Detailed reveal of new Space Marine rules for Divergent chapters including Blood Angels, Space Wolves, Dark Angels, Deathwatch, and Black Templars.
Key Takeaways
- Divergent chapters get extensive rule updates with rewritten datasheets and new detachments.
- Some detachments and options are removed, impacting army building choices.
- Dark Angels and Deathwatch receive significant unit and wargear improvements.
- Rules are initially available only to select content creators before wider release.
- The update integrates Divergent chapters more closely with the core Space Marine codex without retiring units to legends.
What the video covers
- The video covers major rule changes for Divergent Space Marine chapters alongside the new Codex Space Marines release.
- Each Divergent chapter receives three unique detachments with rewritten datasheets reflecting updated stats and wargear.
- Many older detachments and options are removed, with some units receiving significant buffs and others losing abilities.
- Dark Angels receive notable updates including toughness boosts for Deathwing Knights and improved plasma cannon profiles.
- Deathwatch retains unique detachments like Black Spear and gains a new one-point add-in detachment.
- Blood Angels, Space Wolves, and Dark Angels lose several detachments, while Black Templars consolidate into one melee-focused detachment.
- The new rules are released digitally and initially available only to select content creators before public app release.
- The video highlights changes in unit stats, special rules, wargear, and points costs, with some units becoming stronger and others weaker.
- The update avoids sending units to legends status, aiming to integrate them better with the core Space Marine codex.
- The presenter notes potential inaccuracies due to early access and encourages viewer feedback for corrections.
Chapters
Full Transcript — Download SRT & Markdown
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So, it seems that we've got some absolutely enormous Space Marine rules reveals today. Let's talk through the major changes for Blood Angels, Space Wolves, Dark Angels, Deathwatch, and Black Templars.
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Hello and welcome back to Wolfp Tactics, where it's been a bit of a crazy week with Warhammer news and reveals. It doesn't seem to stop here, as we now have a whole bunch of data and interesting changes for the Divergent chapters. It's
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certainly not all of it good news, as lots of options have been lost with the updates. Though plenty of units have got some interesting changes as well. Some are looking stronger than others.
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Basically, alongside Codex Space Marines, we knew that the Divergent chapters will be getting digital index releases of their own. Their rules updated in the 40k app. I guess they might release on the 30th of September, as that often seems to be the date in
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which the digital rules go live prior to Codex launch. I guess we'll get the details via the field manual and the app. Now, we already knew the rough format that these will be in. We've got three unique detachments per each of
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these Divergent chapters. One bigger one and two small add-in ones. The datasheets will all get rewritten with the chunky Space Marine stats like strength and toughness 5, all the wargear changes and new points. And alongside those, we'll also be getting things like
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the core Codex chapter-themed attachments rewritten and all the manual contents to go alongside core Codex Space Marines itself with things like their points cost, character attachments, and attachment points and dispositions. Really quite a lot of stuff. It seems that on launch day for
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Codex Space Marines pre-order, Games Workshop allowed their sanctioned content creators to share these digital downloads that they've been given. I'm not sure [clears throat] how many people actually wind up getting that, though.
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The notable two who actually tend to go through in detail are Goonhammer and Art of War. As usual, it means it's a bit of a weird situation where the rules are known, but they're not actually available on the app just yet for
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everyone else. So you have people looking at their videos trying to summarize changes and work out exactly what's going on from their faction and people trying to collect rules online.
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Obviously handy enough to be able to see the rules early, though not quite as handy as it would have been if Games Workshop put the downloads up for the same time for everyone to see. It is obviously Games Workshop's choice for
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them to release the rules this way. Happy for their content creators to break the news. So I'll certainly cover the updates here on the channel. So it does make things a little bit harder to put together and a bit more scattergun.
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Just raises the chance of inaccuracies. It's not like Games Workshop don't make mistakes. The content creators often tend to communicate most of the info, but not all of it. And there's the chance for me to misinterpret what they've said as well. As a result, for
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this one, I thought I'd do a bit more of a quick overview. There's an absolutely vast amount of stuff to cover with lots of unit profiles and wargear updates.
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And for this one, I thought I'd focus on some of the more major changes. And even that is going to be an absolutely enormous task in itself, as it's pretty well the equivalent of five mini codexes being released. Even if the
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detachment content is kind of light, there will be plenty of mistakes and omissions with this. I might cover these a bit more in depth when the actual downloads come out. Though, if you see anything absolutely major that I've
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either got wrong or missed, feel free to let me know and I'll aim to update a pinned comment about it. In any case, though, for the actual core downloads for the Divergent chapters, as mentioned, we get one primary unique themed detachment.
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Most of these seem to be two detachment points, though apparently the Blood Angels get a 3.1. Most of them get two unique one-point detachments, though the Deathwatch is treated differently.
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Basically keeping their Black Spear and then having a one-point add-in detachment that you could use to add to another Space Marine army. The datasheets are rewritten. Everything is strength and toughness five and have the other common wargear changes. There's plenty of
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other stat changes and special rule changes. Beyond that, though, not everything's changed. Maybe around about half or a third of it, but it's very much not just a copy and paste of every single basic special rule that we had
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before. Lots of things kill off the combat doctrines now, for example. Otherwise, also looks like no units have gone to legends at this point as well.
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Even things that are fairly long out of production at this point, like the Deathwatch veterans, still remain. I think it just must have been that that was a design tenant, as this isn't really the codex update for the addition. They're
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not sending things to legends at this point and they're just going to try and translate the units that they had to work better with the Space Marine codex. We're still getting quite a lot of content that's being lost though.
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Lots of detachments, notably for the Blood Angels, Space Wolves, and Dark Angels go away. Though the Black Templar one feels a bit less painful, at least on the face of it, having one central Black Templar melee detachment rather
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than the slightly lesser used ones from the codex. Let's jump straight into it, though, and we'll start off with the Dark Angels going through their biggest unit changes and then their detachments. Probably the headline event is the Lion, though, for
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their infantry units, the Deathwing Knights get their big toughness six. That's very nasty with the minus one damage that they have and they're very, very tough. And apparently they're not able to combine that minus one damage with the stratagem in the Terminator
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shock force. That's probably for the best, really. The regular Deathwing Terminators get an appropriate glow-up to their plasma cannon. Apparently plasma cannons are three attacks and damage three with blast one now, at least when they're overcharged, and
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that's a much punchier profile than they had before. They still have the datasheet rule allowing them to ignore weapon skill and ballistic skill modifiers, which is quite big with cover. I guess that would be in place of
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the extra AP buff that the regular Terminator squad got. They might be a bit more interesting now. Their storm bolter has got so much more punchy as well, like the core version. Inner circle companions are unchanged.
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Toughness five and will still be a powerhouse in melee. I'm sure Black Knights get a melee boost. Their Corvus hammers going to four attacks base and they'll be a little bit tougher individually going to T6 and the Raven
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Wing command squad is somewhat similar, though the apothecary has been changed to heal D3 plus one wounds. Not so really very different from before. Then for their vehicles, they have the Raven Wing ones. The Landspeeders Vengeance
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apparently gets a toughness boost going up to toughness 9 and 11 wounds. So a similar stat line to the Storm Speeders. And then the plasma cannon gets a better profile as well. Boosted to D3 plus three shots instead of the
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far less reliable D6 plus one. And it gets a pip of extra strength. So the supercharge profile is strength 10. It also picks up deep strike as well. These things have been an absolute menace in dark flight pursuits in early 11th
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edition. And perhaps seems surprising to get a solid boost to both damage and defense there. Apparently it does go up to 50 points. As with Codex Space Marines, most of the units do go up a bit to reflect their stats. Though in
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general with the codex Space Marines, things haven't gone up quite as much as some people might have expected. The Landspeeder Darkshroud picks up lone operative 15 in, so you can't shoot it at long range while it provides its stealth
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boost to th
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fighter gets a couple of changes to its damage profiles. Last cannons like the rest are D3 plus three and the missiles are reportedly damaged D3 plus two. I feel like most of this isn't necessarily going to change the way that the units
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were played all that much and the land speed of vengeance given those profile buffs still feels like it could be decently efficient there. The absolute standout one for the Dark Angels though was Lionol Johnson who as we knew from
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Games Workshop's preview has a pretty crazy data sheet now. 16 wounds at toughness 10 with this three plus invulnerable save and just will be an absolute nightmare for plenty of units to take down particularly as you can't shoot him outside of 12 in if he's near
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infantry. I was going to guess that he was going to have a fairly monumental points cost but he hasn't gone up anywhere near as much as I might have guessed. Seems he's 335 points and looks absolutely awful to include at that
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price tag. Just ridiculously hard to take down and still hits like a truck. Otherwise on his data sheet reportedly the sweep attacks gain cleave like Gilaman did. His pistol has been buffed a bit. The reroll ones to hit and wound
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aura is apparently just for dark angels only, but that's still no bad thing if he's using it to help out some nearby Deathwing knights or something. Games Workshop told us that the no hiding from the Watchers will be a five plus feel no
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pain save against both mortal wounds and psyche attacks, which again is a really big deal against certain armies. And he has his own four plus feel no pain against psyche attacks and mortal wounds. Very bad news for things like
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grey knights and thousand sons for killing him specifically. It's also still able to redeploy apparently as well. And just between all that, it's just a crazy stack of value. I'd guess that at some point in the not too
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distant future, he'll take a points hike. Otherwise, for characters, Azrael was one that was likely to be changed given that command point generation is just something that all the captains and chapter masters get, provided they your warlord, of course. Apparently, that
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part of his rules being replaced by giving a doctrine to a unit within 9 in, which is genuinely quite a good boost.
