29th December 2022 – Update to correct name on Chainrasps
29th December 2022 – Correction to the damage output of Bladegheist Revenants
It’s taken a while, but thanks to the help of Patrick our first faction data cards are now ready!
We’ve started with Nighthaunt but have a lot of others in the pipeline and close to completion.
Each card shows the following information:
Resilience – Specifies how much damage is requited at the various rend values to destroy the unit or to destroy the unit via battleshick (if this is possible).
Threat Range – This will tell you how far the unit can move and then charge. If the unit had any missile weapons, then the card will also show how far the unit can move and then shoot.
Average Damage Output – The main focus of each card, this shows how much damage a unit should cause (as an average) to each of the save values. I.e. how much damage is unsaved.
Leaders
Awlrach the Drowner Cairn WraithDreadblade HarrowGuardian of SoulsKnight of ShroudsKnight of Shrouds on Ethereal SteedKrulghast CruciatorKurdoss ValentianLady OlynderLord ExecutionerNagashReikenor the GrimhailerScriptor MortisSpirit TormentThe Briar QueenTomb Banshee
Battleline
ChainraspsGrimghast ReapersHexwraithsSpirit Hosts
Behemoth
Black Coach
Other
Bladegheist RevenantsChainghastsCraventhrone GuardDreadscythe HarridansGlaivewraith StalkersMyrmourn BansheesThorns of the Briar Queen
Who’s Next?
Next up will be the Slaves to Darkness. Keep an eye out!
I’ve been starting my own personal journey down the corpse-strewn path to glory and the Chaos Gods’ approval – aka I’m 3 games in with the new Slaves to Darkness book – and I’ve started to consider some less obvious army picks.
As I was looking into Legionnaires for my Be’lakor list and discussing them in the discord, I ran some numbers and did some thinking. Although I’ve not tested them in a game yet, I wanted to write a post that explains my thought process and what I believe is a sensible, generally applicable way to analyse whether unit x is better than unit y in a certain role. Moreover, we all love shooting the shit when it comes to unit comparisons, which is good and well, but unless you look at these things with the correct analytical lens, you’ll either go round in endless circles of debate, or risk misunderstanding what ‘value’ the unit actually has in a competitive environment.
As a quick proviso, if you can’t be bothered to read the full analysis (I won’t hold it against you), consider the ‘four obvious factor’ a few paragraphs below as a tl;dr method for a balanced analysis of any unit.
So, let’s start with a quick overview of the Chaos Legionnaires themselves. They’re an 8 model unit, for 110 points, with two interesting scroll abilities (below) along with them proccing an ability of Eternus – gaining you 1 extra command point if Eternus and the Legionnaires are within 1” of each other.
Their warscroll abilities:
‘Sow Confusion: Once per turn, at the start of any phase, you can say this unit will sow confusion. If you do so, pick an enemy unit within 6″ of this unit and roll a dice. On a 4+, that unit cannot issue or receive commands in that phase.’ ‘Devoted of the Dark Creed: In the presence of Be’lakor, these warriors fight with unrelenting zeal.
Add 1 to wound rolls for attacks made by this unit while it is wholly within 12″ of a friendly BE’LAKOR.’
On the surface of it, they seem to be designed to slot neatly into a Be’lakor LotFP list, synergising with Eternus and Be’Lakor. So the question is, are they worth taking over a less synergistic and more expensive unit, such as Chaos Warriors or Iron Golems?
To answer this question, we must first ask ourselves what their role is. You can crunch and compare raw data points of course, but to apply it meaningfully to a list making decision you need to know what the unit in question will actually be doing.
So, there are four obvious factors in their battlefield role: synergy; output; defences; utility.
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Analysis
We start with checking their overall output as a starting point. NB Because a reinforced Legionnaires unit gets an extra attack, and 3 out of the remaining 5 models get an extra damage point I had to slightly cheat on the profiles below, but overall it’s the correct numbers of attack etc.
I also assumed they would be benefitting from the +1 to wound from being near Be’lakor because that’s clearly their use-case. Initially I compared them to Chaos Warriors without their extra attack from being near an enemy objective, because that’s a more situational modifier.
As you can see, Legionnaires outperform Chaos Warriors (CWs) when the CWs aren’t contesting an enemy objective, and put out a fairly respectable 7 damage against a 4+ save. And bear in mind the Legionnaires have a 50% chance from Sow Confusion if they choose to use it offensively as counting as the next bracket up (i.e. turning off AoD) – so, on a good day, they’re keeping a 4+ nat save unit on 4+ and doing that 7 damage instead of 5.3.
