Army Review: Forces of The Abyss


Forces of The Abyss Review

Video

Intro

What this army is about (Styles, tricks, or “thing” they do):

NG: Forces of the Abyss is a thematic tricks & traps army. You need to rely on strategy or high nerve + regen to survive. Commands function mainly to change unit characteristics (better melee, making opponents hit worse, free shooting), giving the feeling of abyssals being ever changing & adapting to surprise their foes. The variety of unique hero options feels thematic, letting the player decide what kind of force this is. Are you a small raiding party, going to cause havoc for the dark joy of it? Or is this a vanguard force, led by an infamous greater demon to prepare the way for a full scale invasion?

RL:This army is about unleashing your hobby-inner-child with center pieces and abstract. On the table it wants to grind you with regen while heavy hitters dismantle you in big shots

SK: This is a grind army that wants to make its opponents regret fighting it; regen, bane chant, barkskins, ultimate betrayal, large blocks of nerve, and cheap blocks of nerve all contribute to surviving combats and making somebody pay for it.

Models (Mantic and 3rd Party)

NG: Mantic provides a surprisingly fleshed out range for FoAbyss. There are some gaps in the range, and there are some models that I would not suggest purchasing (looking at you, molochs and hellhounds). But the plastic sculpts for infantry, berserkers, and nagarri are high quality and give a good feel for the theme of the army. The Vault also carries a fair number of sculpts for the army.

As for 3rd party, the world is your oyster, especially in the time of 3D printing. There are a plethora of creators that have demonic sculpts, ranging from the cutesy to the downright horrifying. One in particular I’ll call out is One Page Rules, with their 4 full ranges of differently themed demons.

RL: The Mantic line isn’t a bad line at all (outside of moloch’s) but the range of EVERYTHING out there lets this be such an army that could really open up your hobby mind. Go traditional WH chaos gods or anything in between, and it’ll work.

SK: Mantic’s Abyss line is relatively complete with models spanning many years and releases. Some things like Nagarri and Berzerkers are new and quite good, while others like Molochs and Tortured Souls are quite…charming. Outside of Mantic, the world of third party modelling options for a Demon army are nearly infinite. With no set formula, somebody can find a specific style of demonic army that fits them pretty easily.

Commands & Unique Spells

Fleshknit [4+]: Units with the Regeneration special rule only. The unit gains Regeneration (+1).

NG: An excellent use of command dice. Changing regen (for most units) from a 1/3 chance to a 1/2 chance are odds any dice gamer will appreciate. I consider this a ‘fallback command’, where its never a bad idea but in lots of situations is overshadowed.

RL: This command along with the majority of core and specialist units having regen is one that can really flip things around for you when running Abyss. Going from a regening 33% to 50% of your wounds on a Moloch or Abyssal Guard, plus Succubi picking up regen. This is a premier command. You can really tar pit units with your cheaper core or bring back some of your elite units from death.

SK: This command makes me irritated that they took the Heal command away from Nature (didn’t make it very far in the review, OOPS). The value this command gains is effectively uncapped and is worth as much as a traditional champion Heal after a reg5+ has 6 wounds and only gets more valuable after. This command is so good that it starts to hurt the units in the army that don’t have regen.

Hellfire [4+]: The unit gains the Fireball (n+2) ranged spell attack this Turn, where n is the number of successful dice rolled to issue this order.

NG: Who doesn’t love free shooting? The ability to give any unit a shooting attack isn’t something to scoff at. Usually ending up in fireball 3, you’re fairly likely to get at least 1 wound through. Excellent for when you’re in the position you want to hold and want to throw out some chip damage, or for late game hail marys to try and waiver a unit to halve its US or outright remove a heavily damaged unit without getting into combat. All that said, again I consider this a ‘fallback command’ for when you don’t have need for Blessing or Betrayal.

RL: This command, before Fracture, felt ok but always lackluster. You roll a lot of dice to not do much damage. Having it as an option for any non commander unit is great. Don’t expect a lot out of this, but getting shattering can help push a nerve check over the edge. Not a bad command, just not one I am building any lists around or expecting much out of it.

SK: I forgot they kept this command in Fracture, and I will continue to pretend it doesn’t exist.

Blessing of the Dark God [5+]: Units charging this Turn only. The unit gains the Elite (Combat) and Vicious (Combat) special rules. However, if the unit attacks in Combat this Turn, before it rolls any dice, it takes (nD3)+2 damage, where n is the number of successful dice rolled to issue this order. Damage suffered in this way does not cause a Nerve test.

NG: Thematic and incredibly useful. The drawback of self-damage means you’ll likely use this primarily on either units you’re sending to an inevitable death OR hordes that you’re confident will be able to survive the counter punch and then regen next turn. Personal favorite is using this on troops of succubi or hordes of abyssal guard. Either way, you’ll be surprised just how potent they become.

RL: Do you like killing things? Do you like killing things a lot? This command is for you and boy oh boy will you fail that 5+ when you need it most. This command has the potential to let your Hounds zip forward and really do some damage before they die, which they were going to do regardless. With regen throughout the army, your hordes can recover from these wounds, and some units are going to die regardless.

SK: This is a well written command to avoid units regenerating the damage received when they are given a move order. Oh and it’s also good. Really good. In an army with a bunch of missiles that it doesn’t care about getting back (Hellhounds, Tortured Souls, Gargoyles, etc.), it bumps the damage up on those one-way trip charges that can really tip the scales. Furthermore, when delivering hammers like Molochs or 2h Guard hordes, this is better than Green Rage by a wound or two. Nobody cares about the damage you received if there’s nothing left to fight you back.

