Thank you so much for the kind words! I mentioned to Ryan that, while the daily uploads are pretty intense for me, I will also miss them. The feedback we've had from you guys is such a huge motivator and I really enjoy working on the videos because of it. So definitely looking forward to making even more rules videos soon!
Now this is a faction focus that hypes me up quite a bit! They did a great job with the battle traits and I like all the warscrolls that they have shown. Especially the Daemon Prince! Finally some rules to be worthy of that gorgeous model. Speaking of the Daemon Princes: Those do fully profit from the new Look Out Sir, the Guarded Hero ability. Because that is no longer tied to the wounds/health of a model, but simply to it being infantry. Which the Prince is.
@@strategoiIt's okay. The problem is it doesn't compare. The marks really need to be equally balanced with each other and there used to be a lot of ways for that to happen through the banners and the shrine buffs so we will see what the shrine does but with the banners potentially gone It might be tough to make the weaker ones competitive with the stronger ones. Hopefully we get a way to run and charge because that would make slaanesh better cuz you would get the bonus to run and to charge.
On the Marauder charge ability, I believe giving them 3d6 charge doesn’t count as a modifier since it only affects the potential amount and not the final number.
Great video as always! Really curious to see what they do with Ironjawz tomorrow (my last army that hasn't gotten a faction focus yet). My quick thoughts on this one compared to current rules: I feel like with what has been shown, we lost very little and gained much better, more reliable and more interesting buffs. While most other armies seem to have been nerfed or gotten side grades, most of what was shown today looks flat out stronger than the current version of S2D. 1- The heroic actions that we lost based off the marks: Most of them were really bad and hardly ever worth wasting a CP for. The Tzeentch one seemed cool in theory but I don't think it was ever really used much in practice (the teleport spell). I think the only one that truly was used was Slaanesh on Chosen in order to give them run+charge (and it was honestly annoying to have to mark a hero as Slaanesh only to throw this command). 2- The Eye of the Gods table: It was scary to lose your hero with a bad roll if he wasn't marked as undivided so I'm really glad it's gone. I also wanted to play more with it but you had to mark your stuff as Undivided for it and it was very random so in most cases, marking them something else was more reliable and better. A lot of the rolls were very situational and could result in it being basically useless. For example, Chosen get 1 roll when the game starts and here are the possible results based off the rolls: 1= Gain nothing (useless) 2= Heal D3 (useless early game or if no dmg taken) 3= 2+ spell ignore vs 1 spell (useless if no casters or if they don't plan to throw a spell at this unit, can occasionally fail and a magic missile can waste it) 4= +1 charge (decent but once again slightly situational) 5= 6+ ward (good, although the sorcerer lord could give it to a mortal unit already and several units had 4+/5+ ward vs MWs) 6= +1 rend (great) So overall, I would say you had maybe 50% chances to get something situational or more or less useless. If you had gotten the ward already, this gets worse (66%) and you mostly want the rend, maybe the +1 charge. With the new system, if there's something you really want, you have 1/3 chance of getting it (1/6 for it, 1/6 allows you to select what you wanted) and if you don't get it, you can reroll and get that 1/3 chance again. The +1 hit is great, the ward stacking up to 5+ is really good and the rend is much easier to get while still being able to pick another mark of chaos on top of that. That's not even to mention that so far, it seems like even unique heroes can now benefit from that (Be'Lakor/Archaon possibly) which is really cool. 3- The banners is probably the biggest loss here (unless it comes back somehow), for the most part, it was about the Nurgle banner (reduce the rend by 1 to be tankier) that was going on Nurgle Knights or Chaos Warriors for an anvil. The other significant loss is the 5+ ward vs MWs knights had but now Tzeentch mark can partially replace that and you can gain a regular ward (which is better) up to 5+ from the Eye of the Gods table. Oh, I was forgetting, the 3D6 casts (risky to blow yourself up though) was significant for certain builds for sure. 4- Be'Lakor seems straight up better in almost every way. Getting a 6+ ward is nice and being able to potentially increase it to 5+ is great (not sure how easy it will be to heal back though). The attack profile overall seems better. He can gain buffs from Eye of the Gods which is kind of big. I think the only maybe significant nerf is