The warp storm rages on!

When armies started getting their mono faction abilities like chapter tactics/command protocols/contagions etc.... I prayed for the return of the warpstorm.

I did want something similar to the old warpstorm table where you rolled 2d6 and you could get effects like a free troop unit summoned, +1 invul saves for Daemons etc... Though the lower you rolled you would suffer negative effects like -1 to Daemon invuls. I wanted them to essentially do a table that didn't need rolls but started off with one effect and progressed over the turns to represent the Warp breaking more into reality.

Instead they kept the "random" element for Chaos and essentially gave us 8 rolls to get special command points to spend on "special command points".
In this article I'm just gonna go over the new Warp Storm abilities and which are good, which are bad and some of the best uses for them.

Undivided:


Mutated Invigoration 5 points:
Probably the best (and most expensive) of the abilities, this allows you in the morale phase to return d3 1 wound models back to a unit which also decreases losses for morale, or heal d3 wounds on a wounded model.
This is an amazing ability that can turn an objective going into yours or your opponents command phase by getting more bodies on an objective. It also has the obvious power of healing your big guys too. This is also great in combination with the Infernal enrapturess, turning a near dead squad of daemonettes back to near full strength in back to back phases.

Primeval Terror 3 points:
At the start of the turn, you can add an extra -1 leadership to your units daemonic terror ability. This is great for a turn you want to bring down your major threats, reducing your opponents leadership by 2 (3 for Belly) within 6" of your units being able to bring in your reserves even closer. Of course it also increases the likeliness of your opponent failing leadership tests.

Music of the Warp 2 points:
Increase the range of the daemonic terror ability on your instrument units by 6" to a max of 12". So any units with an instrument have a 12" -1 leadership and combat attrition aura which means you can stretch out those reductions to bring your reserves in closer. If you managed to get 5 points, combining this with primeval terror is a great combo.

Malicious Misdirection 2 points:
You use this at the start of your opponents reinforcement step of their movement Phase, your opponent counts the turn number as 2 for the purposes of strategic reserves.
It's OK, one of those type of abilities that you will probably never use but will be amazing in that one very specific match up.

Magnified Glory 3 points:
At the start of a turn, increase aura abilities of your units by 3". This is pretty decent, once again increases the range of daemonic terror to help with reserves, but also awesome for those re-roll hits and wounds of 1 auras we have smattered around. Another cheeky combo is increasing the epitomes horrible fascination aura to 9" for half movement and -1 to hit.

Descending Shadow 3 points:
Enemy units are -1 to hit in the shooting Phase when they target a Daemon unit that is more than 12" away. This so good for the early turns and even the late turns, it has definitely helped to keep some of my units alive abit longer and have two stacks of -1 on Belly to counter +1 to hit is awesome.

Insidious Whispers 2 points:
Enemy psykers that roll any doubles on a psychic test while within 12" of a Daemon unit suffer a perils. This is ok, potentially good vs Tsons, Nids and Grey Knights if you have 2 spare points to spend.



Khorne:

Fury of Khorne 4 points:
+1 attack for all khorne Daemons. Simple, effective and brutal... just how Khorne likes it.
Belly also benefits from this which has been huge in games for me and makes Bloodletters even more brutal.

Burning Terror 2 points:
Roll a d6 for each enemy unit not wholly within  an area terrain feature within 24" of a khorne unit, on a 6 that unit takes d3 mortal wounds. Meh, all the gods have some kind of gimmicky mortal wound warpstorm ability, this is just ok but something you can do if you have 2 points.

Overwhelming Rage 4 points:
Wow this seriously good! Each time an enemy unit attempts to fall back from a khorne unit, roll a dice, on a 4+ that unit cannot fall back. This is potentially game ending for shooting armies and can really cause major issues by tagging multiple units with bloodletters.


Tzeentch:

Deluge of Fire 4 points:
+1 Ballistic Skill for Tzeentch Daemons. This is great for those all in tzeentch shooting armies with Exalted Flamers, burning chariots and heralds with staffs. 

Sorcerous Winds 3 points:
Simple and very Tzeentchy. +1 to cast gives a Lord of Change +3 to cast or a Fateskimmer +2 which is amazing, especially for Smite or Infernal Gateway. Also makes Be'lakors cast that little more reliable.

Rampant Mutation 3 points:
Any time a Tzeentch unit makes an unmodified wound roll of a 6 in melee, you cause 1 mortal wound in addition to any other damage to a max of 3 mortals.... yea not amazing at all. Could be a case for using it with Screamers to help bring down a big target but most of the time there is almost always a better way to spend your points. 


Nurgle:

Swarming Insects 4 points:
+1 to hit in Melee for Nurgle units. Pretty decent considering most Nurgle stuff hits on 4's. Great to combat -1 to hit with Belly.

Plague of Rust 2 points:
Improve melee attacks vs vehicles by 1. It's not bad for 2 points, quite nice on Beasts for ap-3 vs vehicles.

Wave of Sickness 2 points:
Another mortal wound ability, roll a d6 for each enemy unit within 12" of a Nurgle unit, on a 6 that unit suffers d3 mortals.
You could definitely hit alot of units with this and roll enough dice that you get a couple 6's. For 2 points it isn't bad but does require you to have a mono nurgle detachment.


Slaanesh:

Mesmerising Dance 4 points:
Fights first for all slaanesh units in your list. Essentially giving you free interruptions in the fight phase. This can really impact your opponents decisions and cause some major issues.

Lighting speed 3 points:
+1 to charge for Slaanesh units. Nothing worse than failing that charge by 1 inch, this fixes it for 3 warpstorm points! I love using a keeper with Insatiable Onslaught and stacking it with this for +3 to charge, making her such a reliable charger from deepstrike.

Dark Hallucinations 2 points:
Each time an enemy unit starts to perform an action and is within 12" of a Slaanesh unit, roll 2d6. If the result is greater than that enemy units leadership, that action fails and the enemy unit suffers d3 mortal wounds.
If you have enough slaanesh units on the board, this can be game changing! Great in combination with primeval terror and/or phantasmagoria to reduce those leaderships just stopping your opponents secondary game in it's tracks while cause mortals at the same time.

Overall I like the warpstorm abilities and they offer some great extra buffs for your lists. I think Khorne is the best while Slaanesh also offers some good bits if you have alot of Slaaneshi Daemons. Tzeentch is also essential if you're running the shooty and Lord of Change with heralds builds. The Nurgle abilities are ok and pretty useful if you're running mono Nurgle.

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