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Chaos Daemons are Coming!

Age of Sigmar chaos Blue Horrors of Tzeentch

A new Codex: Chaos Daemons is about to materialise in a Warhammer 40k 8th editing game near you!

Often thought of as the Other Chaos Army the Chaos Daemons are often seen as elite units with Chaos Space Marines on the gaming table. However the Daemon army is strong enough to stand by itself.

Pulling forces from the four gods of Chaos; Khorne, Nurgle, Slannesh, and Tzeentch, the chaos army came be fearsome and for the opponent, bewildering! As a player this is great! If you play vanilla Space Marines your opponent is sure to know everything about your army, their strengths, their weaknesses and every possible move you can make. If you are playing an army that is far from the norm you may find player that are familiar with that armies abilities, but for the most cases you will have the advantage.

Recent WH40k 8th edition codexes have come with loads of extra stratagems psychic powers and warlord traits. Their is no reason to think that this codex will be any less. In the Index: Chaos we also saw that Games Workshop made the Chaos Daemons a really playable army. I am really expecting this codex to expand on this and lift the Daemons to the same level as the other mainstream armies!

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Dark Angel Tactics for Warhammer 40000 8th Edition

Warhammer 40000 Dark Angle Space Marine Deathwing Knight

In this section we will have a look at the Warhammer 40000 Dark Angel army, the successor chapters and how to win more games using them.

To use the information in this section you will need the main Warhammer 4000 Rule Book and the 2017 Codex: Dark Angles or regular access to them.

Introduction to the Dark Angels

Ok, let’s get something out of the way up-front. Even though the Dark Angel army looks like the generic Adeptus Astartes Ultra Marine army, they are not the same and have quite a different style of play. If you play your Dark Angle army in the way that you play standard Space Marines, you will loose!

The next major point is that the Dark Angel army is not one army, but three. There in the Battle Line army with your tactical Space Marines, there is the Ravenwing with the fast strike force units, and there is the Deathwing with the Terminator armoured close combat troops. To win games you will need all three, and you will need then in the right balance.

In the 2017 Codex: Dark Angels you can find the army specific rules starting on page 134.

Dark Angle Chapter Tactics

Pre-heresy Dark Angel Space Marine

Warhammer 40k Dark Angel in pre-heresy colours

On page 134 of the Codex: Dark Angles we are introduced to the Dark Angel Chapter Tactics. These are two special rules that you can use if you have a detachment that is battle forged and only contains Dark Angel units. You can find the rules for battle forged detachments in the main rule book on page 240. Basically the Chapter Tactics are rewards for playing a well formed detachment using only Dark Angles ( or successor chapters ). If you can create a battle forged army then the extra rules certainly may it worth while!

Defenders of Humanity

This is a special rule that we have seen (by other names in all the 8th edition codexes. In 7th ed this rule was called objective secured and worked in a similar way. Basically it means that it is easier to capture and hold objectives if you have a Dark Angle only detachment. Not all battle have objectives and objective marker, but since their introduction in the 7th edition of WH40k they are very popular as they force the game to be more dynamic. Before objective marker player use to just form barricaded battle lines and shoot at each other from a distance.

With this rule if you have a TROOPS unit contesting an objective you will win it even if your opponent has more models contesting that objective. As most armies that you will face will be battle forged too this rule does tend to cancel it’s self out. However if you are not playing a battle forged detachment you will be at a disadvantage.

Notice that this ability only effects TROOPS units, not HQ, ELITE, HEAVY SUPPORT, FAST ATTACK, or any other unit type. For the Space Marines it means that it’s effect is limited to Tactical Squads, Intercessor Squads, and Scout Squads. So if you are contesting an objective and you have one Tactical Squad in 3″ of the marker, and your opponent has three ELITE Terminator Squad and a HQ Captain there, you still will the objective even though you seem to be outnumbered!

The Defenders of Humanity special rule boosts the value of TROOPS units way above the actual points cost. If winning games is what you are after, you need to see that you need to place the TROOPS units at the centre of your strategy. In a Space Marine army you will be helped with the ‘Combat Squads’ special rule and Dedicated Transport units. More about those later!

Grim Resolve

This is a uniquely Dark Angel special rule. The Grim Resolve special rule has two parts. The first represents the Dark Angel superb defensive fire control, and the second part represents the legendary Dark Angle stubbornness.

Strict Fire Discipline

Dark Angel Battle Forged Detachments can re-roll 1’s to hit in the shooting phase, if they did not move in the previous movement phase. As I understand it, coming in from reserves counts as moving, so new arrivals do not get this bonus when they arrive.

This bonus is slightly different from the Company Masters ‘Rights of Battle’ special rule. The Rights of Battle allow re-rolls of 1 for units withing 6″ of the Master, and works in the Fight phase as well as the Shooting and Overwatch phases. The Rights of Battle also works even the unit has moved. The Strict Fire Discipline only affects Infantry, Bike, and Dreadnought.

The effect of the Strict Fire Discipline is that it encourages your Battle Line troops to get in to position fast and stay there. The result of this special rule is that stationary units will hit 7 out of 9 times. This is up from 6 out of 9 for standard Space Marines. This is great except that Tactical Objective based games favour armies that are more fluid. The way around this is to have units who’s objective is to hold the line and some units that will go forth and grab objectives under the covering fire provided and some units that specialise in close combat. Enter the Ravenwing and Deathwing!

Dark Angle Stratagems

On page 135 of the 2017 Codex: Dark Angels you can find 26 stratagems for the Dark Angel army. This a good number of stratagems for a single army.

Battle Line Dark Angel Units

5 man Dark Angel Squad with Assault WaeponsYou won’t find references to Battle Line Units in the Codex. Battle Line Units is a phrase I use to identify the rank and file units of the 3rd to 9th Companies. The battle line units will be the core your army.

In the Battle Line section you will find most of the Dark Angle units. Dark Angel Battle Line Units include:

  • Azrael: Leader of the Dark Angels: Lots of toys including a combo-bolted and an area effect 4++ force field.
  • Belial: Head of Deathwing: A terminator armour clad character that boosts nearby Deathwing units to hit rolls.
  • Asmodai: Named chaplain character with lots of toys. He is a member of Deathwing too.
  • Interrogator-Chaplain in power or terminator armour: Beefed up Chaplin. What to use Asmodai if you do not want a named character. Also a Deathwing member.
  • Chaplain, Primaris Chaplain: Your basic chaplain. Not part of Deathwing.
  • Ezekiel: Named librarian character. Part of Deathwing and has lots of close combat toys.
  • Librarian, Primaris Librarian: Basic librarian with Deathwing rules.
  • Master in Power, Cataphractii, or Terminator armour: Senior Dark Angle leaders. Members of Deathwing.
  • Master in Primaris or Gravis armour: Senior Primaris leader, but not a member of Deathwing.
  • Lieutenants, Primaris Lieutenants: The de-facto standard leader for Dark Angel armies.
  • Techmarine: The go to guy to get your tanks fixed. His Servo arm gives an extra Power Fist attack in close combat.
  • Tactical Squads: The all round tactical units that should be at the hart of every Dark Angel force.
  • Intercessor Squads: Bolt Rifle only marines with Primaris armour.
  • Scout Squads, Scout Bike Squads: Light armored that can sneak forward. Scout bikes are where you go if you want two wheels without Ravenwing.
  • Apothecary, Primaris Apothecary: Medic! These characters where part of the command squad. Now they are independent Elite units.
  • Chapter Ancients, Ancients in Primaris armour: The armies Battle Standard Bearer (BSB). Was part of the command squad but is now are independent Elite characters. One last push lads!
  • Company Champion: Veteran Dark Angel with a really big sword and shield. Good in close combat. Useless in a fire fight.
  • Company Veterans: The Elite version of the Tactical Squad. This unit can be tooled up with heavy and special weapons. With careful configuration, these guys are very useful.
  • Dreadnoughts, Venerable Dreadnought, Redemptor Dreadnought: Big walking machines. Can be given big guns or close combat weapons. A mix of each normally works out best.
  • Devastator Squads: Marines with big guns. These units are designed to take the high ground and shoot at anything that moves!
  • Hell blaster Squads
  • Predator
  • Stalkers, Hunters, and Whirlwinds
  • Land Raider, Crusader, Redeemer and Repulsor
  • Stromraven Gunship

Deathwing Dark Angel Units

Warhammer 40k Dark Angel Deathwing Squad

Dark Angel Deathwing Terminator Squad

Deathwing Terminator armoured units can be tactical, backed up with Land Raiders they can even be fast, however they are too expensive to field in enough number to win games. For this reason they are best used as close combat troops, and as close combat troops they are awesome!

Dark Angel Deathwing Units include:

  • Masters in Terminator or Cataphractii Armour
  • Chaplains and Interrogator Chaplains in Terminator Armour
  • Librarians in Terminator Armour
  • Deathwing Apothecary
  • Deathwing Ancient
  • Deathwing Champion
  • Deathwing Terminator Squads
  • Deathwing Knights
  • Deathwing Cataphractii Terminator Squads
  • Deathwing Tartaros Terminator Squads

Venerable Dreadnoughts use to be Deathwing too, but this seems to have been dropped.

Ravenwing Dark Angel Units

When there is a need for speed the Dark Angles go to the Ravenwing. Like the Deathwing the Ravenwing could operate as an independent army, and on a large open battle field they would work well. However in the more close confines of the regular wh40k battle table the Ravenwing need to call upon the regular battle line and Deathwing units to go where they can not (up stairs!).

