Boarding Actions 10th Edition Compendium Review: Chaos Factions

Rather than try and cover every Detachment in the upcoming 10th edition Boarding Actions Compendium in a single article, we’ve broken the review of the book’s detachments down into the game’s three broad superfactions: Imperium, Chaos, and Xenos. In this review we’re looking at the game’s Chaos Detachments and how they play.

We’ve all been there. You’re heading through the warp on your way to some agri world to kidnap some civilians to draft them into your chapter, and your gellerfield fails. Suddenly you got all kinds of spiky bozos all over your boat and they have really big opinions on how alive you are. These are the rules to represent said spiky bozos, allowing to bring all kinds of assortments of chaos aligned factions in Boarding Actions. As with the other Detachments in the new Boarding Actions compendium, these don’t just give you Stratagems and Enhancements but also dictate your army rules and which units you can bring.

Thanks once again to Games Workshop for providing us with a review copy of the book.

Death Guard

Credit: TheChirurgeon

With high toughness values, solid melee, and good midrange shooting, the Death guard are a faction who are well suited to Boarding Actions, with their only downside being slow movement speeds which can keep them from reaching doors without Advancing.

The Contagions Army rule is replaced here by Slow Decay and stays largely intact but has recived some small adjustments to work better with boarding actions. Instead of measuring using the normal rules (ie. not measuring through walls) you can measure through closed hatchways and walls when measuring Contagion Range. In addition to that the ranges are decreased, going to 1” in battle round one, 3” in battle round 2, and 6” from the third battle round onwards. And while this is obvious a nerf, working through walls and the short distances of Boarding Actions make this one that’s easy to live with.

The big thing to note here is that, unlike in competitive 40k, you only get the -1 Toughness effect for your contagion. That’s a bit more of a mixed bag here – while it’s great when you’re attacking things in melee or with bolters, it means very little to your ANTI-INFANTRY weapons.

Other than that, several units lose their special abilities – Most of the faction’s characters lose their non-Leader abilities, such as the grenade ability on the Putrifier, the free CP ability on the Tallyman, and Typhus’ insane Eater Plague ability.

Detachments

You get three detachments in Death Guard: Vectors of Decay, Unclean Uprising, and Arch-Contaminators. Each of these cover a different niche in terms of the units it can bring.

  • Vectors of Decay is your generalist detachment for using the bulk of your collection.
  • Unclean Uprising is your “walking dead” style detachment, featuring poxwalkers, cultists, chaos spawn, and a small number of characters leading them.
  • Lastly Arch-Contaminators focuses on using terminators to make a more elite force.

Vectors of Decay

Vectors of Decay is kind of all over the place in terms of theming. Their Detachment rule, Sevenfold Offerings lets you add 2” to your Contagion Range. This is a strong one in some matchups, obviously favoring less elite opponents – but as we mentioned, contagions are only OK when all you get is -1 Toughness. That said, the Detachment’s enhancements and stratagems barely interact with this gameplan. Foul Constitution gives you -1 to incoming damage – great on a Terminator character – while Fountaining Filth gives you the ability to explode on death in a way that only hurts enemies. This is not as good as simply not dying.

On the Stratagem side, you have a diverse set of tools. You get some basic but solid stuff like Chinks in the Armour which gives you critical hits on 5s, great for getting your lethal hits through, or more situational stuff like Seeping Corrosion. Which lets you do some mortal wounds to something behind a doorway as you open it and helps you with the contested test if they try and keep it closed. Overall this detachment is the least exciting of the bunch – Its main draw is the variety of lists you can make and the fact that you can bring Plague Marines (somehow it’s the only detachment that lets you do this) but the rules themselves are kinda lackluster.

Unclean Uprising

Unclean Uprising on the other hand is hyper-specific in terms of its construction. You get the same spread of characters to choose from – you basically get one lord and can take one of the Foetid Virion, but you can only take cultists (up to three), poxwalkers (up to three) and one unit of two chaos spawn as your support. That means your army is going to often look like one character supported by a bunch of Poxwalkers and Cultists. If you played Terminus Est last edition, this is the detachment for you.