Ultimate Betrayal [5+]: Units with the Upper Circle Trait only. Until the start of its next Turn, an enemy unit that attacks this unit in Combat, uses the Me, and Crushing Strength values of this unit. Any magical artefacts the enemy unit has are still applied after the stats are changed. Only one enemy unit can be affected in this way, with the attacking player choosing which unit before any dice are rolled for the Combat.

NG: Like scorched earth and weakness had an infernal child. This gives units like Imps a chance to actually survive being touched, lets lower abyssals stand up to even some charges from hammers, and is guaranteed to make your opponent dislike you for the next few minutes. Similarly to other things that affect enemy stat lines (scorched earth, weakness, blizzard), Betrayal forces your opponent to re-do their mental math for the upcoming combats. It can be circumvented by double charging the unit, but who wants to double charge imps? A very valuable command if you’re running imps or lower abyssals, less valuable for most of the rest of the units of the army except in certain matchups (lionsnarl charging abyssal berserkers, for example).

RL: The “No Touchy” command can be great to keep your chaff or your horde of lower abyssals alive. Great for turning off someone who is set up to hit a unit, and wipe them out. Though your opponents will learn quickly to throw in another unit or a hero to eat the No Touch. A wizard getting No Touch doesn’t help you at all so be aware of this.

SK: This command is fucked, and it’s the sole reason people are pulling abyss armies out of closets, and Matt Temple has to keep his in a locked safe. On a serious note, I think this command and the Stampede command are a touch too far in what I want 5+ commands to be capable of doing. Building an army around a command so strong means you’re playing for a 72% chances of your army “working” and that kind of feels icky for everybody involved. Plague Pots giving ensnare and Green Rage giving sharpness feels like the absolute cap of what I want to see commands able to do in a game, and I would prefer they remain as tools for an army instead of cornerstones of builds. Cleanse, Marching Orders, and Entanglement are great examples of good commands that don’t have lists built around them.

The Dark Pit (2) [+30] 12": If any hits are scored, place a 40mm round marker on the table, anywhere within 12" of the caster and clear of any units. It may be placed in terrain. While the Dark Pit Marker is in play, it has the Dread and Cloak of Death special rules (affecting enemy units immediately after the Dark Pit Marker is placed). The Dark Pit Marker is open terrain and does not block LOS. Remove the marker at the start of your next Turn.

NG: Effectively a 2 nerve swing for any units in a 6" bubble, Dark Pit has been in the vast majority of my lists since the Fracture book. I’ve always struggled with using Cloak of Death effectively, since its often found on expensive monsters that you may not want to put in harms way near the battle line, at least at first. Dark Pit solves this, allowing a warlock to throw it anywhere within 12" with a fair amount of impunity since it doesn’t require any LoS. Big fan.

RL: FoA don’t lack in things that can bring Dread or Cloak of Death but this spell still gives you a great area of effect. Basically, with an 18 inch touch point, you can drop into clusters of battles and get 4+ units with Cloak of Death and then double it up with Dread in the combat. At 30 points and only 2 rolls, it’s not bad, and I see this spell being taken in many lists.

SK: I’ll be brave and say this spell is not overpowered. It’s also really fun and refreshing thematically and mechanically – I made a custom token just for it! In a grind list I can see it being more valuable, but in the high speed list that I’ve been focusing on with this army, I’ve actually found it pretty lackluster and have since dropped it for barkskin/bane chant. I love creative design and whether or not this spell is too good shouldn’t distract from this being a strong step in the right direction of adding flavor to armies/games without adding too much rules/mechanical fuss.

Whispers of Wickedness (3) [+15] 24" CC: If any hits are scored, until the beginning of the caster’s next Turn, any unit issuing a Command Order to the affected unit must subtract 1 from each of their Command dice rolls.

NG: I’ve thought about it, I’ve tried it, I don’t like it. 15 points to worsen the chances of, but not stop outright, commands being issued to a particular unit feels situational at best. There are certainly some matchups where this would be incredibly useful, but until more armies have fleshed out commands it remains to be unlikely this spell will truly affect the outcome of a game.

RL: As good as Dark Pit is, I understand why the second spell isn’t as good, but I just don’t see this ever being taken. Yes, commands are good, but your opponent isn’t going to win games based on commands going on or off most of the time. It’s way too situational for me to take this spell.

SK: This spell seems feelsbad at first glance but is actually fun, useful, and cheap. It works a lot like Veil of Shadows where you won’t actually see the dividends of the spell, but it is working. Also, 3 dice is nice. I like it and think it’s worth taking a flyer on, especially on Mau’ti-bu-su (Flyer? Get it?).

Units

Warlords

Abyssal Warlord [Warlord Hero (Inf)]: Abyssal Guard regiments and hordes become core

Role within the army:

NG: Cheapest Warlord, Guard made Core

RL: Commands and unlocks

SK: Core Abyssal Guardifier

Value:

NG: The cheapest warlord option in the army. Great if you want a sturdy combat hero, or if you want to run Abyssal Guard as core. Demonic Will giving 15" on commands is a nice feature as well. For how good the Abyss commands are, Warlord is good value.

RL: A Warlord who feels like a Warlord. I love his profile. Commands going out to 15 inches is great on an army with great commands, which FoA has. Bringing Abyssal Guard into core is wonderful for those out there who love Hordes of D4 Crush 2. At 180 points, the Warlord (can we please name this guy something better?) is great. Not only does it do commands with 3 dice at 15 inches, it unlocks as well, and it’s not a pushover in combat. It’s easily the best value in the Warlord slot.

SK: 5 attacks on a 180 point warlord with a strong defensive profile sickens me. I don’t rate this unit at all, and if it didn’t make Guard core, I don’t think anybody would take it. Sidenote: I would greatly appreciate Arrogance introducing a new special rule called Command(x") instead of the multiple different keywords across the armies that all do the same thing. This would be helpful for new players and players in general.