  • Sammael on Corvex or Sableclaw: Fast moving leader of Ravenwing: Boosts to hit for both Ravenwing and other Dark Angles nearby.
  • Ravenwing Talon Master
  • Ravenwing Apothecary
  • Ravenwing Ancient
  • Ravenwing Champion
  • Ravenwing Bike Squad
  • Ravenwing Attack Bike Squad
  • Ravenwing Land Speeders
  • Ravenwing Darkshroud
  • Ravenwing Land Speeder Vengeance
  • Ravenwing Black Knights
  • Ravenwing Dark Tallon
  • Nephilim Jetfighter
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Chaos Daemon Tactics for Warhammer 40000 8th Ed

Warhammer Chaos Lord with Wings

point The Chaos Daemon army is not quite like other armies in the Warhammer 40k universe. This is because the Chaos Daemon army was designed for the Warhammer Fantasy game ( now replaced by Age of Sigmar  ) and ported across to 40k.

The Chaos Daemon army plays quite differently to other 40k armies. This is mainly due to the numerous special rules. The addition of these rules also make the army difficult to play. I would suggest that the Daemon army is not a good one for beginners, but a great one for advanced payers that fancy a challenge!

This page has been written for the Warhammer 40000 8th edition rules and Index: Chaos army list.

General Chaos Daemon Tactics

The symbol of ChaosOften the best was to use the Chaos Daemon army is to use it as an attachment to a Warhammer Chaos Marine army. What the Chaos Daemon units bring to the Chaos Marine is psychic powers, monstrous creatures and close combat units. The number of deep striking units are useful for snatching objectives or take out key enemy units.

Chaos Daemons come in four flavours one for each of the chaos gods; Khorne, Nurgle, Tzeentch, and Slannesh. So what do you get if you use them all together? Utter Chaos!

If you are keeping with a pure Daemon army, but include faction from all the Chaos Gods then you will not be short of Characters or close combat units. Where you will need to apply some thought is to the heavy support and fast attack sections.

You need Fast Attack units to spearhead assaults and grab objectives. Look to the Tzeentch units that can fly, and the Slannesh units that are quick on their feet.

Chaos Daemon Special Rules

The Chaos Daemon army come with a number of special rules. These rules are quite different from other Warhammer 40k armies.

Daemonic Ritual

As I mentioned above, one of the joys of running a Daemon army alongside a Chaos Space Marine one is that your characters can summon daemons on to the battle field. Now be warned, this is not without it’s difficulties and risks. Also if you are playing a points matched game the points cost for the summoned daemons comes out of your reserve points. However it is great fun to do and highly recommended.

You can only summon units that have the ‘Daemonic Ritual’ ability. The Chaos Space Marine has four units listed, in the Index: Chaos you can find many more units (most of them).

All Chaos Characters can perform rhw Daemonic. Ritual. This includes both Chaos Space Marine characters and Chaos Daemon characters.

Daemonic

All units with this ability (most of them) get a 5+ invulnerable save. This is very useful because their regular save is usually awful!

The Four Gods of Chaos

The symbol of ChaosIf you are familiar with the Chaos Space Marines you will have come across the four chaos gods; Khorne, Slaanesh, Nurgle, and Tzeentch. With the Chaos Marine army the use the chaos god’s traits is optional. There are enough unaligned choices available to create a undivided army. With the Chaos Daemon army you will need to be totally conversant with the chaos gods traits.

Each of these four gods have their own characteristics. These characteristic are passed on to the gods followers.

Chaos Undivided

If you are a Chaos Space Marine player you will be use to units that are aligned to no single Chaos God. This does not happen in the Chaos Daemon army. That is except for the Daemon Prince Be’lakor, the first Daemon. Word has it that some time after Be’lakor was created he used his un-aligned nature to play one chaos god against another. Learning from their mistake, all future Daemons where aligned to a single Chaos God.

Daemon Prince Be’lakor Tactics

Warhammer Chaos Lord with WingsBe’lakor is a HQ character.

Games Workshop do not do a model for Be’lakor but as he is a Daemon Prince with a daemon blade and Malefic Talons. This means that you can take a generic Daemon Prince and state that you are using it as Be’lakor.

Daemons of Tzeentch Tactics

Herald of Tzeench for the Chaos Daemon Age of Sigmar GameThe daemons of Tzeentch give up brute force for magic and trickery. In Warhammer 40k magic is represented by psychic powers. Tzeentch units use these psychic powers as ranged weapons. Unlike the daemons that follow other chaos gods, many of the Tzeentch troop units can use magic to manifest psychic powers too. The downside though is that Tzeentch units are generally poor at close combat.

Tzeentch units work well with Khorne units that can act as body guards to the more vulnerable Tzeentch units.

Ephemeral Form

Tzeentch daemons are even less grounded in the real world than other daemons. To show this is the game they get +1 to their invulnerable saves. As most daemons get +5 save this means that you only need +4 to shrug off most hits. This is a save though so it does not work against mortal wounds.

Exalted Flamer of Tzeentch

Games Workshop Age of Sigmar Chaos Exalted flamer of TzeentchThe Exalted Flamer of Tzeentch is a cheap elite choice for a daemon army. This means that can fill you required elite slots and you do get points to spend on the rest of the army. This specially important in low point games.

Exalted Flamers have 3 options during the shooting phase.

Games Workshop do not do an Exalted Flamer model on it’s own. You can find an Exalted Flamer in the ‘Herald of Tzeentch on Flaming Chariot’ box that if you do not place on the flaming chariot, can be placed on a regular base.

Daemons of Nurgle Tactics

Nurgle units are the second most popular chaos units. Nurgle specialises in diseases and poisons. The Nurgle units tend to be tough but a bit slower than  other units.

Nurgle units work well with Slaanesh units that have the speed that the Nurgle units don’t have.

Disgustingly Resilient

The creatures of Nurgle are disgustingly resilient. Their slimy hides cause many blows and shots to slip off where the would have bitten less viscus targets. To show this in the game Nurgle units with this rule get to roll a D6 for each wound not saved and on a roll of a 5 or 6 that 1 wound is ignored. As this is not a save it works for mortal wounds too.

Nurgle Psychic Powers

Nurgle psychic powers are all about disease. The ‘stream of corruption’ has a short 7″ range but can dish out D6 mortal wounds to larger (10+ models).

Daemons of Slaanesh Tactics

Slaanesh units are focused of speed and the excess of pleasure. This means that they are fast but fragile. Slaanesh units also have access to a number of psychoactive drugs and narcotics.

Slaanesh units work well with Nurgle units that have the toughness that the Slaanesh units don’t have.

Quicksilver Swiftness

Slaanesh daemons hunger for speed and excitement. Units with this ability always fight first in the fight phase. If there are other units in this fight phase with the same special rule, or have charged that turn, then you take turns fighting with those units before fighting with all the others.

This ability tends to mean that you get to get your strikes in first. If you out number your opponent it is reasonable to expect to wipe out the enemy unit before they can react. So with this in mind you want to hit first and hit hard. Focus your assaults and choose targets that cannot call on support.

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Incoming! New Imperial Guard Codex arrives this weekend

Warhammer 40000 Imperial Guard Company Commander and Cammand Squad

Warhammer 40000 Imperial Guard Company Commander and Cammand SquadYes! A new Imperial Guard Codex is imminent, and it’s looking like it will be a cracker.

The Codex releases are coming out thick and fast for Warhammer 40k 8th edition from Games Workshop. In this Codex we are expecting new rules for the Imperial Guard regiments. It is expected that the different regiments of renown are getting special rules. This will add colour and diversity to the Guard army. Notes about the Catachan and Mordian armies have been added to the Community website’s already. Other regiments will have notes posted during the week.

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Genestealer Cult Tactics Added for WH40k 8th Ed

Warhammer 40k Genestealer Magus Psyker

From the passages beneath come the Genestealer Cults. Chaos and confusion will reign as Cultist Guard show their true colours and the population take up arms against the Imperium.

The Genestealer Cult army is a very sneaky one. Lacking in heavy firepower they need to use guile to strike at their foe when they least expect.

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Space Marine Tactics for Warhammer 40000 8th Ed

Pre-heresy Dark Angel Space Marine

Space Marines! The legions of the Adeptus Astartes – the Angels of Death (and remember that these are the good guys!), the defenders of mankind (ignoring the Imperial Guard, the Inquisition and all). These are the guys that will save the galaxy from the clutches of Chaos (just as long as they don’t succumb to Chaos themselves)!

Space Marine are easy to play in Warhammer 40k,and you don’t need many of them to make up an army. This means that they are very popular as a first army for new players. Easy to play doesn’t mean weak either! Space Marines are definitely the army to beat. If you win a game against them then you know that you have done well!

Space Marines come in many verities, some are different enough to have their own Codex. Examples are Blood Angels, Dark Angels, and Space Wolfs. However there are many Space Marine chapters that follow the standard rules for Space Marines as set down by the Ultramarines, or close enough to use the standard rules with minor tweaks. These are called the.’Codex Space Marines’. Codex Space Marines include, but are not limited to; Ultramarines, Imperial Fists, Salamanders, White Scars, Raven Guard, Iron Hands, Crimson Fists, and Black Templars. In this section we will look at the Codex Marine, their rules and tactics you can use when playing Space Marines in Warhammer 40k 8th edition games.

To make use of these pages you will need to own, or have regular access to the main Warhammer 40000 8th edition rule book and the Codex: Space Marines additional rules.

