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Slaves to Darkness Army Guide & Review (Lore & Tactics)

This article will detail the Slaves to Darkness army starting from its lore, describing the main units and their roles, how the army plays and finally our personal opinion of the army.

For a complete run-down of the different armies available in Age of Sigmar, consult our Age of Sigmar army overview article.

In this article we will refer often to Matched Play and other technical terms like allegiance abilities, command points, army roles in building a list, core battalions, Endless Spells/Invocations, etc. We assume the reader will be knowledgeable with those terms, otherwise please refer to the relevant guides for more details.

Image from Warhammer Community

Overview of Slaves to Darkness Army

When Sigmar abandoned the mortal races at the dawn of the Age of Chaos, unable to curtail the chaos forces, all mortals had a simple choice in front of them: either join their previous enemies or almost certain death. The vast majority decided to listen to the real gods: Khorne, Tzeentch, Nurgle and Slaanesh.

The Slaves to Darkness are an heterogeneous group composed of the multiple people and tribes that venerate Chaos in all its various forms, the more elite Chaos Warriors and Chaos Knights recognizable by their horned helmets, Archaon and his most trusted champions, the Varanguard, and finally all those that follow in the shadow Be’lakor the First Prince, foremost rival of Archaon.

The Slaves to Darkness range is vast, but it has been curtailed recently removing most Warcry warbands added to the roster few years back and some of the oldest models. In exchange, Slaves received an upgrade of their most elite models in winter 2022/23 and the Marauders have been replaced by the newest Darkoath sub-faction, released in Spring 2024.


Image from Warhammer Community

Lore of Slaves to Darkness Army

Every Chaos worshipper is, willingly or not, on his personal Path to Glory that will bring him/her closer to the Chaos Gods or to a rapid and inglorious death. Indeed, only a tiny fraction succeeds, the vast majority becoming a rotten corpse.

To ascend, a chaos follower has to excel in any type of atrocity to attract the attention of their favourite God. If they are recognised, they can receive a reward often in the shape of a bodily mutation. Should they really impress the Ruinous Powers, they can achieve immortality and become a Daemon Prince. Although it is most likely they may receive a boon too many and their body becomes a contorted Chaos Spawn instead.

The best warriors loyal to Archaon can ascend the ranks and become Varanguard. Even in this scenario, failure is the most common result and leads to a quick death as only the best of the best of the best can aspire to become part of the Everchosen personal army.

Archaon was once a mere mortal, a follower of Sigmar, before embracing the Chaos Gods and lead their legions to the destruction of the World-That-Was. He has since destroyed many other worlds and realities but is now in the Mortal Realms biding his time to achieve his real goal: to usurp the Ruinous Powers and become the most powerful being in the cosmo.

While technically still a mortal, his work for Chaos is greatly appreciated and each God recognises his value in the Grand Schema providing him enough strength and an extended life despite his continuous refusal of daemonhood or to pledge to a single God.

On the other side, we have Be’lakor, the first to become a Daemon Prince, that since lost the favour of his patrons and has been damned to forever crown the Everchosen: a mortal selected by the Chaos Gods to represent them. He has since schemed to enact his revenge and Archaon is just another obstacle to overcome in his quest.

In the 500 years known as the Age of Chaos, all mortals that hoped to survive, pledged to chaos in a form or another. Some accepted the call of a single god, others preferred to venerate Chaos undivided. Whichever their choice, chaos forces control steadily all mortal realms except Azyr, the Realm of Heavens.

Since Sigmar returned with his glorious warriors, the Stormcast Eternals, small portion of land have been reclaimed from the forces of Chaos, but they are just tiny drops within an ocean of Chaos worshippers that plague every land.

In the Eighpoints, Archaon’s stronghold and centre of all realms from which one can access every other one, they muster their forces bringing to end entire civilizations. It was only Nagash through his loyal Mortarch Katakros who was able to regain a foothold and create a vast and unassailable fortress to protect the Realmgate to Shyish, the Realm of Death, and in doing so, greatly offending Archaon.

At the same time, Be’lakor’s dark plans caused a Silver Tower to fall, provoking the destruction of several realm-gates and cursing the skies by severing their link with Azyr, preventing the Stormcast Eternals’ souls from returning back to be re-forged upon defeat. His campaign to steal the best warriors from Archaon will surely not go unnoticed.