Ba’su’su the Vile [U] [Warlord Hero (Inf)]: 1 Gargoyle troop becomes core

Role within the army:

NG: Dart, Roadblock

RL: Nuisance

SK: Dart, Force Multiplier, Thicc Chaff, Pest

Value:

NG: Expensive, but well worth the cost. Speed 10 with flying, defense 5 with regeneration 5, and a strong melee profile. I’ve thrown Ba’su’su into a regiment of cavalry and had him win the grind. Add in the core unit of Gargoyles he unlocks to support him and he can provide a solid counter to enemy flying units or cavalry.

RL: Speed 10 combat individual that gives you an ability to reach out and light touch someone, but you’ll hold them down for a while. D5 and 16 nerve, a good locking down unit that unlocks 1 troop of gargs for 235 points. After playing against this, SP10 D5 individual is so good. You have to respect this unit, or it will lock something down or get in your backlines.

SK: Ba’su’su is my favorite warlord in the army – maybe the entire game. Core Gargoyles and the defensive profile of an FoN Chieftain on a flying sp10 platform is diabolical. Not to mention 3 dice on the juicy abyss commands. Chieftain was worth its weight in gold in my Masters list this last year, and this is a Chieftain that’s 7 inches faster for one less attack. Start painting one now.

Mau’ti-bu-su [U] [Warlord Hero (Inf)]: Tortured Soul regiments become core

Role within the army:

NG: Dart, Hero Hunter

RL: Hunter

SK: Dart, Force Multiplier, Pest

Value:

NG: Similar to Ba’su’su, this unit can be a great counter to enemy cavalry or fliers. Brutal D3 and Duellist D3 can make Mau’ti-bu-su a considerable threat to enemy heroes. If you want to run Tortured Souls as core, Mau’ti is an excellent choice. I’d choose this unit if I wanted a dedicated hero hunter, but in general I prefer Ba’su’su if I need a flying warlord.

RL: If you really want to bring Tortured Souls perhaps this warlord can be for you, but at 240 points it’s not cheap. Duelist and combat individuals continue to be overpriced in most areas.

SK: If Ba’su’su didn’t exist, this would be my go to pick for a warlord. I like it quite a bit and think Whispers on it is underrated. That brutal D3 can spike combats hard and Tortured Soul regiments are better than people gave them credit for initially – myself included.

Teynne [U] [Warlord Hero (Inf)]

Role within the army:

NG: Commands, Anti-Healing

RL: Command master

SK: This has a role?

Value:

NG: Fans of the Pannithor novels will love seeing Teynne brought to the field. Slightly shorter range than Ba’su’su or Mau’ti-bu-su, but with an added Fireball spell to even it out. The Searing Pain ability is also incredibly unique, allowing you to stop enemy units from healing from any source for the next turn. Perfect to shut down armies like Basilea or Forces of the Abyss that rely heavily on Iron Resolve, Heal, or Regeneration. That being said, 250 points is fairly pricy for a flier that isn’t speed 10.

RL: Turning off healing ability can be really good in most armies you’ll play against. Think about turning off regen on an Abyss army or Trident Realms. Teynne doesn’t have a terrible combat profile if needed and his lore is awesome too if you’re into that. I wouldn’t laugh at someone bringing this Warlord. Again, 3 dice for this army is good for the 5+ commands, and he serves a purpose with turning off healing.

SK: Use your Teynne model as either Ba’su’su or Mau’ti-bu-su. This is slower, more expensive, less attacks and has an ability that will come up so infrequently that you will forget to apply it when it does. Oh and Fireball(4) I guess? Nobody can ever accuse Mantic of making release models too strong in order to sell them.

Archfiend [Warlord Hero (Ti)]: Moloch regiments become specialist

Role within the army:

NG: Unlocks, Dragon stuff

RL: Unlocks, Cool looking

SK: Moloch Specialister Dragon

Value:

NG: The non-unique heroic titan, Archfiend is one of two ‘dragon’ options for the FoA army. Melee profile is what you’d expect from a dragon, and the ability to change Molochs from support to specialist will definitely tempt some players. Boasting Regeneration 5 AND Iron Resolve, the profile of defense 5 nerve 19 is going to prove truly challenging for your enemy to overcome. 315 points is high, but you get a terrifying centerpiece for those points.

RL: You like Molochs and Molochs like you. Plus, you like big centerpieces that aren’t terrible but are awesome to look at. Molochs are great, and this guy flying around messing things up while issuing commands is likely what drew you to Abyss in the first place. You’re paying the Dragon tax for an awesome model and getting Molochs into a specialist role. It’s not awful, and it looks hella cool.

SK: Dragons are bad, and if you’re going to take one you might as well shell out the other 35 points to get Lord of Lies’ Slayer(3) and Rule (Seeds of Distrust) that makes your opponents have less fun. I find that I usually only need, at most, 1 moloch to be moved to a specialist to make lists work, and the despoiler is half the cost.

Lord of Lies [U] [Warlord Hero (Ti)]

Role within the army:

NG: Monster/Titan Hunter, Anti-Commands

RL: Hobby, trickery

SK: Dragon but in a rude way

Value:

NG: Want a dragon but aren’t interested in specialist Molochs? The Lord of Lies provides the same stats as the Archfiend, with the addition of Slayer (3). A potent mix, given that dragons often are sent to fight enemy units where Slayer and Crush 3 will be incredibly useful. The Seeds of Distrust rule can also have great use cases, especially if your opponent’s army has strong commands. 350 points is eye watering, but it can definitely be worth it if you’re confident in your skills piloting a dragon.

