4.5/5 stars, rounded down to 4. I really think the Word Bearers have some of the better traits and rites of war in the game. Unless you're playing loyalists, in which case look for rites of war elsewhere as there is no joy here for you!
Warlord Traits.
The Word Bearers continues the main theme of the legions being able to pick between three main Warlord Traits.
Enslaved by Darkness. Starting with the Traitor only rite, the Warlord has to be Corrupted and in turn gains a variable bonus. This is one extra pip in S and T in the first three turns, no bonus in 4 and 5, and a negative pip in the final turn. The bonus movement here is welcome and encourages a direct and hard hitting play style for the early turns. The controlling player needs to consider how to make the most of this by (e.g.) deep striking or similar to where he's needed. The turn 6 penalty is not really that bad since most HQs are usually dead by then anyway. Hence this is a remarkably strong warlord trait, even if he's also treated as a daemon for any relevant rules.
Unswerving Devotion. Automatically passing the first morale or pinning check per turn is strong and the bonus to shooting reactions is good too. Another great trait, and this time for either side of the civil war. Well worth taking and placing the HQ in a large blob.
Iconoclast. One bonus attack against a character, or unit with vexilla, or legion standard is very handy. The bonus strength against buildings and terrain pieces is unusual, yet also fluffy and circumstantial. The extra assault reaction is nice. This one is above standard once again - I like it.
Rites of War.
The Dark Brethren. For the traitors, this one portrays the corruption in the legion close up. Choose a target enemy and when it is destroyed, the player gains 1 point of Favour of the Dark Gods. This point is immediately spent to provide S+1, WS+1, and movement increases. The downside is that if the army doesn't score an unsaved wound on the sacrifice per turn, they take a perils of the warp. I find this rite to be very strong, exceptionally fluffy, and overall a great portrayal of the legion. Take it for your traitor cause and be happy!
Last of the Serrated Sun. The second rite of war is also a Traitor one and focuses on the Serrated Sun chapter which gave birth to the Gal Vorbak. Speaking of them, take them as troops. Take dreadclaws for them too (wow!). Give your other infantry drop pods in place of rhinos (also wow!). The only price here is no movement=0 units, and no allies. Another strong rite to be honest, but not the rolling amazement of the Dark Brethren.
Difference to First Edition.
Honestly, I genuinely like what I see here. The Dark Brethren rite has been re-written extensively from First Edition and I approve very much. No more daemon allies for the Dark Brethren though. Too bad. But I assume in a future rules release this will be possible anyway via making them allies. The Serrated Sun rite is about the same give or take. In summation, these traits and rites are a really nice selection and the rules are very strong overall.
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