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You're able to flex doctrines around on other things that wouldn't normally have the flexibility like bigger tanks and vehicles or dreadnots or things. Sending units into the assault doctrine often feels like it'll be very handy. Sounds like Bal's got a decent data sheet
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rewrite. He's got AP minus three melee, a plus one to wound versus character keyword units for his squad now. And he fights on death on a two plus. Basically really quite a lot simpler rules it sounds like rather than the wordy ones
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with the precision and pouncing back some damage. And to be honest, that feels like a big improvement to his data sheet. They're still a little bit on the specific side as he's not going to do as much for his unit outside of hitting
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characters. Ezekiel apparently picks up some precision melee. Still has his plus one attack buff and is classed as a level three psyker. He has a minus one to hit psychic power that he could use multiple times in say the fight phases
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and the shooting phase that will be very nice stat with cover making his unit quite hard to destroy at range. And he also has one for a battleshot test at 12 in. As Madai gets cleave one like the
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other chaplain variant seems to do and no longer generates command points for character kills. Lazarus's three plus feel no pain for mortals and psychics apparently will apply to the whole unit.
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Now a bit of a weird buff that will still be meaningless most of the time though against some armies it'll make his unit absolutely horrifying to deal with. And then Samuel gets the same buff to the plasma cannon. Three attacks that
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damage three. And as a sort of caption equivalent, he gets to change doctrines for his lead unit as well and still has the mobile keyword for them. Before we move on, I'll just give a quick shout out to today's video sponsor in Tabletop
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the video. Thanks to them for sponsoring this one. Moving on, next up, we have the Dark Angel's detachments where, as with the other divergent chapters here, most of their detachments will fall by the wayside. So, they lose things like
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their current company of hunters that's been very popular for the Raven Wing recently, and they don't have that adding plasma focus one, which I thought was quite a fun addition. For their big detachment, they get a new version of
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Wrath of the Rock, which is two detachment points now, and it's taken hold. It still has the good core buff of infantry and mounted units being minus one to wound for any attacks where the strength is greater than their
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toughness. And that feels like really quite a decent straight value ad for a two detachment point army. For strategiums, plenty are the same, though some have changed around. Deathwing and Raven Wing can secure an objective when they're shot down, which is nice.
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There's a precision warm when selected to fight, which will almost certainly lead to a dead character. Raven Wing can gain the mobile keyword in the move or charge phase. There's a plus one OC in the command phase for a unit on an
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objective which could swing some victory points. The plus two strength for infantry or mounted when they shoot.
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Quite a fun one there and good thing that that stuck around. Nice for hell blasters or stone guard maybe. And there's one for Deathwing and Raven Wing to be able to change their doctrine declared in the command phase. That's a
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very general purpose one. Easy access to advance and charge though could be fallback shoot and charge as well or advance and shoot. It seems that for the enhancements though, ancient weapons has been toned down. It's only plus two
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strength and plus one AP. Now, there's still the turn one ingress move for Deathwing. Nice to get a scary unit where it needs to be early. A reroll charges for a Raven Wing model that could be a points filler and then an
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aura of 6 in of rrolling leadership roles. At first impressions, that seems decent enough for a two detachment point army paired with something else.
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Speaking of which, for the things that you can pair it with, Dark Flight Pursuit is one of the detachments that really hasn't had too many changes. It's still recon. It's still more focused around the flying raven wing units,
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giving flying ones the ability to ignore cover and then out rididers game battle line here as well. Still looks like it'll be supporting land speed of vengeances and the other land speededers from the codeex. The upgrades are both
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still fairly similar. The land speed of vengeance gets two rroll hazard rolls and the number of shots. The number of shots isn't as meaningful as it was before though given the profile change.
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A man fly unit can turn one ingress move and that's new for the mounted section of that. Previously I think it was just raven wing fly. And then the other strategy seem fairly similar. A D3 plus 3 inch move after being shot, which is
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really good. Increase in detection range near a raven wing fly unit. And then a fly mounted unit gaining stealth for a minus one ballistic skill when needed.
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It still seems like a remarkable value ad for one point. Provided the land speededers and storm speeders remain good units. Then for the other one, we have the inner circle task force.
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Previously a two detachment point army that came out in the codeex and now it's just a one. You get to choose an objective in the command phase and deathwing infantry have plus one to wound roles against units on that vowed
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objective. That again feels like a very direct value ad and very good for a warn attachment point army provided you've got the right units. Of course, it'll work on the actual deathwing units in codeex and also any terminator or
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veteran units from the core space ring codeex. There's two enhancements. The stained hits for a deathwing models unit attacking the vowed objective and a d3 plus 3 in consolidation move. Then for strums, there's a four plus fights on
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death, a plus one on the vowed objective. That's be nice for things like inner circle companions or deathwing terminators. The strums are all deathwing only. They can drop at 6 in though won't be able to charge after.
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A bit niche on melee focus units, but I suppose you could deliver some terminators into good shooting alpha strikes if you wanted. And then a deathwing mortal wound impact hits on a three plus to a maximum of six for a
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units. As one point attachments go, that seems reasonable enough to me. You could focus the deathwing units on one objective on one side of the board perhaps and have that damage buff active a fair bit of the time. Otherwise, feels
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like the fights on death is nice enough. And if terminator shooting is really used in a big way as a main thing, maybe that 6 in ingress move could help with that. There still feels like rapid ingress will probably usually be the way
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to go. Overall, doesn't feel like the dark angels have come through the changes too badly in terms of their data sheet function. I haven't seen all the new points cost yet, and obviously that's going to be a big deal. I'll
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probably cycle back to that once the official downloads are out. Most of the data sheets do seem pretty functional though. Maybe the loss of the company of hunters will hit a bunch of lists that people are going around with at the
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moment. There still seems like land speededers will be on the menu with that dark flat pursuit. Lionel Johnson is looking pretty crazy at 335 points though. And if he stays like that, I certainly wouldn't be too surprised if
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he's in just about every Dark Angel's list. Next up, let's move on to the Sons of Sanguinius where the Blood Angels players really haven't been so crazy about their update. for their data sheets. First, as normal, they've got
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the strength five and to five space range changes and strength five bolters. Apparently, the black rage has been toned down a bit. It gives units roll ones to hit in melee rather than full hit rles apparently. And that does drop
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things a bit for the death company. So, a damage hits to all of their units there, I suppose. Inferno pistols have also got a common profile change as well. Looks like they're 9 in strength eight, AB3, and damage D3 plus two, but
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only with melter one. basically means that they're going to be a fair bit more scary at a longer range, particularly with that really big damage stat for the squad. Seems like their death company on have been consolidated into the same
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data sheet. They're a bit arbitrary in the first place given that they don't have their own bespoke kit yet. Fingers crossed Games Works will eventually get around to doing one, but it seems that it's now just a war choice between the
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bolt rifles and the chainsaws and keeps the chainsaw data sheet special run as well as standard wargeear tweaks. The evviscerator swaps to a weapon skill three plus with cleave but doesn't get any sustained hits anymore. Well guys in
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the air with the jump death company they now have been shifted to a plus one to charge not rolling charges though they seem to have maybe taken a slightly annoying wargeear change. Basically they've lost the extra random power fist
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that they had in the units which never really made too much sense in the first place given the kits but now seem to have acquired the option to take power swords within the unit in place of those power fists. Maybe a bit of an annoying
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change for anyone who's actually made the effort to model up a kit based on their current rules. They still sound like they're going to be very punchy indeed, particularly with the base strength of five. Apparently, it's going to be 130 points for five of them. So, a
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small increase, but not huge. Then for the sanguin guard, seems that their weapons are being consolidated into one generic profile, taking the profile of the spear version. So, strength six, AP2, damage two, and lance hitting on a two plus. It's maybe a bit of a shame to
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lose the flexibility of the option. They're maybe nice enough that you wouldn't have to feel bad about assembling them in any one way. I'd personally already chosen to mix them up with a bunch of different weapons within the unit and just declare which profile
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of them I was using on my army list. They'll be particularly enjoying the toughness 5 update, but they're already very sturdy profiles with a two plus save and a four plus invulnerable. It seems the banner just rolls the OC into
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the individual models now, so it matters less which model is actually armed with the banner. They're bolt to the punch here, getting ballistic skill two plus and three attacks at strength five. And their wound roll debuff has been shifted
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around, no longer needing a character to lead them to get it, but now only applying if the strength is greater than their toughness. Like quite a lot of similar rules really. Overall, still seems like they're looking like a good
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data sheet at the right point cost. For the vehicles, both the Bar Predator and the Death Company Dreadnaugh are here.
