It's time to ask the question that's on everyone's mind lately: if you're going to broker a deal with a malevolent deity and exchange your soul for supernatural powers... which deity should you choose?
Like I introduced in a previous post, I embarked on developing an Iron Warriors collection over the back half of 2023. I have made quite a bit of progress modeling and painting up some units, and hope to share some photos soon.
In the meantime, this post will break down a fun theory-hammer/math-hammer thought experiment I've been mulling for a while as I prepare to hit the tables in 2024 with the Cult of Rust.
The main axis of customization in the the Slaves to Darkness launch detachment are how marks of different chaos gods amp up different aspects of your units' Dark Pacts:
[Lethal Hits] version of Dark Pacts in melee and shooting, respectively;[Sustained Hits 1] version of Dark Pacts in melee and shooting, respectively;Intuitively this makes Khorne and Tzeentch seem optimal for attacking tough targets, whereas Slaanesh, Nurgle, and Undivided should be a more universal damage increase against all targets.
I wanted to crunch some numbers to see exactly how these Marks interacted with different hit & wound rolls. First, let's set the baseline:
Values reflect the number of expected wounds per attack given the hit/wound requirements on row/column axes.
| V To Hit | To Wound > | 2+ | 3+ | 4+ | 5+ | 6+ |
|---|---|---|---|---|---|
| 2+ | 0.69 | 0.56 | 0.42 | 0.28 | 0.14 |
| 3+ | 0.56 | 0.44 | 0.33 | 0.22 | 0.11 |
| 4+ | 0.42 | 0.33 | 0.25 | 0.17 | 0.08 |
| 5+ | 0.28 | 0.22 | 0.17 | 0.11 | 0.06 |
| 6+ | 0.14 | 0.11 | 0.08 | 0.06 | 0.03 |
| V To Hit | To Wound > | 2+ | 3+ | 4+ | 5+ | 6+ |
|---|---|---|---|---|---|
| 2+ | 0.83 | 0.67 | 0.5 | 0.33 | 0.17 |
| 3+ | 0.69 | 0.56 | 0.42 | 0.28 | 0.14 |
| 4+ | 0.56 | 0.44 | 0.33 | 0.22 | 0.11 |
| 5+ | 0.42 | 0.33 | 0.25 | 0.17 | 0.08 |
| 6+ | 0.28 | 0.22 | 0.17 | 0.11 | 0.06 |
As expected, Dark Pacts for [Sustained Hits 1] provides a modest damage increase in all situations, achieving greatest efficiency on lower BS/WS attacks where the extra hit represents a great proportion of that model's expected total number of hits. Conversely, the efficiency from [Sustained Hits 1] does not depend on the target's toughness in any way.
| To Hit / To Wound | 2+ | 3+ | 4+ | 5+ | 6+ |
|---|---|---|---|---|---|
| 2+ | 0.72 | 0.61 | 0.5 | 0.39 | 0.28 |
| 3+ | 0.58 | 0.5 | 0.42 | 0.33 | 0.25 |
| 4+ | 0.44 | 0.39 | 0.33 | 0.28 | 0.22 |
| 5+ | 0.31 | 0.28 | 0.25 | 0.22 | 0.19 |
| 6+ | 0.17 | 0.17 | 0.17 | 0.17 | 0.17 |
Again as we expected, the benefit of lethal hits depends heavily on the attackers strength and the target's toughness, ranging from a +4% increase when hitting and wounding on a 2+ to an insane +500% increase when hitting and wounding on a 6+ (although this will essentially ~never come up for Chaos Marines, who almost always have BS/WS in the 2+ to 4+ range).
Comparing the above two tables reveals a few interesting trends:
[Sustained Hits 1] and [Lethal Hits] is totally invariant with respect to the attacking model's WS/BS. This is convenient because it allows us to extrapolate these trends to all units in the CSM Index whether they be a Cultist or a Chaos Lord.[Sustained Hits 1] are far superior when the attacker's strength is double the target's toughness (wounding on 2+), where each attack will net an average of +0.11 extra wounds when benefitting from exploding 6's versus auto-wounding 6's. [Sustained Hits 1] also nets an average of +0.06 wounds per hit above [Lethal Hits] when wounding on 3+.[Lethal Hits] expects an average +0.11 extra wounds over exploding 6's when attacking very tough targets (wounding on a 6+), which drops down to +0.06 expected wounds per attack when wounding on a 5+.Next, let's look at how the god marks change these expectations.
| V To Hit | To Wound > | 2+ | 3+ | 4+ | 5+ | 6+ |
|---|---|---|---|---|---|
| 2+ | 0.97 | 0.78 | 0.58 | 0.39 | 0.19 |
| 3+ | 0.83 | 0.67 | 0.5 | 0.33 | 0.17 |
| 4+ | 0.69 | 0.56 | 0.42 | 0.28 | 0.14 |
| 5+ | 0.56 | 0.44 | 0.33 | 0.22 | 0.11 |
| 6+ | 0.42 | 0.33 | 0.25 | 0.17 | 0.08 |
The marks of Slaanesh or Nurgle provide a consistent damage boost in either melee or shooting, respectively, which falls off slightly (in absolute terms) versus tougher targets.
| V To Hit | To Wound > | 2+ | 3+ | 4+ | 5+ | 6+ |
|---|---|---|---|---|---|
| 2+ | 0.75 | 0.67 | 0.58 | 0.5 | 0.42 |
| 3+ | 0.61 | 0.56 | 0.5 | 0.44 | 0.39 |
| 4+ | 0.47 | 0.44 | 0.42 | 0.39 | 0.36 |
| 5+ | 0.33 | 0.33 | 0.33 | 0.33 | 0.33 |
| 6+ | 0.19 | 0.22 | 0.25 | 0.28 | 0.31 |
The marks of Khorne and Tzeentch provide extremely powerful buffs for low-strength attacks punching up against high-toughness targets, reaching an insane >300% damage increase in some cases like Legionary heavy bolters shooting T8+ targets, but don't make much of a difference over the standard Lethal Hits (6+) option versus low-toughness targets.