In the meanwhile, his scheming continues as he was instrumental in helping the Horned Rat and his followers, the Skaven, in bringing to fruition Vermindoom, an apocalyptic catastrophe that saw part of the warped realm, where the Skaven live, enter the Mortal Realms obliterating the eastern part of the Great Parch in Aqshy, the Realm of Fire.

Many Darkoath tribes who lived in the Great Parch were slaughtered overnight. The survivors have now swore to the Dark Gods that they will have their revenge by challenging Skaven’s dominion of that land.


Army rules for the Slaves to Darkness

But how does a Slaves to Darkness army play on a tabletop? First let’s go through the main rules for this army.

The main battle traits revolve around two main concepts.

At the beginning of the game, choose a single non-Unique hero with a Warrior of Chaos or Darkoath keyword and for the rest of the game this hero can collect Dark Apotheosis points each time they fight or contest an objective wholly outside their territory (D3 points each time, Eye of the Gods). Once they collected 8 Dark Apotheosis point they can either fully heal and obtain a 5+ ward for the rest of the game, or ascend to daemonhood and be replaced by a Daemon Prince.

Each of your hero phases, you can pick a unit without any “pledge” to receive a Pledge to Chaos. The effects depends by the Chaos God chosen:

  • Tzeentch provides a free teleport within 6+2D6″ outside the usual 9″ from any enemy unit (in your movement phase).
  • Khorne gives a +1 to melee attacks.
  • Nurgle blesses with a 6+ ward, or if the unit already has it, a 5+ ward.
  • Slaanesh adds an extra dice to the charge roll (to a max of 3).

Slaves have four battle formations, which favour a specific list building exercise:

  • Increase by 2 the control score of Slaves unit contesting objectives wholly outside their territory if there’s at least 1 Warrior of Chaos hero and another Daemon or Darkoath hero (Legion of Chaos).
  • At the end of your turn first place a defiled token next to a contested objective. Then, for each objective with a defiled token, allocate D3 mortal damage on a 2+ to all enemy units contesting those objectives (Godswrath Warband).
  • Once per turn a Slaves Monster or Beast can fight immediately after a Daemon Prince (Despoilers).
  • Once each of your movement phases, if there’s a Darkoath Hero, a non-Hero non-Unique destroyed Darkoath unit can be brought back (at half size) on a 3+.

Slaves heroic traits include options like Radiance of Dark Glory which provides a healing ability each hero phase (on a 3+ 1 to any unit or 3 if they are a monster).

The most used Slaves artefact of power is Infernal Puppet which allows to choose once per game an enemy wizard within 24″ and each time they use a Spell ability, they suffer D3 mortal wound, and if they die as a consequence, the spell is not resolved.

Slaves’ spell lore is the Lore of the Damned. Their unlimited spell, Spite-tongue Curse, allocates 3 mortal damage to an enemy unit but if unbound or fails to cast does D3 mortal damage to the casting unit instead. The other spells are a Strike-last to an enemy unit (Binding Damnation) and +1 die to the charge rolls (to a max of 3, Daemonic Speed). Their manifestation lore, Manifestations of Malevolence, are all spells.

They do not have prayers but a single Infantry or Cavalry unit with a Standard Bearer can take an Ensorcelled Banner. They are all great options and, aside for the Dread Banner which counts as the Chaos Undivided banner, they all provide an automatic pledge to the chosen god and then an extra bonus:

  • The Dread Banner: prevents enemy units in combat to use command abilities.
  • The Banner of Rage: pledge to Khorne and +1 to wound.
  • The Blasted Standard: pledge to Tzeentch and 4+ ward against shooting attacks.
  • The Eroding Icon: pledge to Nurgle and prevents critical hits against this unit.
  • The Banner of Screaming Flesh: pledge to Slaanesh and +1 attacks on charge.

Units and their roles in the Slaves to Darkness Army – Heroes

Monster Heroes

Archaon the Everchosen is back in Slaves to Darkness armies (no more popping in other armies, at least for now). He is a Warmaster (automatic general) and a Wizard (2). He has a great attacking profile and excellent survivability (in particular if he Powers Through to return back to the healing zone generated by a hero with the Radiance of Dark Glory), an ability that provides mortal damage each combat phase and one that replaces the priority roll once per battle. His main problem is his point cost.