Now, this is a good start to figuring out their role and value within it, but let’s remember that:
a) Legionnaires are a total of 8 wounds on a 4+ compared to Chaos warriors being 20 wounds on a 3+ with, if you’re taking them in Nurgle (like why wouldn’t you, a -1 to wound and ignoring 1 rend). We must consider that Legionnaires, if using Sow Confusion defensively (they can’t use it for both in the same phase) have a 50% chance of preventing the opponent’s AoA, which is a valuable defensive modifier.
But still, Chaos Warriors are obviously, clearly tankier by a significant margin. Thanks Peter for the following maths – it would on average take 183.7 attacks at 3/3/-1/1 to take down the Chaos warriors compared to 73.5 to take down a reinforced (so that they’re an equivalent cost) unit of Legionnaires.
And b) in general this is comparing a 110 pt unit with 8 models/8 wounds with a 220 pt unit with 10 models and 20 wounds.
So, with that in mind, we can draw a conclusion that Legionnaires have fairly good output for their price and therefore could function as a sub-hammer.
By the same token, it’s clear that as a defensive role such as a screen, Chaos Warriors seem to massively outperform them. If we reinforce the Legionnaires we have a 16 model unit with 16 wounds on a 4+ with a 50% chance of turning off one unit’s AoA against them, compared to a 10 model unit (so slightly less of a footprint) with 4 more wounds, on a nat 3+, guaranteed to ignore 1 rend and at -1 to wound them – assuming they’re Nurgle marked have the banner (which we are, because again it’s so standard for them.)
Legionnaires certainly aren’t the squishiest thing ever, but they’re not meant to be a screen, clearly.
Let’s continue the output comparison – how does a reinforced unit (220 pts) stack up to a unit of Warriors, who do have the extra attack for being near an enemy objective?
The results still favour the Legionnaires and the damage output is not at all inconsiderable! However, let’s also remember this assumes they can all get into range, which in this season they can do with ease thanks to the galley vets two ranks rule, but from the next Season onwards – PRESUMABLY they won’t be able to.
Let’s end the output analysis with a quick look at a unit of 5 Chosen for 240 pts, who naturally put out the following.
So the delta with roughly equivalent points between Legionnaires and 5 Chosen into an average save is 5 in favour of the Legionnaires – interesting! And that would be 16 wounds on a 4+ vs the Chosen’s 15 wounds on a 3+ with 2” reach weapons. Obviously this doesn’t take into account the potential for Chosen to vastly outperform if they roll well on the Eye of the Gods table and their lack of a need to be near to Be’Lakor, but still – interesting.
Synergy/Utility
With that in mind, let’s think about Synergy and Utility. Legionnaire’s Sow Confusion is nice in that it has a 6” range – meaning it can be used while they’re behind a screen themselves – a plus. Consider it could potentially be used to deny Inspiring Presence, Redeploy, and other sneaky commands, not just combat based ones. A 50% chance isn’t bad but you’d have to treat it as a ‘nice to have’ rather than something you can rely on.
However, their proccing the extra CP on Eternus has an obvious drawback – past Turn 1, It seems highly unlikely Eternus will still be in range of them given he’s mounted and these chumps have to footslog. Eternus gets an extra CP from Furies being near him too – who are much better suited to keeping up with him – so in that sense, they don’t synergise very well with him in a real world scenario.
CONCLUSIONS
Having considered the pure maths and the real world scenarios, I think it’s fair to say that the best use-case for Legionnaires is as a cost-effective sub-hammer. They can’t holistically compete with Chosen as a main hammer, and they’re orders of magnitude less tanky than warriors. They have an interesting, decent-odds if short range utility ability and put out respectable damage. Being 8 models with small bases for a small overall footprint for the cost is decent ‘points on objective’ value also.
A final thought is that, in LotFP (which I’m largely assuming this kind of list is), they could be given a mark for a turn, substantially improving their survivability with Nurgle, or potentially giving them an extra attack in Khorne to boost their output further.
If you have 110 points spare, I think they’re a good pick. Outside of LotFP they’re still a good little add-on to Be’Lakor, but without Big B they’re probably not worth ever taking.
I hope that’s been a helpful breakdown, not just of the merits of Legionnaires themselves but of the wider set of factors you should take into account when trying to ascertain a unit’s role and its value within that role/the wider context of your list.
I’ve often visited the idea of creating unit stat cards for reference purposes. These would show things like a units resilience (i.e. How much damage should be allocated to it on average before saves are made to have a chance of destroying it in the battleshock phase). What the units threat range is and how much damage it does on average.
I’ve knocked a few designs up over the last few months but have started to settle on the ones below.
Eventually I’m hoping to do these for each unit in the game……
Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).
This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.
I started my Warscroll Reviews with possibly the greatest unit inside Age of Sigmar, the Hobgrot Slittaz. I continue it today with another Kruleboyz unit, the Beast-Skewer Killbow.
This is the only artillery unit available not only to Kruleboyz, but to Orruk Warclans in general. But is it worth the 130 points?
