Units can only ben… I think the viability of this battalion lives and dies on how this gets ruled, as doubling up would be pretty damn good whereas just getting to customise each unit seems pointless considering the 6th circle is hilariously better than all the other choices anyway. Ideally, the Chaos Warriors would be following up just behind, ready to engage whatever the Lord and Knights don’t run down. A 6: Spell Familiar: The bearer knows one extra spell from the Lore of the Damned. It’s not incredible odds and playing for a double turn without a guarantee of getting it is very risky, however there may be some situations where taking the risk is necessary to give yourself the best chance of winning the game. SRM: Everyone’s favorite 40k model that found its way into Warhammer Fantasy then Age of Sigmar is back, and it’s nasty. Instead of a fancy pants list of artefacts to choose from, you may choose a circle for this legion which bestows an additional rule to all Varanguard in that army. 4: Radiance of Dark Glory: In your hero phase, you may pick a friendly Despoilers unit wholly within 18″ of the general and roll a dice, on a 3+ that unit heals D3 wounds. The Sorceror Lords get a special role here, as one can sling the brick of 20 Marauders wherever they need to with Mask of Darkness, and the other can buff whoever needs it with Daemonic Power, their default spell. His Knights of Chaos Command Ability lets a friendly unit of Chariots or Chaos Knights within 18″ reroll charge rolls and add 1 to hit rolls, turning any unit on horseback into a killing machine. It's time for another GMG Review! SRM: Dominate Mind is the silliest damn ability. Settings. These let them sacrifice friendly models to get a bonus to their casting rolls, so you’ll want a lot of chaff infantry to dispose of here. For each mortal wound inflicted, the units Move characteristic is reduced by 1 – so up to 3″ effectively. More likely you’re a gibbering pile of flesh much like a Chaos Spawn that’s fallen afoul of their gaze. Taking an already great unit in the Daemon Prince and pushing it even further is the kind of philosophy top armies adhere to. This might mean holding back on moving up the table in a significant manner, it could mean you offer up a unit as bait to try and dictate the means of engagement. Combine this with the Immortal Champion special rule that ensures it fights first and you have a monster of a duelist that you aim like a cruise missile at your opponents lynch pin heroes and combat monsters. Unfortunately his unique spell, Infernal Flames, is going to amount to a worse Arcane Bolt against all but the biggest horde units. SRM: Basically the same as the above unit, but with one more wound, slower movement, a slightly different means of dishing out mortal wounds, and some better melee attacks from the Gorebeast. • 1 MORTAL SLAVES TO DARKNESS TZEENTCH HERO • 9 MORTAL SLAVES TO DARKNESS TZEENTCH units This warscroll battalion is part of the Tzeentch faction and the Slaves to Darkness faction. There are four to be found in the Slaves to Darkness battletome, with a few more options in the Wrath of the Everchosen expansion. There’s a lot of ground to cover, and while this article is not intending to serve as a dedicated primer to the faction and every possibility at your disposal, we believe it will be a good starting point for anyone looking to learn more about it’s faction and identify it’s strengths and weaknesses. I’d probably skip this one. Each enemy unit within 3″ of the terrain feature takes D3 mortal wounds (roll each separately). That said, I actually think if you want to run Tzeentch mortals you should just run the Tzeentch marked warscrolls from this book under the Tzeentch allegiance as both the Chaos Sorcerer Lord on Manticore and the Chaos Sorcerer Lord on foot can benefit a great deal from the Tzeentch spell lore. He hits pretty hard with his Gladiator Spear, which is likely to get a few exploding 6s with its 6 attacks, and that is bolstered further by the Berserk Rage ability. If it gave bonuses to unbinding it might have been worth a look… D- 5: Scroll of Dark Unravelling: This is your standard one-use auto unbind scroll that many factions have access too, and it’s a solid choice if only because it’s reliable and can potentially shut down an opponent’s plan hard. I think he’s very efficient for his points when you factor this in alongside his mobility, allowing him to get help where it’s needed most. If a friendly Daemon Prince finishes it’s move within 6″ of a terrain feature, it may grant it the following two special rules (Monsters are unaffected): Pitch-black: Models are not visible to each other if an imaginary straight line between the closest point of the two models crosses over more than 1″ of the terrain feature. 