The detachment rule gives your units a D3+3” consolidate move and as long as you don’t have a visible enemy unit you can move into Engagement range of, you can just go in any direction you want. This is really solid, and you can game this with careful charge positioning.

On the enhancements front you get two that are really strong. Pox Bearer lets you return D3+2 models to a Poxwalker unit once per battle, and Hand of Nurgle lets you select an objective you control and secure it on a 2+, which is helpful given that only Cultists in this Detachment can perform Secure Site. The Stratagems also give you a diverse toolkit, with options like The Dead Rise letting you deep strike a Poxwalker unit or Path of Pestilence letting cultists open hatchways in the movement phase so the rest of your forces can flood the ship. Lists for this detachment can have upwards of 60+ models, providing a pretty unique playstyle compared to other factions.

Arch-Contaminators

Credit: PierreTheMime

Arch-Contaminators is the exact opposite list to Unclean Uprising, with your lists averaging around 12 models. This Detachment gives you access to the terminator characters and one each of Blightlords, Deathshroud, and Chaos Spawn. The Blightlords get a carve out to allow them to perform secure sites but that’s one unit in your army that can do that. Their detachment rule, Inescapable Corruption, gives you the ability to disrupt your opponent’s play by forcing a leadership test if they try to do a Tactical Manoeuvre and if they fail they can’t complete it, and in your command phase you roll a D6 for each objective marker in Contagion Range thats secured by an opponent and on a 5+ it is no longer secured. This feels too inconsistent to be useful and the detachment is probably hanging its hat on the fact that there are 9-10 terminators on the table moreso than its ability to stop things.

On that front, the Enhancements here are interesting. Miasmic Odor supports this game plan by adding 3″ to your model’s Contagion Range, and having 9″ on a 50mm base Lord of Virulence in round 3 can cause some massive headaches for opponents, while also making it easier for your blightlords to kill things with bolters. Disgusting Reinvigoration lets you heal when you kill models on a 5+ to a max of two wounds per phase. 

Where this Detachment really shines are the Stratagems – Seed of Corruption lets a unit set up on the table this turn perform a Tactical Maneouvre, so you can deep strike in and still open a door, while Allies of Entropy gives you a fight on death and Corrosive Curse lets any unit secure an objective in engagement range once per game. This Detachment is banking really heavy on Terminators, but with how deadly Death Guard are in melee the datasheets might just carry this army.

Chaos Space Marines

Night Lords Chaos Space Marines – Credit: RichyP

Chaos Space Marines in Boarding Actions keep Dark Pacts largely intact but with one teeny, tiny, massively important adjustment: If they fail their Dark Pact they become Forsaekn, and lose the Dark Pacts ability for the rest of the game. This is a brutal downgrade from the standard mechanic and you have to be very choosy about when you use it because, as any CSM player will tell you, you fail those leadership tests all the time. This also puts a massive emphasis on the importance of Icons to re-roll failed tests. 

Detachments

The detachments for Chaos Space Marines follow a similar framework to Death Guard giving you a generalist detachment, a cultist detachment, and an elite force that goes heavy on Terminators.

Infernal Reivers

Kicking us off is the Infernal Reivers detachment, your all-rounder that lets you take a little of everything. In exchange for this flexibility you get kind of a weak detachment rule. Dark Rewards gives you a CP whenever you make a Dark Pact roll of 9+. This would be amazing on the normal tabletop, but in a world where you have to be very choosy about when you want to try for the pact for risk of losing it, it’s less likely to get you value – your odds of rolling a 9+ are only 28% generally, and you may not have 3+ Pacts per turn most turns, so this likely nets out to 1-2 extra CP in most games.

For enhancements we have Voice of the Octed which gives you both Dark Pact effects when you do it. On a character this is kind of more of a nice to have compared to how good it would be in normal 40k since it won’t apply to a full unit and your characters don’t have the protection of icons to save them from a bad test. Swollen With Power on the other hand gives a model +1 toughness and you can re-roll the test for a contested hatchway. This is solid on a Terminator character for getting to T6, but otherwise feels a little weak.

On the stratagem side though is where you get some real bangers – enough to make those extra CP from the Detachment rule worthwhile. You have access to Stratagems for both +1 to your wound rolls (Inveterate Murderers) and -1 to be wounded (Low Cunning), with some caveats about the comparative Strength and Toughness of your units, and Cruel Exectuion lets you shoot after Falling Back.