With only five wounds and a 5+ save it won’t stand up to much and has very little built in defense. On top of that, if it moves you’ll find that it’s shooting is affected. In competitive play, the Killbow is usually dropped in favour of other monsters that they have available to them.
Army Role
This unit is perfect for taking down large models with lots of wounds. They especially excel inside Big Yellers lists where they’re given an additional 3″ range and the opportunity to re-roll a single hit roll in the shooting phase of the first turn. This ability means they have a reach of 27″ and a 97% chance to successfully hit their target in the first turn
Combinations
Firstly there’s the allegiance abilities. The one that suits the Beast-Skewer Killbow the most is the Big Yellers, Only Da Best. This gives missile units with the Kruleboyz Orruks keywords an extra 3″ range as well as the ability to re-roll a single failed to hit dice per unit in the first turn of the game. As mentioned previously this pulls their first turn hit chance up from 83% to 97%.
Grinin’ Blades’ Out of Da Mists also applies to the Beast-Skewer Killbow, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.
Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″, if an enemy gets that close then it wouldn’t really matter about the -1 to hit rolls.
Although Generals with the Egomaniak command trait can use Beast-Skewer Killbow to offload their wounds on a 4+ to, there are very few situations where you would do actually do this.
You may also use Supa Sneaky on the Beast-Skewer Killbow. This may be useful after a bad deployment to move it away from a threatening unit and safely inside your own deployment area.
As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds. This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.
Speaking of their Venom-encrusted Weapons, these can be buffed by the Swampcalla Shaman with Pot-Grot who can grant them Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.
The Swampcalla Shaman and Pot-Grot can also grant the Beast-Skewer Killbow an Elixir which will add +1 to outs save. Though if you can you’re much better attempting the Covered in Mud Dirty Trick.
Although this unit can benefit from the Kruleboyz Waaagh, with only 1 damage caused on average and bring extremely vulnerable to melee attacks why would you?
Another dubious option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.
One of the better combinations for the Beast-Skewer Killbow is using Dirty Tricks: Covered in Mud at the start of the game. If successful you can hide up to three units in terrain and they’re unable to be targeted by range attacks but can still shoot. This coupled with the Big Yellers allegiance ability of Only Da Best means you can park them inside terrain in your own deployment zone and use the 27″ range to attack from afar while not being shot at yourself.
Summon Boggy Mist spell can add 1 to the Beast-Skewer Killbow‘s charge rolls…. Again, why would you?
You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.
The Rogue Idol will add 1 to this units Bravery.
Missile Attacks
The threat range of their missile attacks is a fairly decent 17″ if they move or, 24″ (20″ and 27″ respectively for Big Yellers) for the aimed shot.
Attack
Threat Range
# of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Hasty Shot
17″
1
0.5
0.3
See Damage Table
Hasty Shot (Big Yellers)
20″
1
0.5
0.3
See Damage Table
Aimed Shot
24″
1
0.8
0.5
See Damage Table
Aimed Shot (Big Yellers)
27″
1
0.8
0.5
See Damage Table
Based on average dice rolls
Damage is different with the Beast-Skewer Killbow so the below table shows the average damage for different unit types.
Unit Type
Damage Dice Rolled
Average Damage Caused
Single Wound Models
1
2.3
Two Wound Models
2
2.6
Five Wound Models
5
3.7
14 Wound Monsters
14
6.6
35 Wound Mega-gargant
35
12
Killbow damage based on average dice rolls
When compared to a similar cost unit of 3 Man-skewer Boltboyz the damage output is greater when targeting units with more than a five Wound characteristic. Anything less than that and the Man-skewer Boltboyz are a better damage dealer.
Attack
Threat Range
# of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Hasty Shot
17″
6
2 +1 Mortal
1.3 +1 Mortal
4.6
Hasty Shot (Big Yellers)
20″
6
2 +1 Mortal
1.3 +1 Mortal
4.6
Aimed Shot
24″
3
2.5
1.6
3.2
Aimed Shot (Big Yellers)
27″
3
2.5
1.6
3.2
Unit of 3 Man-skewer Boltboyz damage based on average dice rolls
Melee Attacks
Tier 4* attacks with a fairly standard threat range of 12″ (movement + charge) plus a 1″ reach once in combat. Only three attacks, you’ll only get one hit before saves with this weapon. Avoid melee combat.
Attack
Threat Range
# of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Jaggedy Blades
12″
3
1.5
0.75
0.75
Based on average dice rolls
Resilience
With five wounds, bravery 5 and a save of 5+, it’s not going to stand up to much punishment. That being said, as mentioned earlier, you could use Dirty Tricks: Coveredin Mud to keep it hidden in terrain from enemy ranged attacks. This forces the enemy into making melee contact with it when it’s likely deep within your deployment area.
The unit itself would need to suffer the following hits from each rend to almost guarantee its destruction: