Thanks charandris. Thanks to step up and steadfast, along with the horde rule and a few other things, full on monster mash will never be top tier. But looking at this I am thinking you can throw a monster or 3 into a good list and have it still be good. If you chose good monsters that support the list then better. As for chariots, I don't really like them as I see them as one hit wonders (but it is preference). It is totally plausible to do a chariot army. The charioteers+steeds/gorebeasts hit hard, and the chariots are very durable and cheap. Actually, taking a good look at the core chariot, I am beginning to think it might be a jewel in the rough. As for throgg armies, still good I'd say.
Now onto magic items overview - I'm starting to get into the actual tactica. Next will be an overview of the lores, individual spells, and how the generic lores work with us.
1. Hellfire Sword - 3/10
Looks like they still haven't learned their lesson. d3 wounds is nice, but since most everyone and their mother packs the dragonhelm into a list, the flaming attacks is as much an advantage as it is a drawback. Ideally, he will need a decent ward save so he doesn't die from the sword's feedback. The sword hitting the unit is nice, but ideally he should be hunting ogres or trolls, and even with d3 wounds won't be able to kill too too many. I say give it a pass in this book once again. The hefty 11 marauder price tag doesn't help it either.
2. Sword of Change - 1/10
God no. I shouldn't even need to explain myself on this one. It has no benefit unit you kill a character, then there is a 50% chance of getting a nice spawn. Sorry, I meant a crappy spawn.
3. Filth Mace - 2/10
Once again not good, not terrible either, but outshone by other weapons and magic items, like the next one I am about to review. Poisoned is nice, and terror won't be hard to get at all, but it only triggers after a combat. You have a 1/6 chance of getting off d3 wounds, unless you have festus and a nurgle spell, in which case it is 1/2. But that is magic and a character (a lot of points) to make a sub par item simply decent. By the way - only nurgle models can take this item.
4. Helm of Many Eyes - 8/10
Yes. Here we go. This thing rocks. +1 to your armour save is nice. ASF is awesome. The cheap cost is awesone. Stupidity isn't great, but my fighter is usually a BSB, and I trust rerollable LD 8. Stacks with scaled skin, hands down the best item gift in the book, and the dawnstone to give a unit a 1+ rerollable armour save without a shield or mount at prices a hero can take. Halberd for hittiness too.
5. Skull of Katam - 5/10
So for just 15 points you get to channel on 6 die? There has to be a catch right? Well of course there is a catch - if you roll a one to channel you get -1 to your LD permanently (and no - the tzeentch channeling reroll doesn't work with this). In addition if you ever make it to LD 0 you are removed as a casualty. This isn't great great, but is good - it will on average channel you one die and get you -1 LD. Of couse, in phases when you are out of range you can just choose not to consult it. But helps with the magic phase, even if it isn't as good as say the power familiar of old.
6. Chalice of Chaos - 1/10
This thing sucks. Like all things chaos, it is random. It is one use only and has a 2/3 chance of getting your imbiber a decent benefit until the end of turn - and there is a chance he will already have one of those. It has a 1/6 chance of giving you a wound with no saves allowed, which will knock you off pretty quick. You also have a chance 1/6 chance in getting a permanent leadership raise or being transformed into a daemon prince. If there was an item that gave an enemy character a 1/6 chance of just taking a wound, it would be decent. What does that tell you?
7. Pendant of Slaanesh - 5/10
Here is something that isn't great but makes me want to play slaanesh. It isn't great but I can see you easily putting this on a hero or a lord mage. You take your (unit's if you are in one) break test on one less die. That, right there, is amazing, but the book points out you can't get insane courage with this, which hurts a little. You get +1 attack for each wound you take, which isn't too helpful for 2 wound hero models without the lore of nurgle helping them out. But if you are doing slaannesh, this would make a good anvil unit - but don't throw it up against a horde of white lions because of its clause.
8. Blasted Standard - 7/10
Then right away I want to go back to playing tzeentch. This banner got much better then its old form - now it halves the strength of any incoming shooting weapon. It doesn't say whether it is rounded up or rounded down, but that won't make too much of a difference. On tzeentch warriors, bows and the like: s3-s1 or s2, and crossbows and the like: s4 - s2 will both need 6s to wound and only the armour piercing on the gun will make any difference. Of course, there is a catch - on a roll of a one (you roll a d6 befor every attack) the strength is doubled instead. Still worth it I say. You will even get a save against cannonballs.
9. Banner of Rage - 2/10
And this old banner dissapoints me. It only goes on khrone models/units and makes it so that they never lose their frenzy. Because that unit of khorne halbred warriors loses combat sooo much. Oh wait, it doesn't. There is a chance you will lose combats against super killy/super expensive units (once again, say lots of swordmasters/white lions or any midrazored dark/high elf). You might lose aginst some huge ranked up unit, but in that case you will be stuck in combat for a while and won't need 6 or so extra attacks. Pass.
That wraps up equipment. I will do all of those magic gifts later.
Last edited by DivineEdge; 02-04-13 at 02:42 PM.