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I'd not be too surprised if the Bar Predator is retired when their codeex comes out. It has the standard assault cannon, heavy bolter, and heavy flamer changes from the codeex. And then the flamestorm cannon is reportedly six attacks and blast two, though that means
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that there'll be no more firing it within melee. The death company dreadnaugh, for its part, gets the same changes as the brutalist dreadnaugh, a 10-in move and a similar sort of change to its blood talons, though getting the
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black rage at base. It surge move, like a few other surge moves, seems to have dropped down to d6 plus one from d6 plus2 for those that had it. For named characters, Astrath gets a buff to his fights on death ability with a plus run
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to the role if the enemy had higher toughness that killed your model. And otherwise, his devastating wounds from Mass of Doom don't seem to work on monsters and vehicles anymore. Feels like quite a lot of the named characters
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buffing units just didn't get quite a standout against punching down tough stuff as they were. Chief librarian meiston has had some really quite interesting changes. He moves faster at 8 in. He has both a four plus invulnerable save and a five plus feel
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no pain. damage three melee with his strength 10 profile now and fur of the ancients is strength six and damage three for his psychic shooting. His psychic power gives him the assault doctrine all the time. So permanent advance and charge if he wants it and
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the other one if you cast it is a chance to stop enemies falling back by passing a leadership test or not. Basically, it's a great big boost to the profile, though. Seems it's gone up enormously in points to go with that is reported at
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175 points. And to be honest, that is a pretty enormous amount to be paying for any sort of lone operative, even one with very strong stats. Dante gets a boosted pistol. His damage D3 plus two and goes up to strength 10 as a relic
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version of a regular inferno one. His movement style buff has changed to having the assault and tactical doctrines on all the time for his unit.
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Advancing charge is pretty excellent to just have guaranteed and tactical will allow you to fall back shoot and charge.
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Overall feels like a solid enough win for him. The Martis gets a tiny bit tougher. Previously he was just four wounds though he goes up to five now. He gets the boosted absorbable bolt pistol with an extra piff of AP and cleave one
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on his Crosius like the other chaplain. And then the Sanguin or just seems to be unchanged. He gets toughness five, so it's a little bit harder to take down, but otherwise we'll still be doing what he did already with his mass damage to
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attacks and devastating wounds and his angelic intervention from reserves. The unique blood angel's captain is the same as the generic one. Besides the different gear with the inferno pistol access, the death company captains are also reported fairly similar, though the
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on foot one has reportedly lost the restriction of not scouting up in transports, so you could deliver some death company with an impulser or rhino.
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And then finally, the sanary priest has had quite a big change. No more feel, no pain and extra AP for him. Instead, he gives his unit plus one toughness. So, you'd have toughness six space brains there, which seems rather chunky for
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things like blade guards, and instead seems like he's functioning as a more standard apothecary healing models for D3 plus one wounds, presuming you have any survive in the first place.
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Honestly, that one feels a fair bit less interesting to me. Plus one toughness is a way worse durability buff versus the feel no pain that he tends to bring, particularly for blade guard veterans. I was kind of interesting to have that
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durability paired with extra damage, particularly kind of recently at the start of 11th. Overall, maybe doesn't really feel like too much absolutely enormous news on the Blood Angels profiles. The extra strength and toughness I think will generally help
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their melee ability. The changes for Miston are rather nice, but I'm not sure it's worth that many points. And a few things do take a few slightly annoying side grades or downgrades. Maybe a shame they didn't do a bit more with the
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Sanguinor, which felt like a data sheet that just worked a lot better in 10th edition with that version of fights first. I think perhaps one of the single most painful things for the Blood Angels though is losing their core melee
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detachments. You no longer have access to their signature liberator assault group with the plus two strength and plus one attack. That's just felt like the way to play Blood Angels for quite some time in 40k and will be really
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weird not to have access to that to just amp up space for in melee. We've also lost rage cursed onslaught as well with its own big hitting damage buff. And for some reason, the unique detachment Games Workshop felt the need to give them was
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the angelic inheritors, which is an interesting character-led detachment, but at the same time just didn't ever feel quite as central as the first two.
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That one also seems to be reportedly three detachment points rather than just two, having the option of either purge or priority assets. So unlike Black Templars, Space Wolves, or Dark Angels, their main one can't be combined with something different. This one does also
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look different to what Games Workshop themselves previewed. It says that it was two detachment points, though it does look like it's three, and that would fit with it having two different force dispositions as well. For the enhancements, there's an ignores
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overwatch, a two plus chance to revive on death, a scout 6 in, which could be nice for staging some melee units, and a once per game turn of advanced and charges. Ignores overwatch also feels like a fairly nice one. For the
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strategiums, they do have a big damage dealer, either having lance or lethal hits or getting both for a character unit and feels like that could be a staple used quite a bit. There's one for stealth and minus three detection range.
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granting the character keyword for infantry to trigger the detachment rule. You can swap units to a different doctrine, provided it's a character unit, which again is very handy.
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Basically, some gladius task force style actions there for advance and charge and fall back and charge. Weirdly enough, a shooting sustained hits one. Maybe nice for some inceptors or something if you wanted to use those. And they have the
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option for a jump back unit to return to reserves where the sangor is able to do it in melee. While the detachment rule is a slims down version of the previous angelic inheritors they've dispensed with the other two buffs that it
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potentially gave and instead just focus on the damage one. Character units get to roll hit rolls and wound rolls of one which isn't unhelpful as a damage buff though does seem to overlap with the death company black rage that seem to
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have changed and does overlap with a few of the other unit special rules in codec space marines a bit more than previously. It does feel a bit weird that it's basically equally effective at shooting as it is in melee. Even if
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Blood Angels are mainly going to be building around the melee stuff, overall I would still say that the detachment's an interesting enough one. It could still have things like captains with sanguinary guards hitting really quite hard indeed. But I really feel like they
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should have gone with one of the more core ones that doesn't require a character to be in every unit.
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Otherwise, for the two other options, there's basically a slight reinterpretation of the uncommon spear tip and the wrath of the doomed. These are two of the onepoint attachments that launched at the start of 11th. On common spear tip has been shifted with its rule
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to give the tactical doctrine to sanguinary guard. So fallback shoot and charge. There's an enhancement that has a nice damage buff by lethal or sustained hits for a jump unit in melee.
