The End Times started off with a bang a few months ago, featuring the cataclysmic return of Nagash, Valten, Neferata, Crom the Conqueror and numerous other heroes of legend, as well as the deaths of famous characters beyond count. Now, they continue with End Times: Glottkin, named for the hulking northmen trio supremely blessed by Grandfather Nurgle and featuring an updated and combined army list aptly named the Legions of Chaos, featuring the hordes of Beastmen, Daemons of Chaos and Warriors of Chaos unified under the will of Archaeon. While this book focuses more on a vanguard force of Archaeon's world-burning force, this is nonetheless a gift for all scions of the Dark Gods; the rules for Chaos Ascendant, Legions of Chaos and the return of Marks of Chaos for Beastmen gives Chaos players more tools to use in their games than ever before. In this review, I have chosen to cover not just the newly introduced characters and units favoured by Nurgle, but also all the many special rules and potential combinations that End Times: Glottkin offers for the servants of Chaos. I hope you enjoy it! Scratch that - Blood for the Blood God, Skulls for the Skull Throne!
Due to excessive length I have chosen to cover the characters and units in a separate article.
End Times
Legions of Chaos Special Rules
Chaos
Ascendant
The rules
for Chaos Ascendant are scenario-based and thus are not treated as an official
update like the usual End Times rules or new units and army lists for use in
regular games, though the book does state that you can basically ask permission
to use them in standard matches. Still, I wouldn't treat these like the new 50%
percentages for Lords and Heroes or the Undead Legions and Legions of Chaos
where they are fully integrated into the game. They seem to be intended for
scenarios from the Glottkin book only, as otherwise they do give quite a bit of
a buff to Chaos - even more so than the Legion of Chaos list already provides!
A brief summary of these rules is that not only do mortal Chaos characters with
a Mark corresponding with the Ascendant God get to re-roll their results on the
Eye of the Gods table, but Daemons of the Ascendant God also lose the Unstable
rule and thus are treated as purely Unbreakable with no down-sides. That is
quite ridiculous if you ask me, especially in combination with Nurgle Daemons!
That you get to choose which of the Chaos Gods is Ascendant at the start of the
game unless there is another Legions of Chaos player means you are free to
build your list with intent to maximise these significant buffs as you wish -
provided your gaming group wants to adopt the rules - but I do recommend using
the rules for switching with god is Ascendant presented via the scenarios.
The general
rules for Chaos Ascendant mention that the Ascendant God can change, but this
is not actually covered anywhere in the rules, even in the various scenarios
that actually use the Chaos Ascendant rules. I recommend discussing a solution
to this issue with your opponent, with my initial idea to resolve changing
which god is Ascendant revolving around the Reign of Chaos table; if you roll
one of the four results that corresponds to a Chaos God (i.e. the Dark Prince
Thirsts, Khorne's Wrath, Rot, Glorious Rot and Storm of Fire) then whichever
result it is means that god becomes Ascendant until one of those other
god-specific results is rolled. In any case, additionally providing the ability
to swap any double rolled on the Reign of Chaos chart to be the Summoned from
Beyond result depending on which god is Ascendant is amazing, and proves
especially powerful when you consider whatever unit you summon will be
Unbreakable but not Unstable. Providing each Chaos wizard with a free spell on
top of their usual spells that is much like a more powerful but similarly more
expensive Ryze, the Grave Call is a nice boost considering you can use it to
summon units such as a Skull Cannon of Khorne or a trio of Plague Drones. I
feel that the rules for Chaos Ascendant can be a bit crazy in particular
regards to Daemons of Chaos if you don't house-rule a way for the Ascendant God
to potentially change each Magic phase, though otherwise I feel they are a nice
little buff to Chaos forces in general - much like removing the "crumble"
for a fallen general and allowing Tomb Kings to march gave Undead some very
handy boosts. I am happy to use them in my own games against the Legions of
Chaos, but I also understand if players want to avoid using them in regular
games because it makes certain Daemon armies even more ridiculous - it can be
so easily exploited, unfortunately.
