Traitor's Hate. Pt.2

Let’s continue our discussion about new CSM book – Traitor’s Hate.

We’ve discussed the new Black Crusade Detachment, core- and command formations in the first part. Today the target is Auxiliary formations.



There are quite a lot of them – and as it was said in the 1st part, you can take any number of them. This is really cool itself and adds flexibility to your roster. It seems that GW decided to boost Chaos by excluding any extra restrictions..



For example – Chaos Spawns. Yes, It’s exactly the name of this auxiliary. So – 1-3 units of Spawns. That’s it, no restrictions. I suggest, it’s the cheapest auxiliary ever – 30 pts. Minimum. Add here core-cultists for 305 pts. And you’ll get the cheapest Decurion-style detachment ever. Useless, but funny. There’s nothing much to say about spawns – you can easily hide your Lord or Sorc in them with no limits, and this is definitely great.

Good? Sure.

How to play? The same way as you used to – to take with Lord or Sorc.



Veterans of the Legions – another auxiliary, not asking you to do anything special. 1-4 units of Berserkers, 1000 Sons, Noise- or Plague- marines in any combination. You can always blame GW for idleness to create a special formation for each God, but in fact this gives you much more possibilities. 1st – nothing prevents you from taking your favorite plague marines on the Rhino to any roster. 2nd – background lovers can create theme armies of any God, using Warband with proper Marks, adding special marines without losing detachment bonus.

Good? Sure.

How to play? As you like. It’s adaptive to any taste. However, more likely you will take classic plague marines on Rhino with plasmas or meltas.



We have spawns, plagues on Rhino, What’s left? Right, dragons! And they are also easily available.


Helldrake Terror Pack. 2-4 Helldrakes. Again – no restrictions except for 2 helldrakes minimum. But it makes them a formation and brings some bonuses. 



1st is Rising Terror – units in 12 inches from both dragons get -1 to their leadership. From three – 2, from four – 3. I don’t imagine, how you can surround a unit with 4 drakes at once, but it can work with 2 or 3.  Perfect for Psychic Shriek.

2nd - Merciless Pursuit against pinned, gone to ground or falling back units makes d6 hits instead of 1. The same Str 7 Ap2. Perfect rule to finish up weakened units.  Don’t forget that new Death from the skies book gave a possibility to turn one extra time on 4-.

Good? Sure. Our beloved Helldrakes, with no limits, but with cool rules. It won’t win the game for you but definitely will be useful.

How to play? The same way as you used to, but now you can try to build up a formation so that more units would be in 12 inches zone from helldrakes. And then finish them with your Psychic Shrieks. Another possibility is to use Noise marines to pin units and then destroy them with vector strikes. Perfect for units with high cover save.


Let’s continue with favorite units and go to Obliterators. And there’s… an issue with them. So, Cult of Destruction, straight from the Apocalypse book, suggests you to take 3-5 units of oblitarators or mutilators in any combinations. And 1-3 Warpsmiths.



First, it seems disturbing – whole 3 units and extra warpsmith to take sweet obliterators. But don’t forget, that one obliterator is already a unit. So, only 3 let you fill in this formation.  And there’s also a recent tendency to drop single mutilators via Deepstrike to hold objectives. Not really expensive. So, there’s also a lot of options.

Special rule lets a warpsmith to choose one formation unit in 8 inches and double its shooting\meele attacks depending on unit’s type. To the same unit and without using the same weapons next turn. Not bad – but oblies usually arrive via Deeepstrike, which leaves slow Warppries far behind.

Good? Kind of. It’s more difficult to take obliterators and you’ll be able to use bonus only if you play them stand-and-shoot-style.

How to play? The cheapest option – 3 nurgliterators, who will go with the warpsmith and 2 single unuts of whoever you want to drop and hold objectives. If you have points – add models to the units.


In fact, Warpsmith is the most populat unit in this book. There are 2 more formations which force you to take him.

1st is almost the same as loyal marines tank formation. Fist of the Gods – 1 Smith and 3-5 units of Predators, Vindicators or Land Raiders. BTW, 1st two now can join the squadrons with the rules similar to loyal ones. Warpsmith gets +1 to repair and all vehicles in 12 inches of him get 6++ invulnerable. Not much, and vehicles are not really popular. Also single laspred is no longer available.



Good? Not much. Those bonuses won’t make you take so many expensive vehicles. However, now you can create theme tank army – squadron bonuses have strengthened them anyway.

