To keep the buffs you have to put Be'lakor in his own detachment. While the Warpsmith element is cute, its unnecessary. For the other recent new Chaos releases check out my Review for Shadowspear Daemonkin supplement. This combined with Scorn of Sorcery is bound to make psyker-heavy armies think twice before they begin unleashing their mindbullets or at least stay the hell away from the owner. Unlike most similar stratagems this one doesn't have a -1 to hit installed! Haarken Worldclaimer also gets this, which works much better for him than for Bile. With the right mix of powers, wargear, and units, you can get resilience, a decent range of support units, and all the flexibility you'd need to pilot this list. He's significantly tougher than a Daemon Prince of Nurgle at 12 wounds, T8, and a disgustingly resilient roll of 4+ against dmg 1 weapons.
Even his gear options are notably cheap unless you go for something crazy like Combi-Melta and Power Fist and even then he's still coming in under 100pts. Because you will send your chaos lords or abbadon with cool units, not with cultists hahaha. Be warned that rolling doubles inflicts a Mortal Wound and rolling triples inflicts D3 of them. Warptime enables first-turn charges and maneuverability options and Prescience is a huge boost to accuracy; I can't really every imagine bothing with Gaze. If you have transportation for it, this is easily one of the best ways to take the character hunting special rule for an Exalted Champion from being a funny gimmick to a terrifying threat. All around, the Plague Hulk is a great 8E choice.
Damn expensive in points and tangible money alike, it can ferry the entire army onto the battlefield. He doesn't do nothing on a '1', he just doesn't get to fight with that weapon- he can still use his claws. A Forgefiend can carry its own weight as long as it keeps eating those, and a Tendril Maulerfiend can do some serious punching. Extra points if you give it Delightful Agonies or Miasma of Pestilence to make it absorb even more fire. This almost fixes the problem that most daemon engines have, a. Spawn are only in there as a reference because some models have the ability to turn other models into spawn.
This is very useful when utilized to place cheap charge-blocking fleshwalls or objective humpers where needed, instead of footslogging across the map. If you've got a few backline units such as Havocs, skip the launcher and get the veil, it'll provide a much greater benefit to you as they can handle what the launcher was going to shoot anyway, but if you've already gotten something like a Noctolith Crown then feel free to go for the launcher as the saves won't stack. Scorpius Multi-Launcher is going to do work shooting targets you cannot see, it can also get a Havoc Launcher but you aren't going to do that since you want it hiding all game. You could also use some Electo-Priests finally a good use for these fuckers! Would have been better if he buffed Warp-Talons as well as they are the ones who actually want to be in melee and would benefit the most from his buffs. The datasheets are in your codex to allow for summoning.
Again, hit on 5's if you move. Note that the Heldrake has no minimum movement value listed, contrary to some of what is talked about in the core rules leak we saw. Clocking in at 230pts he's not going to be able to get enough done on his own to justify the investment. This turns already formidable melee units into killing machines! When combined with a Poxbringer and a Spoilpox Scrivener they can get a fair punch against tougher Infantry units in melee, hold objectives pretty well with numbers, or bind some annoying ranged units. If you're going to use it then you're going to want to move your Havocs and any other backfield units a little further away from it come turns 2 and 3, nothing's going to suck more than seeing it get destroyed, having it explode, and then watching as it wipes out the units it was protecting. They must take 4 heavy weapons, and treat Heavy Bolters and Lascannons as the default loadout.
Also hope they release snipers for orks and chaos. If you're using a land raider, that should be easier, as they are pretty tough now. You can also choose to do a mix and match of both by picking one of each layout Heavy Bolters with a Lascannon turret mainly and shooting each weapons at whatever its best optimised for. Fucking drown your opponent in wounds! Toughness 5 and one of the few models with some sort of Save other than the invulnerable. Where he does shine is if you want to kill 5 to 6 wound targets or vehicles with a relatively inexpensive solo model. The only downsides are its increased cost and very limited transport capacity 6 infantry models.
One model in the unit heals D3. And not all of them had a chance to be tested since when this book was released, everyone was already waiting for the 8 th edition. Leman Russes, Basilisks, Malcadors and even the mighty Baneblade, there will certainly be something you can use. Finally add an Exalted Champion for those re-rolls to wound. Take two Squads of 5 with Combi-Bolters and Chainswords and share a Rhino Between them. Very situational, but it can be useful. This allows you to have 3 heavy support slots free for additional firepower of mauler-raping machine or whatever you plan on doing with interesting heavy support units.
You can then also use Prayers to give the unit -1 to Be Hit, +1 to Hit with Shooting and a 5++. How much players like the new version of the Oblits may well depend on their tolerance for randomness — but then remember, they did already choose to play Chaos! So Abbadon + Sorcerer +1 to hit , means you can have large blobs hitting on a 3+ with all their attacks, re-rolling misses, that are immune to morale. Yes, it gives you an extra wound and more mobility, but so does the Bike. These are statistically the best to take, as you'll have between 7-9 melee attacks hitting on 2's. A center for all things Warhammer 40,000, Age of Sigmar, and more! Much cheaper than Insane Bravery, so why not? Also possessed are cosmic crap. I mean skarbrand naturally but besides.
Psykers nearby get minus 1 from their power rolls. Thanks to the mortal wounds his pistol spits out and the improved damage of his axe, he's also much more able to make a valuable contribution once it's time to get stuck in. A psyker of Nurgle, Slaanesh, or Tzeentch may substitute their god power for one of the powers they already know. I suppose that the 4+ invuln combined with halving the damage recieved will make him an undesirable target for high damage weapons such as lascannons. Extra D3 Attacks on a charge will guarantee it for you Don't get that permanent +1A though, you will always want to fall her back and charge in again anyway. Note that all of them can be used on the psyker casting them.