On the other side, vying for power with Archaon, we have Be’lakor the Dark Master. He costs a fraction of the Everchosen and is a definitive crowd’s favourite, in particular thanks to Dark Master. This once-per-battle ability, which lasts until your next hero phase, forces to roll a die each time the targeted unit tries to use an ability and on a 3+ they can’t. This includes move, fight, etc…

Be’lakor can also give himself and up to other 2 units Strike-first in the enemy combat phase on a 4+ and is immune to any save modifier (positive and negative). He is a warmaster and a Wizard (2) with a debuffing signature spell. He is almost an auto-take in many lists.

Abraxia, Spear of the Everchosen is the last of our hero monsters. She is not a bad profile (good attacks, good defence, mortal damage back to enemies injuring her, etc.) but suffers from the competition in her role where Varanguard are probably more flexible and Be’lakor is more utility than her.

Infantry Heroes

The Gaunt Summoner is a little Wizard with power level 2 and the ability to put in reserve one unit during deployment to summon at a later stage. His signature spell can increase the set-up range to 18″ and more interestingly reduce the distance from enemies to 7″.

The Daemon Prince is one of the latest kits released for this army and has plenty of customization available, including multiple heads and weapon options. It can also choose between wings (for 10″ flying movement) or a trophy rack (for increased rend on heroes), so the wings are usually the best option.

He gets an automatic pledge to a Chaos God, even if he is summoned as part of another hero completing his ascension path, and has a 4+ Strike-first ability each combat phase. He is a worthy unit to consider in many lists.

Exalted Hero of Chaos

The Chaos Lord is a foot hero who allows another non-hero Warriors of Chaos Infantry unit to fight immediately after with a +1 to wound bonus while the Exalted Hero of Chaos would be specialised against other heroes or monsters. Too little for both, considering they are not incredible assassins and they don’t add utility.

The Chaos Sorcerer Lord is the cheapest wizard in the army, with a power level of 1 and the perfect candidate for the heroic trait Radiance of Dark Glory which creates a healing bubble that works well with monsters like Archaon or Be’lakor but also heals off wounds from Chaos Warriors holding the line. He can also receive the artefact Infernal Puppet, especially when all other heroes in the list are named characters, and his signature spell gives a 5+ ward to a Warrior of Chaos unit.

It is almost an auto-include in any list which is not single-drop.

The Ogroid Myrmidon is the leader of the Ogroid subgroup and allows the Theridons to fight immediately after him with a +1 to hit bonus. Both Ogroid increase their melee attack characteristic when wounded, making them a good alternative to other units. If you are pointing to Theridons instead of Chaos Chosen, the Myrmidon is a great accompanying hero.

Darkoath Warqueen

The Darkoath are the latest release to be added to the Slaves to Darkness roster replacing both Marauders and many Warcry units. They are characterised by the fact that, if they perform a certain action, they obtain a permanent buff.

The Darkoath Chieftain is the oldest model in this range and allows another Darkoath unit to attack immediately after with a +1 melee attack. In addition, should he slain a hero or monster, he would obtain Strike-first for the rest of the battle, but that is highly unlikely to happen.

The Darkoath Warqueen on paper is a much better leader, with the ability to provide +1 to hit rolls of Darkoath units in range for the rest of the battle after her first charge in enemy territory and a 5+ ward to Darkoath units contesting a specific objective. In reality she is just not there either.

Gunnar Brand is the protagonist of few novels and appeared also on Warhammer TV on the Hammer & Bolter show. His ragtag squad includes another Hero (Cavalry) in Singri Band and another unit of 3 infantry (The Oathsworn Kin). All 3 units have to be taken as a regiment and work also as a regiment of renown for other Chaos armies.

Cavalry Heroes

Eternus, Blade of the First Prince is an ex Varanguard that defected to join Be’lakor and lead his armies. Indeed, he is a bonus hero in his regiment. He has an ok attack profile, an ability that lets him return back the first time he is killed, and another that can prevent command abilities from succeeding around him (on a 5+ or 4+ if the unit is in combat with Furies or Legionnaires, the command point is used but the command is not executed). It may be too little at current point cost.

The Chaos Lord on Daemonic Mount is the generic version of the same kit as Eternus. His main use is to allow another Cavalry unit to fight immediately after him with a +1 to wound, which is not bad if you can fit it into a list.

The Chaos Lord on Karkadrak has basically only a once-per-battle bonus to charge to non-Cavalry units, defying the purpose of a mounted leader.

The Centaurion Marshal is another figure first released as an Ally for the game Warcry and one of those that never saw a presence at an official tournament.