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I want to boost a character's damage output giving the character plus one damage personally in melee but only once per game. There's that strategium for a minus three detection range and stealth for sanguinary guards. I feel like those
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minus three detection range ones might occasionally be quite big for just turning off some shooting from time to time. There's a D3 plus 3 in move when the enemy falls back from them. Again, potentially [clears throat] useful to
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hide the unit on occasion. And then a mortal wound impact hits one for Sanguinary Guard, though I feel like that's one that has the potential to be a little bit trivial given their base damage output being so high. Obviously,
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it's very focal on the Sanguinary Guard themselves. Those does seem reasonable enough provided their data sheet remains strong as an add-in. Otherwise, there's the death company one, wrath of the doomed. This one's oppose the foe one and gives you permanent assault doctrine
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on the death company units, feeling a bit better than the sort of take damage to move further option where now they just get to advance and charge pretty permanently. The limitation for them is that it doesn't allow them to ever swap
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into either tactical doctrine or devastated doctrine, which doesn't really feel like the worst thing in the world. I guess tactical doctrine could have been good for falling back and charging something else, though I feel like getting permanent advance and
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charge is pretty reasonable as a trade-off for that. For the enhancements, there's a death company model one to have a discount heroic intervention for minus one command points. Never a strategium that you could reliably bank on using, but
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definitely not unhelpful. And while it's just a flat plus two attacks for a death company character to make your captains hit even harder. There's one to mark an enemy unit that just destroys a death company unit for a plus one to wound
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against them, but only for other death company. Maybe a bit on the situational side, but occasionally quite big. The mobile keyword for a death company dreadnaugh specifically and a d6 in surge move after a death company unit has been shot. I feel like that one's
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genuinely quite an impactful one and might force the opponent to back away from you if they want to shoot the death company on occasion. As with the uncommon spear tip, definitely seems handy, but maybe not absolutely stand out in its own right, particularly as
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you can access the assault doctrine just at base and potentially with other detachment rules. I guess potentially you could combine one of these with the assault brethren and have some other options for the assault doctrine and some nice damage dealer strategims.
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Overall though, sentiment to the blood angels update really hasn't been so good. Some of the data sheets like my fiston do seem to be rather expensive.
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Though does feel to me like they made the wrong choice in getting angelic inheritors and making it three detachment points rather than going for liberator or rage cursed in some other form. I guess if blood angels do wind up
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struggling perhaps they could have potential to at least reduce the angelic inheritors down to two detachment points.
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Next up let's move on to the sons of fenris. They again get the usual space ring changes of strength and toughness five and strength five bolters which will be quite nice for their battle line units. And the terminators also get more
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indomitable as well going up to toughness six. On the whole, it still seems they keep their slightly boosted movement that they had in their codeex.
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So say 7 in movement for these gray hunters here. Though it seems that the wolf scouts didn't get an extra boost for being faux boss marines. They still move eight. Starting with their squads and infantry units, blood claws will
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enjoy the strength and toughness five, I think, for a bit more raw might and 150 points for 10 of them. Feels like that's pretty reasonable with how well they'll bully things. Now, Greyhunters had some changes previewed on Warhammer
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Community. They have three shot bolt rifles. The ability to break their 10-man squads down into two 90 point effectively combat squads, plus one strength and plus one AP for their melee attacks against things on objectives.
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So, kind of similar to the assault intercessors there. And that makes them rather scary at strength six AP2. Never mind their bolt fire. And they still keep the big OC3. Feels like that they might have improved a bit. Both having
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the good stuff of assault intercessors and bolt shots. Feels like both for them and blood claws though, you would still be paying for a slightly premium troop unit that doesn't really provide all that many mission or sanity rules. So
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they would have to justify themselves from their damage and defense. Next up, wolfguard headtakers apparently have the option to keep their wolves attached to the unit if you like, which is interesting. basically means that you could have a few bodies to soak up some
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extra hard-hitting damage if it made sense to take wounds on them first and potentially move a little bit faster and shorten some charge distances as well.
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Otherwise, they work pretty similarly with plenty of mastercrafted power weapon attacks. They do remain at strength five though like the other squad equivalents. The Wolfg guard terminators will certainly enjoy their toughness six and still extra durable against high strength things like
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special or heavy weapons. Apparently, they'll be 180 points at base, 365 points for 10. though they do pay extra points per shield. Regular Wolfin are fairly similar and 90 points it seems.
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The storm shield wolfin get a lot more damage though. They actually get thunder hammers back again strength eight damage three and devastating wounds. So basically a standard thunder hammer profile as with elsewhere in the space marine codeex. Apparently against
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monster and vehicles they get a strength 10 and extra attack done via one of the hunter profiles. They won't have the anti-mon and anti- vehicle keywords anymore. So will be worse against the toughest stuff out there. But I guess
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the devastating wounds is quite nice. Seems they're 125 points for five or 250 for 10. Then finally, we have the wolf scouts. As mentioned, they have an 8 in move, not nine, and seem to be quite similar as before. They shall be 95
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points, though I guess they will be moving really quite a lot faster than regular scouts and have quite a lot more threat than them, but costing more isn't great for a unit that might be skirmishing and expendable in the
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midboard. For the vehicles, they still have their four variants of dreadnots from the same kit. Beyond the fellhanded has had a bit of a side grade, no longer generating a personal command point each turn as that's just done with the
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captains and your warlord now. Instead, he gets a discounted strummuse for himself personally, which is really quite rare as there aren't too many of those now. It's had some changes to his health cannon with the sort of three
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attack and blast two flamer profile or a single big attack at strength 11 and damage five. Murder fang for its part seems to be fairly unchanged and it is 160 points and the venerable and wolf from Jednauts are also quite similar
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besides base wargeear changes and damage D3 plus three with the fenra and great access. Thunderwolves don't get any sort of toughness boost from the extra marine stat inflation. Their toughness takes them four wounds though still so they're still rather durable. Their special role
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has been slightly tweaked to give them plus one strength and plus one damage on the charge kind of similar to previous outr rididers. So they'll be hitting slightly harder than they were before.
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Going up to the strength six is quite nice. Their storm shields will cost an additional five points. Those seem well worth taking to make them much more durable. Finally for the other units, we've got Fenriian wolves. Just 45
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points for a cheap interference unit and also fairly similar. Then finally for data sheet changes for their characters, Logan Grimnar feels like he does fairly well. His toughness six and gets some extra damage with strength 10 on his
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drag and has cleave on his sweep attack as well. He swaps his command point debuff rule for getting all the three doctrines all the time. The command point debuff was definitely a useful helpful one, but otherwise having the
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doctrines at the same time is pretty great for the wolfguard terminators. Getting them into melee extra swiftly and being able to fall back and charge isn't the worst either. I rockfist has strength 10 with his faux hammer and
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it's slightly increased with the range of it shooting attack with that to 9 in.
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His personal buff against enemy character units has got slightly worse though, re-rolling ones to hit and wound rather than all of them. It seems that Logan Grimnar and Ajak Rockfist will now also be able to lead other generic space
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waring terminator squads too. So they're not just locked literally to the Wolfguard data sheet, but that one has been pretty excellent really. It does mean if regular tactical terminators do get better for the space wolves compared with their unique one, they could decide
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to leave those instead. The Stormaller gets D6 plus six shots on a shooting attack. So buffing the number of attacks up from 2d6 and otherwise still offers his automatic 6 in advance, which isn't too unhelpful with combat doctrines on
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the go. It's still a bit of an unusual combo with the anti-infantry focus. It's then got a lot of choice with the psychic powers with no less than three different ones denying snapshooting on a unit within 12 in. So, it could prevent
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overwatch potentially for his unit, which is quite nice. A debuff of minus one to hit for a unit within 18 in, which maybe could help out against the unit that's probably going to retaliate against his unit after his squad has
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destroyed something and one for a smaller detection range. Broly seems like quite a lot of nice support, but I feel like maybe the automatic six advantage is the thing that has the most predictable value game on game. It's
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just whether or not that's going to be enough mainly to take him with his other side benefits rather than going for something a bit more directly mighty.
