Hello everyone!
Part of the Review Challenge is to Review all of the Data sheets and Detachment Rules of the World Eaters, Thousands Sons and Death Guard. I have now completed all of the Datasheets but now I need to do the Detachment rules.
A New Season of Reviews - A Challenge Completed!
The nefarious trio of World Eaters, Death Guard and Thousand Sons are set to get their new Codexes next. Actually, the great FOUR are each getting their favourite Legion's new Codexes but Emperor's Children did not have an actual Index before.
Anyway. I was speaking to my friend @nicolaasmuller about how my Review posts might not make a lot of money for me, but that cumulatively and on average some of them do good and overall there is an average that at least means that there is good movement of income into the Hobby Fund and that it would grow from there.
We were throwing around some numbers and looking at the average of my last 10 Review Posts, 20 Review posts and 30 Review Posts and we could come up with a range of how much I should theoretically be making across a large sample size of completing the remainder of the reviews for the nefarious trio mentioned above.
So Nicolaas says to me something along the lines of: That would be pretty cool if you could do it in like, a month. Maybe do like 2 a day.
Alteration So @nicolaasmuller and I worked out that firstly - due to family obligations, I had missed out on some days not being able to blog at all and having no laptop with me and more on the way... and the fact that he had said 2x posts a day from the start would have made it a 40 day challenge. I shall adjust that number below going forward...
So I explained it would be a little bit more than that but sure... it would be cool... is that a challenge? And yeah... here I am... Challenge accepted. 😎
It is now Day 39 of the Challenge.
Totals so far: 70/70 Datasheets done, 3/3 Army Rules done, 6/6 Detachment Rules done. Total 79/79.
Time elapsed: 97.5%
Progress completed: 100%!
Army Rule Recap
Cabal of Sorcerers gives you the ability to generate Cabal points from Sorcerers and other Magic users in your army and then use those points to do Rituals.
Then you can choose a Detachment...
Detachment Rule - Flow of Magic
Certain areas of the board are considered to be within the Army's Flow of Magic area:
- Your deployment Zone is always in your Flow of Magic.
- No man's Land is within your Flow of Magic if you control at least half of the objectives in No man's Land.
- You opponent's deployment zone is within your Flow of Magic if you control at least half of the objectives in your opponent's deployment zone.
Each time a Thousand Sons model in your army makes a Phsychic attack, re-roll a Wound roll of 1. If such a model is wholly within your Flow of Magic, then add 1 to the Wound Roll instead.
Thoughts
There are a few armies that have this sort of rule. Where you gain control of the board and their special abilities activate.
This whole army gets re-roll 1's to Wound which is pretty good, but I think the big goal is that +1 to Wound. This will turn 4+ to 3+ and 3+ to 2+ to Wound which can change your chances of doing proper damage to your targets.
Enhancements
Every Detachment has their own Enhancements to put on Characters. You cannot put 2 Enhancements on 1 hero, Epic Heros cannot take theim either and you are limited to 3 of the 4.
Here are the Enhancements for the Hexwarp Thrallband:
Arcane Might - 20pts
Add 1 Strength to Psychic Weapons equipped by this model. If this model is wholly within your Flow of Magic area, add +2 Strength instead.
Simple and powerful in the right situation.
Empyric Onslaught - 25pts
While this model is within your Flow of Magic area, add 3 Attacks to Psychic weapons equipped on this model.
Again, simple, but requires board control.
Noctilith Mantle - 15pts
The Bearer's unit is always considered to be within your Flow of Magic area. This model cannot be selected to perform a Ritual.
Empowered Manifestation - 20pts
While the bearer's unit is wholly within your army's Flow of Magic, add 6" to Psychic weapons equipped to that unit. When models in this unit need to make a Hazardous test for Psychic weapons, you can re-roll the Hazard Test.
Also really good and allows you to use a lot of short ranged shooting at a better range on the targets you want.
Stratagems
Stratagems are used in the battle as an elective rule that can be employed in crucial moments. All armies have access to Universal Stratagems but each Detachment has their very own Stratagems that they can use.
This is what the Flyblown Host can do.
Warding Hex - 1CP
Used in the Command phase on a Psyker in range of an Objective within your Flow of Magic. This objective now becomes sticky and remains under your control even if you have no models there.
Pretty useful to do to your own home objective and should you succeed in the center of the field you can do it again there.
Wrath of the Doomed - 1CP
Used in the Fight Phase and only if the target unit is wholly within your Flow of Magic area.
Gives them a 4+ Fights on Death.
This is pretty weak I feel since it comes with requirements.
Strands of Time - 1CP
Used in the Movement Phase.... and I do not understand it...
"Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit is wholly within your army’s Flow of Magic when it is targeted with this Stratagem, then until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back."
That looks like the exact same thing.
I checked other sources and it says the same thing.
Through The Veil - 1CP
Used in the Reinforcements step of the Movement Phase.
It gives Rubric Marines Deep Strike if they are in Strategic Reserve.
When used on Scarab Terminators, they can Deep Strike to within 6" of the enemy instead of 9".
When Scarab Terminators do this, they cannot declare a charge.
This is great for suddenly taking an objective of shooting the snot out of something.
Scouring Warpflame - 1CP
Used in the Shooting Phase on a unit that is about to shoot. This attack gains Ignores Cover and one unit hit by this unit is stripped of cover for the rest of the phase.
Kaleidoscopic Tempest - 1CP
Used in your opponent's shooting phase to give a psyker unit Stealth against the shots, if they are within your Flow Of Magic area then they gain Benefit of Cover as well.
Conclusion
An increase in the wound rolls or +1 to Wound is great. Obviously you need to field mostly Psychic units to make any of this work.
The Engancements are great and the Stratagems are OK, though some of them are a bit weak.
Thank you for reading this post!
Warhammer Review Library
You can find all my previous links on this post: Warhammer 40k Links Container Post! 13/02/2025
I shall leave Army and Detachment rules here as well as World Eaters, Death Guard and Thousand Sons!
Army Rule and Detachment Rule Reviews
Faction | Detachment | Review Number |
---|---|---|
Agents of the Imperium | Army Rule #2 | |
Aeldari | Army Rule #4 | |
Astra Militarum | Army Rule #1 | |
Astra Militarum | Combined Regiment | Detachment Rule #1 |
Astra Militarum | Bridgehead Strike | Detachment Rule #2 |
Death Guard | Army Rule Review #6 | |
Death Guard | Plague Company | Detachment Review #4 |
Death Guard | Flyblown Host | Detachment Review #7 |
Space Marines | Army Rule #3 | |
Thousand Sons | Army Rule #7 | |
Thousand Sons | Cult of Magic | Detachment Review #5 |
World Eaters | Army Rule #5 | |
World Eaters | Berzerker Warband | Detachment Review #3 |
World Eaters | Vessels of Wrath | Detachment Review #6 |
Datasheet Review list (Alphabetical)
Thank you for reading!
** Images in this post are from the Warhammer app, or Warhammer.com or otherwise referenced.
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