the fact that his main ability now requires him to SEE the target (so you could hide models or there are abilities that makes it so you cannot see certain units) to defend yourself against it to a certain point now. His rampage seems really good and his spell is way better than it used to be (especially if you have something marked as Nurgle as the -1 wound no longer overlaps, they would now be -1 hit/-1 wound and unable to crit. 5- The demon prince also seems straight up better in almost every aspect (it lost 2 movement but tons of fast units lost 2 movement). Most of his abilities were terrible and not really worth using as it was costing you your heroic action. I think the most useful/significant one was the Nurgle one to Shut down wards which could be big and clutch in certain situations but still required him to get stuck in right spot for it. The roll on the table for free I think will make it an almost auto-include in a lot of lists. There used to be a spell to roll on the Eye of the Gods table, his ability is 100% reliable so it's much nicer I find. 6- Knights gained +1 wound AND +1 hit which is very nice (but they still seem terrible if they get stuck in combat, MAYBE lost the potential Nurgle banner, I'm not sure) 7- The 3D6 charge spell: The BIG buff here is that it now can be cast on any S2D unit (it used to require a mount)... so this means you can now cast it on chosen (might make up a bit for losing the Slaanesh command although I think the Warshrine could do a similar prayer but I don't think it was played much). Overall, I personally like what I'm seeing a lot better than the current version and out of my 7 armies, it's the faction review that seems the strongest compared to it's 3rd edition book. We still obviously need to see a lot of important warscrolls (varanguards, chosen, ogroids, Archaon, etc.). I just wonder if Khorne might not end up still being the most popular mark for most units because if you don't kill units, you don't roll on the table so being more offensive could then allow you to roll for ward saves afterwards to compensate for survivability if needed I guess. Only pet peeve... S2D are my favorite models but I was most excited to play my LRL. They said that 3+ hit was for elves because they have very high dexterity... but then we see a bunch of other units like regular chaos knights (or Nurgle Blightkings) also hitting on 3s as if they're just as agile as elves (AND wound on 3s as well) but 3s/3s sure is great to have for the game on a melee based army (I just wish elves would hit on 2s and wound on 4s in that case instead of 3s/4s). Final note, as a very selfish S2D player, I kind of hope that Be'Lakor is locked to S2D now so that we don't get penalized with higher points cost than needed or nerfs only because it's hard to balance him out in 5 armies at once (but I obviously totally understand all the people who were using him as an ally to hope to still be able to use him in their other chaos armies).
Fantastic write-up. Lots of things I'd like to reply to, but it's early and I've got work in a couple of minutes. I'd just like to say that we might still see the slaanesh command on a warscroll. It's such a typical buff ability to give out to units, so I could see that happening (though I don't expect it).
This is going to be interesting! Slaves are one of the armies I'll likely be facing the most this edition, so I want them to have fun rules with lots of variety in list building ^^ As it stands I really like how straightforward the eye of the Gods rolls are. For me as an opponent it makes things move along smoother now that I don't have to have their battlebook on hand, and the possibility of bonuses stacking will make the rules fun to interact with for the Slave player! A bit disappointing, as somebody already pointed out, that there are no rules for kingless throne cavalry warhost, since my friend has a lot of knights. But perhaps it will be fine with wizards and warscrolls filling the gap in such a way that every detatcment can be a potential cavalry army! Wiho!
It did surprise me as well that there's nothing for the Knight players. That was such a big part of the slaves meta representation. Maybe you can still build a perfectly fine cavalry army without having to need a specific battle formation for it?
Great content and analysis on this channel!! Got a feeling I would like to share with you guys. Taking into account that mystic shield and aerherquartz are gone will make our base troops way more squishy and I hope that they take this into account with a relative point reduction on these units otherwise we will be having a hard time on 4th. Also if it is true that there is only 3 spells from the lore for LRL I’m not really sure what the role for teclis will be. The ward also seems less important as you said I don’t know what spells can he get to make a 700+ point unit worth taking when our magic has been significantly reduced.