General Space Marine Tactics

Space Marines are generally very tactical units. By that I mean that units are able to fulfil several roles on the battlefield. They have good armour, good shooting weapons, and are capable of fighting hand to hand. Equipped with an armoured personal carrier (Rhino or Razorback) they can act as fast blitzkrieg / shock troops too. To aid this multi role you will find that most Space Marines are armed with long ranged shooting weapons (Bolters), short ranged Bolt Pistols, and hand to hand Chain Swords.

Common Ability: They Know No Fear

'They Know No Fear'Many Space Marine units have a common ‘They Know No Fear’ ability. this lets these units re-roll moral tests. This is most useful in the Moral Phase as it can mean that you loose less troops to failed moral checks. However be aware that there are other times when moral checks are needed. An example is when you are on the receiving end of some psychic power.

Battle-forged Detachment Abilities:

To encourage you to create ‘well formed’ detachments you get extra special rules that will help you to win. ‘Well formed’ means detachments that contain only Space Marines, and conform to the ‘battle forged’ formation structures found in the main rule book. For the ‘Defender of Humanity’ Spacial rule you can have a mixed bag of Chapters in your detachment, but for the ‘Chapter Tactics’ special rules you have to have just one chapter present.

Defenders of Humanity

Capturing objectives, or markers on the table makes up an important part of winning most 8th edition games. To capture a marker you usually have to have more models contesting a marker than your opponent does. With this special rule you can grab the objective with a single TROOPS unit regardless of how many enemy units are there. Note that all the other codexes released so far give other armies well formed the same special rule. If both players have units with this special rule contesting an objective you go back to counting the number of models in those units. The player with the most models with this ability wins it.

Notice that this ability only effects TROOPS units, not HQ, ELITE, HEAVY SUPPORT, FAST ATTACK, or any other unit type. For the Space Marines it means that it’s effect is limited to Tactical Squads, Intercessor Squads, Scout Squads, and Crusader Squads. So if you are contesting an objective and you have one Tactical Squad in 3″ of the marker, and your opponent has three ELITE Terminator Squad and a HQ Captain there, you still will the objective even though you seem to be outnumbered!

The Defenders of Humanity special rule boosts the value of TROOPS units way above the actual points cost. If winning games is what you are after, you need to see that you need to place the TROOPS units at the centre of your strategy. In a Space Marine army you will be helped with the ‘Combat Squads’ special rule and Dedicated Transport units. More about those later!

Space Marine Chapter Tactics

To add flavour to the Space Marine chapters, different chapters have been given some special rules that fit the back stories of those chapters. In game terms it allows you to have a look at the different chapters and see which special rules fit your style of play and adopt that Chapter, or a made up successor chapter.

  • Ultramarines: Codex Discipline. Ultramarines add one to leadership characteristic and you can shoot even if you Fall Back.
  • White Scars: Lightning Assault. White Scars can add 2″ to advance moves, ands can charge the same turn they fell back.
  • Imperial Fists: Siege Masters. Imperial Fists ignore cover saving throws and can re-roll failed wounds when targeting buildings.
  • Black Templars: Righteous Zeal.Black Templars can re-roll failed charge rolls.
  • Salamanders: Master Artisans. Salamander units can re-roll one failed wound in the shooting or fight phases.
  • Raven Guard: Shadow Masters. When shooting at Raven Guard from 12″ or more, the opponant must subtract 1 from the hit rolls
  • Iron Hands: The Flesh is Weak. Iron Guyard ignore wounds on a 6.

Space Marine HQ Tactics

Every army needs a leader to lead it to great victories! Well mostly, as in Warhammer 40000 you can get away with not having a leader for your army, but it is a good idea! If you do take a leader, you will find them in the HQ section.

You can take several HQ units in one army if you wish. If you do then you will want to nominate one of them as your general. It is usual to choose the biggest and strongest character as your general, but the choice is yours!

Space Marine HQ Units include:

Chapter Relics

Chapter Relics are free upgrades that you can give to a Space Marine Character if your Warlord is a Space Marine. Note that you can not upgrade a ‘Named Character’. The character could be, and usually is your warlord himself. You can find a full list of the relics and their special rules on page 200 of the Codex: Space Marines.

Space Marine Troop Tactics

5 man Dark Angel Squad with Assault WaeponsThe core of any Warhammer 40K army should be the Troop units. You should have enough troop units to make sure that you do not get out numbered.

The Space Marines have 3 main options . The Tactical Squad, the Scout Squad and the new Primaries Marine Intercessor Squads. Black Templar marines get the Crusader Squad, but not the Tactical and Scout Squads.

As mentioned above with the Defenders of Humanity special rule troop units have a much bigger role in the game.

  • Tactical Squads: The core of the Space Marine army. A Tactical Squad can do it all. It can capture objectives, give a good fight in close combat, and take on monstrous creatures with bolters, meltas and heavy weapons.
  • Intercessor Squads: Get use to S4 bolter weapons! Armed with the 30″ bolt rifle this unit can lay down a lot of fire over a good distance. Look to the upgrades to make this unit more tactical. Primarice Marines also get an extra wound and extra attack in the fight phase.
  • Scout Squads: Trainee Space Marines. Used to infiltrate and grab objectives before the first turn. However lightly armoured so die quicker. Scouts can be armed with close combat or heavy weapons.
  • Crusader Squad: Special Black Templar troop unit. This squad mixes both scouts (Neophytes) and tactical marines (Initiates). Crusader squads are very flexible in thier configuration and can have up to 20 Marines in a unit.

Space Marine Elite Tactics

Warhammer 40000 Space Marine Terminator SquadThe Space Marine army has a number of Elite unit choices. It is very tempting to dive in and have a lot of elite units in your army. However beware! Elite units  cost points. If you have too many then you will find that you do not have enough points for Troop units and become out numbered very quickly. You may want to keep to two or three Elite units in a 2000 point game.

  • Primaris, Chapter, Company Ancient: Banner carrier Character for the army. Use to be part of the command squad. Has extra wounds and minimal wargear upgrades. His banner does improve the leadership for nearby Marines from the same Chapter.
  • Chapter Champion: Close combat specialist character. Comes with a big sword but no shooting weapons. Get him in to combat quickly and often.
  • Honour Guard
  • Apothercary, Primaris Apothercary
  • Company Champion
  • Company Verterans
  • Seritors
  • Reiver Squad
  • Aggressor Squad
  • Terminator Squads, Cataphractii Terminator Squad
  • Terminator Assault Squad
  • Tartaros Terminator Squad
  • Vanguard Vertran Squad
  • Sternguard Veteran Squad
  • Dreadnought, Ironclad, Venerable, Contemptor, Redemptor Dreadnought
  • Centurion Assault Squad

Space Marine Fast Attack Tactics

Space Marine unit with jet packs

Fast attack units do what they say on the tin. They move around the table quickly adding support to stricken units or strike at an enemy’s weak spot. Fast attack can be useful for grabbing objectives if there aren’t any enemy troop units around.

Make sure that your Fast Attack units have support. They can make easy targets if they rush up the board unsupported.

  • Bike Squad
  • Assault Squad
  • Land Speeders
  • Attack Bike Squad

Space Marine Heavy Support Tactics

The game is not all about rushing forward and killing the enemy. Having a good back line too.

  • Devastator Squad
  • Centurion Devastator Squad
  • Hellblaster Squad
  • Thunderfire Cannon
  • Hunter, Stalker, Tanks
  • Whirlwind Tank
  • Predator Tank
  • Vindicator Tank
  • Land Raider, Land Raider Crusader, Land Raider Redeemer Tank

Space Marine Dedicated Transport Tactics

  • Rhino, Razorback Tanks: Rhinos are great for getting 10 man Tactical Squads around the table quickly. Razorbacks Transport 6 but has a big gun to support the troops too. Razorbacks are good for zipping Honour Guard and Veterans, or 5 man Tactics Squads around with a spare space for a Character to ride along!
  • Drop Pod
  • Land Speeder Storm
  • Repulsor Tank

Space Maine Flyer Tactics

  • Stormhawlk Interceptor, Gunship
  • Stormtalon Gunship

Space Marine Lords of War Tactics

Lords of War are extremely powerful units that can unbalance smaller games. For this reason Lords of war are usually banned from games under 30000 points.

  • Roboute Guilliman
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Chaos Space Marine Tactics for Warhammer 40k 8th Ed

Warhammer 40k Khorne Berzerker Chaos Space Marine

In the age of the Great Heresy a full half measure of the Space Marine armies where corrupted by Chaos these corrupted Space Marines becomes the Heretic Astartes, or Chaos Space Marines!

On this page we will have a look at the Chaos Space Marines and their tactics.

Index: Chaos or Codex Chaos Space Marines

There are two rule books available with the rules for Chaos Space Marines. These are the ‘Index: Chaos’ rule book and the ‘Codex Chaos Space Marines’ rule book, so which do you get? Well the Index: Chaos was released right after the Warhammer 40000 8th edition rule book was released as a stop gap. This rule book allowed players to get going while the full Codex was being lined up for release. The Codex Chaps Space Marines has all the unit rules but also adds rules for special equipment, stratagems, and mission objectives. If you have the choice I highly recommend going for the Codex!

So what are the Data Cards and do you need them?

If you look at the Chaos Space Marine Essentials on the Games Workshop or re-sellers web sites you may see Chaos Space Marine Data Cards for sale. Data cards are packs of playing card sized cards with the most used rules from the Codex: Chaos Space Marine on them. For example the psychic powers, command point stratagems, Chaos Space Marine themed mission objectives. You do not get the rules for Chaos Space Marine units. For those you need the Index: Chaos or Codex Chaos Space Marines.

General Chaos Space Marine Tactics

The Chaos Space Marines are not just your vanilla Marines in spiky suits. There are a number of differences that make a huge difference to how they play.