RL: Do you hate it when your opponent gets to issue commands? Do you love giant flying demons who are trying to take over Pannithor? Lord of Lies is your guy. Losing Molochs to specialist but gaining the ability to turn off commands for 15 points seems steep. Who am I to tell the Lord of the Abyss they aren’t the best value, but…they aren’t.

SK: It’s been really interesting to see people singing the praises of the Lord of Lies as a usable piece after bashing the Witch Cage for being unfun and feelsbad. Even if I thought Seeds of Distrust was worth it - feelsbads and confusing errata aside - I dont think dragons are good, and this is a 350 point version of one.

Champions

Harbinger [2] [Warlord Hero (Inf)]

Role within the army:

NG: Standard Bearer

RL: inspiring

SK: Standard Bearer

Value:

NG: The ‘standard bearer’ of the Abyss, Harbinger is a cheap Very Inspiring option. The melee and shooting aren’t anything to write home about, but he is a great choice if you need a hero to sit behind a battle line and reliably dish out the Fleshknit command

RL:This is a source of very inspiring that also has two random shots to throw in that you will mostly forget exists, or you’ll have him behind the army, so he can’t shoot anyways.

When you need cheap orders and cheap inspiration you can’t go wrong with your flag bearers.

SK: Cheap source of inspiration that has a ranged attack. Not bad! This is one of the armies where the standard bearer isn’t 5 points more than an inspiring caster, so it’s a pretty good value add to take here.

Efreet [2] [Warlord Hero (Inf)]

Role within the army:

NG: Pest

RL: Ranged damage

SK: Meme Pest

Value:

NG: The first of two Spellcaster options, Efreet comes with Fireball 7. Speed 7 can allow the Efreet to dance around enemy units, staying just out of their front arc and slowly piling up wounds. I’d suggest either adding the Inspiring Talisman, or Host Shadowbeast so it can clean up a unit that it already wounded with Fireball.

RL: Pitbull on the tabletop. FIREBALL. When you want to skew into shooting, this guy can do it for you. Put him on the Dragon item, and you’ve got yourself some crazy fun.

As I don’t tend to take shooters, I have a hard time with fitting him in. I would put an inspiring talisman for 140 points of fireball 7? It’s not bad, but it’s not great.

SK: I struggle to see how this is any better than a Flamebearer regiment or troop, but I also don’t think Fireball is a good spell in any capacity, and that’s a personal opinion. 140 for Diadem to get a Fireball (11) is hysterical though. I think I would have liked the Efreet to have an aura or unique Flamebearer upgrade to synergize with them.

Seductress [2] [Warlord Hero (Inf)]

Role within the army:

NG: Pest

RL: Hunter

SK: Dart

Value:

NG: Are Ba’su’su and Mau’ti-bu-su too rich for your blood but you still want a reliable counter to enemy fliers? Seductress has you covered. Trading lower points for lower nerve, the Seductress can still be a very effective pest to target enemy war engines or heros, or even stop flying hammers for a turn. The options for Enthrall or Wind Blast also give the Seductress play as a utility piece. I don’t take her often, but into the right matchups she could shine.

RL: Speed ten flier who can go hunt enemy commanders or use her ensnare to be a very expensive chaff piece. One piece who can help move the enemy around with windblast and enthrall. I think overpriced due to how bad duelists are. Yes, speed 10 flying is great, and she has ensnare, but I have a hard time fitting her in my list and I love my model.

SK: Seductress is now notably worse than pre-fracture (Take that Matt Temple!!!) and in a weird spot for the role. Losing US2, I don’t think 5 attacks is enough, and I don’t rate enemy movement spells very much in non-shambling armies but could see the value in a shooting heavy list. I think this unit would love a change to the assassin archetype in the Arrogance book.

Warlock [2] [Warlord Hero (Lrg Inf)]

Role within the army:

NG: Spells, Battleline Support

RL: Inspiring, not individual caster

SK: Token-holding, Inspiring, Spellcaster

Value:

NG: My pick for the best hero option in Abyss. An affordable spellcaster on a large infantry platform, the Warlock can cast over your battle line and tie down flanking enemies in a pinch. Kit it out with whatever spells you like and let the Warlock provide. One Warlock, if not two, show up in every list I make.

RL: Inspiring spellcaster who also comes with own ranged attack. One of the best values in the game – a spellcaster who’s not an individual, inspires, and comes with 5 baked-in range attacks. Don’t leave home without one, or two.

SK: The warlock is cream of the crop for spellcasters. It can hold tokens, flank, has access to bane chant, and shoot in a pinch. People crying about druids need to look more closely at the Abyss Warlock.

The Bloody Cardinal [U] [Warlord Hero (Lrg Inf)]

Role within the army:

NG: Budget Bruiser

RL: Lore and Combat

SK: Synergy-less Budget-Despoiler

Value:

NG: Great if you bought the Champions box as the start of your Abyss army, but not a unit I’d go out of my way to get. Bloody Cardinal is a bruiser, able to walk through plink shooting and lifeleech back some wounds. But with defense 4, nerve 14, any concentrated fire is going to prove very problematic. Dread is a nice rule, but if you’re looking for a bruiser I’d look to our next entry.

RL: A combat piece that can also support others with dread. Lifeleech 3 is great, but Bloody Cardinal at Ne14 won’t survive a hard pop. As an additional piece to a multicharge or to take out chaff, he can fill that role. Also the Mantic model/STL and lore is great. It has okay value, can either chaff up chaff and kill it, or be a support piece that threatens in combat, while dishing out orders.

SK: Serviceable if you don’t have 15 points for a despoiler but otherwise I’d prefer the despoiler with regen and a special Moloch regiment. Lifeleech (3) is really hard to get value out of on a d4 14ne unit and a unit with dread doesn’t like Dark Pit. See earlier about Mantic not making models overpowered to sell them, at least this is one of the Champions that inspires!

