This Is the End. Here is the first part of the "End Times: Archaon" review

All good things must eventually come to pass. The same goes for medicore and bad things, so this is the final entry in my "End Times: Archaon" review.

Ok, actually that was a lie. Because of IRL reasons I'll need to split this one into two parts. Also sorry for the delay peeps. Just got some stuff to sort out right now.

Anyway, like I've said already, this isn't the last "End Times" post. There will be a summary of all new, special units available in ET and a long-ass rant about the overall quality of this thing, coupled with some thoughts on the Age of Sigmar. But first things first. Let's take a look on new special characters that "Archaon" provides us with.

1. Skarr Bloodwrath, Daemonic Lord of Khorne

 He really got beefed up on red meat! 
They don't even pretend anymore. Skarr Bloodwrath likes blood... like a lot. Seriously, just look at him. He carries Bloodstorm Blades and has the "Bloodborn" special rule. Oh and his skin is the color of blood. Yeah... Very subtle GW, very subtle. Anyway - he's a Lord choice that costs 300 points and has a decent statline with WS 8 (of course) and 5 Attacks but only 3 Wounds and Toughness of 5. However it's his gear and special rules that make him shine, like a blood ruby (see, I can do that too!). Bloodstorm Blades are paired magic weapons that grant him +2 Strength in the first round of combat as well as Impact Hits (D3). Perfect for that first strike against your opponent which Skarr has a chance to pull off with his Initiative of 7. His special rules are also nice. He's Immune to Psychology, has a Magic Resistance of 1 and bears the Mark of Khorne. Also the Eye of the Gods is upon him but that is to be expected.

At this point they're not even trying with the names anymore. Skarr loves the Blood God, carries

Finally there's his "Bloodsworn" special rule which is basically a ressurection... but with a twist! Everytime Skarr kills a monster or an opponent in a challenge, he recieves a "Blood Tally". If he is removed as a casualty (Dark Apotheosis and Spawndom don't count!), the controlling player places a counter on his last position and roll a D6, adding the total "Blood Tally". On a 4+ Skarr returns from the dead anywhere within 6'' of the counter's centre and 1'' of any enemy model or scenery with D3 Wounds and without any bonuses and/or penalties from his past existence (except of those from the Eye of the Gods table). Potentialy useful, but it means that Skarr really has to kill a lot of dudes for this to work out in his favor, but I have to admit that it is both fluffy and potentialy means that he can return from the dead ad infinitum. Skarr is a perfect example of a Khorne Lord done right. If you want him to earn back his points then you have to kill stuff... a lot!

2. Isabella the Accursed, Bane of the Undead

"I don't know what the hell am I suppose to do!"

Vlad's favorite waifu returns, this time in the employ of Papa Nurgle. How the hell does this make any fucking sense, I don't really know. Anyways Miss Carstein is a Level 3 Wizard, knowing both the Lore of Vampires and the Lore of Nurgle, making her a truly unique caster in ET. Her special rules are also interesting. On one hand she's Undead but also hates them! Then there is "Bolorog's Influence" allowing her to cast Nurgle spells like a daemon, even tough she's not one. "Curse of Life" makes Undead units her bitches, dealing D3 Wounds with no saves allowed, for every wound dealt to them already by Isabella. This is downright nasty, as it also negates Ward Saves. Finally "The Blessing of Great Nurgle" really makes her a passive damage dealer, as every model in base contact with her, at the beginning of EVERY Magic phase, suffers a single Strength 1 hit with no armour saves allowed. This is potentially devastating for low Toughness, horde armies such as Skaven, Undead and Empire, but also means that Izzy should stick to CC as much as possible.
Isabella carries only a single magic item, The Plague Chalice, which she can use only once. At the start of your Magic phase, as long as Izzy is not in combat, place a small template in front of her and then declare in which direction it will move. After that roll 3D6 and move it accordingly. Any model touched by this template suffers a single Wound with no armour saves allowed, unless it passes a Toughness test. If you ask me, this is kinda meh. It's essentialy an item that grants her the power "The Blessing of Great Nurgle", only it has a ranged capability and is a one use only. Again, it can work rather nicely against low T armies, but overall it's nothing special.
Isabella's skills and magic item clearly show that she's meant to be used against low Toughness armies. Fighting opponents like Chaos Warriors, Lizardmen or (Nurgle help you) Ogres, she will struggle, being a fragile little vampiress that she is... sort of. Ok she has a Toughness 5 and Initiative 8, but only 3 Wounds and no armour save. Granted she can watch out for herself with 6 Attacks at WS 7, but still... She will be chewed by A) any sort of massed fire and B) the return attacks of the remaining regiment that she's currently fighting, especially one with high T characteristic. For 430 points she's really not worth it, and takes a second place in my list of  "The most useless "End Times characters". Spend those points on some Daemons and Papa Nurgle will reward you greatly.

That's it for this time. Again, I'm sorry for both the delay and the length of this post, but real life calls me and I cannot ignore it's sweet, sweet attentions. I'll try to scribble something more this sunday, so stay tuned!

Until next time

Xathrodox86

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