Credit: Dan “Swiftblade” Richardson

Underdeck Uprising

Underdeck Uprising is your cultist detachment, letting you take only Damned units and the Dark Apostle. In exchange you get the detachment rule Fanatical Onslaught which gives you a 3” move whenever a model in a unit dies, and they can use this move to get into Engagement Range with enemy units. If your dream is to send waves and waves of unwashed weirdos into enemy lines, this is the detachment for you. This detachment gives you access to Cultists, Accursed Cultists, Beastmen, and Spawn, and can be led by a Dark Apostle.

Both enhancements are buffs for your other units as opposed to the character it goes on. Rabble Rouser gives Cultist Mob or Fellgore Beastmen units +1 attacks once per turn, and Vox Malevolus which lets you reroll advance rolls for everything in your army in the first battle round. Both of these are great for juicing your mediocre units and helping them get into position early. On the stratagem side you get a fantastic toolkit to work with, with access to devastating wounds, a 5+ feel no pain (or a 4+ if its a Cultist Mob), and the much coveted “open doors out of sequence ability”. So far we’re two for two on cultist detachments being the cool ones – and with the ability to take three units of Accursed Cultists, this one can be an absolute nightmare.

Champions of Chaos

Last up Champions of Chaos gives you an elite detachment with chosen, terminators, and Abaddon. The detachment ability here is a bit bland but decent – when you Consolidate, if you’re not within Engagement Range of enemy units, you can instead make a Consolidation move toward the closest objective marker, provided you end up within range of it. It’s not amazing but really this should read “don’t complain you can take Abaddon.” In this Detachment your Terminators can Secure Sites as if they were BATTLELINE units.

The enhancements aren’t anything to write home about. Manifest Vengeance gives you a fight on death and Dark Majesty imposes -1 to hit if they charge a unit. Take Abbadon and if you have another character, Expert Breacher and skip these. As for the Stratagems, you get a mixed toolkit, mostly focusing on utility. Aggressive Strike gives you a free 6” move after you Deep Strike but you can’t charge afterwards, which great for getting onto an objective to bully it. You can also shut down enemy stratagems on a failed leadership test (my opponents will pass this test every time) with Infernal PatronsImperious Advance gives your Terminators +1 attack when fighting through a hatchway, which is helpful for getting the extra hits you need to clear the other side, and Malign Will gives you a way to secure objectives each time you pass a Dark Pacts test, albeit with the test being taken at -1.

Chaos Daemons

Credit: Robert “TheChirurgeon” Jones

As you might expect, Chaos Daemons get a full rewrite of their army ability: Instead of Shadow of Chaos they get Soul Hunters, which lets them ignore cover within 7” and charge things out of line of sight within 7”. This is a great little bit of flexibility to help a more melee-focused army stay mobile and not get stuck out. You get a whopping five detachments here, one for mixed god forces and one for each of the four chaos gods.

Detachments

If you’re looking to run a mix of Daemons, Daemonic Inursion is your pick. Unfortunately though, daemons who are not friends refuse to take a boat ride with each other. You can’t bring Slaanesh if you bring Khorne and you can’t bring Tzeentch if you bring Nurgle. That means you’ll either have a tough but lethal melee-focused force, or a ranged force with fast moving support depending on which gods you choose to align to. Your detachment rule here is fantastic, allowing you to do Tactical Manoeuvres with a unit that Fell Back or Advanced, giving your army that much more flexibility.

The enhancements are pretty great. Spite Made Manifest makes all melee weapons that target that character [HAZARDOUS] which isn’t the most competitive ability but it is very funny. Meanwhile Geller Breach gives the character a free 6” move, great for your melee missiles you plan on throwing into the fight. The stratagems are pretty great too. You get the typical picks like fight on death, -1 to hit at ranged, and Advance/Fall Back and charge. The favorite here though is once per game you can use Insubstantial Entities which lets you move through closed doors and walls at a limit of 6”. This is immensely powerful in Boarding Actions and should not be undervalued. This is available to all of the Daemon detachments and its a good thing too because if only one got then that would be the best pick.