Despoiler [2] [Warlord Hero (Mon Inf)]: 1 Moloch regiment is specialist

Role within the army:

NG: Bruiser

RL: Unlocks/Combat

SK: Force Multiplier

Value:

NG: The true bruiser of the Abyss lineup. Faster and slightly more durable than the Cardinal due to regeneration 5, with the added benefit of making a single Moloch regiment into a specialist unit, the Despoiler is a great choice to lead a flanking battle group of Molochs.

RL: Despoiler lets you bring more Molochs while not being a chump in Melee. I like it slightly better than Bloody Cardinal. If you need more Molochs, it’s not a bad price and will hold its own in combat.

SK: I love this guy, and, as alluded to throughout the article, I’ve found the 1 specialist Moloch is just right for list building. Despoiler loves Pipes of Terror, and the regen lets it survive plink shooting.

Hellequin Blood-Masque [2] [Champion Hero (Cav)]: 1 Abyssal Horsemen regiment is core

Role within the army:

NG: Dart, Horsemen Unlock

RL:Command Support

SK: Dart

Value:

NG: The lone cavalry hero in the army, the Hellequin sits in an interesting spot for me. Defense 5 and regeneration 5 give the Hellequin some staying power, but at only nerve 13 he is vulnerable to a strong punch and single high nerve check from your opponent. Since he doesn’t have the Inspiring rule, you’ll likely either send him on a suicide mission to tie up enemy fliers or cavalry or give him the Inspiring Talisman and have him lead a cohort of Abyssal Horsemen (which he conveniently makes 1 regiment into a core unit). The Hellequin hasn’t made it into many of my lists, but could be useful if you want to run Horsemen.

RL: A unit that has speed and isn’t that expensive is great on its own. I am currently not sure how good its Blood Seeker ability, is but making one Cav core isn’t bad either. Its ability is good for ensuring getting off that elite/vicious command.

SK: Bloodskeeker is another one of those special rules that’s starting to pop up in Kings with this unit and the Wiltfather and Khulan that would be better for players if it was homogenized into a keyword with qualifiers (ex: “Command Prowess(Elemental)” or “Command Prowess(Combat Only)”). Anyway, this unit desperately needs more nerve or inspiring or attacks or something to give it something it can be good at instead of 3-4 things that it’s kind of bad at. It feels lost, but I love the concept of a Cavalry Hero charging into combat and the troops fighting harder when it does.

Core

Lower Abyssal [Core (Inf) Troop(aux)/Regiment/Horde]

Role within the army:

NG: Chaff, Tar Pit

RL: Cheap Unlock

SK: Chaff/Thicc Chaff

Value:

NG: The most basic infantry choice, the stat profile of Lower Abyssals doesn’t tell the whole story. They are a prime candidate to receive the Betrayal command, turning a 100 point regiment into a nightmare for your opponent’s heavy hitting hammers. The horde option can also be a fantastic tar pit, especially when backed up by a Warlock. The Fleshknit command paired with a spell like Drain Life means that if you don’t remove the horde in one go, it is likely to be a real sticking point for the enemy. Given that it will likely take 2+ enemy units to reliably remove a horde with support, I love putting the Crystal Pendant of Retribution on a horde to punish multi-charges.

RL: Prime targets for no-touch. They’ll unlock, and you’ll likely not give them crush 1 for the no touch command. Hordes are shockingly hard to kill once you get regen going. Lower abyssals are cheap unlocks that can tarpit as hordes or get in the way as chaff. Nothing wrong here in any form.

SK: Lower abyssals go from a solid chaff piece at 100 or 155 to a borderline anvil with Ultimate Betrayal. These are such a good value proposition that I find some of the core unlock warlords not that necessary since most abyss armies are gonna have 3+ regiments of these little shits already bought. I used to like the CS1 option, and Ultimate Betrayal has mostly invalidated that upgrade unfortunately.

Flame Bearer [Core (Inf) Troop(aux)/Regiment]

Role within the army:

NG: Ranged Damage

RL: Gunline

SK: GUN

Value:

NG: Abyss’s ranged unit, Flamebearers provide much needed long-range damage output. Able to regenerate damage from incoming enemy fire, Flamebearers are a great option for both range threat and core unlocks.

RL: I’m not sure why you want a gunline in this army but they aren’t over priced. I’ve never feared them on the table nor have I been compelled to try a pure gun line.

SK: The Flamebearer shooting comes at a really attractive price in both troop and the core regiment size and can make for a really efficient shooting battery if you buy into it. Until you heartbreakingly read the “Middle Circle” trait on them and realize they cannot compete with Ultimate Betrayal chaff. There’s only two units in the army - These and Berserkers - that are Middle Circle, and I think that trait needs to go from a design perspective. It would allow a different flavor of chaff into builds and diversify lists. Until then, these are best enjoyed in moderation.

Succubi [Core (Inf) Troop(aux)/Regiment]

Role within the army:

NG: Annoyance, Missile

RL: Ensnare with a punch

SK: Bastards

Value:

NG: Despite a low defense, Succubi are surprisingly hardy. Ensnare helps reduce incoming damage, and even with only regeneration 6 they’re able to last longer than expected in prolonged grinds. I like putting regiments in terrain and using the Hellfire command to help force enemies to charge them, or using troops as chaff and sending them to a glorious end with the Betrayal command.

RL: Succubi got a glow up with regen added in Fracture. Stick ’em in the woods and watch as your opponent is forced to make bad decisions or get flanked. At melee 3 they’ll hit back well and are prime for bane chant. I love the troops. Troop succubi are so good and seem to find flanks plus, if you combine hinder and ensnare, even troops are hard to dislodge. Throw in 5+ regen on any of them and they’re even harder to remove.