Many players that are new to the Chaos Space Marines see the army as a close combat specific army. The reason for this is that there are a lot of close combat units available, specially for the popular Khorne themed army ( see Marks of Chaos below ).

Warhammer Chaos Lord with WingsRemember that the Chaos Space Marines are only half of the Chaos army. Much like the Imperium Space Marines have the Imperial Guard to back they up, the Chaos Space Marines have the Chaos Daemons as easy allies too. The link between these two forces in so strong that you can see some of the Daemon units slip in to the Chaos Space Marine too. If you are building a CSM army I highly recommend giving the Daemon army list a look over too.

Marks of Chaos

There are four Gods of Chaos. Khorne who loves violence for its own sake. Tzeentch who loves to trick, lie and confound. Nurgle loves decay, rot, and purification. Slaanesh loves sensory excess, pleasures of the flesh, exquisite pain, drugs and rock and roll!

Some Marines do not follow a single Chaos God, but Chaos in its raw form,. These Marines are said to follow Chaos Undivided.

Each Chaos Space Marine Legion follows one of the four Chaos Gods or Chaos Undivided. If you want to mix and match units with different marks of Chaos then you will need to have multiple factions.

Chaos Space Marine Abilities

On page 116 the Chaos Space Marine Codex introduces a couple of abilities that are shared between many of the Chaos Space Marine units. Also on page 155 additional Legion specific abilities are added.

Death The False Emperor

Most units in the Chaos Space Marine army get an additional ability called ‘Death To The False Emperor ‘. This reflects the Chaos Marine belief that the Imperial Emperor is not the saviour of human kind and needs to be removed through revolution.

How this ability works is that in the fight phase, and when targeting Imperial units (Space Marines, Guard, and friends), units with this ability get to have a bonus attack for each hit roll of 6 (before any modification). Note that bonus attacks cannot generate more bonus attacks. Also note also that these bonus attacks need to hit, wound, and etc. Also note that these attacks can be target a different unit from the initial attacks.

Note that this ability only works in the fight phase, but both fight phases. So you need to get into the fight!

Daemonic Ritual

Age of Sigmar chaos Blue Horrors of Tzeentch.. or how to get some reserves on the table fast!

How this ability works is that on a turn where any characters has not moved or arrived on the table in the movement phase, those characters can each summon a unit of daemons with the ‘Daemonic Ritual’ ability.

When you look at the army lists you will find that there are only four units that can be summoned ( but the rule has been left open for possible expansion ). The units are Khorne Bloodletters, Tzeentch Horrors (mixed units of Pink, Blue and Brimstone Horrors), Nurgle Plaugebearers, and Slaanesh Daemonettes.

There are limitations on what can be summoned, and as usual with the Chaos armies, if the summoning goes wrong there are consequences! First off you can only summon units that match the Character Chaos alignment. This means that Nurgle characters can only summon Nurgle Plaugebearers. Note that unaligned characters can summon any of the four daemonic units. This may be a factor when you choose the alliance for your character.

Units summoned using this ability does count as reserved and can only be brought in if you have enough reserve points. If you are not playing a point matched game, feel free to summon as many units as you like!

How you summon daemon units work like this. At the end of the movement phase pick your first character. Roll 3D6. Select a unit of Daemons who’s power level is equal or less that the dice total. As the average of 3D6 is 10.5 this should not be a problem. Place the unit of Daemons within 12″ of the character and beyond 9″ of and enemy units. You can repeat this process for any other Character that has not moved that turn.

Now here is what can go wrong. If you roll a double on your 3D6 roll then the character suffers a mortal wound. This should happen 1 in 12 times. However if you roll a triple then the character suffers D3 wounds. This should happen once in 216 times. I am expecting that the triple roll damage replaces the double roll damage and is not accumulative because in a triple you will always find 2 doubles!

Chaos Space Marine Stratagems

8th edition Warhammer 40000 introduced Stratagems and published 3 basic ones in the rule book. You can sometimes get extra stratagems at part of some missions, but in the Chaos Space Marine codex you get another 24 tailor made Stratagems! I feel like a kiddie in a sweet shop!

Chaos Space Marine Data Cards

Warhammer 40k 8th ed Chaos Space Marine Data CardsOne issue I have with the number of Stratagems / Special Chaos Space Marine Mission Objectives and Psychic powers is that I loose track of them, special during an intense game. I find this happens more often when using the e-book versions on the codex, but does happen when using the paper Codex too. Yes this is a memory issue and not a fault with the game. My advice in the past has been to focus on using one or two Stratagems or powers until you get use to them and expand from there. However these days there is another option, the Data Cards.

The Data Cards are a pack of playing card sized cards that have the special Mission Objectives, Stratagems and Psychic powers for that army, printed one per card. For an army like the Chaos Space Marines that adds up to a big pack of cards! 73 cards in total. Now these cards do come at an extra cost and are not essential to playing Chaos Space Marines like the codex is, but if you are playing Chaos Marines on a regular basis, or a member of a club that shares rulebooks & etc, then they are very useful!

The best way to use the cards is to split them in to 3 piles. Place the Stratagems you will use in one pile, the mission objectives in a second pile, and the psychic cards that you will use ( if any ) in a 3rd pile. These cards will act as a reminder to use these option and as a quick reference to their  rules.

It is a pity that the Chaos Space Marine units don’t have a similar card deck, say in A5 size. This would would make it easy to have just the information for the units that you are fielding to hand without having to flick from page to page to page to page in the Codex or on a tablet. The bes5t option I have found so far is to screen grab the pages from the eBooks for the units I am using and print them off. You could just photocopy pages from a paper Codex (for your use only!). The quality may not be great, but it does speed up the game!

Chaos Space Marine HQ Tactics

Warhammer 40k Chaos Space Marine LordEvery army needs a leader and this is where you will find the Chaos Marine leaders. Chaos HQ tend to be better at close combat fighting. They also have abilities that empower the troops around them.

The HQ section is also where you find the Chaos Psykers. Psykers use the power of the warp to Smite your foe directly and/or use their power to empower your troops too. You will note that there are no Khorne psykers. This is because the god of Khorne places brute force above all else.

Chaos Space Marine Psychic Powers

Soul Steal SpellAll the Chaos Psykers know the Smite Psychic power from the core rules. Most of them know two other power too. These Chaos Marine powers can be found on page 161 of the Chaos Codex.

There are nine Psychic power to choose from. Six in the main ‘Dark Heretics Discipline’ list and then one each for the 3 Chaos alliances that can have psykers. You can either just select which additional power your Psyker will have or roll for a random one. Obviously you would usually just select the power that best suits your play style and will help the most against whichever opposing army you are playing against that game. Usually you will be able to choose your power after you know which army you will be facing, and hopefully after you have seem the models on the table. There may be time when you agree to roll for your psykers power. You only want to do this if the opposition has more psykers that you, or because you have negotiated some other bonus for yourself!

Abaddon The Despoiler Tactics

Traditionally the biggest, badest, Heretic Space Marine. Armed with a nasty power fist with built in storm bolter, and a Daemon blade and wearing master crafted Terminator Armour.

Hopefully Games Workshop will release a new Abaddon model soon. The current one is out of scale with the new Chaos Terminators!

Cypher Tactics

Cypher by name, an enigma by nature! Even though Cypher appears in the Chaos Space Marine Codex, Cypher  and the Fallen are not a Chaos units. They are Imperium that fight with the Chaos Armies!

Cypher is a master pistolelio! Master Crafted bolt pistol in one hand and plasma pistol in the other he can blaze away with both weapons even if he has advanced or fallen back! A slippery character indeed!

Cypher is quite keen in close combat, but not fantastic. If you get in to close combat you will need to back him up with some close combat troops too.

Cyphers Ability: No-One’s Puppet

The Errata for the Codex Chaos Space Marines added an ability for Cypher that stops him from performing a Daemonic Ritual even though he has the ‘Chaos’ and ‘Character’ keywords.

Chaos Lord Tactics

Warhammer 40k Chaos Space Marine LordThe Chaos Lord is the standard Chaos Space Marine HQ choice. He can come on foot, on a bike, in terminator armour or with exotic transport like a Juggernaut of Khorne or Disc of Tzeentch.

The Chaos Lord is designed to be in the thick of the action, backed up with some good men. Load the Lord and his men in to a Rhino or Land Raider and charge in to the enemy front line!

Chaos Lord Abilities

Death to the False Emperor

Chaos Dark Apostle Tactics

The Dark Apostles are the Chaos Space Marine version of a Chaplin. He fulfils a similar role too. In the Fight Phase nearby friendly units of the same Legion can re-roll missed hits. This means that his main strength in in close assault surrounded by his mates! A popular tactic is to have a Dark Apostle in with the Chaos Lord and his posse.

Chaos Daemon Prince Tactics

Warhammer Chaos Lord with WingsIf the Chaos Gods are pleased enough with a Chaos Lord they can get promoted to being a Daemon Prince.

Daemon Princes are more Daemons than mortal, and as such take on many of the features of the Chaos Daemon army. The Daemonic 5+ save is an example of this.

Daemon Princes must take on an allegiance of one of the 4 Chaos Gods. You are not allowed to have an unaligned Prince. It is most usual to take on the allegiance that matches the rest of your Chaos Marine army.

Chaos Daemon Prince Psychic Powers

If your Daemon Prince is aligned with Tzeentch, Nurgle, or Slaanesh, then he is a psyker too. As a psyker he will have the Smite psychic power plus one from the Chaos Space Marine psychic power list.