The Army
List
Easily
the biggest change to the make-up of Chaos lists will be the combination of
units and characters from all three of the Chaos-aligned army books, including
Beastmen, Daemons of Chaos and Warriors of Chaos. Per the list in End Times:
Glottkin, that allows players to choose from a staggering one hundred and ten
unique entities, providing an unparalleled selection of tools with which to
combat your foes. Not even the Undead Legions match the versatility the Legions
of Chaos army list offers; you have flaming cannons, magical stone throwers,
flying combat monsters, monstrous wizards, elite combat blocks, ridiculously
durable anvils, skirmishers and fast cavalry in abundance, spell-caster
regiments, three different monstrous cavalry options, the devastating net-list
Doombull, ridden monsters with combined profiles, immortal characters and so
much more. If one complains about the lack of ranged presence in a Warriors of
Chaos list barring the use of Hellcannons, Skull Cannons, Burning Chariots of
Tzeentch, Soul Grinders, Flamers of Tzeentch and many other such units provide
all that you could ever want in terms of firepower.
If a
Daemon player finds they lack the punch required in melee to deal with Elves
and Ogres, any number of units dedicated to Nurgle or Khorne such as Chaos
Warriors, Core Chariots, Chimeras and many other terrifying melee units. While
Beastmen players often bemoan their limited, weak Rare choices, surely they
cannot begrudge other armies now that they have access to the mighty Soul
Grinder, the unstoppable Skullcrushers of Khorne or any of the Daemonic or
Northmen Rare units. You can mix and match all of these units freely provided
you abide by Chaos Mark and Daemonic Alignment restrictions, meaning you can
see combos such as a Doombull joining and providing Frenzy to a large block of
Chaos Trolls, or Skulltaker on a Juggernaught of Khorne finally getting to hang
out with worthwhile compatriots in the form of Skullcrushers. A Wargor with the
Beast Banner in a large unit of Chaos Warriors armed with halberds is one of
the most brutal combat combinations you could imagine for the points, and I can
only shudder at the thought of an army list featuring numerous Pink Horror
drops in conjunction with a Shard of the Herdstone. Truly, the possibilities
are almost limitless and it is amazing to think that we can finally see
mono-god lists featuring every manner of unit type imaginable.
Beastmen
of Chaos
Perhaps
the biggest change offered by the Legions of Chaos army list aside from the
obvious combination of three different army books is the option to - finally -
take Marks of Chaos on all Beastmen units. The prices for these are sensible
and have been standardized, meaning there is no unit-by-unit pricing, meaning
some marks are too cheap for certain units based on what they do. A good
example is that a Gor with a single Toughness 4 wound pays the same amount of
points for the defensively oriented Mark of Nurgle as a Minotaur with three
Toughness 4 wounds, though generally I can't really complain as most of the
Special and Rare choices for Beastmen are overpriced as it is. While I will
state that this is nothing more than a quick fix for the book and there are
still quite a few issues to resolve with the army book such as the laughably
bad Rare slot, I nonetheless must commend the rules designers for injecting a
whole new layer of flavour into the aging army book.
Gor Herds
dedicated to Nurgle are likely to be among the more popular Core choices for
Legions of Chaos armies now given how stupidly cheap they are despite their
respectable profile, while giving the typical Ramhorn Helm Doombull build some
extra points to take the Mark of Nurgle is hilariously powerful. Good luck
trying to kill what is effectively a monster hiding in a unit that features
five Toughness 5 wounds and a 1+ armour save, re-rolling failures! The
combinations here are impressive certainly, and some are quite obvious already
- Ungor Raiders with the Mark of Slaanesh to act as the perfect chaff unit,
Bestigor gaining Frenzy from the Mark of Khorne and so on - but I feel these
don't wildly change the fortunes for each unit, especially seeing as you still
have to pay for the marks. It is also disappointing to see that the numerous
monster options such as the Cygor and Ghorgon cannot take Marks of Chaos,
though I guess this could be due to background reasons. On a side note, they
provided Beastmen with a huge buff in the form of their unique Ambush rules,
removing all of the restrictions and requirements to allow your entire force to
Ambush if you so choose. I think it goes without saying that opponents facing a
null deployment force with considerable melee prowess and mobility are going to
find themselves in quite the pickle, especially if they are unfamiliar with
that tactic! I would say though that providing the Eye of the Gods (and thus
the Champions of Chaos) special rule to Beastmen characters is a bit of a bad
trade-off - especially for a Doombull - though I guess it is worth the price of
gaining Marks once more.