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Ragnar Black main gives plus one strength and sustained hits for blood claws. I guess that's not unhelpful to get them to strength six, but still quite a big downgrade on the full rrolls rule that he had even if he still has
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good personal fighting melee. His advance and charge might be a little bit less necessary with the wolfguard headtakers. And then oric the slayer has had his slayer oath rules changed around a bit. You mark one unit and you get to
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ignore modifiers against them. So they wouldn't be taking any minus ones to hit or any cover saves against. You get plus one to hit against melee things in general and also get a plus one to wound that marks targets. He seems to be 90
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points and does still feel a bit on the le side compared with some of the other characters there. The wolfgard battle leader is 80 points and fairly similar to how he was before. still with the big roll buff for his units. The wolf priest
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takes similar changes to other chaplain equivalents, getting lance rather than the plus one to wound and then getting a similar change to the apothecary in healing D3 plus one wounds for his units. Still fairly similar if he was
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leading a three wound unit like wolfguard headtakers and the Iron Priest rule seemed to have got worse.
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Basically, he's lost his rapid fire ability that tended to be only really all that great with the gladiator lancer. Instead, he's got a more standard tech marine role, allowing you to ignore hit roll and wound roll modifiers for him, though won't work
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with cover as it's not ballistic skill. Feels like that's probably going to tip the balance of being kind of niche to really quite useless. Seems that some of these guys have also picked up the ability to lead some generic tacticus
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units as well, including blade guard veterans. So interesting enough to be able to use the unique space wolf choices with other units similar to how some of the other chapters do it rather than being all very data sheet locked to
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their own keyworded stuff which was a bit different to most of the other armies out there. Next up we're on to the space wolf detachment highlights.
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Once again they'll be losing anything that isn't here with the two detachment.1 and then two 1.1s. Perhaps topically for recently, they will be having the loss of that saga and song detachment, the one that provided some specific Terminator support with their
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Terminator spam style list that often been using in early 11th. I feel like the one that they've retained, though, was probably the right choice this time around. This one's the rather Logan Grimnar focus saga of the great wolf,
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which now has been reconfigured to buff the combat doctrines, and it applies those rules to anything that isn't a monster or vehicle keyword units. In the assault doctrine, you'll also get plus one to advance and charge for your
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units, which is absolutely massive really. Combining that with the advance and charge, spacew walk units are going to have a huge amount of threats.
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Hunter's eye got toned down a bit. That one's reroll ones to hit with ranged attacks when in the devastated doctrine, it's not quite as powerful as the plus one to hit that it brought before, but given that's just a passive buff in a
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turn in which you're probably going to be shooting a fair bit more anyway, seems pretty decent. And then for tactical doctrine, it gives you a sustained hits one when you're within 9 in of the enemy. and sounds like that's
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both range and melee. And that one's really quite a chunky damage buff if you're able to flex into it. Logan's buff for that is that once per game, you get to apply those buffs to monster and vehicles as well for a turn. Depends on
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how many of those that you had. I guess you just have to tailor it to the turn when say Beyond the Fell-Handed is getting to work on the enemy in melee or something. Overall, I feel like that is
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pretty interesting though, particularly with certain units like say Logan Grimnar having all the detachments all the time. So, he gets a massively stats unit in this. It's probably going to be excellent elsewhere, but seems like it'd be an absolute powerhouse here. Then to
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support that good core rule, there's a whole bunch of strategims, a few of them at least fairly similar to the previous as a D3 plus 3 in normal move after your infantry or mounted unit gets shot, which is now more reliable than it was
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with the guarantee minimum. Pretty handy to hide out of line of sight or maybe set up an absolutely huge heroic intervention. There's one deflects a mantor walker unit into mobile. Could be nice for Thunderwolf cavalry going to the enemy as the crow flies. There's one
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for infantry to reroll hit rolls of one and two in melee. Often that would be equating to rerolling all hits for them.
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A pretty nice 33% damage boost in a vacuum. Feels like that would be hard to go too far wrong with and nice if you could pair it with tactical doctrine for sustained hits. There's a one command point one that allows you to flex one
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non-monstall or non-vehicle into a different combat doctrine. And that one has enormous value here as you get both the benefit of that doctrine and then also the buff that goes with it. So a fall back and shoot plus sustained hits
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one in shooting and in melee seems rather great for tactical and being able to turn on an extra five or 6 in of average threat with the assault that's boosted with advance and charge roles again is pretty ridiculously excellent.
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There's one to allow infantry or mounted units getting precision in the fight phase. Also very good in the right circumstances. If you get a whole unit to attack a character, then they're probably going down. And then maybe a
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slightly more low-key one for a feel no pain against mortal wounds. Then finally for enhancements, there's that discounted heroic intervention one. A slightly weak battleshock one at minus one to the test at the start of the fight phase. A lance buff on melee for a
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wolfguard battle leaders unit which is a seriously nice one. Quite good to have a bit of help against tough stuff. And then chariots of the storm allowing you to redeploy three units including putting them into strategic reserve.
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maybe feeling a bit niche and likely best with infiltrators if he decided to take it. Overall, this one feels like really quite a positive detachment to me. A seriously good core rule and then plenty of nice supporting strategiums
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and you can still combine it with something else. Then for the other two, we have Saga of the Beast layer in a new one detachment point form. And the way that they've downgraded that from its two detachment point previous is they've
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locked its main rule to blood claws, thunderwolves, and wolfen. It basically means that you would have to build into those data sheets a bit if you took this. And it gives them a fairly straightforward buff of getting lethal
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hits against characters, monsters, and vehicles. Feels like it's probably particularly nice in Thunderwolf cavalry with the extra damage on the charge and the slightly midish strength. Even with the buff, it will be hitting those units extra hard. And the plus one to wound
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could it be pretty nice against character combos as well like Terminator squads. For the enhancements, there's an ability to redeploy three of those units. Probably not really worth it. And then the mark of the wolfin that gives you a plus 2in move, the wolfin keyword
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and can join wolfin squads. So either allows you to have a battle leader or wolf priest making them more dangerous or it could be used to get the wolf and keyword into another squad and get the main detachment buff there and also
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allow the strategys. Then for those ones out of the options that they had, they've kept the option to return units to reserve within 9 in. They're locked to those three data sheets. Those three detachment units can surge move D6 in
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once they're shot. And there's the option for them to get lance as well. So you could have lance and lethal hits or just lance into another target that wasn't a monster vehicle or character.
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Overall, it's really quite a data sheet locked one. Really just depend on you wanting those units and to build around them if any of them get fairly efficient though. Certainly feels like it adds enough support for one detachment point.
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Lots of quite nice rules. The other one is a redone version of the champions of Fenris. The one that they redid for the start of 11th edition but just didn't really work that well. A fairly non-functional detachment rule. This
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one's made it that bit better. It basically gives you a discounted use of heroic intervention for character units, but doesn't do the thing that allows them multiple uses anymore. So, it basically just gives you a cheaper version to have a go at that at the end
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of each enemy charge phase if it made sense and quite a strong incentive to use the version where you spend the extra command point and charge out of sequence. Basically, it still feels a bit on the niche side, but kind of nice
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that you're probably going to have a fair few character combos running around and it likely would come up from time to time. The enhancements are a plus two wounds and a plus one strength, which isn't nothing but not loads. Re-rolling
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charge rolls, which is okay, but maybe a bit of a points filler. There's a strategium to grant the character keyword to a non-monster and non-vehicle unit. Though, to be honest, if you're doing that to trigger the detachment rule, you probably just spend it on
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heroic intervention in the first place. The main advantage of doing that would be that it gets the other two strums being able to be accessed, re-rolling hits and wounds of one in melee, which is just a nice damage buff and handy
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anywhere around. and then a big two command point minus one damage for a character unit, which could be really messing with enemy melee. If you get charged with a damage two unit and then drop that down to a damage one, that's
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going to be super painful and might mean that a good chunk of your squad survives and hits back hard. It just doesn't really seem you'd ever really want to use that character granting strategium, though, unless I'm missing something.
