![]() The catch on the Votann option is that Allied Detachments don’t intrinsically allow you to use “monofaction” rules like Combat Doctrines for your main detachment if you take one. The former is mostly housekeeping, but the latter opens up some pretty potent possibilities – at a price. These are both available to any Imperium army – they can take either an Auxiliary Support with a single Agent of the Imperium (unlocking access to Inquisitors for Knights), or a Leagues of Votann Patrol. There are a few surprising “missing” options – no way for Tyranids to take Genestealer Cults, and no Daemonic Allies for Chaos Knights, and at the other end two more surprising inclusions. Most of these cover the “encouraged” soup options that have arisen in books through 9th – Imperium and Chaos can take a Freeblade or Dreadblade, Asuryani or Drukhari can take Travelling Players, that sort of thing. Arks provides a specific, restricted list of Patrol, Super Heavy Auxiliary and Auxiliary Support options that you can take one of alongside your main force, depending on which faction your Arks detachment is from. This is particularly good news for Ynnari, because a Ynnari detachment containing Harlequin or Drukhari models still explicitly counts as an Asuryani detachment, finally putting to bed the ambiguity over whether they get access to the Asuryani secondaries.įor plenty of Factions, that will be the end of the process – but some armies also have the option of taking one Allied Detachment. Finally, which Faction you select for your Arks of Omen detachment determines which set of Faction Secondaries you get access to, even if you choose to include an Allied Detachment. This detachment also comes at no CP cost, so you’ll always end this process with 6CP to spend on Requisitions, and you can use these on the Warlord Trait and Relic stratagems (returning from Nephilim) or the new Heroic Support stratagem, which can be used once to bypass a one-per-detachment restriction – great news if you want to take multiple Hive Tyrants or Tau Commanders at a lower cost than putting in an additional Patrol used to run you. This is especially important for Lords of War, as it means that you can now take one or two of them with Faction Traits, rather than being forced to take three and spend all your Command Points if you wanted to set up that sort of combo. You might be asking how you get Lords of War or Fortifications into your army, and the answer is that there are optional slots for them within the Arks of Omen detachment, so they get included like anything else. This is a bit like a Battalion, except you can choose which Battlefield Role your mandatory slots come from, as shown below:ĭon’t want to take any Troops? You don’t have to! Once you’ve filled out your mandatory choices, you then get a fairly broad set of optional slots that you use to contain the rest of your army, and unless you want to include some allies (more on that in a second), that’s it for selecting your units. So, how does it work? When building an Arks of Omen army, you must start with an Arks of Omen detachment as the core of your army. These add significant flexibility around what mandatory units you need to include in your army, but heavily restrict your ability to take multiple detachments – a combination that should ensure we see plenty of new and innovative designs over the next few months. As previewed on Warhammer Community, Arks of Omen completely replaces the (until now) standard way of building a 9th Edition army with a new set of rules specific to this mission pack. We’re publishing this all at the same time, so if you’re desperate to skip straight to the news for your army, follow the links above – but with so many big changes to the mission pack itself, we’d recommend you take a look at this article first! Army Construction in Arks of Omen This article will be an overview of the game-wide changes contained in the mission pack and the Balance Dataslate, then we’ve got four further articles taking a look at the implications for: We would like to offer huge thanks to Games Workshop for sending us review copies of all of this, because that means we’ve been able to prepare a full rundown of what we think this means for the game and the various factions within it. We’ve got a new mission pack, carrying with it the biggest shakeup in army construction of the entire edition, a new Balance Dataslate with major implications for almost every army in the game, and a new Munitorum Field Manual that makes some vital tweaks across the board.Īs befits such a momentous occasion, we’ve got a bumper set of articles for you today. It’s a whole new season in the 41st Millenium – we’re leaving the ruins of Warzone Nephilim behind and confronting the chaotic new battlefields unleashed by the Arks of Omen.
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