Okay, we've had the new Chaos codex for a month now, we've all had a chance to get in a game or two, and the results have been lackluster, right? But like it or not the new Chaos Codex is here to stay. So maybe instead of remembering things the way the were (the days of Lash of Submission and Daemon Weapons that did an extra 12 attacks are GONE), we need to embrace a new way to thinking.
Balance is the order of the day in this new wave of codexes were are seeing. In five years or so, lists like Four Rune Priests with Jaws of the World wolf and Cron Air will be a distant memory (remember Nidzilla, it went away too). Now more than even the design teams at GW are fighting to create codexes that are balanced through and through. Of course, they drop the ball sometimes, but let's not harp on it. To think a codex' failure is one persons failings as a designer is a little like blaming Obama for the nations economic shortfall. To think one person is responsible for all our problems is a little ridiculous. Give Matt Ward and Robin Cruddace a break, guys; Phil Kelly is just a man, not an idol to be worshipped. You don't get +1 on anything if you take his mark.
Maybe the problem is we haven't fully had time to embrace the new codex for what it is yet . . . something new. We need time to digest the contents and to try new things.
In that spirit, I thought the new Chaos Boon table was brilliant! It rewarded you for doing what Chaos does best . . . slaughtering your enemies. For 10 points, you can rack up 2-3 bonuses over the course of the game if you play your cards right. But as soon as the readers saw 'spawn' on the table, they immediately dismissed it as a waste of points and moved on to their more reliable combi bolters in the like.
Tell me, what's more useful over the course of the game . . . 1 melta shot that might miss, or something like fleet, rage, or eternal warrior? How about a free 100 points in upgrades, or more? Would that be worth your while? Well, if you roll Daemon Prince, it's just like you scored 100 free points of wargear!
My "theory" about the hesitation of using this table, if you will, is the stygma surrounding the old Spawn Model. For almost a decade people have been avoiding Spawn like the strippers with crabs. But the same way your parents went on about how far they had to walk in the snow to get to school, we have to abandon this old fashioned way to remember things and get with the now.
And in the now, Chaos Mutations are Great! Let's break it down.
Using the D66 system, with 35 possible rolls (ie, you roll an 11, a 12, a 13, etc) and a total of 29 different results.
For starters, you get to roll once at the start of the game with ZERO chance of Spawndom or Daemonhood. So you're 10 points are generally well worth it right there. But then, to add to the fun, each time to kill an enemy character in a challenge (even a lowly Space Marine Sergeant) you get to roll again!
Let's talk about the Big 3 in my opion.
Result 11-16 (6 chances out of 35, ie, 1/7 or about 14% chance), No Result: Okay, you burned 10 points for no immediate result, but you live to fight another day. Sort of akin to taking melta bombs without having occasion to use it during the battle. However, all you have to do is vanquish an enemy champion to get another chance to spin the wheel, so get in there champ and give it to that sergeant! Show him who's the boss!
Result: 21-22 (2 chances out of 35, ie approx 6% chance). : Congratulations! You are the biggest loser and your worst fears are confirmed. You spent 150 points on your perfect Chaos Lord only to have him turn into a spawn. Cheer up! Spawn aren't so bad in this edition. Stupidity and random movement are gone, so you get to pick your path of most destruction! You cause fear and are fearless to boot! You also get rage, giving you an extra +2 attacks on the charge! That means you dealing an average of 5 Str 5 attacks on the charge! Not too shabby! As a beast you are FAST! Moving 12" and ignoring terrain! Can't beat that! You also start at FULL WOUNDS! So if your lord was down to his last wound, this is like a do over! Sure, you don't have an armor save, but you're T5 with 3 wounds! No too shabby! Furthermore, your opponent doesn't score a kill point for having eliminated you at first! They still have to kill the spawn model to score the kill point! Sure, the spawn is non-scoring, but with a 3" placement when the spawn is created, this is a strong candidate to contest an objective. Finally, with mutated beyond reason you get either 4+ armor, a better average number of attacks each round (3-4 on average), or Poisoned Weapons. Can't go wrong either way you choose!
In fact, considering spawn are only 30 points each and you can take up to 5 in a unit, I suggest for 150 points taking a full unit of these and just letting them run wild! I recommend also giving them either the mark of Slaanesh or Nurgle. +1 Init or +1 Toughness both have distinct advantages. I know the meta is going to say Nurgle is the way to go, but for me, going at I4 is much more useful than T6. But it's a matter of preference I suppose, whether you want to sit on an objective or take an objective!
Result 65-66, DAEMON PRINCEDOM! (2 chances out of 35, ie. approx 6% chance):
Achievement unlocked! You are a full on Daemon Prince! You get full wounds, a free 3" move, but wait, there's more!
Yes, you loose your fancy smancy wargear if you had any, but you get to be a Monstrous Creature with Power Armor, which is like trading in a 65 point base model for a 165 point base model! On top of that, you get to keep your warlord traits if you had any and if you had a mark, you now count as a daemon of that type, with all the benefits thereof (ie, furious charge if Khorne, reroll 1's if Tzeentch, etc, see chart of page 33 of CSM codex for full details)!
Anything else, (26 out of 35 results, approx 3% chance per result or approx 74% chance to roll a useful boon! . . . this goes up to 80% if you consider being a Daemon Prince a boon, which I hope you do!):
This is where the foot meets the pavement. There is an 80% chance you will be able to benefit from one of these bonuses, that range from everything to Feel No Pain and Fleet to Eternal Warrior and inflicting Instant Death!
So question really is how can you go wrong here? Answer? You can't. All of these are good in one way or another, even Spawnhood.
There's even a Tzeentch power (Boon of Mutation) that allows you to generate more rolls providing you target a friendly character within 2". So here's an idea . . march Ahriman up with a squad of Thousand Sons and let them bath in the warp energies together for a while, trading Boons back and forth. Who knows how powerful either of them might get! Your opponent won't get a chance to Deny the Witch on this, and with Warp Charp one even a lowly Aspiring Sorcerer can do it!
So my advice for your new Traitor Generals out there! Blow the 10 points and spin that wheel!
And until next time, PUT YOUR MINIS WHERE YOUR MOUTH IS!
Happy wargaming!
Caleb