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Overall, to me, this one does feel a bit on the niche side. The heroic intervention core rule definitely is a helpful one. I guess you get a fairly straightforward extra damage dealer option with those rerolls and the minus
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one damage could be big, could be helpful on wolfguard terminators that you could still get it from the terminator storm force, which I feel like that brings more if you're using it on them specifically. Overall though, I feel like the space wolves haven't
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really done too badly out of this one, particularly for those fairly nasty boosted combat doctrines out of their core detachment. A few of their units also seem to have had helpful things, too. Quite nice to have some of their
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characters being able to interact with more of the space running codeex again. Good to see a bit more thought put into Na stormaller who felt like he needed help. I still say most their units could easily be interesting ones though would
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have to have the right points cost of course. Next up and onto the knights of sigman we have the black templars. Once again as with the rest worth bearing in mind all the basic changes. So to fire space range with strength five at base
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and strength five bolters a most relevant for their crusader squads where that just gives them a whole load of extra raw mass. a unit that was already dealing a lot of damage with just their sheer amount of volume attacks and going
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to be more survivable as a result. And also bear in mind that their Templar vows have gone away. They've been shifted to their own unique detachment now. So they're going to be having combat doctrines like the rest. It does
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mean that their standard low strength melee isn't going to be quite as hard-hitting as it was, but does give these guys a not much needed boost to get into close combat. For crusader squads, as mentioned, they will be using
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that higher toughness five. They have a mix of the toughness five initiates and the toughness four neopights, but you use the highest toughness that you have in a unit. So the neoight one will usually matter. Neopight weapons as with
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scouts still retain strength four. And reportedly the surge move has dropped down just a little bit to d6 plus one as a few other similar ones did. It doesn't really sound like crusader squads have gone up all that much in points for
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their slightly boosted stats at 160 or 305. That seems like a fairly reasonable trade-off for really quite a lot more raw punch and toughness. Otherwise, their sword brethren, like the other squads worth of things with mastercrafted weapons, still keep them
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on strength five. It will mean that they will struggle more into things like terminator equivalents where they're just not a great profile for dealing with them. Now, wounding on a five plus when their damage two attacks already didn't really divide very neatly into
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them. They have gained the option to use their other fancy special weapons in four strong squads as well as five. Now, previously, if if you took fours, you had to give them all power swords, which was often the preferred thing. Anyway,
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the Thunder Hammer might be a bit more desired than it was previously though as it now gets a big damage three. They don't need their own versions of terminators or stone guard anymore with oath of moment having gone away. And for
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the vehicles, the bolt-on multimeters that they have still usually just cost 10 points over the base codeex data sheets of vehicles. And multimeters have also seen an improvement too, going up to strength 10, AP3, and damage D3 plus
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two. So, really quite nasty weapons with the melter 2 rule still very much intact. With the vehicle changes though, it means that they don't have any of their own unique vehicle rules. Say the repulsor executioner with the big
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rrolls. That's just going to be using the standard data sheet now. But it feels like now neither core space marines nor they get oath moment. Their standard tanks won't feel quite so far behind and they won't be light re minus
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one with their general shooting. Then moving on to characters, high marshall hell is strength 10, AP3 and damage three now. So has more mighty melee.
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That includes his own plus one strength buff. And strength 10 is quite a nice break point against standard space marines now, but also a lot of battle tanks as well. He's 125 points apparently. Grimalda still has the plus
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one toughness. He gains a wound compared with what he was before and otherwise has useful buffs that are more or less unchanged. He's now going to be 120 points. The Emperor's Champion has a few small changes though functions fairly
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similarly. His strength eight and damage three gets anticar five plus and devastating wounds all the time now. So it means that you've got the good chance to punch through some mortal wounds into his favor prey. He swapped the ability
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to blanker damage for minus one damage. So it's more durable into certain damage two profiles now. And sigman air has just changed into a plus one to charge.
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Handy enough just to roll a dice and find out where you can make it too. Then for the generic characters, the character relic weapon mastercrafted power swords all become strength six which affects a fair few of them. The
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marshals changed his damage buff from giving critical hits on a five plus to a plus one to hit for his units. As with other captain equivalents out there, he also gains that transhuman strategist if he's your warlord. The plus one to hit
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really doesn't feel like much of a thought through change though as it means he's just not so great leading the sword brethren anymore as they already hit on a weapon skill two plus. Feels like that's probably a fairly basic one
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that they could have worked out. The Castellan for his part now allows you to reroll hit rolls of one and then wound rolls of one if he passes a leadership test rather than full rerolls to hit. It means the whole fishing for critical
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hits five plus thing is super damage from multiple angles. Though if you did have both Marshall and Castellan in a unit, it still converts to hitting pretty much all the time. It's just not going to matter quite so much for
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getting lots of stat lethals or sustains. The execrator still brings his advance and charge though he generally tended to be a go-to for detachments that didn't already have that. And now space rings have combat doctrines. He's going to be more niche than he was. He
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gets cleave for with his Crosius like the other chaplain. And then the crusade ancient still seems rather niche in abilities. He has fights on death presumably in the new 11th edition style sticking where he is until he fights and
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gets some OC for destroying a unit if his squad does. Overall, it's definitely going to be a pretty brutal shakeup to a lot of more established Templar builds.
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still feels like a good chunk of the data sheets will be pretty handy at the right points cost. Particularly their named characters, maybe more so than the Marshall and Castellan combo, which feels like it's going to be far more
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niche. Crusader squads and sword brethren look like they'll be okay, provided Games Workshop gets the points right. The strength five certainly looks like it would help out. It does look like there'll be fewer ways to get just excess damage into monsters and
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vehicles, though. Then next up, it does seem that Games Workshop's actually finally done a Themes Templar melee detachment that isn't super locked to just a few keywords anymore. Basically given their new version of their Templar vows. So you'll have these when paired
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with the combat doctrines for the advance and charge in particular for Templars and then also gets to stack on something else. Maybe summoning like the assault brethren or another more specialized attachment. As per before, you declare your vow at the start of the
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first battle round. If you're fighting against a lot of tough stuff, then accept any challenge, no matter the odds, still looks like a good one. Plus one to wound rolls against things that are higher toughness than your strength.
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It is a downgrade compared with the previous rule though as you had that against things that were equal strength and also with base space brain strength going up to strength five a lot. There's a fair few toughness four and five
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things that just won't be affected by this anymore. It still looks like a pretty excellent one if you're going up against a custodian or knights though.
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Otherwise, if that's just not really going to help out in the matchup, there's one for a poor the witch, destroy the witch with precision and lance against psycher units. So, a plus one to wound against those on the charge
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and hopefully cutting down some witches leading squads. And if there's no psychers or no tough stuff, it's probably the uphold the honor of the emperor one. And that one allows all of your infantry units to secure objectives at the end of the movement phase. And
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also being able to do actions in a turn in which you make an advance move. That last one certainly isn't the most flashy, but is genuinely handy enough for the objective game. both for the primary and secondary, though I'm sure
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the damage buff being less powerful than it was before won't please too many people. Then for strums, we've got a D3 plus 3 in consolidate or pilein, which isn't really all that great. A battleshot test at minus one when a unit
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charges your infantry. Occasionally, that could be big for swinging some victory points or stopping an important damage dealer strategium. There's one for [clears throat] gaining precision, which is a useful one to have with melee units being able to snipe stuff out of
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detachments. an infantry one for a d6 inch surge move where an enemy moves within eight inches. And to be honest, that one seems like really quite a spooky one. That seems like a really good chance for the Black Templar unit
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just to stay in combat with the enemy or jump in with something else given engagement ranges 2 in there. Often it seems like when Black Templars units are in melee, they might stay there and that could be very problematic for gunline
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armies. There's then one for a Chaplain or Judas units to V-roll hit rolls of one and then get V-roll wound rolls of one versus a monster and vehicle as well. That one seems okay. and is an all right damage boost but isn't crazy.
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Might be a bit better if it was lethal hits or a plus one to wound against the tough stuff. And then one to simply ignore modifiers, weapon skill, ballistic skill, and hit rolls when shooting or fighting. Then for the
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enhancements, there's one that can allow you to strip cover at 18 in if you're taking some guns along. That could be all right. A five plus invulnerable save for a unit best on crusader squads with the low armor of those neo fights most
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likely. a chaplain or judicier unit getting a plus one strength on their profile making crusader squads or sword brethren strength six base with lance on the charge from the chaplain seems like they'd be pretty well capable there and
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then a scout 6 in to push a melee squad up the board maybe in a transport if you had a mind to overall I feel like it is quite nice to have a more central detachment for the templars that
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supports their melee though at the same time I feel like this one's certainly not on the same level as say the space wolf one that we just looked at the core valves are helpful enough but quite variable power depending on the enemy
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that you're fighting. It just feels like outside of that fall back and then surge move one which looks rather good. A lot of the other strategiums are a bit on the leaf side and could be useful in some situations but hard to get reliable
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value out of. Otherwise though for their one detachment point armies there's two others. First up the fist of the god emperor is a crusader focused one. The core rule allows the crusader squads to surge move towards the nearest objective
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rather than nearest unit if they want. Occasionally, that could be pretty big for scoring points and flipping objectives or just controlling the movement of where they want to go.
