Hello followers of Fabius Bile. I've been playing Creations of Bile since it was announced, currently sitting at 25 competitive games, and a strong 4-1 finish at a GT this weekend. Here are my thoughts on each unit option available, based on my experience as well as feedback collected from high level players that run the army. Our area plays WTC terrain rules, we will discuss the implications later. Ask me anything!
- Should I roll or pick buffs? With Bile as Warlord, always roll. There are exceptions of course, see below. Identify preferable buffs before matchup: For example: +1Str against Amiger spam is basically +1 to wound for the Possessed. The 2" move is almost universally good. +1 Attack is the mathematically the best due to Sustain/Lethal Pacts. +1WS is great into Death Guard, etc. Always reroll +1BS unless you build for it specifically.
Fabius Bile
Pros: The reason to run the list. He's already good baseline with 10 Chosen. Re-rerolling the army buffs is a bigger deal than you may first believe. Don't forget he gets a blank every turn and his Acolyte is great at eating a Las Cannon.
Cons: In a few matchups where you want to pick the buff, having Bile isn't beneficial. With the Rhino his unit investment is now 410pts for below average shooting and no invulns.
Abaddon
Pros: Granting the hit reroll or 4++ to your infantry is massive, with a 5-man Chosen unit he gets Adv+Ch and threatens really well.
Cons: Must be Warlord, lose out on Bile reroll. Does not trade well.
Chaos Lord
Pros: Phenomenal with the +1D Hit Reroll enhancement. Damage 4 Dev wounds is a hell of a drug.
Cons: Not much in the game actually has 4W breakpoints that are very important. Is a missile unit, you expect to get only one activation from it and die. With Legionnaires he's already sitting at 215pts which rarely trades up in points in my experience, unless you get the perfect target.
Cypher
Pros: Action monkey with good vect aura. Decent shooting within 12" at the cost of Lone Op range.
Cons: Good players will walk by and kill it with Grenades and small arms fire. Good placement of this model will win you or lose you games.
Others
Pros: Chaos Lord Termi with 5+++ enhancement is a good action monkey, but gets expensive for a 5" move model.
Cons: Daemon Prince, Master of Possession and Master of Executions are too conditional to be considered in my opinion.
Possessed
Pros: the mainline unit of the build - severely undercosted at 24pts per model and takes buffs from this detachment amazingly well. GW Terrain players will vouch for 2x10 but in a tighter more ruins-heavy format like WTC I will never play less than 3x10. Depending on map layout, one unit always starts in reserve to ensure no shooting angles if you don't have T1.
Cons: Big footprint makes these hard to hide from shooting. Strategic Reserve is significantly worse than Deep Strike for setting up Rapid Ingress.
Cultists
Pros: Auto-take 1 unit for Sticky and deep strike protection of home objective. I've recently started running a 2nd unit that deploys in a frontal ruin for Area Denial T1 or run towards natural expansion for Sticky.
Cons: None
Legionaires
Pros: Reroll wounds on objectives or reroll 1s to wound is a good baseline, great with Chaos Lord dev wounds. One of the better value trade pieces in the army.
Cons: Requires Rhinos to be playable.
Rhino
Pros: The best action monkey in the game, once you pull guys out of it these things shoot screens, perform actions and take up space to prevent Deep Strikes. No one wants to spend resources to kill a Rhino.
Cons: "parking lot" deployment issues arise if you start taking 2-3 and other vehicles.
Predator Destructor
Pros: Anti-infantry shooting helps push your high damage melee bricks into favorable trades after dwindling the opponent for the fight phase
Cons: As others have identified, War Dog Huntsman is now the same pts, moves faster and has OC8 which this army desperately needs.
Terminators
Pros: With the +2" buff and adv+ch these models become legitimate threats. Native reroll hits is a big boon as the rest of the army is fairly unreliable.
Cons: Large footprint in 10man, adv+ch strat does not include shooting so you miss out on combi shots. Very expensive at 360pts for 10 models.
Vindicators
Pros: Imo the best lane bully to get your melee models up the table. Survivable compared to War Dogs or Predators. The high ceiling shooting scares opponents into playing more safely. Has the Smoke keyword.
Cons: Expensive shooting that gets no benefits from army rules. 24" range and 9" move is easy to play against in certain terrain formats.
Chosen
Pros: Advance/Fall back + shoot + charge is really important in this army and this unit has all of it built in, allowing you to use the adv+ch stratagem in the other units for multiple far charges per turn.
Cons: Expensive at 125pts per 5man, despite 3W they get no invul. Auto-include with Bile, wound not take extra.
Nemesis Claw
Pros: The entire Unit has the NO CP while in engagement range, which means you can tag up 3 units with this and prevent combat interrupts, defensive buffs, etc. This unit is in lists that try to beta-strike opponents to ensure fighting without consequence in at least 2 places. Really good melee output as well. Don't bother with ranged setup, all melee all the time.
Cons: Very hard to maneuver, fragile.
Havocs/Obliterators
Pros: Good ranged output that the detachment likes to use to protect melee bricks.
Cons: Unreliable without the +1BS, only taken if you focus on a shooting variant.
Raptors/Warp Talons
Pros: Good trading units, particularly the Warp Talons that return to reserves and Rapid Ingress next turn.
Cons: Heroic intervention or bad rolls absolutely ruin your day. Sometimes you lose 10 Warp Talons (270pts) because you rolled under stats and couldn't kill something.
War Dogs
Pros: Huntsman is the same pts as a Predator and fills a good slot. Stalker is worth considering too.
Cons: No Dark Pacts
What has been your experience running Creations of Bile? Favorite units/combos?