Daemonic
Instability
For those
that are confused by the change to this particular special rule presented in
the Legions of Chaos army list, let me clarify what it means. The Unbreakable
and Unstable special rules in tandem signify a unit never running away, but
instead suffering a number of wounds (no saving throws allowed) equal to how
much they lost by once combat resolution has been worked out. Daemonic Instability
took a spin on this formula popularized by Undead armies, instead keeping the
Leadership test mechanic but the result was that the unit would lose models (or
wounds) equal to how much they failed that Leadership test by. This meant a
Daemon unit that lost combat but was Stubborn through the Steadfast special
rule (or other means) and benefited from a nearby Battle Standard Bearer was
incredibly unlikely to lose any more models, though they ran the risk that a
bad test could see them lose even more models than an average roll would
indicate - heck, there was even a risk the entire unit could be instantly
destroyed! In my personal opinion, however, I felt the risks never really
outweighed the benefits Daemons receive over Undead as actually having a point
to Leadership values, a Battle Standard Bearer and Inspiring Presence meant you
could cut down severely on excess wounds caused by losing combats.
The
difference between Unstable and Daemonic Instability can be more easily
expressed with a few examples; if a Daemon unit has lost combat by fourteen
points, it will suffer an additional fourteen wounds with no saves allowed in
the case of Unstable. On the other hand, that same unit would at worst lose
another 9 Daemons (Leadership 2 is always a pass, and rolling a double six
resulted in the entire unit being destroyed) assuming no double six was rolled
if it was instead making a Daemonic Instability test. Generally, Daemonic
Instability is more random but will usually lead to far less additional wounds
suffered in a lost combat, particularly seeing as you can actually influence it
with Inspiring Presence and Hold Your Ground from the Army General and Battle
Standard Bearer, respectively. However, the benefit of Unstable is that you
know exactly how many wounds you will lose as a result of failing in the close
combat phase; if you lose by two, you lose two wounds. Daemonic Instability
could see you losing more than two models on a bad roll and perhaps the entire
unit no matter how large it was, but generally it was a far more consistent and
less damaging special rule. To sum it all up, this is definitely a reduction in
effectiveness for all Daemons as it means that the higher Leadership values of
Greater Daemons and other characters are nowhere near as important, leaving
those expensive units highly vulnerable to being destroyed via static combat
resolution alone. I feel it was an unnecessary change but one that the rules
designers made to cut down on the complexity and randomness normally associated
with Daemonic Instability, and in that respect I completely understand their
decision to axe it in favour of Unbreakable and Unstable. Besides, if you use
the Chaos Ascendant special rules in your games then this will be of little
consequence to you as a Daemon player, provided you run a mostly mono-god list.
Reign of
Chaos Table
While
many players I know of loudly groaned at the prospect of having to deal with
the time-consuming and utterly random Reign of Chaos table in an exponentially
increased number of matches, I feel the changes to the chart and the fact that
all Chaos armies make use of it is a nice and interesting trait the Legions of
Chaos share. The reality is that rolling a D6 for each potentially affected
unit on the board and resolving whatever damage is caused adds at most ten
minutes to the game in your standard 2000 point or 2500 point match, though
obviously this can be quite the chore in 4000-plus point games. The chart
itself has also been reworked slightly so that the God-specific damage results
never affect friendly units, meaning only three of the eleven possible results
are actively harmful or provide a negative impact to friendly forces. The
effects of the two worst results aren't quite as bad as they were specifically
for Daemons of Chaos before seeing as the "character assassination"
roll is based off of a normal Leadership test that can be affected by Inspiring
Presence or re-rolls, significantly reducing its' impact. Instead of forcing
your Daemon units to take army-wide Daemonic Instability tests, now you need
only worry about having to contend with the doubling of all wounds caused by
the Unstable special rule. If you don't use Daemons, this won't affect you at
all, and if you do use Daemons, you actually need to lose a combat for it to
have any impact on your army. The Reign of Chaos chart is generally just a nice
little buff for Daemons and the other armies alike now that four of the results
no longer target friendly models, while it provides the equivalent of a minor
shooting phase for a combined list that generally is combat-oriented above all
else.