The Gaunt Summoner on Disc of Tzeentch is, like his on-foot counterpart, a Wizard (2) but can fly and move 14″. He can also set up a unit in reserve but his signature spell is used to kill low-wound heroes so not really worth the cost of the disc.

The Darkoath Chieftain on Warsteed is the most used Darkoath leader, in particular to buff the Fellriders who is the Darkoath unit which sees more play. As his on-foot counterpart, he can get Strike-first for the rest of the battle by killing a hero or monster (he may be more likely to pick a favourable target with his 12″ movement) but his main use is to re-roll the charge rolls of the Fellriders in range.

Units and their roles in the Slaves to Darkness Army – Non-heroes

Slaves to Darkness Infantry

The Chaos Chosen are the elite infantry of the Warriors of Chaos. An attacking profile devastating (which can be even increased by an Ensorcelled Banner of Khorne or Slaanesh), second only to the Varanguard, with the same ability to fight twice in the same combat phase (once per battle) sees them clearly a favoured choice in many lists.

If the Chaos Chosen are the hammer, the Chaos Warriors are the anvil. While they have less damaging potential than other more elite units, they still have good stats with the addition of a +1 attack when contesting an objective they already control. Coupled with a pledge to Nurgle for a 6+ ward, or even more an Ensorcelled Banner of Nurgle to avoid any effect on enemy’s critical hits, they become an extremely dangerous unit to shift out of an objective.

The Chaos Legionnaires are one of the few original Warcry warbands which survived. They are part of Be’lakor loyalists and work well in unison with Eternus. They are cheap and have a 50% chance (4+) to prevent an enemy unit from using command abilities for the turn. The ability is actually good as it starts from your movement phase, so no Redeploy, Covering Fire, Counter-charge, etc. but only a 50% chance and no standard bearer makes them sub-par with other units.

The Ogroid Theridons (now with a single weapon profile) specialise in anti-infantry role. They increase their attacks when wounded and can also take an Ensorcelled Banner to increase their efficiency. They are a valid alternative to the Chaos Chosen and other offensive infantry units, and can benefit from an Ogroid Myrmidon leading them for that +1 to hit bonus which saves the use of All-out attack to other units.

Darkoath Marauders

The Darkoath Marauders are the core infantry of the Darkoath sub-group. Cheap infantry, their main buff comes from the addition of rend to their profile should they roll 8+ on a charge. They may also push back some mortal damage (on a 5+) before being slain as long as they are close to a Darkoath hero.

The Darkoath Savagers come from a Warcry warband and have the same profile as the Marauders but the first time they survive contesting an objective in enemy territory, the obtain a 5+ ward.

The Chaos Furies, originally random monsters for the skirmish game Warcry, saw a resurgence in recent times as they are able to escape combat on a 3+ without taking mortal damage. Excellent unit to score battle tactics.

Slaves to Darkness Cavalry

The Varanguard are probably one of the best hammers in game. Full stop. They have an incredible attacking profile, incredible speed, as cavalry they do not get as many debuffs as infantry units do and have even an ability which allows them to fight twice once per battle. Abraxia can remove the Strike-last effect on the second fight ability, but is it really necessary?

Where the Varanguard are too expensive, the Chaos Knights fill the gap with a fast and devastating charging unit (+1 damage and +1 rend on charge). Another great unit which can be further buffed by an Ensorcelled Banner or by taking a pledge during the game.

The Darkoath Fellriders are the best Darkoath unit, in a sea of mediocrity. They have a -1 to hit for enemy shooting attacks and two weapon profiles with the Javelin adding rend and shooting attacks being a better option. They can further increase their rend if they manage to charge an isolate enemy unit, which is totally doable considering their 12″ range.

Slaves to Darkness Monster

The Mutalith Vortex Beast is a Tzeentchian monster of considerable size. Despite a poor attack profile, a weak healing only on its hero phase and a random chance to debuff an enemy unit, it still sees more presence on the battlefield than most Darkoath units.

The Slaughterbrute is the other assembly option of the Mutalith, this time branded by Khorne. Despite slightly better attack profile and the ability to roll 3 dice on the charge when starting next to its “master”, it is even less popular than his counterpart.

The Mindstealer Sphiranx is the most interesting monster, with the ability to allocate Strike-last to a unit, as long as it can beat its control characteristic. As most infantry units have control characteristic of 1…

The Fomoroid Crusher is the only monster with shooting attacks and an ability which can allocate mortal damage to any unit (friendly or enemy) in proximity of a terrain.