Credit: Robert “TheChirurgeon” Jones

Infernal Onslaught

Infernal Onslaught is your Khorne detachment and its all about their hatred of doors. Whenever they open a door it can never be closed again and if they charge through a doorway you get +1 to charge. Comboing this with Expert Breacher and their army rule, you can get some pretty potent charges going.

The enhancements are interesting if not competitive. Worthier Skulls lets you move 6” if someone falls back from your character and Unholy Fury gives you a fight on death. Both of these are middlinging especially since they can only go on a Bloodmaster. The Stratagems are kind of all over the place. Unstoppable Slaughterers lets you fight through a closed door, which is neat considering you don’t have a way to open doors and move through them without Expert Breacher. On the other hand you have Abject Horror which imposes a Battleshock test in the fight phase, which as we all know that unit will recover from that Battleshock test before they score. This detachment is neat, but frankly I think it’s carried just by the fact that Bloodletters are very strong in close quarters.

Rotten and Rusted

Rotten and Rusted is your Nurgle detachment. Their detachment ability halves all movement and subtracts one from advance and charge rolls within 3” (measured through hatches). I’m sure there’s some sneaky stuff you can do with this but 3” feels a bit too restrictive for this effect to matter beyond preventing units from falling back effectively.

For the enhancements you have Virulent Corruption which forces desperate escape tests if something tries to fall back, although with the fragility of the characters you can bring I don’t see them doing this often. You also have Endless Gift which gives the character two extra wounds. Just take Epidemius and an Expert Breacher and pass on these. The strats are mostly utility focused. Foul Resilience gives a unit a 5+ Feel No Pain which can be handy for creating parking lots with Plaguebearers. Meanwhile Sickly Contaminants lets you secure sites by doing d3 mortals to a friendly unit, or one if that unit is a plaguebearers unit. All around these are all fine rules but nothing here is particularly exciting.

Dread Carnival

Your Slaanesh detachment is Dread Carnival. Their ability allows you to move through enemy models as if they weren’t there but you risk some mortal wounds when you do so. This can be incredibly effective considering how fast these models can use, allowing you to just bypass the enemy and go get on an objective.

The enhancements are pretty strong. Fatal Caress gives you critical wounds on 5+s, nice for proccing devastating wounds but honestly the low damage on their attacks makes this kind of middling. Horrifying Viseage disrupts enemy Tactical Maneuvres and their ability to open Hatchways by forcing a leadership which requires them to pass in order to perform the related action. On the stratagem side you mostly just get some utility, with a fall back and charge stratagem, a -1 to hit in the fight phase stratagem, and one that lets you ignore the mortal wounds taken when using your detachment ability. Slaanesh presents a fast tech-y force that will require your opponent’s to play smart to prevent a lot of their tricks.

Blue Horrors – Credit: Norman

Living Flame

Last up is the Tzeentch detachment, Living Flame which allows you not only to shoot into other combats, but also gives you sustained hits when you do so. This is a pretty strong ability, especially since you can take flamers, but keep in mind models block line of sight in boarding actions so expect to be sight blocked by your own units.

The enhancements both focus on imposing -1 to hit, with one imposing it on attacks targeting the character and the other imposing it on things you’ve shot. Take the one that requires you to shoot something, that’s just better. The stratagems provide a nice spread of options. from  Fate Syphoning, which lets you reroll 1’s for your invulnerable saves, to Fickle Blessings which gives a Horrors unit’s weapons [PISTOL] but they also gain [HAZARDOUS]. The Tzeentch ruleset is a pretty flexible and effective one, and I expect to see it do well on the tabletop.

Thousand Sons

Tzeentch’s favorite thousand (or so) sons are here to conduct some boarding actions. They get the same spread as the other Chaos Space Marines: One generic detachment, a cultist detachment, and an elite detachment focused on Terminators. The army gets a massive change to their army rule, losing Cabal of Sorcerers rule entirely and instead get Twisting Fate, which has you roll a D6 each time your opponent uses a stratagem and on a 1-2 they get a CP and on a 6 you get a CP, adding one to the roll if you control at least as many objectives as your opponent. You read that right, if you’re losing you have twice as much of a chance of refunding your opponent’s CP than getting one yourself with your own army rule. And we should emphasis that this roll is not optional – you have to do it. Not gonna sugar coat it, this sucks. It’s a garbage-tier, win-more army rule and you’re going to mostly be trying to make up for it with the fact that your Battleline units and characters are insanely strong compared to other armies.