Might Over Magic Ability

If your Daemon Prince is aligned with Khorne then you will not have any psychic powers, but don’t worry! you will get the ‘Might over Magic’ ability instead. This ability gives you one extra attack in close combat.

Chaos Daemon Prince and Wings

The Daemon Prince has the option to have wings. If you have.already built your Daemon Prince, this option may be moot. However if you are about to build your Daemon Prince, or if you have magnetised your Daemon Prince so that add or remove the wings at will, you will want to know if wings are worth the points!

If you are playing open games or games using Power Points, then there’s no additional points for adding wings, so do it! If you are playing points matched games then the wings adds 24 points to the model. For these additional points the movement speed goes up to 12″ a turn and you get the Fly keyword.

Chaos Space Marine Sorcerer Tactics

Warhammer 40k Chaos Space Marine SorcererSorcerers are the Psychics of the Chaos Space Marine army. This does not mean that they are no use in a fight!

Chaos Space Marine Sorcerers are closely linked to the power of Chaos that is the source of all psychic powers in the Warhammer 40k universe. Because of this they can cast two psychic powers in each of your psychic phases. Each Sorcerer can pick two powers from the Dark Heretics Discipline list.

Get Familiar With You Familiar!

In Warhammer 40k Chaos Familiars are not places on the board as models like Age of Sigmar, however they can be found in the Chaos Space Marine Stratagems (page 159). For 1CP Chaos Space Marine Psyker can swap on of his psychic powers for a different one. You can pick any of the powers from the Dark Hereticus discipline list. This is really useful if you started out with one psychic power for a specific job and halfway through the battle you find that it is no longer useful. In this case you can just call on your familiar and swap that power for one that will be useful here on in. Note that when you swap your power you keep the new one for the rest of the battle. Well unless you use this stratagem again later in the battle!

Where are the Khorne Sorcerers?

The Chaos God Khorne despises magic / psychic trickery. For this reason there are no Khorne Psykers. If you need one you will need to co-opt one that has a different Chaos alliance.

Warpsmith

Space Marine Techmarines are not beyond the corrupting influence of Chaos. These corrupted Techmarines are called Warpsmiths.

The main use of the Warpsmith is to repair vehicles that have received damage during the game. The Warpsmith needs to be within 1″ of the vehicle at the end of the vehicle to repair it.

If you have two Warpsmiths there’s no point keeping them close together. A vehicle can only have one Warpsmith attend to repairs per turn, so if you spread them out you can repair two vehicles a turn.

Not got a vehicle to repair? Then how about jinxing an enemy vehicle? If the Warpsmith is within 18″ of an enemy vehicle, on a roll of 2+ on 1D6 he can inflict a mortal wound on the vehicle.

Warpsmith’s are available from the Games Workshop as a web store exclusive. There may be some available on eBay & similar.

Chaos Space Marine Troop Tactics

Chaos Space Marines have two troop choices, Chaos Space Marines and Chaos Cultists! This is not a great selection, but they are very flexible. With a bit of imagination the two unit choices will fulfil most needs.

Chaos Space Marine Tactics

Chaos Space Marines are the backbone of the Chaos Marine army. They can be configured for close combat fighting or more general / tactical role. The tactical role is where the Space Marine units excel. They can lay down withering fire clearing objectives or defending objectives, or fight at close quarter fighting.

Chaos Cultist Tactics

Chaos Cultists are the gun fodder of the Chaos army. Their stats are similar  to the Imperial Guard trooper, but costing only 3 power points for a unit of 10, you don’t expect much!

So if Cultists are so cheap, why take them? Well even cheap troops with a lot of shots can cause damage, even to Imperial Knights and Meknoughts! Otherwise you arm them with close combat weapons. This gives you an expendable close combat unit. Use this unit to defend tactical objectives, or as a moving shield for Characters or elite units.

For every 5 models in a unit you can take a Heavy Stubber or flamer. If you are planning to use your as a defensive force, load them up with Heavy Stubbers. Place them high and they will be able to give covering fire for advancing units. Assaulting units are best tooled up with flames. You can take a pot shot with these in the shooting phase before piling in for the fight. Assaulting units also find flamers useful if they are about to receive a counter assault.

Khorne Bloodletters Tactics

Tzeentch Horrors Tactics

Age of Sigmar chaos Blue Horrors of TzeentchAaagh! You kill one and two smaller ones pop-up, and they can throw Smite bolts around too!

Tzeentch horrors are tricky things. First off they come in 3 sizes and in the Chaos Space Marine Codex, you can have all 3 types in one unit. Also they are psykers. for simplicity the whole unit is treated as on psyker. Don’t expect a 30 model unit of Horrors chucking out 30 Smite bolts! Even so, having psykers as a troop choice will sent your foe in to utter panic. This is specially true now that psychic powers have been beefed up in 8th edition 40k. If that was not enough, Pink Horrors have 18″ A2 shooting attacks too.

Nurgle Plaugebearers Tactics

Slaanesh Daemonettes Tactics

Chaos Space Marine Elite Tactics

The Chaos Space Marine army has nine different elite choices. This could tempt you spend most of your points on Elite units. Avoid this temptation! You need a good volume of troop units and just a small number of Elite units.

Chaos Terminator Tactics

Warhammer 40k Chaos Space Marine TerminatorsChaos Terminators are veteran Space Marines in super though Terminator Armour. This armour gives the Terminators a 2+ basic save and a 5+ invulnerable save.

Terminators are classically used to weed out opposition from fortified positions. Their Teleport Strike allows them to get close to the enemy, and with a change of charging in on the turn they arrive. Their tough armour means that they can take on numerically superior units for several rounds, and their weapons will rip through tanks and monstrous creatures alike!

Khorne Bezerkers

Warhammer 40k Khorne Berzerker Chaos Space MarineKhorne Bezerkers are Elite Chaos Space Marines that have dedicated themselves to the Chaos God Khorne. The Chaos God Khorne is the god of war, and wanton destruction for it’s own end. They go in to a frenzy in battle, specially if you call them ‘bunny ears’!

Khorne Bezerkers are close combat specialists. To aid this role they have +1 strength and +1 attack over the basic Chaos Space Marine. However there is more! If the Bezerker had a chain axe they get an additional attack ( that’s 3, and 4 for the Champion). On top of this they have an ability ‘Blood for the Blood  God’ which effectively doubles the number of attacks Bezerker gets.

Khorne Bezerkers cannot take heavy weapons. You can arm your Bezerker Champion with a Bolter or Combi-Weapon from the Champions equipment list, but this is a waste. This means that your Bezerkers will be armed with short ranges pistols and close combat weapons. This means that Khorne Bezerker tactics is easy, get them in to the fight and keep them fighting for as many rounds as possible!

Khorne Bezerker Ability – Death to the False Emperor

Khorne Bezerkers get the ‘Death to the False Emperor’ special rule. This rule allows the Bezerkers to get a bonus attacks each time they hit, if they target and hit Imperial units and hit on a roll of a 6.

 

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Tyranid Tactics for Warhammer 40K 8th Ed

If you have ever wanted to side with the alien in the ‘Alien’ film series, or you just like the thought of playing giant monsters rampaging across the gaming table, eating everything in sight, then the Tyranid army is for you!

Now that the Tyranids has a full Codex for 8th edition they are a real force to be reckoned with!

General Tyranid Tactics

A Tyranid Genestealer. Genetically designed to be the perfect killing machine!

Tyranids are, on the whole, a close combat army. The sooner you get your Tyranids in to assault the better. There are exceptions to this rule. Some larger creatures have shooting weapons as well as close combat weapons, and some are dedicated artillery, but on the whole these are support creatures to your main assault.

While you are rampaging across the table you will be on the receiving end of a lot of gun fire. Do your best to start the game as close to the enemy as possible. Also do your best to hug and cover. This will help to get as many of your Tyranids in to the fight as possible.

The exception of the assault-assault-assault stratagem is the Hive Fleet Kronos Adaptation that get an advantage from standing and shooting.

Tyranid Abilities

There are a couple of general rules that cover all, or just about all of the Tyranid units. One is Instinctive Behaviour’ and the other is the ‘Hive Mind’. As it happens these two abilities are linked.

Instinctive Behaviour

Tyranids work better when they are psychically linked to the hive mind. If they are not linked then they revert to basic animal instinctive behaviour. Basically this means that creatures that are affected by instinctive behaviour (most of them) can only shoot at the nearest viable enemy unit, and when they charge they can only charge the nearest visible enemy unit too. It does mean that you can move and advance normally.

Synapse Creatures

Warhammer 40k Tyranid Zoanthrope BroodSynapse Creatures are Tyranid are the leader creatures connect the lesser Tyranids ( those with instinctive behaviour) with the greater Hive Mind. The range of this connection is limited to 12″ from the Synapse creature! Note that some Tyranids, like the Hive Tyrant, have a special rule that extends this to 18″.

As the Synapse effect radiates in all directions from the Synapse Creature. This means that it is most useful in the centre of the table.

Tyranid Stratagems

The Tyranid Codex lists a number of Stratagems for Tyranid armies. These Stratagems, used at the right time can be very useful. Several of these Stratagems allow units a second move, round of shooting phase and extra attacks in the fight phase.

To make the most of all the stratagems you need command points that come from fielding battleforged armies. The good news is that  with the Tyranid army it is easy to have several formations, and therfeore loads of points!

There are so many possible stratagems that you will want a list of them to hand. A book mark in the Tyranid Codex would work, but the Datacards make this much easier.

Tyranid Tactical Objectives

If your army has a Tyranid Warlord then you can use the alturnative Tactical Objectives found on page 128 of the Tyranid Codex.

