponents shooting phase. Select one AL infantry unit. cannot be targeted unless it's the closest visible unit.
1CP: Sabotaged Armoury
- profile on Community website
1CP: Scrambled Coordinates
- use in enemy movement phase, enemy units deploying as reinforcements have to be more than 12" away instead of 9"
1CP: Renascent Infiltration
- Use at the end of the your Movement phase. Select one AL Infantry unit more than 3" from enemy models (cannot select units that arrived from reserve). remove that unit and set them up more than 9" from enemy models
edit: might be more like: "Renascent Infiltration" only happens in your own movement phase, and removes the unit until (the end of?) your next movement phase.
2CP: Ambush
- use in opponents Movement phase, after your opponent has set up reinforcements, select one AL unit from your army within 18". they can shoot that unit as if it where your shooting phase.
1CP: Feigned Retreat
- Use in movement phase, select one AL unit, they can shoot after they fell back.
1CP: We are Alpharius
- Use before the battle, after nominating your Warlord, select another AL Character and generate a trait for them. can only use once per battle.
Mindveil: start of movement phase, while on the battlefield, roll 3D6. until the end of the phase, that models move characteristic is that result. this model can move over other models as if they weren't there (in the movement and charge phase). this model can charge after it fell back.
Hydra's Wail: once per battle, at the start of the turn. for the remainder of the turn, when your opponent uses a stratagem roll a D6, on a 4+ your opponent must spend an additional CP to use that stratagem or it has no effect and the CP spent are lost.
Viper's Wail: Combi-bolter only
- R24", RF2, S5, ap -3, D 2
Hydra's Teeth: Bolt weapon only, Grants the following abilities:
auto hits, wounds on a 2+ unless its a vehicle or titanic in which case it wounds on a 6+, ignores cover.
Shadeblade: Power sword or Force Sword only
- S +1, ap -3, D d3, abilites: -1 to hit against the bearer
-------------------------------------------------------------------------------------------------------
Night Lords Rules:
Spoiler:
Warlord Traits: 1. from codex
2. can charge after falling back, -1 to hit rolls against melee weapons
3. unmodified hit rolls of 6 cause a mortal wound in addition to other damage
4. Add D3 attack when charging, being charged, heroic intervention. these attacks last until the end of the fight phase
5. when in terrain, +1 to saving throw (not Invulnerable saves). In addition, whilst this model is in terrain, +1 to invulnerable saves (max of 3+)
6. If there are more friendly models within 3" than enemy models, add 1 to wound rolls for melee weapons
Stratagems: 1CP: In Midnight Clad
- from codex
2CP: Vox Scream
- use at the end of the movement phase, select an enemy model within 18" of a NL unit. until the start of your next movement phase, enemy units cannot be affected by the affected units aura abilities
1CP: Prey on the Weak
- use in shooting or fight phase, select a NL unit. Until the end of the shooting or fight phase, when targeting a unit with a lower Ld characteristic than that unit, add 1 to the hit rolls.
1CP: Hit and Run
- use in charge phase, select a NL unit, they can charge even if they fell back
1CP: We have come for you
- Profile on the Community page
1CP: From the Night
- Use at start of Charge phase, select one NL infantry unit in terrain, until the end of the turn, add 2 to charge rolls, and +1 to hit in Combat.
1CP: Raptor Strike
- Use in charge phase, select one NL Jump pack unit that was set up as reinforcements, roll 3D6 for charge rolls.
1CP: Flay them alive
- Use in the Fight phase, when a unit is destroyed from a NL unit. Until the end of the turn, when a moral test is taken for enemy units within 12" of that NL unit, your opponent rolls and additional D6 and can choose which to discard.
Night Lords Relics:
Flayer: Power Sword model only
- S +1, ap -3, D 2, abilities: each model destroyed from this weapon counts as 2 for moral
Storm Bolt plate: 2+ armour save, always counts as being in cover
Vox Daemonicus: Profile on Community Website
Talons of the Night Terror: Model that can FLY
- S +1, ap -1, D 1, Abilites: D3 additional attacks or D6 if it charged or made a heroic intervention
Scourging chains: Improve the Ap of one melee weapon by 1, in addition, -1 attack for enemy units within 1" of this model
Misery of the Meek: Once per battle: at the start of the Movement phase, model regains D6 lost wounds. in addition gains D3 extra attacks until the start of your next turn.
-------------------------------------------------------------------------------------------------------
Word Bearers Rules:
Spoiler:
Warlord Traits: 1. Add 3" to Warlord Aura Abilities.