5: Distorting Miasma: Extends the range of your general’s Twisted Dominion ability to 9″. The book describes facing this legion as akin to making war against an army of nightmares, which seems appropriate considering some of the benefits and the tough binds this legion is designed to put your opponent into. Devout worshippers of Chaos, the Slaves to Darkness bring war to the tortured lands of the Mortal Realms. This is the competitive choice in case it wasn’t clear already. I really dislike this because there’s several things that have to happen for this ability to even apply (Pass a 67% chance dice roll, and have an injured unit within 18″) and the effect isn’t even that potent. A fire and forget endless spell which can’t backfire on you and can certainly hinder your opponents movement phase a great deal. WIZARDS! This is your wizard-focused legion. The first special rule is the Aura of Chaos, which involves the different marks of Chaos. That said, S2D has access to several sources of reroll hits so the general’s benefit is more important here. If you do so, friendly Despoilers units can re-roll hit and wound rolls for attacks that target that unit. Nightmare Chasm: At the start of each hero phase, roll a dice for this terrain feature. Perhaps you’ll field an elite force of Chaos cavalry, riding with Archaon himself. works at the beginning of the movement phase and allows us to summon a unit of 10 Marauders, up to 10 Cultists (Warcry warbands) or 5 Marauder Horsemen to the table from a board edge outside of 9” of enemy units – said unit is unable to move for the duration of that movement phase. sets, a Sorceror Lord, a box or two of Cultists, some Darkoath characters and you’re in business. The painting guides are basic but helpful, and there’s even extra stuff for Path to Glory campaigns and an exclusive battleplan. A solid if boring defensive artefact that may see use if you are in a particular MW heavy meta. As with the Chaos Lord, the CSL is slow and in this case also quite fragile. Slaves to Darkness sits in a tricky space that because of it’s pantheonic nature, overlapping with at least four Battletomes (Rotbringers of Nurgle, Hedonites of Slaanesh, Blades of Khorne & Arcanites of Tzeentch), creating a level of flexibility and choice that few factions boast. This is hardly essential to the average Slaves to Darkness player, but unlocks even more options for army composition. boxes in that every model in it is unique to the set, and their construction has more in common with monobuild starter sets than multipart plastic kits. At the beginning of your hero phase, you may select one of your heroes with a command trait to be your general until the beginning of the next Hero phase, which is useful because it allows you to not only change where on the board your general’s enhanced aura is projecting from (and depending on the mark, the nature of said aura), but also allows us to really leverage the power of their legion specific command ability. Where this unit really shines, however, is taking the Marauder Javelin option. For each endless spell or wizard (friend or foe) within 12″ of this model after it’s moved, add 1 to the number of mortal wounds caused. When you’re inspired to start your own conquests of the Mortal Realms, you’ll be able to field an unstoppable Slaves to Darkness army with allegiance abilities, spell lores, warscroll battalions and more that allow you to build a dizzying array of armies. The chances of this happening are low enough that I think it’s a fun and flavorful inclusion on the table even if it is a distinct drawback. All that and the extremely powerful CA for the nurgle DP and you have a fun, effective and versatile hero. We’ll discuss said table a little later on, but manipulating this table is very important to improve the chances we get a great result and negate the possibility of said hero getting turned into a Chaos Spawn. It’s a mobile midfield unit that can support your frontline then run back to deal with any sort of enemies that find their way into your backfield. Start with a Chaos Sorceror Lord on or off a Manticore, some Endless Spells to toss out, a bunch of Cultists to sacrifice, some Warriors to buff, and get casting. If these rules weren’t enough, taking this legion unlocks a new Command Ability for Archaon called Dark Prophecy: This command ability is incredibly powerful for two reasons: Firstly it allows us to plan for double turns. SRM: Fast, tough, and mean as hell, Chaos Knights are going to find a home in most Slaves to Darkness armies. The Nurgle warshrine prayer allows reroll of wounds to a nearby unit, with a bonus +1 to saves if said unit is Nurgle marked – great if you’re mono Nurgle but if you’re not then praying to Chaos for rerolls to hits and wounds is outright better. Very strong choice all round because of some of the other benefits. Iron Golems are an efficient objective camper, sporting a 4+ rerollable save when stationary and 10 wounds, meaning you can take a few units of these to sit and hold objectives for cheap, while you devote the rest of your considerably more elite army to controlling the rest of the board. Hello everyone !! I'd point out there are 3 new Slaves to Darkness Battalions in Grand Alliance: Chaos. The problem is this command trait does nothing unless you manage to get a combat character in a fight and win, making this rather narrow. This mechanic has always been contested amongst the Age of Sigmar community, and this command ability is the first time we’ve seen armies interact with this mechanic. Khorne Daemon Princes have a fantastic command ability to half the run and charge rolls of enemy units within 18” and thus cause nightmares for your opponent – a useful splash in non-khorne armies as well because it’s a completely standalone effect! At the start of your hero phase, you can pick 1 unit from this battalion that has 9 or more models. At least the model can probably be converted into a pretty cool Daemon Prince. He knows the Arcane Bolt and Mystic Shield spells. There are very few instances where you would want to take this over the Ethereal Amulet in the Malign Sorcery book, as ignoring your opponent’s rend is much better than simply dampening it. Using this battalion organisation you can create well rounded army lists that are both