8th edition has been going really well here. We've played 1000, 1500, and 2000 point battles. Apprentice Red has played a little bit with his Orks. Apprentice Blaster is focusing exclusively on his Space Wolves. Apprentice Who has joined the fray with a new Tyranid army. One of Blaster's friends has joined in as well with a new Tau army too. I've built some ruins for a new city board - haven't painted them yet but I've built them!
I'm going with a new policy on this edition as well: I'm getting all of the codices as they come out. We play most of the armies anyway in our little group so why not? I have Space Marines and Chaos Marines already and I'll be adding Grey Knights in the next week. It's not cheap but this has really turned into our main (if not only) miniatures game so why not go all-in?
Army-wise for myself it's been chaos chaos chaos! Mainly Iron Warriors but with a healthy side order of Khorne daemons and World Eaters. In June I was scattershooting all over the 40k universe, picking up a unit here and a unit there for a bunch of different armies - Chaos, Blood Angels, Dark Angels, Orks, Eldar. I decided this was just going to lead to a bunch of half-finished armies competing for playing time so I went with a variant of my "Year of the Eldar" approach. The second half of 2017 is the "Year of Chaos" where I am finally making my Iron Warriors into a full-on massive force and getting the daemons into usable forces as well. Getting the CSM codex really helped solidify
- HQ's are pretty much set at a daemon prince, termie lord, termie sorcerer, warpsmith, dark apostle, and an exalted champion
- Troops are a bunch of CSMs and about 30 cultists if I want to sink that low. Seriously, I play CSM's for the marines, not cultists. I'm still experimenting with the CSM squads.
- Five of them wit ha heavy bolter in a ruin is cheap and contributes even at range. A lascannon or missile launcher improves the contribution but also ups the cost,
- Ten of them with double or triple plasma or flamers in a rhino turns into an actual threat to many units. I'm still not settled on what I like better.
- Elites are termies and helbrutes for the most part. Possessed were effective when I put ten of them in a rhino and rushed it up the board. Berzerkers will likely be included in a different way.
- Fast Attack is limited to spawn for me right now but they have been very effective bullet sponges leading a charge and can do some real damage in close combat if they survive to reach it. Also, being able to take them in units of one can lead to some formation shenanigans if you're so inclined. They're great for blocking out deep strike zones too.
- Heavy Support is kind of the IW's thing so I am going in pretty heavy here.
- I have 3 predators and they have done great work and I think they are very effective in this edition. I have not tried out the triple-shot strategem yet but I will!
- I have also added 3 vindicators. I have not done much with them yet but I will and I'll be trying out their triple-shot stratagem too.
- I have added a land raider - finally the basic land raider is a strong player again!
- Havoc Squads - effective but best off in cover. I like autocannons and I like missile launchers. I use the predators for lascannons so I look for other options for my havocs.
- Obliterators - they were terrible in the index but the codex seems to have made them much stronger. I need to try out this new version.
- Dedicated transports: My Rhinos have gotten quite the workout this edition and I love them. The workhorse APC from the early parts of the game is fast, tough, and just really useful this edition. Rush them forward and pop smoke and the squad inside is almost certainly safe untiil next turn. Use them as cover. Run them into the enemy to soak up overwatch. Put guns on them! The chaos Rhino can carry two combi-bolters and a havoc launcher for 85 points! That turns them into a Razorback effectively, while still retaining the ten-man capacity. They're just handy to have on the table.
Expansion: I don't really _need_ anything but I am looking at maulerfiends and maybe some raptors just to have some of everything in this army.
This is a fairly new addition to the force. I started picking up more berzerkers and while trying to decide how to integrate them into the army I realized I could just make a separate World Eaters detachment to include whenever I felt like it. This is mainly driven by the WE's being able to take Berzerkers as troops. The core force right now is Kharn, a dark apostle, and an exalted Champion accompanying a trio of 8-man berzerker squads in rhinos. That's around 1000 points and makes for a nice add-on force.
Expansion : I'm already considering expanding it into a full army on it's own - land raider, helbrutes, daemon princes, more berzerkers. We will see.
I mainly focused on Khorne daemons as they work well with a more shooty Iron Warriors marine army. Right now it's built on two detachments:
- An outrider detahcment of 3 flesh hound units led by Karanak
- A battalion detachment of 3 bloodletter squads led by Skulltaker
Pretty basic right? I also have a unit of bloodcrushers I can add in, and the specific unit sizes above can be varied somewhat, but the sauce is in the other HQ choices. A herald on a juggernaut, a pair of khorne daemon princes and up to three bloodthirsters. Taking the thirsters as a separate supreme command detachment and I am pushing 3000 points.
Expansion: Well I am still building this one but I think a skull cannon or two would give it a little shooting and some more heralds would make it more playable at lower point levels. Plus it can always use more bloodletters.
I'll see if I can put up some battle reports and talk about what I am thinking with the rest of my armies next week.