The Tyranid Tactical Objectives replace the first 6 tactical objectives in the rulebook. As these objectives are tweeked for the Tyranids style of play, I highly recommend using them whenever you can.

Flipping between diffent rulebooks keeping track of your objectives can be a chore. If you play Tranids frequently I highly reccomend getting the Tyranid Data cards. These are packs of playing sized cards with frequently used infomation like the Tyranid specific objectives.

Hive Fleet Adaptations

Not all Hive Fleets are the same. As the Great Devourer adapts different Hive Fleets are exhibiting adaptations are created. In game terms the adaptations place the Tyranids on an even footing with the other main armies that have different regiments, chapters, war bands, or craft worlds. The six named Hive Fleets are Behemoth; Kraken; Leviathan; Gorgon; Jormungandr; Hydra; and Kronos.

Each of the Hive Fleet adaptations have a unique special rule. You can find these special rules on page 117. These special rules cost no points so there’s no reason not to opt for one of them.

House Rules: You can make up your own Hive Fleet Adaptation, with it’s own special rule. You will need to get your permission to use this Hive Fleet / Special rule, but if it is fair and you back it up with an interesting back story, most reasonable players will go along with it.

Tyranids vs Tanks

Warhammer 40k Space Marine Landraider CrusaderAfter playing a few games one issue that crops up is how to handle Tanks. The issue is that they have a good armour save and plenty of wounds. This combination is tough for the Tyranid shooting weapon arsenal. Also unlike most monstrous creatures, they can hang around the rear of the table away from your advancing troops. Shooting long range heavy Weapons they can takeout your Monstrous Creatures in one round.

To solve this issue you will need to drop units behind the enemy lines, get up close and personal, and your claws on those pesky vehicles!

The Tyranid army has a few options when it comes deep striking units. Raveners, Trygons, and Ripper Swarms can burrow up through the ground. Other options are to drop a unit in a Tyrannocyte, or have a unit pop up out of a Trygon hole. As tank hunting is the name of the game, you will want to get a Monstrous Crature in on the act. If you upgrade your creature will adrenal glands, there is a 30% chance that you can get into assault on the turn they arrive. Dropping several units in at the same time will greatly increase your chances of success! But watch the points cost. Dropping several Monstrous Creatures in will eat up points. Don’t leave your front line too thin.

When choosing a Hive Fleet I usually go for Hive Fleet Behemoth. Behemoth allows you to re-roll charge rolls. If you are aiming for a first turn assault this is very useful.

Tyranid Psychic Powers

Many of the Tyranid Synapse Creatures are also Psykers. Because Tyranids use psychic powers (after a fashion) to maintain their Hive Mind links some of these Synapse Creatures are powerful psykers. These psykers can use the standard Smite psychic power and usually one or more of the special Tyranid powers listed in the Codex Tyranids.

Dominion

This psychic power allows you to extend the Hive Mind to a single unit 36″ away from the Psyker / Hive Mind. 36″ is a fair range and can be used to surprise your opponent who thinks that that a unit will be subject to instinctive behaviour, but then is not!

Catalyst

Expecting a lot of incoming heavy weapons fire? if you are ten this gives your units a 1 in 3 chance to shrug off each wound. Most useful on monstrous HQ creatures. This is because your bigger HQ units can not hide behind other units like your none-monstrous enemy HQ units can.

The Horror

The Horror is on of the 3 Psychic that damage the enemy rather that pimping up your troops. If this power goes off you can force an enemy unit in 24″ to have a -1 modifier to their hit and leadership rolls. The normal targets for this power are heavy weapons squads of tanks with lots of guns.

Onslaught

Onslaught is a psychic power with a power level of 6 and allows a near by unit to Advance (run), and move and still fire at full ballistic skill and still assault in the assault phase. Used correctly this will get a unit that is usually slow right in to your enemies face. Carnifex and Hive Tyrants with both shooting and combat weapon are choice units.

Paroxysm

Paroxysm effectively slows target enemy units down in the fight phase. This is a great power to have if you are fighting an enemy that is even faster than you are. Some Eldar and Slannesh units come to mind. Very fast units often rely on their speed, so robbing them of their strike first rule is usually devastating!

Psychic Scream

This is partly a Psyker neutraliser. However it works well as a Smite clone. As a clone it means that you can Smite twice in a psychic phase for those units that can cast two powers in a psychic phase.

Tyranid Bio-Artifacts

Bio-Artifacts are more freebies you can have if you have a Tranid general and the Tryanid codex. As these have no points cost it is highly recommended that you take one.

Tyranid HQ Unit Tactics

With most armies HQ units add nice to have combat and command skills, but the army will function without them. With the Tyranid army the HQ units are where you will find most of the Synapse Creatures that keep the army together.

Tyranid Old One Eye

Warhammer 40k Tyranid CarnifexOld One Eye is a classic Tyranid Character. The first Tyranid Carnifex with regeneration that seems to have spawned an untold numbers of Carnifex that also have regeneration!

Old one Eye is a HQ choice, however he is not a Synapse Creature. This means that I would not recommend using him (her?) as your main HQ choice, keep him in mind as a secondary HQ choice though!

Old One Eye is a plod along Tyranid with a 7″ move. You will need to give Old One Eye cover as he approaches the enemy,or better still, place him near an objective where the enemy comes to you.

Tyranid Genestealer Broodlord Tactics

Warhammer 40k Tyranid Genesteales

Classic Tryanid Genestealer Broodlord and ‘Stealer Brood

Instead of having a monstrous leader for your army, there is an option to take a Tyranid Genestealer Broodlord as your HQ. This is better option for smaller games or if you fancy playing a swarm army that consists purely of smaller Tyranids.

Genestealer Broodlords have really been given a boost in the 8th edition of WH40k. They are fast, they have sharp claws, they are psykers with Synapse, and they boost the Genestealers around they with a +1 to hit in the fight phase.

Broodlords do not have any shooting weapons. This means that you need to get them in to assault as soon as possible. Broodlords can not deep strike so you will need to run across the table, or get the enemy to come to you!

Tyranid Prime Tactics

Warhammer 4000 Tyranid Hive TyrantThe Tyranid Prime is an oversized Tyranid Warrior. This is another possible choice if you want to keeps the points cost down.

Games Workshop doesn’t do a Tyranid Prime model so if you want one you will have to model one yourself. You could take a Tyranid Warrior and beef it up, or paint it so the Prime stands out from other warriors. What I did was to take an unused Mk1 Tyranid Hive Tyrant that is a touch larger that the Warriors and used that as a Prime.

Tyranid Tervigon Tactics

Tyranid Tervigons are the Mother of all Tyranids, or at least Tyranid Termagants! This is a monstrous creature and not bad in a fight, however its (her?) main strength is that it can create 4 new Termagants each turn. This means that as long as the Tervigon is alive your army keeps growing!

The best way to use the Tervigon is to keep it behind the front line as long as possible and spawn off as many Termagants as possible. If your back line gets pressed then it can jump in to the fight.

Tyranid Troop Unit Tactics

An army with HQ Units only will be over run by more flexible armies with a good mix of HQ, Troop, Fast, and Heavy Support units. The backbone of any decent army is their Troop Units.

Tyranid Warrior Tactics

Classinc Tyranid Warrior with Spine Fist, Bone Sword, and Rendering Claws

Classinc Tyranid Warrior with Spine Fist, Bone Sword, and Rendering Claws

Tyranid Warriors are another very adaptable unit in the Tyranid Army. They are Synapses creatures (but not psychic), one in 3 models can have heavy weapons and close combat weapons, other models can have assault weapons and close combat weapons or 2 close combat weapons!

Tyranid Warriors are not full psykers and cannot cast psychic powers in the psychic phase. Tyranid Warriors can, however, act as Synaptic nodes and keep the smaller creatures in order. With this in mind you will want to form your units in a bubble with the Tyranid Warriors in the middle. The down side is that the value of Synaptic creatures is well known and your Warriors will be hot targets. They are not characters so they will not have any natural cover. Also Warriors do not get any kind of invulnerable save, so one good round of bolter shots will knock them off the table.

Tyranid Warrior Devourers

With an 18″ range and A3 at S4, the devourer is a decent assault weapon. This is specially true if you are using the Warrior in the usual support role supporting the smaller Tyranids as they approach the enemy.

Tyranid Genestealer Tactics

A Tyranid Genestealer. Genetically designed to be the perfect killing machine!

Genestealers are pure close combat creatures. They have no shooting weapons so get them into assault as soon as possible!

If you are playing a point matched game you will want to see which upgrades inflict the greatest damage to your enemy. This will be much easier to calculate if you know who your enemy is! Before the game and preferably before you write up your army list find out which army you will be facing. If you cannot do this write out an army list for each likely enemy and pull out the optimised list as you set-up.

Tyranid Termagant Tactics

Termagants are the rank and file troops of the Tyranid army. They have a number of weapon options, but most of these are short ranged. You will need to get close to the enemy or set up an ambush for the Termagants to be effective.

Termagants are notoriously susceptible to instinctive behaviour. It is highly recommended that you keep a synaptic creature close to hand!

  • Devourer: 18“, A3, S4. This is the basic Space Marine killer. Works well on Orks and other hords too. The multiple shots and half decent range make this the new go to  weapon for Termagants.
  • Fleshborer: 12“, A1, S4. This use to be the basic Termagant weapon but with less shots and a shorter range than the Devourer, you would only choose this weapon if you had to or you needed to cut the points cost.
  • Spike Rifle: 18“,A1, S3. This use to have some armour penetration, but now it’s just another 18″ single shot weapon.
  • Spinefists: 12″, Pistol, A3. The go to weapon if you want the cheapest Termagant weapon. Because Spinefists are pistol weapons you can shoot with them in the shooting phase even if you are in the middle of an assault.
  • Strangleweb: 8“, A D3, S2: Strength 2?, why bother?