flexible and decimating. What makes them special is their ability to retreat instead of fighting in the fight phase. It’s actually kind of relevant if you go for all Varanguard lists with Archaon because this plus the mark of Nurgle can give a nasty -2 malus to hit these guys with ranged weapons that may utterly wreck ranged armies’ gameplan entirely. This is a list of all units in the Slaves to Darkness faction. Solid defensive buff you’ll likely save for either a lynch-pin hero, or simply a support hero you want to boost their chances of making it all 5 rounds. Each turn at the beginning of the hero phase, one Cabalists Wizard may perform either the Ritual of Sorcerous Might, or the Ritual of Corruption. Fun for casual games but you’ll never want to bring this to a tournament. Notes on Postage & Packing: We combine all orders purchased together, so the more you buy the more you save on delivery costs! You did read the entry on Diabolic Mantle didn’t you? If you do so, roll a dice. Unfortunately, most of the box sets one could start the army with are no longer in production, but in case your FLGS still has one warming the shelf I’ll go over them all. They cover a number of the archetypes you would hope a Slaves to Darkness army would have, from the teeming hordes of barbarians of a classic Warriors of Chaos army, to the hyper elite Varanguard cavalry that accompany the big lad Archaon himself. The Hogs’ Road to LVO, Horus Heresy Hot Take: The Legion Arquitor Pattern Bombard. SRM: This centerpiece model is the consummate support unit for your army. Built using WordPress, Chaos walks the Mortal Realms, and their numbers are legion. Charge them up with a mounted hero and you can’t go wrong. Do you like walls of plate mail, and oiled abs only slightly less durable than said platemail? For starters you get Oracular Visions, which lets you grant a nearby unit rerolls to saves – this is stupidly good because of how much of a survivability increase it is for our expensive, high armour save units. D 5: Mark of the High-Favoured: Friendly Ravagers units are affected by the bearer’s Aura of Chaos ability while they are wholly within 18″ of the bearer. You don’t technically need any rulebooks to build your armies in AoS, but to unlock the more flavorful and powerful options out there it’s best to grab the Battletome. Archaon boosts the effectiveness of Varanguard so much that it almost becomes a crime not to take him if you’re leaning heavily into Chaos’ premiere shock cavalry. The basics of this battalion is that you have a general and 3 to 8 Slaves to Darkness units. You activate the Dark Prophecy command ability in your hero phase and roll a 2 – you now know that your opponent will act first and thus they will get a double turn. I'd point out there are 3 new Slaves to Darkness Battalions in Grand Alliance: Chaos. The Nurgle warshrine prayer allows reroll of wounds to a nearby unit, with a bonus +1 to saves if said unit is Nurgle marked – great if you’re mono Nurgle but if you’re not then praying to Chaos for rerolls to hits and wounds is outright better. Die Warscroll Cards: Slaves to Darkness sind in englischer Sprache. You should now have everything you need to start building a Slaves to Darkness army and playing with the faction but if you have any questions or feedback, drop us a note in the comments below or email us at email@example.com or head over to r/goonhammer to discuss. • 1 unit chosen from the following list: Chaos Lord on Manticore, Chaos Sorcerer Lord on Manticore, Chaos Lord on Daemonic Mount, Chaos Lord on Karkadrak, Chaos Lord or Chaos Sorcerer Lord • 4-8 units chosen in any combination from the following list: Chaos Chosen, Chaos Knights, Chaos Warriors, Chaos Marauders, Chaos Marauder Horsemen • 1 or more Chaos Warshrines. Between this and the Look Out Sir rule, you can heavily disincentive your opponent from trying to take the bearer out from range, which could be very relevant depending on matchup. Use these guys to run in, toss some javelins, tie up understrength or weaker units, then run away and do it all again the next turn. It’s limited to one use for your general but you can change your general so it’s usable up to 5 times over the course of the game. C- 6: Master of Deception: Subtract 1 from hit rolls for attacks made with melee weapons that target this general. You might even decide that your existing command options aren’t expensive or nasty enough, and upgrade to a Chaos Sorceror Lord on Manticore. You could do a lot worse for a big honkin’ monster than this half-robocrab, half-daemon model that wandered in from the wrong setting. Chaos Sorcerer Lords should be your go-to wizards, not this expensive nerd. Lord of Blights lets you make a unit harder to hit (-1 malus) from ranged (or melee if 20+ models) which is nice but CP hungry in a faction starved for it. B+ 3: Infernal Puppet: Once per battle in your hero phase you can pick an enemy Wizard within 24″ of the bearer and visible. If a Hero from this battalion slays any enemy models in the combat phase, you can pick 1 unit from the same battalion wholly within 12″ of that Hero. General Benefit: +1 to wound with melee weapons. in a battletome that has lots of much more potent command abilities to spend command points on. MAGIC Archaon is a Wizard. Perhaps you’ll field an elite force of Chaos cavalry, riding with Archaon himself. The spell on his Warscroll is Enfeeble Foe, a spell which gives a -1 malus to wound rolls for an enemy unit within 18″. 3. 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