Well, I've been looking through the datasheets for Chaos. For those who know, I play Iron Warriors chaos marines.
My Army was typically lead by a daemon prince, a couple squads of marines in rhinos, a few mutilators, obliterators, helbrute, bikes and a vindicator.
I'd like to share my thoughts on how my units have changed in the new game.
So, my 320pt Tzeentch, Fleshmetal prince is gone, although I'm not too upset about that. The Daemon Prince is very similar to how he was before (minus upgrades), but has double the wounds. All the melee weapons are equally valid, and the introduction of a ranged weapon is a nice touch too. I'm going to probably run mine with a pair of claws and awarp-bolter and wings.
The best thing, as the Prince is under 9 wounds, he can no longer be picked out by enemy shooting if he is not the closest target. Not that he really needs it, but he's going to be a lot harder to pick off the table before being committed. All the gods get access to the CSM powers and smite, except Khorne, who gets bonus attacks instead.
I see these guys as being far more ubiquitous in the new edition. I'll want to run them as ten man units, as now their heavy weapons can shoot a seperarte target as their bolters. So, finally the guy with the lascannon can shoot a tank, while the rest of the squad mows down infantry. All the melee weapons are really nice too for the champion. Although it's the priciest choice, I love the lighting claw.
Only downside, is the drop in leadership, but they went down in points too, so I really can't complain.
Odds of all your rhinos being blown up turn 1 before you get a turn is drastically reduced. Drive up full speed and pop smoke T1, unload T2 and charge the rhino into melee first to soak up over watch. If it survives the game after that, then bonus. Just gotta be careful, as vehicles cannot drive through enemy units, so if the Rhino becomes surrounded in melee, it's not getting away unless it can fight it's way out.
Twice as expensive as they were before, so it's a lot harder to spam these things.
Pretty much the same as they were before. However, they get an extra wound for funsies. They unleash 4 bolter shots each at 12" (as rapid fire is double shots, not re-rolls). Not much else to say, they are basically fast, tough, marines.
Random amount of shots, but those shots really bring the pain. Amazing AP and Damage output. This is a great unit to burn a command point re-roll on if the number of shots is lower then wanted. Perhaps not as great at mowing through hordes, but will crippled any single multi-wound model. Points went up accordingly. This sucker sits at roughly 50% more expensive then before.
Like all vehicles, a lot more expensive then before, but a lot more deadly. All it's ranged weapons are viable (at different costs), and because it's sub 10 wounds, it has no damage chart.
Absolutely a monster in melee. Striking at S12 with it's basic fist, dealing a lot of damage.
Still goes crazy, but doesn't jeopardise your control over the model. It can now make attacks immediately after it suffers damage.
Obliterators + Mutilators
These guys changed a bit, and are both the same cost. They no longer have a choice of weapons, but now have randomly determined attacks. All based on a D3, or D3+ a number for the attribute, so the variables are not too drastic. Obliterators will not be as good at horde control, instead will be better suited tearing wounds off multi-wound models and units. Mutilators are the same, but in melee.
Both can deepstrike, which helps put them in a good position for their attacks. I like them a lot actually.
Units I'm now considering
Dirt cheap, and still little better then chaff, but will be great at screening units for the inevitable first turn charges, or to be a screening unit to protect characters from being shot (maybe a bit optimistically). They will die quick brutal deaths, but as long as they protect their superiors for a turn, that's all the matters.
Almost a must take due to his aura buffs to nearby Chaos Marines. Such a valuable unit for that reason, plus he can put on the hurt in melee.
All four bloodthirsters look really cool, but I really like the Unfetted fury one. Tons of wounds, great save and super deadly. Plus, a shooting attack which can target units in melee. However, he went up 50pts from where he was before.
What do you fellow chaos players think of the index units?