Termagant Abilities: ‘Hail of Living Ammunition’

If you have a unit of 20+ models you can re-roll 1’s when shooting. This means that you don’t get a bonus when in assault.

Tyranid Hormagaunt Tactics

Hormagaunts are the faster close combat specialist troop units. With a 8″ move and a 6″ pile in and consolidation move.

As Hormagaunts are close combat specialists you will want to get them in to assault as soon as possible. There aren’t many weapon options with a Hormagaunt. The Scything talons are your lot! Scything talons do give you 2 attacks per model and a re-roll when you roll 1 to hit. However with S3 you will be advised to target infantry units.

Tyranid Ripper Swarm Tactics

Warhammer 40k Tyranid ripper swalm The often overlooked troop choice of the Tyranid army has many uses and are still very cheap in terms of points, and may be even in cash if you can find them second hand!

Deep Strike / Burrowing

Ripper Swarms can deep strike on to the gaming table as the Rippers are so cheap you can drop them in / pop them up, where ever they will cause the most disruption.

As Ripper swarms pop up 9″ or more away from enemy units at the end of the movement phase. This is too far away for the Rippers Spine Maw to hit anything useful, but you may be in assault range.

The Fly-paper Manoeuvre

How do you stop units assaulting your key units? One way is to place a disposable unit between the enemy and your expensive units!

Capture Objectives

Ripper Swarms have the swarm keyword (no surprise!) however swarms can capture objectives again so let’s do it! Using the Ripper Swarm’s deep strike ability you can pop up and snatch objects. This is even better if you are playing ‘Maelstrom of War’ missions where you get points mid-game for holding tactical objects.

Tyranid Elite Unit Tactics

Elite units are the specialist units of an army. The Tyranid army is no different. Be careful though, Elite units can cost a lot of points. If you have too many elite units then you will find yourself out numbered on the battlefield.

Tyranid Tyrant Guard Tactics

The Tyrant Guard are designed to be body guards for foot slogging Tyranid Hive Tyrants.

Shield Wall

This ability is the core of the units purpose. If one of the Tyrant Guard are within 3 of a Hive Tyrant when the Tyrant looses a wound then on a roll of a 2+ on a D6 the Tyrant Guard take the wound instead. As each Tyrant Guard have 3 wounds, a unit of 3 will give the Hive Tyrant an extra 9 wounds!

Blind Rampage

You may think that loosing your ward would be a problem, but not with the Tyrant Guard. Apart from the fact that they are subject to Instinctive Behaviour they do not suffer any ill effects. Instead the Tyrant Guard go on a rampage and get an extra close combat attack for each model.

Tyrant Guard Weapons

Tyrant Guard come with Scything Talons and Rendering Claws. This is the standard configuration of the current Tyrant Guard. The plastic Guard do offer some modelling options where you can swap the scything talons with other weapons. If you are getting your Tyrant Guard in to combat regularly then you may find upgrading to the Crushing Claws worth while.

Tyranid Hive Guard Tactics

Based on the Tyranid Tyrant Guard, and sometimes confused with the Tyranid Tyrant Guard is the Tyranid Hive Guard.

Hive Guard are heavy support artillery placed in the Elite section because there are loads of Heavy Support units in the Tyranid Army already! They are armed with either a 36″ Impaler Cannon or a 24″ Shockcannon. Of the two weapons the Impaler Cannon is the one associated with the Hive Guard.

Tyranid Hive Guard Impaler Cannon

It’s not just Tau that can fire missiles around corners! The Impaler Cannon can target any unit in 36″. Line of sight is not needed.. Also the distance is measured as a direct line, not the path the Impaler would travel to reach the target!

  • Note : Need to check if units in bunkers or vehicles can be targeted.

The Impaler Cannon is a heavy weapon. This means that your BS will be knocked down one point if you move and fire in the same turn. Where possible place your Hive Guard in a safe place with a few target options to get the best out of them.

Tyranid Hive Guard Shockcannon

The Hive Guard Shockcannon is an Assault anti-tank weapon. If having D3 S7 shots where not enough, this weapon causes a mortal wound if you roll a 4+ to wound against vehicles, that’s a 50/50 chance with each shot! If that’s not enough, if you roll a 6  then you inflict D3 mortal wounds!

Tyranid Lictor Tactics

Tyranid Lictors are the sneaky infiltrators of the Tyranid army. They are engineered to work ahead of the main Tyranid army.

Hidden Hunters

Tyranid Lictors have a number of special rules that facilitates the hit and run nature. They can deep strike in to the game table mid game, the usual 9″ away from the enemy, but they do get a re-roll on the charge range when they come on to the table. This gives them an average charge range of 10.5″ and means that they are good assassins.

Choose your target carefully. make sure that it’s one you can take out in one turn. Try to target HQ units that have become separated from their body guards.

If you do survive the initial assault there is a fair chance that your Lictor will be a distance from friendly support so it’s time to run! To help you out the Lictor has a couple of special rules that make it easier to survive retaliation.

Tyranid Zoanthrope Tactics

Warhammer 40k Tyranid Zoanthrope BroodZoanthropes have been bio-engineered to be super psykers. They normally go around in groups for protection.

Warp Field

To aid the Zoanthropes survive-ability they get a 3+ invulnerable save. As this is better than their 5+ regular save, even if they are hiding, you will probably be using this save most of the time.

Strength In Numbers

The Zoanthrope brood can have two psychic powers. Smite is one of them, and the other comes from the Tyranid Psychic Powers list. When Zoanthropes manifest psychic powers they manifest one power for the hole brood if there are 1 to 3 of them, and two powers a turn if there are 4 or more in the brood. Zoanthropes come in boxes of three, so units of six will be popular!

Another benefit of larger broods is that Warp Blasts cause an additional D3 Mortal wounds. It does not say is this means that you get D6 wounds, or 2xD3 wounds. Given a choice 2xD3 wounds is better as you will always get 2+

Synapse Creature

Zoanthropes are not great in a fight, however in the WH40k universe their 18″ or 24″ psychic power range is not great. This means that you will want to keep them supported by a body guard of lesser creatures. This is not so hard as Zoanthropes are Synapse creatures too!

Fly

Yes, Zoanthropes have the Fly keyword. They are still quite slow, as far as Tyranids go at 5″ a turn!

Tyranid Maleceptor Tactics

If you want a monstrous sized psyker then the Maleceptor is the creature for you! However this psyker needs to in the thick of the action! Apart from it’s psychic powers the Maleceptor only causes damage at close range.

Psyker & Synapse Creature

The main reason for taking a Maleceptor in the army is for it’s psychic powers. It can manifest one power a turn, but it has a +1 to the psychic roll. This means that casting Smite is quite easy and hardly ever fails!

The Maleceptor is a synapse creature that can keep the lesser creature in line within the usual 8″ bubble.

Tyranid Pyrovore Tactics

Pyrovores are short ranged (10″ range) flamer creature. It’s main strength is clearing strongholds of infantry.

Pyrovores have moderate close combat abilities. With 2 attacks the Pyrovore will have hard work if faced with massed troops, The Pyrovores attacks are S5 and AP-3. This means that it will hurt power armoured troops. Aim for Space Marines and Chaos Marines. Even Terminators are viable targets!

Another less obvious skill is to resist an assault. With D6 automatic hitting even in overwatch, the Pyrovore will blunt assaulting units as they charge in. Remember that you only ge5t to overwatch once a turn and then only if you are not in close combat already. So the idea here is to thin out assaulting units before they get to you. You can scare units off, use terrain to funnel units, or just blast away from a distance until there is much in the way of opposition left!

Ok, so this may not be super easy, but if you use your Pyrovore to defend strategic locations then wait for the enemy to come to you!

Pyrovore Abilities

Pyrovores have a bit of a sting in the tail if they are wounded or killed in close combat.there is a chance that the Pyrovore will cause mortal wounds on the assaulting enemy units.

Pyrovores are one of the lesser seen Tyranids. You can still buy Pyrovores from Games Workshop. One advantage of this rarity is that your opponent may not know the Pyrovores abilities giving you an advantage!

Tyranid Haruspex Tactics

The Tyranid Haruspex is a close combat creature through and through. It’s main ‘weapon’ is it’s Ravenousness Maw.

The Haruspex is a close combat creature through and through. However with it’s regeneration ability you want to aim for multiple softer targets. This is because the Haruspex regains a wound for each model eaten, and not each unit. Line up a unit of Imperial Guard and you could recover 3 or 4 wounds an Fight Phase. Remember that this includes the enemies Fight Phase as well as your own!

Tyranid Fast Attack Tactics

Tyranids are generally a close combat army. This means that you usually have to dodge a hail of fire before you can get your claws on the enemy. One way to get around this is to get some fast troops to tie up enemy units while your heavier, slower units catch up!

Tyranid Shrike Tactics

Tyranid Shrikes are Tyranid Warriors with wings. They share the Synapses ability with the Warriors. This means that they can bring order to all the Instinctive Behaviour creatures.

The other main ability that the Shrikes share with the Tyranid Warriors is the access to a wide of weapons. This means that the Shrikes are able to fulfil many roles. Heavy weapons, close fire weapons, and close assault weapons are all available. What’s more like Warriors, Shrikes can carry two weapons. This means that they can be configured to be tactical, ie. able to take on changing roles as needs and opportunities change.