Thanks, Edumh. I share your worries. I don't think we'll see a lot of points reductions, but going by the list we saw during the edition showcase, it seems like most things will remain sort of the same way in price. If everything else is going up, that's virtually the same as a point reduction, I guess. About the spell lores: the honest wargamer mentioned lumieth would have multiple lores and he seems to have some inside knowledge. Now, we don't have any proof of that, so he could be wrong, but I can still imagine a temple lore or something like that. But even without an extra Lore, teclis will still be formidable. You'll have three endless spells to cast now, you've unlimited speed of hysh and he'll probably have two warscroll spells as well. He'll lose his tool box vibe, that's for sure, but with vanari losing their spellcasting, I actually think it'll be quite impactful to have his four spellcasts handy. We're so used to being able to cast whatever we want and I don't think that'll still be the case with the new index. Teclis might return that power to us. And who knows, maybe he gets to choose two manifestation lores.
@@starslayer2438which makes zero sense It's the premier cavalry faction in the game! When you're designing them that should be the first one you make before you make any others.
That'd also be super cool! Destruction could definitely do with some extra armies. That being said, I love the darkoath lore. Depending on what's happening in their life, they choose sacrifice to a different god. They're very non-monotheistic in that way. It's actually described kinda beautifully in their book.
I mean I lost all my fun tech like the tzeentch teleport and our super-casting, and knights lost their awesome charge buff. The army was amazing at being modular It was a real list builders army and that's all gone. That teleport was amazing cuz you could teleport out of combat and put them at 9 in away to let your knights charge again, and they had the musician which let them change one of the dice to a four. So I just cycle charged over and over using that and caused a lot of disruption with my knights, which actually gave benefits to the otherwise terrible tzeentch Mark. However this looks good overall and I know it's an index but I don't really want to overly complain, It's not ever going to take the place of a whole book. It looks good still looks fun still looks like it has its flavor. I am annoyed that it sounds like one of our three spells is going to be that bad spell where We do mortals but we chance taking mortals ourselves. And honestly it sounds like that could be our unlimited spell which would suck. Wizards are just not the place You want to be taking a bunch of mortals for a not very good mortal spell to start with. As for the battle formations, none of them really sound like they are going to benefit cavalry. That's really what STD wants which is make our cavalry hit hard as a freight train. ABC: Always Be Charging. The whole point of them is they should always kill what they charge, You don't want your cavalry charging and whatever they charge living. Which is my big concern in fourth edition is that happening. Especially since again we lost one of the ways to pull them out of combat in a way that would allow them to charge again that turn. So far what we've seen is much less reliable charging out of them which was my favorite part of the unit. Also I think you guys confused darkoath Marauders with regular chaos Marauders. I went and double checked the article and the regular Chaos Marauder is not going away, They are distinct from the darkoath marauder. I think it's likely that they will not be automatically undivided and you'll be able to pick their mark. At least I'm hoping because I run a bunch of poxwalkers as chaos Marauders of Nurgle.
Interesting point about the Marauders. I could've sworn they'd replace the older sculpts, but maybe not... Definitely feel you about losing stuff and complexity. It was bound to happen, so I'm happy you're also staying realistic, but I understand the disappointment as well. Hang in there. Who knows what kind of groovy abilities have been moved to warscrolls? 🤞
It's one of my favourite things about the new warscrolls. I hated all the different weapon profiles that didn't really make a difference. I can understand the fact that you're losing a little flexibility or flavour by merging the weapon profiles.
Guys, I am loving your faction reviews you are thorough and make it fun! I look forward to your rules review when they come out
Thank you so much for the kind words! I mentioned to Ryan that, while the daily uploads are pretty intense for me, I will also miss them. The feedback we've had from you guys is such a huge motivator and I really enjoy working on the videos because of it. So definitely looking forward to making even more rules videos soon!
Now this is a faction focus that hypes me up quite a bit! They did a great job with the battle traits and I like all the warscrolls that they have shown. Especially the Daemon Prince! Finally some rules to be worthy of that gorgeous model.