But what if you don't want to pledge yourself to any one Chaos god, and are instead feeling downright polytheistic? Let's take a look at the last (but not least) option, the Mark of Chaos Undivided.
| V To Hit | To Wound > | 2+ | 3+ | 4+ | 5+ | 6+ |
|---|---|---|---|---|---|
| 2+ | 0.97 | 0.78 | 0.58 | 0.39 | 0.19 |
| 3+ | 0.81 | 0.65 | 0.49 | 0.32 | 0.16 |
| 4+ | 0.65 | 0.52 | 0.39 | 0.26 | 0.13 |
| 5+ | 0.49 | 0.39 | 0.29 | 0.19 | 0.1 |
| 6+ | 0.32 | 0.26 | 0.19 | 0.13 | 0.06 |
These calculations highlight just how powerful rerolling 1's can be when combined with exploding 6's to hit. For example, a Chaos Lord (WS2+) with the Mark of Undivided who also performed a Dark Pact for [Sustained Hits 1] should expect 1.17 hits per attack. Yes, you read that right: that is 17% more hits than attacks!
The downside of this configuration is that it really doesn't do much (again, in terms of absolute number of wounds inflicted) against tough targets, so the effect is best focused on situations where your weapons have sufficient strength to wound the target on 2+, 3+, or 4+, and you are just hoping to crank up the volume of attacks to pound wounds through.
| V To Hit / To Wound> | 2+ | 3+ | 4+ | 5+ | 6+ |
|---|---|---|---|---|---|
| 2+ | 0.84 | 0.71 | 0.58 | 0.45 | 0.32 |
| 3+ | 0.68 | 0.58 | 0.49 | 0.39 | 0.29 |
| 4+ | 0.52 | 0.45 | 0.39 | 0.32 | 0.26 |
| 5+ | 0.36 | 0.32 | 0.29 | 0.26 | 0.23 |
| 6+ | 0.19 | 0.19 | 0.19 | 0.19 | 0.19 |
Here we observe our first potential weak Mark + Pact combination. Yes, Undivided units who choose [Lethal Hits] will certainly outperform units without these benefits, but they only marginally exceed the damage expected by Undivided units with [Sustained Hits 1] against tough targets and fall far short of Khorne/Tzeentch units against these same tough enemies.
However, it's worth mentioning two major perks of the Mark of Chaos Undivided over mono-god Marks:
So yes, while the Mark of Chaos Undivided is strictly weaker than other God marks versus the most optimal targets, Undivided units boast substantial flexibility not afforded to other monotheistic units.
The interaction between Marks and Dark Pacts is perhaps the most important factor when choosing a Mark, but there are two other key aspects worth weighing on a unit-by-unit basis: Stratagems and Enhancements.
As a brief summary; the Slaves to Darkness 10th Edition launch detachment has six stratagems that can be used on any unit. However, five of these six stratagems work better on units when they have a specific Mark (one for each god, plus Undivided). In addition, characters can only join units with the same Mark as them, meaning the Enhancements available to characters can only benefit units of the same Mark.
Below I'll try to quickly summarize the key takeaways that might influence when a certain Mark might be a smart choice even if its interaction with Dark Pacts isn't mathematically optimal for that unit's offensive profile:
Feel No Pain 5+ to the character of your choosing. This is often seen in competitive lists on chunky multi-wound characters like Daemon Princes. The added durability benefit alone is worth far more than 15 points, but the Elixir also forces one of your opponent's units to take a Battle Shock test each time the character shoots or fights, which would be awesome if it lasted through your opponent's next command phase to disrupt Primary Objectives... but rules-as-written probably won't do anything in most games. Slaanesh has a notable stratagem as well: Unnatural Swiftness (1CP) allows any unit to fall back, shoot, and charge, but extends to enabling advance, shoot, and charge for Slaanesh-marked units.[Sustained Hits 1] and [Lethal Hits] when performing a Dark Pact, but that feels a little too expensive at 40 points for my tastes. Moreover, the Helbrute provides the same effect in a 6" aura and--crucially--applies to god-aligned units, unlocking Critical Hits on a 5+ in conjunction with both [Sustained Hits 1] and [Lethal Hits].Just like the complex machinations of the Chaos Gods in The Great Game, choosing god alignments for your units in the Slaves to Darkness detachment is not a simple affair. To summarize what we learned from this analysis:
[Sustained Hits 1] when your unit wounds the target on a 2+ or 3+, and[Lethal Hits] when your unit wounds the target on a 5+ or 6+.[Lethal Hits]; (iii) on a solo character you want to make tanky with the Intoxicating Elixir.