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Sometimes that could help keep them hidden or potentially set them up for a heroic intervention against something else more important. Certainly doesn't seem unhelpful to have if you are using a few big squads of these guys.
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Otherwise, there's two enhancements. One for allowing you to advance or fall back and do an action. So, objective support there and a bit niche. And then an upgrade for crusader squads to allow them to reroll advances, giving you a
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little bit more reliable mobility across the board. Particularly helpful for the assault doctrine when it's triggered.
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Then there's three strumms. Again, all for crusader squads only. A minus one to wound if the enemy strength is greater than your toughness. Reactive durability is a good one. I guess if you paired this with a brethren detachment, you
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might be weighing it up against armor of contempt. There's a straightforward one for sustained or lethal hits in melee.
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Given mass chainsaw attacks, it's probably more likely to be lethal hits, particularly as they get a lot of sustained hits themselves. And then a straightforward one to change crusader squads to a different doctrine, allowing you to jump into advance and charge when
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necessary, or fall back and charge if it made more sense. This one feels again maybe a little bit on the undertune side. Not unhelpful as an addin if you were using a good amount of cruise hers anyway, though this one feels like more
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of a supporting act to a more primary detachment. It feels like the three strategms are the highlights of this one, all being quite good in their own ways.
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Then otherwise for the second attachment, it's basically the marshall's household again, the one that supports the sword brethren. This one gives them a fairly straightforward plus one attack of four sword brethren or an objective now. So a bit of a better
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boost compared with the previous attachments where that one gave the rather underwhelming boost of plus one.
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Once again, there's two upgrade enhancements. One for plus one to charge for sword brethren and one for fights first, which has slightly questionable value in 11th edition. And the rest seem to be the same as they were before. a
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mortal wound impact one for the sore brethren on a four plus which is often going to be a bit mid versus just their own damage output and any strategies you might be able to spend on that a plus
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two strength against monsters and vehicles by getting to strength seven you'll be wounding them at a five plus at worst and then a desperate escape when falling back so the enemy might take a little bit of damage but to be
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honest this one doesn't feel so great to me feels like the biggest bit of this detachment is the plus one attack if they're on the objective marker that one seems a nice easy one to get lots of value out of particularly as they have
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kind of few attacks in the first place with just three each. They're a little bit underwhelmed by the rest of the supporting choices. Once again, doesn't really feel like the reception to all this has been so great from the Black
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Templars crowd. Games Workshop starting them off in 11th edition in quite a rough place already. I think there was some hope for some better stuff here. I do quite like the way they've got a central melee detachment now. At least
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it's not super locked to one keyword or another like all their codeex ones were.
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Though at the same time isn't quite as exciting as it might have been, particularly compared with a few of the other choices here. And they have disrupted a few of the character choices. The Marshall and Castellone combo I felt like was quite an
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interesting one. And really, most of their generic characters feel rather underwhelming to me. Now, either way, it's still going to be interesting enough to find out what sort of builds people make with these guys once they start putting things together in the
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codeex. Finally, we have the Xenos hunting forces of the Death Watch who have a few interesting changes. Though perhaps one of the biggest and most interesting is that they keep both the Death Watch veteran data sheet which given that they
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don't sell the models anymore, I can't help but think it's probably going to Legends at some point sooner or later.
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But maybe more importantly, they kept the mixed primaris kill teams, which Games Workshop just seems to really not want to talk about at all in any of the preview articles relating to the Death Watch and this release. I guess in this
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update for the divergent chapters, they have just made the decision not to remove any units for the divergent chapters, even the things that they've removed from sale. Obviously, perhaps main news for the death watch veterans is that they still exist. Both these
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guys and the decimus kill team have quite a lot of war gear options that got more generic upgrades. Apparently, the frag cannon goes to a rapid fire either two or three shot profile with AP minus two and lethal hits. The sergeant gets a
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new combi weapon profile where he's able to pick from multiple different options and the overall squad cross 115 points when the previous one was 100. The decimus kill team now comes in at slightly cheaper than they do at 110 or
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220 with their wargeear changes. The terminators start at 175 points for their new improved squad with toughness six. Their cyclone missile launchers are very scary indeed. Now with the upgraded profile, they get D3 plus three damage on their upgraded crack, but they now
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have a plus 10 point cost. So you could have Death Watch Terminator squads being very expensive indeed. If you went heavy on them, it's extra for the storm shields as well. Apparently the plasma cannons remain free though, and they've
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got a punchier profile at the strength and damage three and three shots a piece. So maybe they might be a more go-to loadout, though. Once again, I might be a little bit apprehensive as to this particular Terminator data sheet
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surviving into the long term. Maybe a startis 2 might give them a bit of motivation to keep them around though.
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Otherwise, for the primaris mix teams, a few of the weapon options got a little bit more restricted. The fortis team apparently says you can only have a maximum of two hell blasters, two infernus marines, and two assault intercessors if you want them, plus up
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to just one desolation marine now and not armed with the venol launcher. So, really quite a significant bit of wargeear dropped from that unit there. I feel like war gear changes like this would be pretty painful if you had the
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previous build of the unit all set up. And I can't help but think just feels like change for the sake of change.
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Maybe driving a few more model sales as people try and make their units fit the new pattern. Once again, this one cost a fairly big 210 points despite the loss of the Venor launcher. A fair few of the
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other profiles did get buffed though as with the primaris things in the core codeex. The Indomit team with its big chunky gravis stats appears to be 280 points. This one's now locked down so you have to take three eradicators and
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three aggressors and the remaining four are heavy intercessors though that's what most people were doing anyway.
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Apparently, his data sheet raw only has a plus one strength. Now, the Spectrus kill team gets an 8-in move like the other faux boss. He can take two eliminators in there and no longer get any sort of move shoot move with the
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instigator bolt carbine. And finally, the talent strike team has had a small downgrade, taking only four inceptors rather than five for less firepower out of it, but still being rather pricey at 280 points and being skewed to a bit
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more of a mixed role rather than being heavy firepower. And the jump intercessors, they're more support. Good to see that the primaris teams are still about. Some of them might be a little bit easier to field with the new
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configurations than others from existing models though. Then for their other units, there isn't exactly a load more in the death watch index. For the watchmaster, he's treated like a space running captain now being able to change the doctrine on his unit to trob into
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advance or tactical perhaps. He doesn't provide the discount strategiums anymore. He lost lance on his melee has damage to melee and a strength five bolt weapon. Then he's got other special rules of a reroll ones to hit versus
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characters personally. And then he also picks a quarry target for his units. And his unit will be able to get reroll wound rolls of one against that one specifically picking a new one when it dies. Still seems he's going to be handy
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enough for delivering his death watch units into melee. Though the three stratums were quite a nice bonus. He also has the transhuman strategist as with the other captain and chapter master equivalents to generate command points if he's your warlord. For watch
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captain Artemis, they've changed his buff from lethal hits to sustained hits now. So it won't be quite so good at punching up against tover stuff, but will just be pretty solid to add a generic flat buff to his unit against
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any one targets. It seems to be at least fairly similar. It has a strength six power weapon now as a mastercrafted style one and still has the ability to come back from death. Standing up on a two plus once he's died now with three
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wounds as opposed to one. feels like there's a reasonable chance he could just keep on being fielded as a solo character for 75 points knowing that the opponent can't usually kill him in any one phase. Then finally, there's the
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Corvis Blackstar. The Death Watch aircraft that Games Workshop's very rarely done a particularly good job of supporting in game. As before, as a transport flyer, it starts on the board, cost 180 points, and has a boosted profile for its hurac bolters now, which
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will particularly get on well with the strength five and AP minus one to be a bit more meaningful. still kind of seems unlikely to be particularly strong at 180 points though. Then finally, we have the two detachments for the death watch.