Slaves to Darkness Beast

The Darkoath Wilderfiend main trait is the fact that he keeps track of models slain around him (up to 6, friendly or enemy) and then in his hero phase he can either heal himself or allocate damage/debuff an enemy unit in range. He is most likely being the first one to be sacrificed than being able to use that ability efficiently.

Chaos Spawn

The Chaos Spawn, now working as a single model unit, characterizes for random movement and attack. The best thing about this model is the multiple assembly options available.

The Raptoryx are mixed with the Furies sprue, so you will get them together in the same box. As for the Furies, their advantage is to be cheap and have good mobility which is used to score battle tactics and nothing else.

Slaves to Darkness War Machine

Slaves to Darkness have two chariots, both coming from the same kit. The Chaos Chariot is cheap enough to be used to score battle tactics, aside from that it does mortal damage on impact. The Gorebeast Chariot has slightly better companion weapons and an ability to improve Power-through but you are not going to use that command with this unit.

Wizards and Priests in Slaves to Darkness

These are the wizards available in a Slaves to Darkness army (in brackets their power level):

  • Archaon the Everchosen (2)
  • Gaunt Summoner (2)
  • Gaunt Summoner on Disc of Tzeentch (2)
  • Be’lakor (2)
  • Chaos Sorcerer Lord (1)

There are no priests in a Slaves to Darkness army

List of Infantry or Cavalry units with Standard Bearer

This is the list of units which can take an Ensorcelled Banner:

  • Ogroid Theridons
  • Chaos Chosen
  • Chaos Knights
  • Chaos Warriors
  • Darkoath Marauders
  • Darkoath Fellriders

Endless Spells, Terrain and Start Collecting in a Slaves to Darkness Army

Slaves to Darkness manifestations are all spells.

The Eightfold Doom-Sigil is a difficult way to obtain an attack bonus when it may not be necessary any more.

The Realmscourge Rupture is a moving manifestation which prefers horde units as it increases the chance to damage them, and if any model is slain, they get also a -1 to hit.

The Darkfire Daemonrift is another moving manifestation with random shooting attacks which can be increased by casting spells within 12″ from it.

Slaves to Darkness recently received their first piece of faction terrain: the Nexus Chaotica. In game, it accumulates energy to then be used either to increase the power level of a nearby wizard, or to do some damage to enemy units.

The newly rebranded Slaves to Darkness Spearhead box contains a cohesive force with some recent models and some a little bit more aged. The Chaos Lord is the only leader option and not the first one that would come to your mind when list building, yet it fits this format leading a unit of 10 Chaos Warriors, 5 Chaos Knights and a single Chaos Chariot that can be assembled alternatively as a Gorebeast Chariot.

The Darkoath Raiders Spearhead focusses instead of the newly released Darkoath sub-group with a Warqueen leading 5 Fellriders, 10 Savagers and 10 Marauders.

Both Spearhead boxes can be used in the Spearhead format, the first playing with the concept of random buffs from their patrons (Eye of the Gods), the second using battle tactics as oaths to fulfil so you can store command abilities to later turns. You can find more information in our Spearhead article.

Armies of Renown and Regiments of Renown in a Slaves to Darkness Army

Slaves have three Armies of Renown.

The only one in the battletome is the newly returned Legion of the First Prince, an army led by Be’lakor which can contain also Daemon Prince, Eternus, Varanguard, Chaos Sorcerer Lord, Chaos Legionnaires, Chaos Furies, Centaurion Marshal and Daemon units from the other Chaos Gods such as Bloodletters and Bloodcrushers from Khorne, Screamers and Flamers from Tzeentch, Plaguebearers and Beasts from Nurgle, and Fiends and Hellflayers from Slaanesh.

The Swords of Chaos instead focus all on Archaon and his Varanguard, including Abraxia. This army was first introduced in the Dawnbringer Crusade series and can be found in the Army of Renown FAQ in the Downloads section under Other Rules. In game, the units can even be deployed in reserve and can choose an effect themed after the 4 Chaos Gods specialisations.

The Tribes of the Snow Peaks instead is fully dedicated to the Darkoath units and only them. They obtain points by fulfilling the oaths on their warscrolls which can later use to obtain some temporary buffs like +1 rend, run and charge or a 4+ ward.