Speaking of the Daemon Princes: Those do fully profit from the new Look Out Sir, the Guarded Hero ability. Because that is no longer tied to the wounds/health of a model, but simply to it being infantry. Which the Prince is.
Oh damn! Nice catch. Thanks for bringing that last bit up ❤️
slaanesh was a big change , they had the only command to matter , and it was run and still charge. thus current slannesh is a huge nerf imo
True! But the static bonus is still pretty nice 😁
@@strategoiIt's okay. The problem is it doesn't compare. The marks really need to be equally balanced with each other and there used to be a lot of ways for that to happen through the banners and the shrine buffs so we will see what the shrine does but with the banners potentially gone It might be tough to make the weaker ones competitive with the stronger ones. Hopefully we get a way to run and charge because that would make slaanesh better cuz you would get the bonus to run and to charge.
On the Marauder charge ability, I believe giving them 3d6 charge doesn’t count as a modifier since it only affects the potential amount and not the final number.
Great video as always! Really curious to see what they do with Ironjawz tomorrow (my last army that hasn't gotten a faction focus yet). My quick thoughts on this one compared to current rules:
I feel like with what has been shown, we lost very little and gained much better, more reliable and more interesting buffs. While most other armies seem to have been nerfed or gotten side grades, most of what was shown today looks flat out stronger than the current version of S2D.
1- The heroic actions that we lost based off the marks: Most of them were really bad and hardly ever worth wasting a CP for. The Tzeentch one seemed cool in theory but I don't think it was ever really used much in practice (the teleport spell). I think the only one that truly was used was Slaanesh on Chosen in order to give them run+charge (and it was honestly annoying to have to mark a hero as Slaanesh only to throw this command).
2- The Eye of the Gods table: It was scary to lose your hero with a bad roll if he wasn't marked as undivided so I'm really glad it's gone. I also wanted to play more with it but you had to mark your stuff as Undivided for it and it was very random so in most cases, marking them something else was more reliable and better. A lot of the rolls were very situational and could result in it being basically useless. For example, Chosen get 1 roll when the game starts and here are the possible results based off the rolls:
1= Gain nothing (useless)
2= Heal D3 (useless early game or if no dmg taken)
3= 2+ spell ignore vs 1 spell (useless if no casters or if they don't plan to throw a spell at this unit, can occasionally fail and a magic missile can waste it)
4= +1 charge (decent but once again slightly situational)
5= 6+ ward (good, although the sorcerer lord could give it to a mortal unit already and several units had 4+/5+ ward vs MWs)
6= +1 rend (great)
So overall, I would say you had maybe 50% chances to get something situational or more or less useless. If you had gotten the ward already, this gets worse (66%) and you mostly want the rend, maybe the +1 charge.
With the new system, if there's something you really want, you have 1/3 chance of getting it (1/6 for it, 1/6 allows you to select what you wanted) and if you don't get it, you can reroll and get that 1/3 chance again. The +1 hit is great, the ward stacking up to 5+ is really good and the rend is much easier to get while still being able to pick another mark of chaos on top of that. That's not even to mention that so far, it seems like even unique heroes can now benefit from that (Be'Lakor/Archaon possibly) which is really cool.
3- The banners is probably the biggest loss here (unless it comes back somehow), for the most part, it was about the Nurgle banner (reduce the rend by 1 to be tankier) that was going on Nurgle Knights or Chaos Warriors for an anvil. The other significant loss is the 5+ ward vs MWs knights had but now Tzeentch mark can partially replace that and you can gain a regular ward (which is better) up to 5+ from the Eye of the Gods table. Oh, I was forgetting, the 3D6 casts (risky to blow yourself up though) was significant for certain builds for sure.
4- Be'Lakor seems straight up better in almost every way. Getting a 6+ ward is nice and being able to potentially increase it to 5+ is great (not sure how easy it will be to heal back though). The attack profile overall seems better. He can gain buffs from Eye of the Gods which is kind of big. I think the only maybe significant nerf is the fact that his main ability now requires him to SEE the target (so you could hide models or there are abilities that makes it so you cannot see certain units) to defend yourself against it to a certain point now. His rampage seems really good and his spell is way better than it used to be (especially if you have something marked as Nurgle as the -1 wound no longer overlaps, they would now be -1 hit/-1 wound and unable to crit.