The Glottkin
Of the
three "demigod" characters we have seen so far - the others being
Nagash and Karl Franz Ascendant - I think the Glottkin is the only one with any
real significant weakness that sadly means it can be too easily countered
despite its crazily high points cost. This is because the Glottkin has
Initiative 1 despite sharing a combined profile with three separate brothers,
not only leaving it vulnerable to attack from other opponents in combat but
also to test-or-die spells such as Crack's Call, Pit of Shades and the Purple
Sun of Xereus. Seeing as most armies have access to at least one of these
spells and the Glottkin costs over eight hundred points as a Lord choice, any
sane opponent will six-dice such a spell until they get it off to ensure the
Glottkin never reaches their lines. After all, losing an approximately
two-hundred to three-hundred point level four wizard to a miscast is well worth
taking out a single model that is priced at either more or just under three
times his or her points cost. This also means it strikes simultaneously or
after most of the few models in the game that possess the Heroic Killing Blow
special rule such as a Necrosphinx, Nagash (if he empowers his staff), a Tomb
King with the Destroyer of Eternities and so on.
Still, I
wouldn't say this kills the competitive usage of the Glottkin as otherwise it
is a very impressive and massively powerful Lord choice for either Warriors of
Chaos or the Legions of Chaos. Toughness 6, a 4+ armour save, a 4+ Regeneration
save and a staggering 12 Wounds ensure that - aside from test-or-die spells or
Heroic Killing Blow - the Glottkin is easily the most survivable model in the
game, being all but immune to anything other than numerous cannons or stone
throwers. If your opponent lacks the ranged capabilities to bring down the
Glottkin in two turns, they will find it almost impossible to stop once it
reaches a melee. If we assume an Empire list has three cannons firing at the
Glottkin, one will usually miss, one will fail to get past its Regeneration
save and the other will do three or four wounds typically, meaning it will take
three shooting phases of concentrated fire from three cannons to - on average -
kill the Glottkin, without mentioning any other shooting attacks. If it wasn't
obvious, that is just insane and when you consider the Glottkin can restore
wounds to itself via the Lore of Nurgle lore attribute, you had best hope you
bring a full gun-line of runed-up Dwarf artillery as otherwise it will simply
soak up whatever you throw at it!
Movement
6 is average for a monster, but no restriction on marching means it will be
moving 12" a turn in the early stages of the game, while it also can
re-roll failed charge rolls due to its Lords of Nurgle special rule. While
nowhere near as mobile as a flying monster with Swiftstride, it should still
reach combat by turn three at the latest where it will cause havoc like few
other models in the game. It is Weapon Skill 6 and Strength 6, typical of a
good monster, while it has a limited 5 Attacks but adds D6 extra attacks due to
the presence of Otto Glott, while one of the 5+D6 attacks is treated as being
Strength 10 with the Multiple Wounds (D6) special rules. A Strength 6
Thunderstomp in addition to all of its regular attacks allows it to scythe
through units and monsters alike with ease, while it also possesses the
Poisoned Attacks special rule to maximise its' damage output. Possessing the
Nurgle's Rot mutation means that it also inflicts Strength 1 hits ignoring
armour saves on all models in base contact with it at the start of each close
combat phase which, given its' massive base size, will usually lead to an extra
casualty or two every round. Throw in the Impact Hits (D3) special rule and the
Glottkin certainly has some very impressive melee capabilities, though
ultimately it is its' defensive stats that take the cake.
