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==9th Edition== Our hopes rested on the release of the Imperial Armor books for [[Warhammer 40,000 9th Edition|9E]]. The Warhammer Legends: Forgeworld update launched to provide rules for models that were no longer produced and our lads and lasses got an update - hurray! And then we read the rules - the Gods too appear to have forsaken us. On the plus side, we still have tanks and our infantry got better - WS/BS 4+ base and no more randumb leadership values! However, the cost of removing those last remaining bits of jank has been to throw the mutated baby out with the toxic bathwater, and with it the last shreds of flavour that this army had, it would seem. Gone are psychic powers and god-specific chaos covenants. The list is now basically an allied Guard detachment lacking orders, strategems, relics, psychic powers or much of anything now. LatD or R&H cannot survive competitive play without these inclusions and thus, this once vaunted list has found itself in the rubbish bin of bottom-tier. This army desperately needs a supplement or something lest it be squatted, which is ironic considering how armies thought to be orphaned and abandoned like Sisters of Battle or gods forbid the actual Squats themselves have been completely revitalized or reintroduced respectively under 9th. There are more of the same hints and signs we have fed off of for years in the fevered hope that the thing we like might actually be supported and mainstream again, but if you're a chaos player you should be used to being forsaken by now. The base army is still squishy dudes and tanks, but not much else. There are no relics, stratagems, warlord traits or anything else that might have given flavour to the list and the unique units available are rather underwhelming if not completely uninspired. They might make for a usable allied detachment for other Chaos armies. For more info, please check out [[Warhammer 40,000/Tactics/Renegades And Heretics (9E)|the 9E tactica here.]] ===A Faint Hope=== Warhammer Fest 2022 saw a mild sign of some relevance in the Moroch [[Kill Team (Specialist Game)|Kill Team]] boxset, having the same Traitor Guard from [[Blackstone Fortress]] repackaged in one set along with some new orders to spice it up. Seeing as previous boxed Kill Teams all got rules on their respective faction's codex or shortly after, there's a sliver of hope that we'll eventually get rules to throw in a batch of spiky guardsmen to throw at the enemy instead of a bunch of piddly cultists. Though the mortals of Chaos got a few new options with the 9th Edition CSM codex, this hope unfortunately did not manifest in the codex, with the cultists not even gaining the option to attach a traitorous commissar or a Chaos Ogyn. That hope would emerge later, as the Renegade Enforcer (plus optional Ogryn bodyguard) as well as the generic traitor guardsmen all became available units for the base CSM armylist alongside the rest of the Kill Team squads that weren't already part of a team. That said, the guardsmen aren't that much better than the basic cultists aside from some new guns, but they synergize with the Enforcer and his ability to force them to auto-pass any combat attrition checks the guardsmen make. Even better is that the Ogryn acts as a super bodyguard for the Enforcer, taking absolutely any blows for the guy without any means of oversight since they're a single unit.
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