5- The demon prince also seems straight up better in almost every aspect (it lost 2 movement but tons of fast units lost 2 movement). Most of his abilities were terrible and not really worth using as it was costing you your heroic action. I think the most useful/significant one was the Nurgle one to Shut down wards which could be big and clutch in certain situations but still required him to get stuck in right spot for it. The roll on the table for free I think will make it an almost auto-include in a lot of lists. There used to be a spell to roll on the Eye of the Gods table, his ability is 100% reliable so it's much nicer I find.
6- Knights gained +1 wound AND +1 hit which is very nice (but they still seem terrible if they get stuck in combat, MAYBE lost the potential Nurgle banner, I'm not sure)
7- The 3D6 charge spell: The BIG buff here is that it now can be cast on any S2D unit (it used to require a mount)... so this means you can now cast it on chosen (might make up a bit for losing the Slaanesh command although I think the Warshrine could do a similar prayer but I don't think it was played much).
Overall, I personally like what I'm seeing a lot better than the current version and out of my 7 armies, it's the faction review that seems the strongest compared to it's 3rd edition book. We still obviously need to see a lot of important warscrolls (varanguards, chosen, ogroids, Archaon, etc.). I just wonder if Khorne might not end up still being the most popular mark for most units because if you don't kill units, you don't roll on the table so being more offensive could then allow you to roll for ward saves afterwards to compensate for survivability if needed I guess.
Only pet peeve... S2D are my favorite models but I was most excited to play my LRL. They said that 3+ hit was for elves because they have very high dexterity... but then we see a bunch of other units like regular chaos knights (or Nurgle Blightkings) also hitting on 3s as if they're just as agile as elves (AND wound on 3s as well) but 3s/3s sure is great to have for the game on a melee based army (I just wish elves would hit on 2s and wound on 4s in that case instead of 3s/4s). Final note, as a very selfish S2D player, I kind of hope that Be'Lakor is locked to S2D now so that we don't get penalized with higher points cost than needed or nerfs only because it's hard to balance him out in 5 armies at once (but I obviously totally understand all the people who were using him as an ally to hope to still be able to use him in their other chaos armies).
Fantastic write-up. Lots of things I'd like to reply to, but it's early and I've got work in a couple of minutes. I'd just like to say that we might still see the slaanesh command on a warscroll. It's such a typical buff ability to give out to units, so I could see that happening (though I don't expect it).
This is going to be interesting! Slaves are one of the armies I'll likely be facing the most this edition, so I want them to have fun rules with lots of variety in list building ^^
As it stands I really like how straightforward the eye of the Gods rolls are. For me as an opponent it makes things move along smoother now that I don't have to have their battlebook on hand, and the possibility of bonuses stacking will make the rules fun to interact with for the Slave player!
A bit disappointing, as somebody already pointed out, that there are no rules for kingless throne cavalry warhost, since my friend has a lot of knights. But perhaps it will be fine with wizards and warscrolls filling the gap in such a way that every detatcment can be a potential cavalry army!
Wiho!
It did surprise me as well that there's nothing for the Knight players. That was such a big part of the slaves meta representation. Maybe you can still build a perfectly fine cavalry army without having to need a specific battle formation for it?
Great content and analysis on this channel!! Got a feeling I would like to share with you guys. Taking into account that mystic shield and aerherquartz are gone will make our base troops way more squishy and I hope that they take this into account with a relative point reduction on these units otherwise we will be having a hard time on 4th. Also if it is true that there is only 3 spells from the lore for LRL I’m not really sure what the role for teclis will be. The ward also seems less important as you said I don’t know what spells can he get to make a 700+ point unit worth taking when our magic has been significantly reduced.
Thanks, Edumh. I share your worries. I don't think we'll see a lot of points reductions, but going by the list we saw during the edition showcase, it seems like most things will remain sort of the same way in price. If everything else is going up, that's virtually the same as a point reduction, I guess.