2. This Warlord Gains the POSSESSED and DAEMON Keywords. Add 1 to their Strength, Attacks and Movement Characteristics.
3. Profile on the Community Page
4. Add 1 to the Attacks characteristics of friendly WB Possessed Models within 6" of the Warlord
5. When with Warlord loses a wound, roll 1D6, adding 3 if that wound being lost is a mortal wound, on a 6+, that wound is not lost.
6. +1 wound, Start of every player turn, generate D3 lost wounds.
Stratagems: 1CP: Dark Pact
- From Codex
1CP: Malevolent Covenant
- use in Psychic phase, if WB Psyker fails test - test auto passes, and cannot be denied. Psyker takes mortal wound after.
1CP: Apostle of the Dark Council
- Use before battle, friendly WB priest model can knows and can use an additional prayer for the remainder of the battle.
2CP: Cursed Despoilers
- Use after deployment but before the first turn begins, if a WB unit is on the battlefield, select a piece of terrain (other than fortifications) - cannot be used for cover
1CP: Revered Hosts
- Use in Fight phase, select WB Possessed or WB G-Possessed before they are chosen to fight. they all gain +1 Damage to their melee weapons.
1CP: Hexagrammatic Ward
- Use in any phase, after making a saving throw for a WB character, that roll is treated as being a 6. Each WB character can only use this Stratagem once per battle.
1CP: Vengeance For Monarchia
- Use in fight phase, when a WB unit is chosen to fight with, Re-roll hits and wounds against Ultramarine units.
Relics:
Crown of the Blasphemer: +1 Invulnerable save (to a max of 3+). Subtract 1 from Ld characteristics for enemy models within 6".
Baleful Icon: Subtract 2" to charge rolls for enemy units charging friendly WB units within 6" of the relic bearer.
Book of the Reviler: model that is not a Daemon. Before the battle this model can generate 2 chaos boons, re-rolling Spawndom and daemon-hood and duplicate results (does not cost CP)
Malefic Tome: Knows additional power, Add 1 to Psychic tests.
Ashen Axe: Chainaxe only
- S +1, ap -2, D d3, abilities: units within 1" of this relic cannot fallback, unless they're a VEHICLE or TITANIC, or have a minimum move
Epistle of Lorgar: Priest model only, re-roll dice for prayer activation, +1 Ld for friendly WB units within 6"
This message was edited 10 times. Last update was at 2019/11/16 16:35:36
The 4th Iron Warriors command traits needs a correction. Looking at the video, it says that nullifies -1 rend.
So instead of;
"When resolving an attack made against friendly IW units within 6" and they're benefiting from cover, that attack becomes AP0"
It is something along the lines of;
"When resolving an attack with AP1 made against friendly IW units within 6" and they're benefiting from cover, that attack becomes AP0"
Which is a bit sad, but the alternative would have been too strong I suppose.
Automatically Appended Next Post: Also, the Alpha Legion stratagem "Renascent Infiltration" only happens in your own movement phase, and removes the unit until (the end of?) your next movement phase.
Also worth noting that the Emperor's Children relic "Remnants of Maraviglia" that gives re-roll to wound rolls within 6" of the priest using it is a once-per-battle ability used instead of praying.
This message was edited 3 times. Last update was at 2019/11/16 16:31:58
World Eaters really got the short end of the stick. The Warlord Traits, to put it bluntly, almost all suck.
"Add D3 to attacks if there are more enemy units within 3" than friendly units. these extra attacks last until the end of the fight phase."
WE don't need any more attacks. WE already have something like 3 attacks on the Charge base. A WE Chaos Lord is already getting like 6 attacks on the charge; what they need are easier ways to get into close combat.
"+1 charges for friendly WE within 6"
Semi-decent, but it's not enough.
"half damage suffered against melee weapons (rounding up"
If the enemy has gotten the chance to hit you, you've made mistakes.
"6" heroic intervention. and warlord always fights first"
Not terrible.
Stratagems range from not worth using to protect the floor from cat pee to actually decent.
You get a copy pasted Alpha Legion stratagem (which isn't too bad), Skulls for the Skull Throne is super situational, Red Butchers is kind of crap.
Maim! Kill! Burn! is kind of decent.
Wild Fury is actually great; Bezerkers are pretty much guaranteed to mulch anything. I think that alone can salvage this. Stoke the Nails is pretty nifty as well.