Slaves have five Regiments of Renown.

From the battletome we have Lord Skaldior’s Chosen, a Chaos Lord on Daemonic Mount with 5 Chaos Knights and 10 Chaos Warriors and Godmarked Ascendant which allows to use a Daemon Prince in any of the Chaos God armies by obtaining their keyword and be able to synergise with those battle traits.

Brand’s Oathbound allows to use Gunnar Brand and his band in any Chaos army, while the Hargax’s Pit-beasts include the three monsters released for Warcry (Ogroid Myrmidon, Fomoroid Crusher, Mindstealer Sphyranx). They are both originally from the Dawnbringer Crusade and available in the Regiments of Renown PDF.

The Goroan Scions are a bit different because they are an Ogroid Myrmidon, a Thaumaturge (from Tzeentch) and 3 Theridons and they can be used only in Destruction armies, reconnecting to the Ogroid lore which saw them initially affiliated to Destruction before switching side following a spat with Gorkamorka. Their rules are part of the Grotmas Advent calendar 2024, also available in the WarCom download section.

For more details on Armies and Regiments of Renown you can read here.


Slaves to Darkness Launch Box preview in 2022

Tactics and Final Verdict on the Slaves to Darkness Army

Slaves to Darkness were an army list builder dream, with so many options and combinations that one could just play list building for days. While currently they are one of the strongest armies in the game thanks to some of the best hammers like Varanguard and Chaos Chosen, and a utility piece like Be’lakor able to cancel an enemy unit for up to 2 turns, the number of units which are actually played are limited.

Let’s start with the obvious: Be’lakor is the ideal leader of any list with his great combo of damage potential, wizardry skills and utility. Behind him a Chaos Sorcerer Lord equipped with Infernal Puppet and Radiance of Dark Glory is a great second regiment.

Apart from that, the Varanguard are a tough unit for anyone to meet on the battlefield, the Chaos Knights a cheaper alternative, Chaos Chosen the on-foot version of the Varanguard and a bit distant the Chaos Warriors used mostly as anvils. The Chaos Furies are also omni-present because of their versatility and the fact that killing them is pretty hard (thanks to their 3+ “I just move 12″ away from combat before we start fighting”).

If you are into warriors cladded in dark armour, reminiscent of the Warhammer Fantasy times, then these days are for you. If you are searching hordes of barbarians swarming the enemies and devastating all they encounter, then you better look elsewhere as the Darkoath are in a terrible spot right now.

Even heroic traits, artefacts and battle formations (Godwrath Warband is the only one that makes at least a bit of sense) are reduced to a single choice as the others are not worth consideration. The fourth edition battletome looks a lot a rewriting of the index, and maybe it needed a little bit more time to be ironed out.

Despite this, there are some important changes like the Marks of Chaos are gone in favour of a much more flexible and interesting approach with a unit pledging for the Chaos God they need the most in that moment each turn. That means that if you really need to pull that charge, then that unit will find his love for Slaanesh, while if you are already engaged and it’s time to go all-in then Khorne would be your first thought.

While narratively is probably not the most immersive mechanic, competitively works really well as highlighted by some of the first results following the release of the battletome.

The only mechanic hard to pull off is the Dark Apotheosis: the ascension of a single hero to daemonhood. Melee heroes, who would be the prime candidates for this battle trait, are not so survivable and, as we saw above, not even the prime choice in any list. So no Daemon Princes appearing all of a sudden, for a while at least.

The last point goes to the model range. While the Warcry warbands were added to the roster only for few years, they helped to fill the gap until the old Marauders were replaced by the new Darkoath units. And I’m sure no one would moan if you use those warbands with the appropriate base size as Darkoath Marauders.

With the loss of the old Marauders, and few older sculpts like the Manticore, the army now has a cohesive look and feel, with Archaon one of the oldest models to give a comparison. This is exciting for anyone starting the hobby and their path in the shadow of the Dark Gods!


Other resources

Some excellent information that we often use from articles like this one comes from YouTube channels like Warhammer Weekly with Vince Venturella, AoS Coach and of course The Honest Wargamer.

If you are interested in the competitive standpoint, when we talk about statistics, a tremendous effort is done by Rob from the Honest Wargamer, Ziggy and Tsports Network! in the AoS Stat Centre with precious information, constantly kept up to date.

Really good informative material is also collected by Dan from AoS Shorts.