About the spell lores: the honest wargamer mentioned lumieth would have multiple lores and he seems to have some inside knowledge. Now, we don't have any proof of that, so he could be wrong, but I can still imagine a temple lore or something like that.
But even without an extra Lore, teclis will still be formidable. You'll have three endless spells to cast now, you've unlimited speed of hysh and he'll probably have two warscroll spells as well. He'll lose his tool box vibe, that's for sure, but with vanari losing their spellcasting, I actually think it'll be quite impactful to have his four spellcasts handy. We're so used to being able to cast whatever we want and I don't think that'll still be the case with the new index. Teclis might return that power to us.
And who knows, maybe he gets to choose two manifestation lores.
Only 10inch fly on the DP means the trophy rack feels more tempting. But I’d have to test both out to see what sits in my lists better.
Having that fly keyword is so juicy though. I love the flexibility of moving over my own units and terrain pieces.
@@strategoi I do tend to value positioning above mostly anything else so I hear you!
I just wish it was 12inches twss
nice review guys
Thanks, Alex!
No cavalry subfaction is insane
Gotta wait for the battletome.
Yeah, doesn't seem like it's included. I kind of miss a reference to belakors faction as well..
@@starslayer2438which makes zero sense It's the premier cavalry faction in the game! When you're designing them that should be the first one you make before you make any others.
Title seem to be wrong 😅
Slaves to Darkness. Not Hedonites.
Love your faction focus videos!
Thanks for the heads-up!
Is it just me or should Darkoath be a human Destruction faction…then there is order, chaos, and destruction humans.
That'd also be super cool! Destruction could definitely do with some extra armies. That being said, I love the darkoath lore. Depending on what's happening in their life, they choose sacrifice to a different god. They're very non-monotheistic in that way. It's actually described kinda beautifully in their book.
I mean I lost all my fun tech like the tzeentch teleport and our super-casting, and knights lost their awesome charge buff. The army was amazing at being modular It was a real list builders army and that's all gone. That teleport was amazing cuz you could teleport out of combat and put them at 9 in away to let your knights charge again, and they had the musician which let them change one of the dice to a four. So I just cycle charged over and over using that and caused a lot of disruption with my knights, which actually gave benefits to the otherwise terrible tzeentch Mark.
However this looks good overall and I know it's an index but I don't really want to overly complain, It's not ever going to take the place of a whole book. It looks good still looks fun still looks like it has its flavor.
I am annoyed that it sounds like one of our three spells is going to be that bad spell where We do mortals but we chance taking mortals ourselves. And honestly it sounds like that could be our unlimited spell which would suck. Wizards are just not the place You want to be taking a bunch of mortals for a not very good mortal spell to start with.
As for the battle formations, none of them really sound like they are going to benefit cavalry. That's really what STD wants which is make our cavalry hit hard as a freight train. ABC: Always Be Charging. The whole point of them is they should always kill what they charge, You don't want your cavalry charging and whatever they charge living. Which is my big concern in fourth edition is that happening. Especially since again we lost one of the ways to pull them out of combat in a way that would allow them to charge again that turn. So far what we've seen is much less reliable charging out of them which was my favorite part of the unit.
Also I think you guys confused darkoath Marauders with regular chaos Marauders. I went and double checked the article and the regular Chaos Marauder is not going away, They are distinct from the darkoath marauder. I think it's likely that they will not be automatically undivided and you'll be able to pick their mark. At least I'm hoping because I run a bunch of poxwalkers as chaos Marauders of Nurgle.
Interesting point about the Marauders. I could've sworn they'd replace the older sculpts, but maybe not...
Definitely feel you about losing stuff and complexity. It was bound to happen, so I'm happy you're also staying realistic, but I understand the disappointment as well. Hang in there. Who knows what kind of groovy abilities have been moved to warscrolls? 🤞
Wrong tittle!
Thank you!
I don't like the simplifying of weapons like on the demon prince, knights and warriors it's so boring every weapon is the same now.
It's one of my favourite things about the new warscrolls. I hated all the different weapon profiles that didn't really make a difference.
I can understand the fact that you're losing a little flexibility or flavour by merging the weapon profiles.