Blood for the Blood God is just terrible. Why? You can pay the same CP for the exact same thing from the main rulebook!
Crimson Killer is decent, Banner of Rage isn't terrible, but what you need is easier ways to get into combat rather than even more attacks. Berzerker Glaive isn't terrible. Helm of Furore is 'eh', Bloodhunger looks semi-solid.
This message was edited 1 time. Last update was at 2019/11/16 16:32:19
The biggest indicator someone is a loser is them complaining about 3d printers or piracy.
Roknar wrote: So with the new Alpha Legion trait, you can technically turn a lord discordant into a 48 inch sniper that also deals out moral wounds. Seems like a phenomenally bad idea, but I find that hilarious.
Otoh , sniping with a magma cutter is probably preeety bonkers
on a more serious note, a biker lord/sorcerer with combi-bolter and vipers wail could be nice.
8 shots before considering shooting twice and half of those are ap-3, 2D and would allow daemon shells too.
To be fair, Dark Apostles don't have a Jump Pack model, which makes sense fluff wise as Jump Packs are super scary to use to those that sold their souls to Chaos.
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
Marshal Loss wrote: Anybody seeing any top combos for Word Bearers using their traits/relics? Already bought some Ashen Circle axe-rakes for conversions.
You can give their Daemon Prince the Possessed keyword, it works with the Revered Hosts stratagem, you can have +1S +1A Talons that hit for 3dmg on a DP that moves 13", or a Hellforged Sword that hits for 4dmg. It doesn't take a relic slot either.
Methodical Destruction on a hellforged scorpius is 2 * 3w3 shots with reroll number of shots and with reroll 1 to hit and to wound with the new wl trait..... Seems really awesome
Also deepstriking oblits behind cultist bodyguards couls become really great, especially if oblits go down in points with ca19
However -
2CP: Red Butchers
- use before the battle, Select one WE Terminator unit. add 1 to Strength characteristic and they gain the Blood For the Blood God ability (same one from the Khorne Berzerkers)
Seems pretty tasty.
Edit2:
Also seems like we need clarification on the AL "Renascent Infiltration". It seems like it might be a small return to the alpha legion forward operatives, if you can grab a unit from your back line and throw them behind the enemy lines (assuming there is room).
This message was edited 3 times. Last update was at 2019/11/16 17:55:10
However -
2CP: Red Butchers
- use before the battle, Select one WE Terminator unit. add 1 to Strength characteristic and they gain the Blood For the Blood God ability (same one from the Khorne Berzerkers)
Seems pretty tasty.
yea 10 termies assuming ye going first
move em 9" before the game starts
move 5"
warp time them 5"
you'v now moved 19" turn 1
charge - kill stuff
pop the 6" consolidate strat
fight again (because they can) and kill stuff
oh you can go 6" again
use the fight again strat
kill stuff
move another 6"
- could basically move terminators about 44" in one turn
could be funny, not very reliable/situational though
This message was edited 2 times. Last update was at 2019/11/16 17:59:43
However -
2CP: Red Butchers
- use before the battle, Select one WE Terminator unit. add 1 to Strength characteristic and they gain the Blood For the Blood God ability (same one from the Khorne Berzerkers)
Seems pretty tasty.
yea 10 termies assuming ye going first
move em 9" before the game starts
move 5"
warp time them 5"
you'v now moved 19" turn 1
charge - kill stuff
pop the 6" consolidate strat
fight again (because they can) and kill stuff
oh you can go 6" again
use the fight again strat
kill stuff
move another 6"
- could basically move terminators about 44" in one turn
could be funny, not very reliable/situational though
Competitive, maybe not. But kinda fun and fitting for world eaters? I think so
I mean, we get propper WE butcher terminators back, AND considering we get terminators cheap (cough chainaxe and combibolter) that squad is really scary.
S6 chainaxes? Hell yea, that squad is the ultimate chaff killer.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
Roknar wrote: I wonder if the red butchers stratagem is for the unit only or if you can apply it to characters too.
Would depend on wording. Probably not worth it though. I'm assuming you're thinking of some kind of smash-captain, but if they're a terminator character then they won't have a jetpack, and the jetpack might be more valuable than double the attacks.
The only shame is, that i can't make an all butcher terminator force with the stratagem
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
WB can give a Warlord +1M&S&A and POSSESSED & DAEMON, or a 6” +1A aura for WB daemons
A WB Stratagem lets you turn a character’s save roll into a 6, another one lets you turn a Sorcerer’s cast roll into the minimum needed to succeed (hello, auto Death Hex!)