On top of
the high Toughness and crazy number of Wounds mentioned previously, the
Glottkin has the Mark of Nurgle, meaning that even Bloodthirsters will be
hitting the unholy trio on 4s rather than 3s, while most enemies will need 5s
to hit instead of 4s; this makes it almost impossible to defeat in close combat
without the use of a super character like Karl Franz Ascendant. Meanwhile, the
Glottkin also has a Strength 3 Breath Weapon that ignores armour saves, but can
only be used in close combat; perfect for clearing out heavily armoured cavalry
or monstrous cavalry units. The Glottkin also benefits from the Eye of the Gods
special rule which forces it to issue and accept challenges - a noticeable
downside - but the interesting aspect of this is that it always benefits from a
+1 bonus to its ward save when it rolls on the chart, and seeing as it will win
almost any challenge it fights in, that leads to the Glottkin quickly racking
up a 4+ or better ward save. This might seem pointless given it already has a
4+ Regeneration save but when you consider that only a ward save can be taken
against Heroic Killing Blow and Flaming Attacks, it is pretty handy -
especially as you can potentially get a 3+ ward save on the Glottkin by killing
four characters in a challenge which is just insane on a twelve wound model.
However,
unlike Karl Franz Ascendant, the Glottkin is also a potent support tool by
providing that aforementioned re-roll on failed charges to all friendly units
dedicated to Nurgle (whether by a Mark of Chaos or Daemonic Alignment) within
12", making it the perfect leader for the traditionally combat-centric
Chaos hosts - when you consider that Nurgle is traditionally the most powerful
in-game god for both Daemons of Chaos and Warriors of Chaos, this is a hefty
buff indeed. The Glottkin is also a Level 4 Wizard using spells from the Lore
of Nurgle, a spell lore that isn't quite as generally useful as the Lore of
Slaanesh (Cacophonic Choir is still broken) but suits the Glottkin perfectly.
Increasing it to a potential Toughness 6 gives it handy insurance against war
machines, while providing it with a boosted Regeneration save of a 3+ for a low
casting cost is suitably crazy. The various damage-based spells in the lore are
insanely good against Elf armies which generally have the best counters to Nurgle
units through their re-rolls to hit, while the lore attribute is at its' best
on the Glottkin.
Seeing as
the Glottkin already exceeds the usual wound limit, any successful lore
attribute roll will actually increase its' wounds above twelve with no limit
whatsoever - if you get four spells off per turn in a six turn game and roll a
6 on each spell, for example, the Glottkin can end up with a jaw-dropping
thirty-six wounds! Don't even mind that four successful uses of the lore
attribute will increase the Glottkin to Toughness 10; if your opponent lacks
one of those test-or-die spells working off of Initiative, make sure to tell
them "good luck" as they will most certainly need it! It helps that
the Glottkin are one of the few Leadership 10 General options available to
Chaos forces which, given that they combine the nasty combat character and
mandatory Level 4 Wizard into one model, makes them the perfect General for any
Nurgle-themed army. While they do have a noticeable hard-counter that most
armies do have access to, if your opponent fails to kill the Glottkin before it
reaches combat with those spells then they will find themselves tearing their
hair out as a colossal, bubbling mess of a monster rips their army in half. The
Glottkin are unlike Nagash and Karl Franz Ascendant where I feel they are not
over-powered in any sense of the word but are instead perfectly balanced
against their cost with an exploitable weakness to ensure they don't just roll
over entire armies by themselves, even if being nearly impossible to kill
through conventional means does ensure they won't go down without a fight.
Competitive? Yes.
Thank you
all so much for reading my latest article concerning the End Times series! Much
like the first End Times book, we have been given a host of awesome special
characters and units that are sure to be popping up in competitive and themed
army lists alike with incredible frequency. From the perspective of a gamer
first, I really like the direction the End Times is going in with significantly
increased options, the potential to combine multiple army books for a
superlative army list and the introduction of some truly game-changing
characters. Even then, the model releases themselves have all been fantastic
and the exponential sales boost Games Workshop is apparently enjoyed with
Warhammer Fantasy at the moment is definitely justified. Based on the example
set by the first two books, I have high hopes for subsequent End Times books -
especially if the rumours surrounding the supposed End Times: Khaine are true!
Thanks again for viewing this article and I hope that you put these thoughts to
good use in your own games. Have a nice day! Eel out.
Awesome read as always! Thank you!
ReplyDeleteYou're welcome! Cheers for the feedback!
DeleteCan't wait for the ET:Khaine review
ReplyDelete