I’ve been quiet lately because I’ve been doing a lot of thinking with the new Chaos codex. If there’s one area I’m struggling with in the new Chaos codex it’s the HQ choices. There are a lot of good choices and they all have their own merits. As I’m gearing up to build out my Chaos force I have to consider the leaders of my army and I’m just not sure. Where before the HQ choice had little to no impact on your army, that’s all changed.
As I mentioned the other week, I want to do a fast army. I want something that’s going to be in your face as soon as possible with the ability to stay there and not just get shot clear. I know 6th is a shooting game but I just love me some assault, which is why it has to be fast (to get there in one piece), and survivable (to take some rapid fire pounding after destroying a unit).
Here’s my thoughts so far.
Lord – Mark of Nurgle. I still love Plague Marines and think they are one of the best ‘troops’ in the game. As an elite unit, not so much, so I need that Lord to get Plagues as troops.
At the moment this is also a choice of convenience as I have 2 Plague Marine squads. I only have 20 Cultists (30 once I convert my Beastmen), and 5 Chaos Marines if I didn’t have a marked Lord. I’m going to be investing in more CSM so that I’m not forced into taking a Lord of Nurgle for Plague Marines.
This is my current practical choice, nothing amazing. Now I’ll get into more forward thinking choices for when I shore up my collection holes.
Daemon Prince – I used to really enjoy running two Princes in the old codex, especially when they finally became flying Princes. In the current codex though they are expensive and not eternal warrior. They got a stat boost, except for losing eternal warrior, and are more of a scalpel and less a blunt instrument of death.
I can see using two again but not as psykers, or at least not as mastery level 3 psykers, just to keep their points a bit more reasonable. They absorb so many points that it’s going to detract from speedy units I want to take. On the other hand they are fast, so what I lose in other units I may gain back a bit on the HQ choices itself.
Huron – He got better in this codex and he has the warlord trait Master of Deception where you can infiltrate D3 units. Being able to infiltrate means the option of getting closer, so I can move up slower units at the start of the game to support the faster units coming up the board and draw some heat off them. It also opens up the potential for a null deployment between infiltration and reserves/deep strike/outflank. Which brings me to…
Sorcerer – A lot of talk about these guys now and for good reason. I really like the Nurgle and Slaanesh powers a lot. Nurgle gives you maledictions and Slaanesh a malediction and a blessing, other than their shooting powers, but it’s the non-shooting powers that have my interest. The thing with blessings and maledictions is you need to be out of a vehicle to make use of them. I’m not interested in a foot horde, it’s not my style, so that gives me a few choices on where to put him.
I’m tossing around on where to put him and in what capacity. I do want to get some Bikers and if I get Bikers then more than likely I’ll give them the mark of Nurgle for T6. I thought about Slaanesh for these guys for a fast moving unit at I5 but Bikers really are more of a utility unit than an assault unit. As a utility unit I see Nurgle benefiting them far more than Slaanesh would. Anyway, put the Sorcerer on a bike and ride around casting Nurgle maledictions to soften up units that my assault units are going to hammer into.
Another option is Raptors. Give him a jump pack and toss him in there. I can see going either Nurgle or Slaanesh here. Of course the Sorcerer’s mark has to match the unit. I’m leaning a bit more on Slaanesh in this unit. The Slaanesh powers will let me buff the unit on the charge in and/or debuff the unit I’m about the charge, which is a great combo. The primaris power is good if it works but nothing to bank on.
Ultimately the mark choice will come down to the rest of my force, whether I need the Raptors more durable to reach their goal or faster in combat for when they get there.
A bit of a gimmick I was thinking about here is giving him, Sorcerer, a stead of Slaanesh. The stead lets him outflank with the unit he joins. I could outflank the Raptors, maybe bust up a vehicle or thin down a unit on arrival, then charge in the next. I could even outflank Bikers. On its own it’s not amazing but the idea was to couple this with Huron and infiltration. If I can get 1-3 units forward from infiltrate, advance up my fast units and outflank then I could envelop the enemy and pin them in. It wouldn’t be a tactic that works against everyone or all the time but it’s a threat none-the-less.
With that thought, having two Sorcerers on steads doing this could be fun too. I’d lose out on Huron and infiltration though.
The last option I’m considering is actually putting him with Spawn. The Spawn would be Nurgle for T6. Slaanesh could get them up to I4, I5 if the blessing went right, but odds are these guys are hitting units entrenched in cover anyway and going at I1. The T6 helps offset the fact they have no save as well. The Sorcerer would need a jump pack or bike to keep up and the bike would be the best choice as it pairs better with the Spawn as calvary (neither would be slowed by terrain to charge). The Sorcerer would do the same as if he was with bikes mentioned above only he would be casting maledictions on the unit they are about to charge.
Damn, that was long-winded. Those are the choice I’m considering and you can see I’ve been thinking a lot about this. It’s also pretty obvious what my favored choice is. The HQ choice(s) will help setup how the rest of my army operates and so I’m starting at the top and working down. Over time I’ll have multiple HQ options and can work various builds. For now though I need to make purchases and build the lists out so I want to ensure my early purchases are not regretted later.