WBDA relic lets you reroll prayer rolls and gain +1ld aura, another one gives +1 invuln
There are more and of course the other Legions but these were the standouts for me
Just making a little list of interesting combinations, especially for someone like me who prefers making use of currently 'subpar' units like terminators and raptors/warp talons.
Emperors Children:
Seems like it's best to go for melee with them.
Warlord Trait - Reroll charges, +1S and +1A. Seems good.
I also like the D3 roll-off, where you can get between +3 and +5 bonus attacks.
Stratagems - Combat Elixir seems expensive for what it is. Most strats don't seem that useful, except for Honour the Prince. The +1 to S and D for noise marines might be ok though.
Relics - Armour of Abhorrance to turn your Lord into a Talon to shut down overwatch seems useful. Especially with the reroll charges trait. The raiment seems useful too, full rerolls on hits/wounds/charges.
Teleporting in a unit of terminators or talons with a lord. The stratagem makes their charge more likely to succeed, and one way or another you can turn off overwatch and get a bunch of meaty attacks in. Might work.
World Eaters:
Warlord - +1 to charges? Their traits mostly don't seem that great.
Strats - Red Butchers make terminators pretty scary in melee. You have to get them there though.
Relics - Nothing too exciting
Alpha Legion:
Warlord - -1 to hit against warlord is just generally good. Warlord targeting characters might be useful. Being able to teleport the warlord (or your alpharius bonus warlord) to anywhere on the board might also be pretty useful.
Strats - Conceal might be good, but it's 2CP so too expensive. Renascent Infiltration seems great, but depends on whether you lose your unit for a whole turn (I assume the translation is uncertain on this atm?). Shooting after falling back seems good for 1CP. Getting a second warlord trait is also good.
Relics - Darkscale seems decent for a tanky character. Mindveil might be interesting on a terminator character, changing their 5" movement to 9" on average (range of 3" to 18" on a normally slow character is interesting). Hydras wail might do work against armies that use a lot of stratagems.
Alpha Legion may actually be doing pretty well in this. They seem designed to be ideal for a high-plasma army, as you have a lot of 9" relocations and the ability to shoot after falling back means you can hide your expensive guys in combat for a turn. Seems good overall.
Night Lords:
Warlord - How useful is charging after falling back? I guess they get +1 attack with the new assault rule, or can choose a different target. Mortal wounds on 6's might be the most useful of the bunch, but that's nothing new.
Strats - Charge after fall back again... still not sure if this is useful or not. Perhaps this is for Talons. Jump troop unit getting 3D6 for charge might be useful though, actually making a Talons unit able to do its job.
Relics - Some possibilities here. Getting D6 extra attacks on the charge, along with the trait for mortals on a 6, might add up to something decent.
Voxes seem like they'd be useful against aura heavy armies. Also seems like jump-troops coming from deepstrike can actually work now (which makes a change). But only 1 unit, so probably worth having one decent sized unit of talons and then some MSU raptors for plasma. Which is pretty fluffy.
Overall... I think it's not bad. Nothing hugely game breaking. Its nowhere near as overpowered as the space marine 2.0 dex was. These are the kinds of changes the CSM 2.0 dex should have had to start with. Overall some fun options though. Not sure how some of the numbers will shake out once people work out the stats.
Roknar wrote: I wonder if the red butchers stratagem is for the unit only or if you can apply it to characters too.
Would depend on wording. Probably not worth it though. I'm assuming you're thinking of some kind of smash-captain, but if they're a terminator character then they won't have a jetpack, and the jetpack might be more valuable than double the attacks.
Given the other buffs available, it's probably not worth it over regular terminators yes, but I was thinking about the murdersword.
Assuming you manage to charge, that's an easy 12 mortal wounds before the other character get's to hit back. Considering Leviathan or so characters are a thing, that might be interesting depending on your meta.
NL warp talons sparked my interest
whack the raptor vigis thing on and a couple of strats ye at +4" charge if into cover and 3d6 ... more or less a guaranteed charge.
Being able to give warlords the demon keyword opens up a huge amount of overlapping buffs with demons.
I am disappointed they didn’t give legion specific psychic powers but I guess that’s coming when chaos gets brought up to speed in their codex.
Overall I think every legion got something that buffed it’s play style. Personally I think I’m going to start a emperors children force. 10 noise marines popping out of a dreadclaw, using that +1 strength and damage strat and then endless cacaphony is tastyyyy.