Tyranid Ravener Tactics

Warhammer 40k Tyranid Raveners appear from the Abbey ruinsTyranid Raveners are fast and light. They can pop up anywhere on the table (9″ away from the enemy). Raveners are subject to instinctive behaviour, however this is not a major restriction, so they are great at harassing the enemy flanks.

Tyranid Raveners usually come with two set of scything talons, and these are very useful in close combat. You can upgrade one set of scything talons to a deathspitter, devourer, or spinefists. Depending on your style of play you may wish to swap some close combat ability for some shooting ability. Raveners work well either way.

Tyranid Sky-Slasher Swarm Tactics

Tyranid Sky-Slasher Swarms are Ripper Swarms with wings. This gives them the fly keyword. This gives them faster movement at 12“ a turn.

Sky-Slasher Swarms are cheap. This means that you can use them to slow down or distract the enemy from your main assaults.

Tyranid Gargoyle Tactics

Tyranid Gargoyles are in many ways Termagants with wings. This means that they are fairly cheap, carry fleshborers and fight like Imperial Guard (useless).

Gargoyles fly. This means that they can move 12″ in the movement phase and jump over obstacles.

Ability: ‘Hail of Living Ammunition’

Another feature that Gargoyles with Termagants is that they get the ‘Hail of Living Ammunition’ ability. This does give the Gargoyles a boost when shooting.

Tyranid Harpy Tactics

The Tyranid Harpy is a monstrouse flying ground attack creature. Flying up to 30″ a turn at full strength with a minimum move of 10″ a turn, the Harpy can move around the board quickly.

Tyranid Hive Crone Tactics

Where as the Tyranid Harpy is a flying gun platform, the Hive Cron is an aerial close combat beast.

The Crone does have some decent shooting weapons. The Tentacilds have a special rule where it causes mortal wounds against vehicles half the time it hits. This is a help against lighter vehicles, but tougher tanks absorb a lot of mortal wounds. The targets of choice for this weapon are flyers. So shoot, move in close and pull flyers apart with it’s scything wings.

Tyranid Spore Mine and Mucolid Spore Tactics

Warhammer 40k Tyranid Sporemines

Tyranid Spore Mines occupy a building.

Spore Mines and Mucolid Spores can be taken as units, but they are usually set up as missed Biovore and Sporocyst shots.

Spore Mine Abilities

As Spore Mines and Mucolid Spores are mostly mindless mines there are a few special rules that dictate how they move and fight. I will deal with these Abilities in reverse order of play. This is because you will need to know what damage they do first in order to know how to deploy them!

Floating Down

Spore Mines bought as units in your army list (ie. not shot out of a Biovore or Sporocyst) can come in to play later in the game. At the end of the movement the unit of mines can be set up  anywhere that is  more than 12″ away from enemy models. This distance means that there is no chance of charging the same turn you arrive. This in turn means that your opponent will have a round of shooting to get rid of the mines before they can do any damage. This really reduces their effectiveness.

Floating Death

When Spore Mines and Mucolid Spores blow up they do a random amount of Mortal Wounds. That’s right, hardly anything can save against a Spore Mine blast. This means that you will want to target those units with high saves, specially those with high invulnerable saves. Also as Mortal Wounds carry across models in a unit, you want to look out for multi-model units. My favourite targets are Space Marine Terminators. Other Terminator armour wearing targets are good pickings too, as are characters with invulnerable saves.  Remember if you are shooting your Spore Mines from Biovores or Sporocysts, you can only target a character if they are the closest target.

When they do blow up, Spore Mines have a 1 in 6 chance of causing no damage, 4 in 6 ( 1 in 3 ) chance of causing 1 Mortal Wound and 1 in 6 chance of causing D3 mortal wounds per Mine. This means that they have an average of 1 in 1 chance to cause 1 Mortal Wounds each, or 3 Mortal Wounds for a unit of 3.

The Mucolid Spore has a 1 in 6 chance of doing no damage, 4 in 6 chance of doing D3 Mortal Wounds and 1 in 6 chance of doing D6 Mortal Wounds. This gives an average of 1.92 mortal wounds per Mucolid Spore.

Living Bombs

Spore Mines and Mucolid Mines are bombs that happen to be floating around the table. To reflect this Spore Mines and Mucolid mines have been given this special rule that means that they can not capture objectives, but also do not create victory points for your opponent if they are destroyed!

Tyranid Heavy Support Tactics

Tyranids have a good range of Heavy Support units to choose from, and do they need them! Tyranids are often seen as close combat specialists. However even close combat troops need some long range supporting fire as your close combat troops get to grips with the enemy!

Be careful not to hope to come out top in a long ranged fire fight. Just about all the enemy forces have better long ranges weapons than the Tyranids do. So again think of Tyranid heavy support as support units rather than game winners in their own right!

Heavy Support units include:

  • Exocrine
  • Tyrannofex
  • Toxicrene
  • Carnifexes, Thornbacks and Screamer-Killers
  • Mawlocs and Trygons

 

 

 

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AoS Skirmish Tactics

Age of Sigmar Skirmish Rulebook Cover

In these catacombs is the Star of Asher. With it’s power we will be able to bring many great victories to our cause! But beware! these catacombs are defended. What is more the tunnels will be too tight for us to keep in formation. It will be every man for himself! So now let adventure forward and create such acts of heroism that our story will be told for a thousand years!

Skirmish is an add-on rulebook released by Games Workshop. It is designed with Age of Sigmar at the small end. Instead of moving units of warriors around the table, each model is it’s own character. With each game in a campaign you can earn renown points. These points can be used to add models to your company, or used to improve your existing characters.

In a way the Skirmish rules fill in the gap from paying full role playing games like Dungeons and Dragons where each player plays a single character ( and you need a Dungeon Master to tell the story) and a full blown table top battle like Age of Sigmar where each player has a full army.

With Age of Sigmar Skirmish each player only has a few models, The minimum is three. There is no maximum number of models but you will rarely have more than 20 to start the game with.

One of the main differences between the Skirmish rules and a full game of Age of Sigmar is that each model is a separate unit. Each model can go his or her own way and does not have to be in coherency distance from another model. This affects the way that Battleshock Tests work and Spell like Summoning work. The core rules for Skirmish cover these points.

Where Skirmish really picks up is if you have a campaign of battles or adventures, specially if there is a storyline behind the campaign. One such campaign is included in the Skirmish rulebook.

Choosing a Warband

Selecting the right mix of models to form your initial Warband is a core skill in Age of Sigmar Skirmish. You will only be fielding a few models compared to other full Age of Sigmar games. Some rules on what you can take are written in the rules. First off you heed a minimum of 3 models and at least one of those must be a Character. Another limitation is that all the models must come from the same grade alliance. Beyond these basic necessities each model has a points cost listed in the Skirmish rulebook.

Age of Sigmar Skirmish Game on D&D room cards

Aelf & Chaos skirmish for relics in the catacombs

Once you are familiar with the rules on making a Warband you need to think about the structure of the group. For example you could take 3 heroes, however you will probably find yourself out numbered in most games. Another option is to have one hero and a number of basic troops. Over all I would recommend taking one or two heroes and troops that have a good range of skills. Ones that can both shoot and join in combat and especially useful!

How to extend the Skirmish Rules

Another benefit of the Skirmish rules is that it is very easy to create your own missions and even whole campaigns. Even solo play missions are easy to create. All you need to do is add instructions for the none player models (denisons). For example a mission where there is a Monstrous Creature and the player needs to take it down!

As the Skirmish rules fit between classic role playing and table top wargaming, a good source of storylines and missions are the public domain role playing scenarios. Many of these only need a little adaptation to become excellent Skirmish missions.

As usual with table top wargames the play becomes more interesting if you have plenty of scenery on the table. The Skirmish rules also come with a purposely designed mysterious terrain table to use in Skirmish games, but you are free to create your own table instead.

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Free Age of Sigmar Army builder online

Do you want to build an army list for Age of Sigmar games quickly, easily, and freely? Well you can! Over on the Warhammer Community site.

The army builder allows you to build a Matched Play army or a wound count balanced army list. One item of note is that you are able to select the General’s hand book or the General Handbook 2. Now I do  not know of a second General’s Handbook, so there may be another publication on the way!

How to use the Warhammer Community Army Builder

The army builder is easy to use.

  1. Select the version of General’s Handbook you are using
  2. Select the Grand Alliance you are wanting to build
  3. Select a faction and Alliance that you want to start with. You ca re-visit this section later if you want to have units in your army from several factions!
  4. Notice that the headings on the next line suggest the maximum number of units you can have for each section (after the slash) and the number of units you have added to your list (before the slash)
  5. For each of the sections click on the ‘Add Units’ button. There will be a number on the add units button showing how many unit types are available in the section for that faction. This means if there are zero choices available, don’t br too surprised that no unit choices are displayed!
  6. Notice that each unit added showed the number of wounds(marked by a hart), and the number of points(marked by a star). Also note that there is a dustbin icon that allows you to remove the unit from your list, and a copy icon that lets you duplicate a unit easily.
  7. Notice that if a unit has options that these can be set with drop-down boxes in the unit boxes. For example there is a ‘Genera’ on/off button where you can select a unit as your General.
  8. At the end of the units box there is a grey vertical bar. You can click and drag this bar to re-organize your units within a section.
  9. Right at the bottom is are a set of Save, Load, and Clear buttons. For excitement I will let you discover what these are for, but they are good, so give them a go (hint: use the save button first!)
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