Shadowbrand wrote:Hey. I've been away from the game and dakka for well over a year now. With the new release of the Chaos Dex i'm torn between "Awesome new models! NEW RULES!" ".....For how much?

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But it's not just an update there is a new ruleset so I'll get Dark Vengeance as it will enchance the choices I have for a 2000 point army. What this band of chaos-tainted abominations will be are Word Bearers. Complete with the
HQ slots being a Dark Apostle and Daemon Prince. The core will be four solid units of
CSM just regular
CSM. I want to know how possessed are. If they are worth taking as it would make sense for them to be. My final question is with thinks like the Slaughterfiend, Helbrute and the flyer...What of the Defiler? Has it been given the carnifex treatment so it's basically useless compared to the new toys?
I've also been told by a co-worker that transports aren't as necessary as they were in 5th ed. And finally. How exactly -do- the allies rules work? Although i'm quite sure I can easily break even on 2000 with
CSM alone I do entertain the idea of having some Nurgle or Khorne demons present.
As an aside, the Dark Angels that come with Dark Vengeance are extremely difficult to convert, so I would suggest seeing about selling the
DA half on Ebay or similar (or better, seeing if you could find the Chaos half plus rulebook online, it will probably save you more money that way). In case you don't already know, the Chaos half of
DV comes with 2 squads of cultists, 6 chosen, a lord in power armour, and a hellbrute, which is effectively a dreadnought with a new name and slightly better crazed rules. It's a decent start, but remember that its far from a complete list (I remember reading somewhere that the most that the modes costed pointwise was less than 500 points).
Also, although I personally have not had the opportunity to extensively go over the chaos codex, what I've picked up from conversation is this. Possessed are still over-priced for what you get. The mutations table is still random, and there are some other minor issues. I can't speak about the Hellbrute but the consensus is that it is better than it was before, but it now also has stiffer competition. Of the Forge/Maulerfiend, the Forgefiend is generally preferred because of the large volume of S8 shooting they can put out. The Maulerfiend also has the problems with the general walker durability nerfs in 6th, but the 12" move helps it compared to most other armies. The Helldrake (the flier) is quite good, but you have to be careful how you equip it. The Baleflamer makes it amazing against ground targets, but forced to rely on vector strike against other fliers (which means that it will probably loose any air-superiority battles it gets in), however, the other gun (forget the name right now) makes it better at air supperiority, but at a significant cost to ground performance (and still not exceptional at air superiority at that). The general consensus is that the Defiler was worth than it was in 6th, and it haves stiff competition, but it is by no means worthless.
Transports aren't as necessary as they were in 5th, but that by no means that you can write them off. Mech is still just as good if not better than footslogging, although the gap between foot lists and mech lists undoubtedly did narrow. An important note is that 4+ cover is now exceptionally difficult to get and cover is now on a by-model instead of a by-unit basis, meaning that if you are relying on cover saves you are going to see more infantry models go down.
Allies are explained in the
BRB, but I'll give you a run down. For each
FOC, you may take an allied detachment, consisting of 1
HQ, 1-2 Troops, and 0-1 each of Elites, Fast Attack and Heavy Support from a different codex. What codex you can bring as allies depends on what army you are using in your primary detachment, and depending on their relationship (determined by the allies matrix), there are different bonuses and penalties. The relationships range from the units almost being as if they were from the same codex, to units from the two different codices having a 1 in 6 chance of not doing anything for a turn if they are within 6" of each other. There are also armies that can never ally, the biggest example being Tyranids, who can not ally with anybody.
As an additional note, you can also take 0 -1 Fortifications (a new option found in the rule book which are essentially purchaseable buildings). Additionally, in games of at least 2000 points, you may choose to bring a second
FOC, although you must also meet the minimum requirements for that detachment (ie, 1HQ 2 Troops). The second
FOC allows you to bring an additional fortification and an additional allied detachment, but the second allied detachment must be from the same codex as the first.
And for the record, Daemons and Chaos Space Marines have the highest ally relationship, so you are good to go to bring some Daemons as allies.