Rob: It’s not quite as bad as it looks – most Boarding Actions missions only run 4 objectives, so holding 2 puts you in Ascension and that’s pretty easy, even for more elite armies. And when you’re in Ascension, rolling a 1 is no longer possible with your +1 benefit, so the downside is harder to hit than it looks. It’s definitely a disadvantage to going second however, but it also pushes your opp to be more aggressive with their turn 1 play. And also it’s still just a max of +1 CP anyways. Of course, the bigger downside is that you don’t control it and don’t stop rolling once you get it, so it’s possible you just both get CP in that round.

Thousand Sons Rubricae Fire Team Credit: Robert “TheChirurgeon” Jones

Detachments

The three groups here are what you’d expect, with some very solid Detachment rules which help make up for that insanely bad Army rule. Note that in these Detachments your Rubric and Scarab units without an Aspiring Sorcerer lose the PSYKER keyword and any Psychic abilities they have, so if you split them into boarding squads, you’ll lose that PSYKER in the other half.

Chosen Cabal

Chosen Cabal is your generalist detachment. This is the only detachment that allows you to take rubrics and I recommend you take as many as you can (15 possible at the time of writing this) and give them all warpflamers. Flamers do very well in boarding actions. Now let’s take a look at the detachment rule. Oh. It gives you ignore cover. The thing your flamers do. Cool. This really seems to want you to go with bolters and Soulreaper Cannons, but it’s just not worth it. The upside however is that it’s solid on your psychic attacks, and they’ll happily keep AP-1 intact while shooting since they don’t ignore cover, even when they have TORRENT.

The Enhancements here are less redundant, giving you rerolls to the number of attacks you make with Psychic weapons using Warp Mastery and forcing battleshock tests when the target is hit with a Psychic weapon via  Fires of Change. Warp Mastery is amazing on an Infernal Master, and he’s an auto-take in this Detachment. He doesn’t lose any of his abilities and losing the [SUSTAINED HITS] as his Leader ability is hardly a loss. He’s by far the best option here, and his ability to auto-six an attack or save is still super relevant. After him the Sorcerer is probably the next best pick, as his Fires of the Abyss psychic attack with SUSTAINED HITS 3 can also do a ton of shots and benefits from Ignoring Cover and re-rolling the number of attacks as well.

The stratagems here are a bit all over the place, but you have some interesting options.  Costly Blessing gives a character a 3+ Invulnerable Save in the Fight phase at the cost of taking D3 mortal wounds at the end of the phase (Norman Note: at the time of writing this my buddy Andrew was writing the imperium review of sisters. Go take a look at the Pious Protectors detachment) and the ability to unsecure a visible objective marker within 6” on a 2+. The real fire here however is Tzeentch’s Boon – 1 CP and a single PSYKER in your army within range of an objective marker can re-roll wound rolls until the end of the turn with Psychic Attacks. This is amazing on your Enhanced Infernal Master or Sorcerer, and something you’ll want to be using every turn. And if you do end up taking bolters, the Inferno Bolters Stratagem lets you shoot through closed doors, albeit at AP0.

Devoted Thralls

As the name implies, Devoted Thralls focuses on Tzaangors and Cultists. The Detachment gives Cultists battleline and all Thousand Sons units gain [SUSTAINED HITS 1] when fighting something on an objective. This is a pretty good rule but its worth noting that this is harder for your opponent to accidentally do since objective control range in boarding actions is only 1”. Whats missing here is the Tzaangor Shaman and Tzaangor Enlightened units, probably because of those pesky disks. But this means your options are pretty limited in what you can take. Also note that Chaos Spawn in Boarding Actions lose the regeneration ability.