How to play? The easiest choice is 3 single Predators. But it’s a matter of taste – you can always take a Landraider for Kharn or try a BIG blast from vindicators.


Next Warpsmith formation is Helforged warpack. The same guy and 3-5 units of defilers, fiends or hellbrutes in any combinations. Unfortunately, those guys didn’t get squadrons. Looks weird, but wait for the special rules…



1st – Daemonforge (is there’s any) can now be used every turn. (constant re-rolling ones has never been bad)

2nd – one of the mechanisms is declared a warpack leader. He gets 4++ invulnerable and becomes Character. In case of his death the others get Rage. Now look – fiends have their own invulnerable, so there’s no use adding 1 to it. But hellbrute doesn’t have it at all…add here 2 extra attacks from recent F.A.Q., and you’ll get really dangerous guy (with 6 move, though), who can now challenge any character with dangerous powerfist and smash it before it’s attacks. Moreover, maulerfiends will get Rage after his glorious death.

Good? Yes. Those units were rare themselves, but now you can really improve them. Worth trying.

How to play? I’d take a hellbrute with 2 fists as a leader and 2 maulerfiend. (or 1 forgefiend – to pin units with Hades autocannons and then smash with dragons). There’s still no use of Defiler.


The end of mechanical formations is kind of joke. Trinity of Blood includes 3 Lords of Sculls.(who are now  in this book) That’s all, folks! 2664 pts. No special rules can change its uselessness.



Good? NO. Too expensive (in points and in money)

How to play? To take any other formation and to have fun.


Next come the formations for particular unit types.

Love terminators? Terminator Annihilation Force is for you. 1 Lord or Sorcerer in free(!) terminator armor (can be swapped for Abaddon of Typhus) and 3-5 units of terminators. Quite interesting rules. Choose enemy unit and all formation gets Hatred against it (useful only if you are not fighting Imperium). Besides, you can shoot at this unit immediately after arriving Deep strike (it means, before Intercept!) and then shoot again in your shooting phase. Usually, such rules stop when the target is killed, but this lets you choose another one after you deal with the first. Again and again and again. 



Good? Yes! Termies have never been too popular, but now they can be really useful. 3 units seems too much, but remember that Chaos termies can be taken by 3 and take any combi-weapons.

How to use? It’s a perfect Tau-killers. Drop them and kill Stormsurge before intercept. And if it’s dead before shots end, kill another target, or just burn down all markerlights that will weaken enemy even more.  Elite killers for the most dangerous units.


Next formation is for Possessed lovers. Favoured of Chaos. 1 Daemon Prince and 3-5 units of Possesed. Something like this was in Crimson Slaughter supplement. The rule is simple – all 3 mutations apply at once when DP is in 12 inches. (+1 A, +1I Shred, AP3) Well…. Interesting. It could be really good if not 3 units of those guys. 



Good? No. Too expensive. The bonus itself almost makes them a good melee unit, but they still cost 130 pts. For 5 men and lack good transportation. Also it may be hard to keep all 3 units near DP.

How to use? Well…give them Rhinos. And wings to DP. Send them forward, and hope that they can get there alive. 


And the last auxiliary – for those who prefer jump-packs. Raptor Talon. Guess who’s there. Right. 3-5 units of Raptors or Warp-talons and Lord with free(!) jump-pack. The same as with termies – don’t bury them. They get charge after deepstrike (disordered,though) and units, charged by 2 or more Warp talons get -2 to leadership. It can stack well with dragons and give use to Fear… But again – the problem is in the units


Good? Kind of. Charge after deepstrike seems a nice bonus, but no attacks for it really makes ineffective already not really effective units. Warp-talons are still too expensive. And Raptors are still armed with nothing.

How to use?  Drop them and try to focus on the one unit – otherwise you have poor chance of killing anyone.


So, we’ve looked through all the new formations. Let’s recap. Chaos has definitely become stronger. The most part of formations is useful and gives a lot of options. Those, who played with dragons, oblies and spawns can continue without any changes. And real players, who are interested in trying hew for their favored army there is a bunch of new possibilities. But there’s a problem in all this – Chaos codex is the oldest one and it’s really obvious. Unit prices and their characteristics often don’t match modern methagame. It’s partially corrected with new formations but not completely.  However, there are a lot of good sides. Don’t forget about Renegade knights, who are also in this book (The rules are the same), and new magic (same as loyalist’s one). All this combined leaves a huge field for experiments. Which we’ll do soon.


That’s it. Thanks for your attention, we hope this review was interesting! Always play with good terrain!