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The black spear is pretty similar to how it was before. It now has the choice of priority assets or purge the foe. I think it was broadly quite well welcomed when they did change it to purge the foe
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with big hitting kill teams usually doing quite well for that. The mission tactics is now paired with the combat doctrines. Devastator is the one that gives you sustained hits, one on all your kill team units. Tactical doctrine is the one that gives you lethal hits.
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And then the assault doctrine is the one that gives you precision. That one changed a bit from how it was before.
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Now just triggering flat out if you're within 9 in of your target. So it'll basically always work in melee. It maybe feels like a bit of a shame that one of the damage dealers wasn't paired with the assault doctrine as that's often the
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thing that will be delivering damage to the enemy. But still basically often having precision on those units will definitely come up from time to time and might make it a bit of an interesting choice for the doctrines that you try
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and go into as you'd have to both weigh up the advance and damage sort of option or fall back and damage and then also the damage buff that you'd get from this. It's also pretty interesting and might make captains and watch masters
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that bit better given that they can choose between them. And I still have a strumm here that allows you to change a kill team into a different doctrine which is now going to have yet more power as you both have the course base
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releving at the same time. Otherwise, most of their strategiums are at least fairly similar in design. They have armor of contempt still and that's not something that all the detachments have. They have return to reserve for one kill team at
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the end of the enemy fight phase and then their three special issue ammunition strategiums. one of the magnes cover and ruy roll wound rolls of one which is a pretty nice general purpose damage dealer one that grants anti-non vehicle on a four plus and the
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kraken rounds one for plus 6 in range and plus one strength to their shooting attacks then otherwise for the enhancements they were really quite good before the beacon angel still has the free rapid ingress and deep strike to
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extolades had to pivot from its multiple uses of oath of moment now it just gives you all three combat doctrines for a captain or watchmaster for one key turn so You could have the sustained and lethal hits and advanced shooter and
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charge all in one massive turn. Feels like a very big deal for getting a core damage combo to the enemy and then hit very hard when you get there. The Oius key debuffs the attacks of vehicles nearby. That has to be on a watchmaster
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or a tet marine and to be honest feels a bit niche as you could just move outside the range of it most of the time. And then apparently the FIFA secrets will be back in some form though tabletop
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battles seem to say that games workshop just hadn't sent the rules through from it previously. It was a theoretically powerful damage buff. I'd be maybe a little bit surprised if it's quite so stand out dangerous in the new rules. It
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does look like any sort of discount on using on multiple kill team units at the same time has fallen by the wayside on the stratums. Overall, still looks like a really quite strong detachment though compared with the previous version
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though. Certain options have lost a bit of power though perhaps it does feel like the way for a fair few of the detachments out there. A bit more power going to data sheets. A bit less to detachments just in general as the vibe
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for the space waring codeex. feel overall feels like the general feel and play style of the army won't really have changed all that much with this. It definitely feels like an interesting enough army to stack those damage buffs
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with doctrine manipulation. And finally and one that I was quite interested to see was the death watch support force. This one's the one detachment point addin one where you can add up to 500 points worth of death watch keyworded data sheets into another
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chapter's army as support. It's a pretty unusual one, though I suppose you've generally been able to field death watch kill teams alongside a main army just using the Imperial agent rules. Though this way feels significantly more interesting than that to me given that
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you're going to be getting space marine support both from the combat doctrines of the core army rule and then you also have a mini detachment worth of support strategims here. It could also use any other synergies that are elsewhere in
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the space marine army as well, including other detachments where you could have quite a nice support for the death watch units from this. And then also layered rules from other stuff too. The core rule for these guys is the mission
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tactics for the combat doctrines for the kill teams just like black spear. And that seems quite a big win as that's a nice powerful rule usually locked to a three detachment point army. Here though it's just a 1.1. The downside being that
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it's only supporting 500 points of your units at max. Beyond that, it basically has three versions of strategiums. Two of the special issue ammunition ones and a return to reserve. Though it looks like that return to reserve is called
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black star extraction. And it doesn't seem to grant deep strike like the teleportarium. So you'd have to walk in from the edge of the board. It's still a pretty reasonable support strategium.
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Though it basically seems to have those two and then the beacon jealous enhancement for the cheap rapid ingress.
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And if you wanted a character combo, you could have that one on the board and that could make the teleportarium better if you wanted if they survived after the initial strike. Overall, at first impressions, it does seem interesting
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enough. To me, it feels like you could have some pretty seriously stacked units in the army here. Getting the core damage buff from mission tactics, picking up the beacon jealous to deliver a unit if you wanted it, and then also
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getting further buffs from any of the other detachments that you had going on alongside. At 500 points, it can't be the main event of the army, but feels like it could lead to a couple of really punchy damage combos. Overall, still
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broadly doesn't really seem like too bad a time for the death watch at the moment. toughness five and all those kill teams will make them a bit harder to remove from the board when the dust settle still feels like they'll play
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pretty well in their own way and their black spear attachment works well as before. I wonder if we might see a few more kill teams using rhinos now they can transport some of the primaris ones as well. I'm genuinely quite curious as
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to whether or not we see people use that death support forcing competitive list or not. Good to see no removal of the primaris kill teams. I certainly suspect there might be a bit of constonation caused by just randomly shifting around
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the amount of war gear that you can take in each unit, though. In any case, that's just about it for this one. As mentioned, a pretty vast drop of rules here and being communicated through the filter of secondhand information, so I
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would suspect there's probably going to be some mistakes in this. I'll try and round up a few of the most important ones in the pin comment below if anyone reports them. It does feel like a few winners and losers to this one. I feel
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like out of the divergent chapters, the Dark Angels haven't done too badly, particularly with Lionel Johnson leading the way with some crazy stats, probably in the vast majority of army lists. The new saga of the great wolf detachment
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for the Space Wolf seems okay as well at first impressions. And I feel like Blood Angels and Black Templar players are going to be some of the ones who are more disappointed with the changes there. liberator assault group or some
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other generic damage dealer detachment going away for the Blood Angels really wasn't great and does feel like the Black Templars took a lot of changes that really aren't what you'd hope for building an army together from a faction
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that was already having some trouble. I'll be interested to hear your takes though. Let me know your first impressions of these down in the comments below. And I'll hopefully be aiming to cycle back in a bit more detail once we get the full rules drop.
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That's about it for this one though. Before I go, I'll just cycle back to the video sponsor in Tabletop Stronghold and talk about their range of magnetic carry cases. Here's the amount of miniatures that you can fit on their metal storage
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trays around about 90 or 25 mm bases or 69 armatures or so. And then the idea is that you load those trays into the mag cases of various different sizes. The mini one is the smallest one, £69 or $76
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with the discount code in the video description. That price includes delivery to you, though there may be some VAT or sales tax to pay depending on where you are in the world. There's still a fair bit of room even in the
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smallest one though, as you can see by this contingent of battlesuits and blood angels in this one. Otherwise, the more standard size one is this regular mag case. $109 or $120 with the codes. This one's a lot taller than the previous.
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Enough room for some very tall models like storm surge or riptides on the ground floor there. Each of these come with a supply of magnets to mount under the bases. I'll leave the dimensions here on the screen as well. Then there's
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the extra big one with the XL mad case. Basically, two of the previous attached side by side into one box. There's some different price points on these ones depending on how much or few of the metal trays that you'd like. And then
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finally, each of these also has the option for a Roxack carry case as well around about an extra 25% or so on the main case if you'd like a bag to carry them around on your back. You can check
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them out linked down in the video description if you'd like to. and a massive thank you to them for sponsoring this one. If you'd like to see more, then feel free to subscribe to All Specs Tactics. I'll certainly keep the regular
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40k videos coming with new ones out just about every day. If you've been enjoying the videos on the channel, All Tactics does have a Patreon page as well, and you can find that linked in the video description. Channel patrons get a fair
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few advantages, seeing certain videos early, regular votes to see what sort of things happen next on the channel, and automatic entry into the regular prize giveaways with a chance to win some big model kits each month. If any of that
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sounds good to you or you just like to help support, the links in the video description. In [clears throat] any case, a massive thank you for listening and I'll hope to see you guys next time.
Topics:Space MarinesDivergent ChaptersBlood AngelsSpace WolvesDark AngelsDeathwatchBlack TemplarsWarhammer 40kCodex UpdateUnit Rules