Both enhancements here buff up your Tzaangors and Cultists. Thrallmaster gives a unit a pregame move of 6”, great for your melee focused bozos, and Prescient Authority grants reroll 1s to wound for a Tzaangor unit. The stratagems mostly focus on keeping tzaangors in the game, giving them a 5+++ or the ability to move after they’re shot at. The most interesting, and out of place, thing here is Psychic Ingress which is a once per game stratagem that can be used in every phase which allows a character to open all doors within 3”. Door control is one of the best things to have in boarding actions and this is one of the strongest forms of it. Unfortunately you need to take a rather lackluster detachment to benefit from it.

Credit: Robert “TheChirurgeon” Jones

Fateseekers

Fateseekers on the other hand is your hyper elite force, limiting you to Scarab Occult Terminators, which gain the ability to secure sites, and chaos spawn for your non-character options. The detachment rule Methodical Conquest lets your Overwatch shots hit on 5s and when Scarabs use Secure Sites, they can also Overwatch in the same turn. As the name implies, this facilitates a very methodical playstyle, going room to room and daring your opponent to get in range of your combi bolters. It’s also the most keyed-in to your Army rule, and once you snag an objective you’re not liable to lose it.

The Enhancements here offer some interesting choices. Predestined Champion lets you count as controlling one more objective for the purposes of the army rule, and that pretty much guarantees you won’t be on the losing end there, as an opponent will typically have to hold all three of your non-home objectives to stop your plan from being in Ascendance. And with your ability to sticky and Overwatch, you can put an end to plans to take an objective from you later. Astral Predation on the other hand lets you, once per battle, ignore a hatchway… but it stays closed. Expert Breacher might be a better play here.

The Stratagems in this Detachment provide some great fire support with Strategic Vision giving your weapons [PISTOL] and allowing them to shoot out of combat and Phantasmic Munitions allowing you to ignore enemy models for the purposes of line of sight. Both of these require a Psyker so you can’t use it on your split Scarab squads without a psyker (And honestly, why would you?) but otherwise these are great.

World Eaters

Credit: Robert “TheChirurgeon” Jones

Even before considering any rules for the faction, World Eaters are poised to be a terror in Boarding Actions due to their melee focus. Unlike the other two cult armies though you only get two detachments here – one for your general roster, and another that specializes in Eightbound and Terminators. You also keep your blessings of Khorne, although you only roll 4 dice and can only have one blessing active per turn. That’s fine – we weren’t gonna summon Angron anyways.

Detachments

As we said, two options here: Berzerkers and Eightbound/Terminators. Note that having only four dice per turn dramatically changes your likelihood of scoring some blessings. Martial Excellence (Sustained Hits 1) on a Double 3+ is the most likely, and after that Rage-Fuelled Invigoration (+2″ move) and Wrathful Devotion (Feel No Pain 6+) are still pretty likely, but nowhere near guaranteed like it used to be – it comes out to 72% in Boarding Actions, and that jumps substantially with a re-roll from an Icon.

Boarding Butchers

Credit: Robert “TheChirurgeon” Jones

Boarding Butchers is your generalist detachment and the only one you can bring Jackals and Berserkers in. The Detachment rule forces every unit that’s the target of a charge to take a battleshock test. While Battle-shock effects that happen before scoring are traditionally not great, this at least is widespread enough that it should hopefully happen a few times and will prevent stratagems from being used against you – most notably those pesky Fight on Death Stratagems lots of Boarding Actions terminators have.

 

The Enhancements are pretty strong. Chosen of Khorne gives you a full re-roll to your Blessings of Khorne roll after that character kills a unit, which will help you get those effects you want more consistently. Battle Lust on the other hand gives the character a reaction move after they’re shot, allowing them to close the gap quickly. It’s worth noting these can only go on a Master of Executions since for some reason there are no Khorne Chaos Lords who walk. The stratagems don’t really follow a particular theme but give you a diverse set of things to work with. The standouts are Savage Resilience, which grants -1 damage in the shooting phase and Cowards Bane, which forces an enemy unit to make a Desperate Escape test while falling back. The detachment doesn’t really have a unified theme, but the datasheets here are strong enough to carry it.

Skullsworn

Skullsworn is your more elite detachment. You can only take Terminators, Eightbound and Exalted Eightbound here. Unfortunately Terminators are your only source of Secure Sites so expect to bring five of them. The detachment rule is fine: You get a native fight on death at a 5+. This can be brutal if you can get it to pop off, but given your low model count there will be games where this tragically does nothing at all. Your character options are Kharn and the Master of Executions, same as the Boarding Butchers.