SK: 5 points for regen6 so it can receive the flesh knit command and go to regen5 on a unit that was already good pre-fracture in an army with quality access to bane chant and barkskin? Oh and stealthy! No better time in Kings of War to be a Succubi. The troops of these are infuriating to remove and punch well above their weight while the regiments are unkillable in the right hands. This is a premier mid-weight unit that I despise seeing on a table opposite me.

Gargoyle [Core (Hv Inf) Troop(aux)]

Role within the army:

NG: Fast Chaff

RL: Fast Chaff

SK: Fast Chaff

Value:

NG: Annoying little creatures; Gargoyles are the premier mobile chaff piece of arguably any army in Kings of War. Cheap enough that you won’t mind sending them to slow down enemy fliers, enough regeneration that enemy shooting will have to continue diverting shots to keep them waivered, and with enough attacks to reliably threaten enemy war engines. They’re also great for late-game objective play, streaking over enemy heads to secure tokens or zones.

RL: Some of the best higher end chaff in the game. At speed ten and fly, your opponent has to respect the fly-over, or you throw them into something faster than you to buy time. Great value.

SK: Gargoyles are good. Gargoyles in the hands of a high level player are mind-bendingly effective. Cue Keith Conroy waxing poetic about Harpies while staring off into the horizon. The ceiling that good gargoyle play has is really why you take these instead of imps.

Imps [Core (Lrg Inf) Troop(aux)]

Role within the army:

NG: Thin Chaff

RL: Slow Chaff

SK: Chaff

Value:

NG: They are cheap, their stats are bad, and they’re not particularly quick. But enemy units still have to devote a turn of combat to killing them, which is one turn they’re not fighting anything more important. Imps exist to die for the good of the army, and they fill that role perfectly. In the wise words of Erich Trowbridge, “Impin’ ain’t easy.”

RL: Another good value. Chaff be chaffing. Pick your poison between this and gargs on what your army needs.

SK: I watched a Greatax horde fail to kill one of these troops after the Betrayal Command, and 5 Barkskin got put on it, and I think it aged Trentin 2 years. 60-65 point chaff is amazing in any form (Critters, Orclings) but in an army with Ultimate Betrayal, it hits a whole other gear.

Hellhounds [Core (Cav) Troop(aux)/Regiment]

Role within the army:

NG: Missile, Fast Chaff

RL: Fast Attack

SK: Missile from Hell

Value:

NG: They’re fast, they’re nimble, and they’re affordable core units. They won’t win any awards for damage output or durability, but at speed 9 they can reach out and touch stubborn enemy ranged units or quickly plug a hole anywhere in your battle line. If you’re running an Alpha Strike list, these are likely your bread and butter.

RL: I’m not as high on hellhounds’ value. They aren’t awful, but even with nimble, I rarely get them to where they do good damage. They tend to be more expensive chaff. Hit then die. No regen is a bummer.

SK: This unit is good and more importantly FUN. Here for a fast time, not a long time. This is that one friend’s project car that they bored out like 50 over with only lap belts and no interior components other than a bench seat with cigarette burns in it. When the time is right to charge, you better hold on and pray that you go where you were supposed to and the engine doesn’t burst into flames. No regen, no crush, no stealthy. If you deliver these nimble dogs they need to kill what they touched or you’re going to be putting them back in their box.

Specialist

Abyssal Guard [Specialist (Inf) Troop/Regiment/Horde]

Role within the army:

NG: Hammer & Anvil

RL: Hammer or anvil

SK: Hammer and Anvil

Value:

NG: The army’s much needed high defense unit, Abyssal Guard can give as good as they take. The price is well worth it, no matter what size unit you take. Regiments are formidable pieces of a battleline, and hordes (especially with Artifacts) can be truly terrifying blenders. With a little support from chaff and command orders, Abyssal Guard are reliable in almost any combat scenario.

RL: a new unit with fracture and boy did it fill a missing role. Either d5 to help get some hammers home. Or get d4 with crush one and pretend you’re an orc. any of the sizes has usage depending on what you need in an army. I personally love them at crush 1 and letting them regen. Regiments and troops at d5 for 140 has some play.

SK: Hot new Greatax horde just dropped! And It has fearless and regen5! And it’s not [U]! What the fuck! Troops and regiments seem expensive for my taste but wow those hordes are a problem on the table. There are already so few things to deal with Greatax hordes in one go already that giving a datasheet like that fearless and regen5 makes it almost impossible to kill. These are costly investments so it’s unlikely to see more than 2, maybe 3, hordes on a table but they will absolutely ruin your day and strike fear into your heart. Why can these exist but Paladin Monster Slayers have to be unique?

Tortured Souls [Specialist (Lrg Inf) Troop/Regiment]

Role within the army:

NG: Chaff, Flank Support

RL: Opportunists

SK: Tool

Value:

NG: They (don’t) fly now! Tortured Souls are an interesting unit, but not one I find myself adding to most lists. With Pathfinder, Strider, and Speed 7, they seem like a reliable unit to find opportunities to punish the enemy battle line. But with a fairly low number of attacks and a melee value of 4, it can be hard to accurately predict how much damage they’ll be able to put through. Troops to act as chaff or sit in terrain and help protect the flanks of your battleline are the most likely use cases.

RL: I liked Tortured Souls better when they could fly. With strider and pathfinder, they are the pieces you pilot into flanks turn 3. Headstrong going to help get them there.

I like their base sizes better as troops but regiments get a great discount to double the attacks. At Melee 4 troops have to get into flanks or go regiments for 16 attacks. With Lifeleech 2 I lean toward regiments.

