Warhammer 40K: Chaos Legions Mini Detachments – Best of the Best

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Goatboy here going over the top 40K mini detachments from the Chaos Legions Codexes.  The World Eaters, Death Guard, Emperor’s Children, and Thousand Sons are looking good!

I think there are a few fun options in these little Chaos Legions detachment options than the CSM ones.  I expect them to get used a bit more as we utilize some of their cool upgrade abilities and other fun little tricks.

Overall the Legions have some solved Detachments for their armies currently.  You can expect the most popular ones to sit at 3 Detachment points whenever we get the new points.  It just makes sense as those are obviously the best ones so why increase how powerful they can be.  Still I think as we investigate further and see what kind of mission rules we get with the Detachments we pick will see some of these new smaller ones used.

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World Eaters – Brazen Engines – 1DP

Hello World Eaters! This has an odd rule saying you can’t combine this with another Onslaught Detachment – which has me thinking this means no to Goretrak plus this.  It is pretty sad as those feel like they should fit together. This detachment rulse is subtle in causing cascading effects of Battle Shock if they get their Daemon engines into combat and all their Enhancements feel powerful as well as having access to decent stratagems.  Giving your Maulerfiend fists the Cleave ability could create a very brutal little assault unit when you mix up some Lasher Tendrils on top of the angry fists.  They also get 3 powerful stratagems that grant the Mobile ability to Daemon Engine (being able to walk thru walls), Ignore all Attack Modifiers on an Engine, and even giving one of your vehicles a d6 surge move. It feels like an alright detachment that I just don’t know what you combine it with.

Death Guard – Contagion Engines – 1DP

This is another Daemon Engine heavy option that powers up your Drones and Blight-Haulers with the ability to give all their guns Assault.  This gives the Death Guard more movement to hurt things and just lets you have a much mobile force.  They get two fun enhancements with one giving the ability to deal wounds on Engines that have fought and the other lets your Helbrute gain the Mobile keyword.  I love the idea of having your flying little stinky jerks go all over the place as this style of army is easy to get together and fast to play.  I think the game is going to be initially dominated by Hulls and the damage they can do so having your army be full of tough jerks will be a powerful thing.

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Thousand Sons – Sekhetar Cohort – 1DP

Hey did you want an army of those new robots?  Do you want them to be better?  This is the little Thousand Sons mini detachment option for you.  The first rule of giving all your robot’s attacks the Psychic keyword is pretty neat as it means they ignore modifiers and then the other one lets Psykers power up their close combat attacks by giving them an aura granting robots +1 WS.  This again is all dependent on if you want to make your robots cool.  Their enhancements power up their Psychic leaders by either granting them Lone Op near Robots and a small healing option and then the other options gives a single unit of robots a +1 to their BS if they are within 6” of one of these enhanced Psykers.  The stratagems seem powerful to for Robots with one of them granting Sticky Objectives to a unit, being able to action/shoot, and a -1 to wound if the strength of the attack is greater than their toughness.  If you want to be a Robot daddy this is the detachment for you.

Emperor’s Children – Spectacle of Slaughter – 1DP

This might be the one that finally makes your EC Flawless Blades good.  I feel like a few of the EC ones will be 2DP so this one might be the ticket to powering up your jerks into super combat monsters.  There are two Enhancements for the Blades with one granting your unit the ability to not be Snapshot against (aka no Overwatch) and the other giving the unit a +2 to their movement.  I would think the movement ability might be where it is at and when you mix some of the other Stratagem abilities you can do some gnarly things.  The first one gives the Flawless Blades attacks Precision which is pretty gnarly when you think about it.  The other one allows them to move thru non vehicle/monster models.  The final one lets the unit make a normal move of d3+3 when someone moves out of combat with them.  All of these means these guys will move quickly into you, punch up with some shiny swords, and maybe make these guys worth it.

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Chaos Daemons – Lords of the Warp – 1DP

This is the extra little one that has you amplifying your little Chaos Daemon heroes a bit.  The overall rule gives them +1 LD and OC as well as having an enhancement to give these little jerks +2 wounds.  On top of that they get a ton of Stratagems that empower them and the unit they are joined.  This might be ok with the Nurgle one giving you an 8” grenade like attack as well as Khorne giving them and the unit they are with +1 attacks.  We’ll see if this helps them get used but I get the feeling it is a bit too little to push using the small guys over the edge.

~Death to the False Emperor!

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Thomas Reidy, aka Goatboy, the ever-evil member of BoLS. I do arts, play 40k, and even paint a lot of stuff. I have been playing Warhammer 40K since the 1990s, and have won multiple national events including Adepticon and GW GTs. I’ve been writing for BoLS for 15 years. Look at my Instagram to see what I am working on – or working on for someone. I am always doing something hobby related.

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  • Source: Bell of Lost Souls