The enhancements for you Master of Executions are pretty good. Frenzied gives you re-rolls to advances and charges and allows you to Advance and Charge, while Carmine Corona gives them five OC for the rest of the battle after killing a unit. For my money Frenzied is the better choice for the extra movement.

The stratagems give you the flexibility you desperately need in an army like this. For example, Blood Rites lets you Secure Sites by killing someone on an objective and Ruinous Rampage lets a unit go through a Hatchway and it remains open for the rest of the game. Overall this is a very strong detachment but may suffer from needing to take Terminators – and that’s a big investment.

Some Sample Lists

We’re not going to cover all the Detachments, but Norman really wanted to make some Nurgle lists, so we let him run wild.

The Unlceanist Uprising

Poxwalkers by Craig “MasterSlowPoke” Sniffen

First up I want to highlight my favorite detachment of the bunch, Unclean Uprising

Unclean Uprising List

Carnival Cruise Simulator (495 points)

Death Guard

CHARACTERS

Foul Blightspawn (60 points)

  • 1x Close combat weapon

    1x Plague sprayer

Malignant Plaguecaster (65 points)

  • Warlord
  • 1x Corrupted staff

    1x Plague Wind

    1x Plague bolt pistol

OTHER DATASHEETS

Death Guard Chaos Spawn (70 points)

  • 2x Chaos Spawn
  • 2x Hideous mutations

Death Guard Cultists (50 points)

  • 1x Death Guard Cultist Champion
  • 1x Brutal assault weapon

      1x Cultist firearm

  • 9x Death Guard Cultist
  • 9x Brutal assault weapon

      9x Cultist firearm

Death Guard Cultists (50 points)

  • 1x Death Guard Cultist Champion
  • 1x Brutal assault weapon

      1x Cultist firearm

  • 9x Death Guard Cultist
  • 9x Brutal assault weapon

      9x Cultist firearm

Death Guard Cultists (50 points)

  • 1x Death Guard Cultist Champion
  • 1x Brutal assault weapon

      1x Cultist firearm

  • 9x Death Guard Cultist
  • 9x Brutal assault weapon

      9x Cultist firearm

Poxwalkers (50 points)

  • 10x Poxwalker
  • 10x Improvised weapon

Poxwalkers (50 points)

  • 10x Poxwalker
  • 10x Improvised weapon

Poxwalkers (50 points)

  • 10x Poxwalker
  • 10x Improvised weapon

This list allows you to take over 60 models you can flood the board with, and the once per game deepstrike and extra movement tricks will allow you to grind down your opponents over time. The Foul Blightspawn is an all timer unit that I will take every game if for no other reason than that their Overwatch is brutal. I’ll probably be rocking Pox Bringer on him to make the Poxwalkers that much more frustrating to remove and Expert Breacher on the Plaguecaster to keep things moving.

Not Jazzed About the Combination of Liquids Present

Credit: Liebot – https://instagram.com/liebot_pics

I think the options Daemons have available to them are very strong especially considering the stratagems they have at their disposal. This list takes advantage of the Daemonic Incursion detachment to present a strong force.

Daemonic Incursion List

Blood and Pus (485 points)

Chaos Daemons

CHARACTERS

Bloodmaster (65 points)

  • 1x Blade of blood

BATTLELINE

Bloodletters (120 points)

  • 1x Bloodreaper
  • 1x Hellblade
  • 9x Bloodletter
  • 9x Hellblade

Bloodletters (120 points)

  • 1x Bloodreaper
  • 1x Hellblade
  • 9x Bloodletter
  • 9x Hellblade

Nurglings (40 points)

  • 3x Nurgling Swarm
  • 3x Diseased claws and teeth

OTHER DATASHEETS

Beasts of Nurgle (140 points)

  • 2x Beast of Nurgle
  • 2x Putrid appendages

This list is pretty straight forward, the bloodletters and character provide a great melee threat while the Beasts of Nurgle present a T9 question that a lot of armies at this scale cannot answer. Nurglings are mostly just positional nuisances that can open some doors.

 

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