SK: The change to this unit from before fracture can admittedly color how people will receive the newly-grounded Tortured Souls but I’d urge players to get them to the table before logging into Fanatics to schizo-post. This is a really unique unit that now finally matches the charming models and I think both sizes have some good play. The regiments being made core can make for a disturbingly fast battleline that can hit surprisingly hard while still being betrayed because they have TC2 and not CS2. and the troops are cheap, specialist thicc chaff that can find flanks and get charges first usually. There’s a lot to like here if you’re interested in exploring it.

Berserkers [Specialist (Lrg Inf) Troop/Regiment]

Role within the army:

NG: Many Dice

RL: Slice and Dice

SK: Brrrrrzerkers

Value:

NG: These are another of my favorite units. With a threat range of 15, they reliably out-speed most units outside cavalry and fliers. High quantity of dice like most berserker type units mean that they’re also a great candidate for the Blessing command. The Defense 4 shortcoming can be smoothed over with a combined nerve value of 18 and Regeneration 5.

RL: Berserkers sp7 and wild charge 1 lets you hit dogs before they hit you but you’re not fast fast. Eat through units for fun. This is another unit I like in troops but screams discount for the regiment. I sadly like them better than moloch’s and I think all lists should have one if not both units.

SK: Hey it’s that 30 attack on 4s profile! I like that! This is a solid berserking unit that really appreciates Blessing of the Dark Gods and Fleshknit and even more so appreciates shiny items like sharpness and strength. They fit well within an army but like Tortured Souls, the opinion of them seems colored by what they used to be last edition.

Abyssal Horsemen [Specialist (Cav) Troop/Regiment]

Role within the army:

NG: Fast Hammer

RL: Hard Punch

SK: Cav Hammer

Value:

NG: Melee 3, Thunder 3, yup that’s a cavalry unit! Horsemen are a great choice to fill a fast-hammer role, and the addition of Regeneration 5 means they’ll be able to grind better than most other cavalry units. If you want to more fully seal the fate of your target, hit the Horsemen with the Blessing command and send them on their way. Or, if you’re going against an enemy hammer unit, the Betrayal command has a surprising use case. If the enemy unit has Melee 3 and any amount of Crushing Strength, you can strip away their Crush while maintaining the ability of Horsemen to Thunder into battle.

RL: 220 is 20 more than KoM Knights but Abyssal Horsemen gain regen. Not poorly priced but with TC3 you need to ensure you punch through or you’ll just be in a grind fest that you should win.

SK: Take one regiment with JBOO in almost every list. It synergizes well with every command, even Betrayal. Even though it’s me3, it’s still removing the crush from a unit which can be very valuable. I think I would have liked to see an extra pip or two of nerve here but it’s a cav unit like most cav units. Solid choice.

Support

Molochs [Support (Mon Inf) Troop/Regiment]

Role within the army:

NG: Hammer

RL: Crush. Kill.

SK: HAMNER

Value:

NG: They’re big, they’re mean, and they’re coming your way! The stat profile says it all. 20 attacks on 3s, Crush 2, they’ll put a dent in whatever you point them at. That being said, there are some drawbacks. Defense 4 means that berserker style units will be a true threat even with the Moloch’s comparatively high nerve value, and the Retaliate command may prove more of a hindrance than a help by trapping the Molochs in combat. They’ll need to be properly supported if you want them to stick around.

RL: This unit has let me down more than Bane Chant (2) when it should be amazing. The higher nerve helps but I think all lists need berserkers and molochs. I lean towards berserkers if I have to choose one or the other.

SK: These might have been the only good unit in Abyss before Fracture and they only got better with the new commands. Blessing of the Dark Gods makes those 20 dice really reliable and 19 Nerve is also awesome to go with the new +1 regen command. Really strong unit.

Nagarri [Support (Cht) Regiment]

Role within the army:

NG: Unknown

RL: *Cries*

SK: Hobby Points

Value:

NG: A unit that I keep telling myself I can make work, Nagarri are in a tricky spot. Defense 4, nerve 15, height 4, and no regeneration means that Nagarri will quickly waiver in the face of enemy shooting. Pathfinder helps them get around the board, but the lack of Strider means you need to be clear of terrain prior to charging or else be hindered and lose your Thunder. It may have a use case for its Rallying ability, but I haven’t found that use case. Especially sad, considering how great the Mantic models for them are.

RL: I’ve tried and I cannot get this unit to be good. How does it go from boosting regen in 3rd edition to no regen at all in 4th. Give it strider and maybe I’ll take it.

SK: This is the quintessential “I brought this because I think they look cool” unit. This is a unit you want to be good so badly and then you put it on the table and it makes a mockery of itself. 12 attacks can’t reliably kill chaff let alone anything respectable and is barely helped by Dark Gods, 15 nerve cant survive any meaningful charges to make use of CS2 or Retaliate!, Speed 7 doesn’t outspeed most of the alpha units that will one-shot it, and it doesn’t even have regen! You end up basically paying 175 points for the rally. Anyway, it’s my favorite Abyss unit I’ve painted.

Chroneas [Support (Mon)]

Role within the army:

NG: Healing Bruiser

RL: Combat Healer

SK: Tech Monster

Value:

NG: A time-bending demon that can heal friendly units when it deals damage, the Chroneas is a beat stick that is fairly guaranteed to put the hurt on whatever it touches. But with only D6+6 attacks, you really need to find flanks to gain the full value of this unit. Also, gone are the glory days of combo-ing the Chroneas with the Well of Souls into a nigh unkillable death star now that the Temporal Ruptures ability is limited to units with the Upper or Middle Circle keyword. A fun unit, but suffers from the ‘square base issue’ that many monsters and titans do in 4th edition.

RL: Baller Mantic model. Temporal Ruptures can do some healing for your guards, hounds, horses, ect. while also being a beat stick. Chroneas is great in helping a push with cloak of death. A 235 point centerpiece that’s good on table and further helps heal regenerating tarpits? Yes please.

SK: Monsters are generally in a bad spot this edition and Abyss support slots are in high-Moloch-shaped-demand. I think this is an otherwise okay unit and one of the better monsters in the game with some cool synergies, it’s just hard to justify over getting that value and more from Well of Souls and Dark Pit.

The Well of Souls [U] [Support (Mon)]

Role within the army:

NG: Healing Support

RL: Support

SK: Grind Support

Value:

NG: At speed 8 with flying and a melee profile that isn’t to be scoffed at, the Well of Souls excels at finding tight flanks in your opponent’s line. But its true purpose is as a damage sponge. Demonic Life-Force allows you to siphon wounds off friendly units and transfer them to the Well, and with a staggering Lifeleech 5 it can quickly erase any memory of those wounds. The Well can help ensure that even after a statistically improbably bad Regeneration roll, your horde of Abyssal Guard is back in fighting shape. 275 points means you’ll need to use it effectively, but the Well of Souls can easily be the difference between your battle line holding or routing at the pivotal moment of a game.

RL: Well of Souls is not cheap nor should it be. Its a flying beat-stick that can decide it wants to heal someone and take on its own damage. Transfer at least 5 damage and send this into chaff or a hard hitter and get it all right back.

SK: From my experience this unit, while fast, does not synergize with alpha very well at all. Mechanically it is very good and is notably exceptional when nestled into a slower, grinding battleline where it can take wounds off Guard and Lowers and find flanks in backlines. Another really cool unit thematically and mechanically. Not having to roll to heal is very strong.

Abyssal Fiend [Support (Ti)]

Role within the army:

NG: Support, Bruiser

RL: Combat

SK: Worse Nagarri somehow

Value:

NG: Between Fireball 5 and a tough melee profile, the Fiend is likely to put wounds onto what you point it at. But how many wounds? Low number of attacks means the Fiend won’t be winning almost any 1v1 fights, and the lack of Regeneration means any combat is likely to start whittling down its nerve of 17. Conditional Rallying for Upper Circle units is nice, but I don’t see the 205 points as being well spent on the Fiend. For 45 less points you could have a Despoiler with a very similar damage output, with the added upsides of having Regeneration 5, Inspiring, and 2 command dice to help support other units around it. I might field a Fiend in order to use a cool model, but not if I need a role filled in the army.

RL: The last Abyss centerpiece model and sadly the hardest for me to take in this slot. Sure you could put it behind your lines and rally while shooting fireball but at 205 you need more. 7 attacks isn’t doing it for me. It isn’t my favorite but I love the model.

SK: A 4th edition army review wouldn’t be complete without some worthless, fuckass titan in the support slot and this is the Abyss version. Conditional rally, no regen, no strider, no cool mechanic, but don’t worry here’s fireball.

Conclusions

How good the army is within the game: compared to other armies

NG: Abyss is definitely in a good spot, gut reaction says probably A-tier. It has answers to lots of questions that your opponent will ask, and has the ability to ask its own questions. The unique commands force your opponent to consider their strategy in a way few other armies do, by being able to manipulate the core stats of both your and your opponent’s units. The major drawback in my view is the generally low defense of the army, and the reliance on commands to buff them. Missing critical commands could easily cost you a unit, a flank, a game. The other drawback is your local playgroup will likely quickly adapt and auto-include Fire Oil in their lists, which is incredibly potent against abyss especially when on a shooting horde.

RL: The Verdict is still out as we theory craft this but more results are coming in. I think it’ll be a top 3-5 army but I want to see it into goblin gun lines first. An army that screams for hobby and is good on the table top, Abyss is a great one to get into.

SK: While we as a group have played a good bit of games with Abyss post-Fracture, there haven’t been many events involving them since the book was released to confirm any suspicions of their power. Which puts us in the prime position of Kings of War content creation to speculate wildly! Classic! I’ll go third! I think the army is VERY strong right now and the grapevines are telling me to put Fire-Oil in every list. If Betrayal remains unchanged, this could be one of the new gatekeepers/boogeymen of the meta where you either bring an answer for it or lose.

Build archetypes or styles possible within the army: MSU, shooting, alpha, etc

NG:

Combined Arms/Toolbox: absolutely, and probably the best (and most fun) option for running Abyss.

MSU/Grind/Tarpit , easily achieved with lower abyssal regiments/hordes and commanders ready to issue the Betrayal command

Shooting is theoretically possible, but your flamebearers will crumple the moment an enemy reaches them.

Alpha, absolutely. Hellhounds are a speed 9 core unit to provide unlocks, and running a full army of speed 8+ is easily possible with abyssal horsemen and gargoyles.

Flying circus, not so much.

Traditional hammer & anvil, easily achieved. Hordes of lower abyssals, regiments of berserksers or molochs (or even abyssal guard), you’ll be able to absorb a hit and counterpunch with the best of them.

RL: Grind and pound. It’s got so much regen and thickness you want to grind while your centerpieces do cool things.

SK: The new army list seems to gravitate towards a grindy army but can also field some other playstyles well like (pseudo)Alpha, MSU, and Gunline.

Highest placing GT lists:

Matt Temple 6th Overall at Hoosier Storm (Pre-Fracture)

Seductress(Slashy), Harbinger, Bloody Cardinal, 3x Hellhound Regiments, 2x Berserker Regiments, Horsemen Regiment(JBOO), 3x Moloch Regiments

Ray Shields 1st Overall at King Beyond the Wall (Post-Fracture)

Teynne, Seductress, Flame Bearer Regiment, 2h Lower Abyssal Horde, Succubi Troop, Succubi Regiment, Gargoyles, Abyssal Guard Troop, Berserkers Troop, Berserkers Regiment, 2x Chroneas, Abyssal Fiend