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===Core Units=== *'''Gor Herd:''' Half the cost of a Chaos Warrior and nowhere near as useful but that ain't why you take them. Whilst they are pretty poor in the beastman book as you really need them to do something they are much better in the Legion rules. One point more than a Marauder, they have -1I but +1T and +1M. Give them Mark of Khorne and Extra hand weapons and you might have a unit that will actually kill something- especially if your general and/or BSB are nearby to help with the Primal Fury roll. Give them Mark of Nurgle, and they might actually survive something. Slaanesh works really well because their leadership is average and they won't run away because a razorgor had a change of heart about attacking a giant. Tzeentch isn't great unless you actually pay for Sword and Board upgrade so they have a 5+ parry. They are still pants and can't be expected to reliably kill anything of substance, but they will gum up the enemy long enough for your heavy hitters to get into combat. *'''Ungor Herd:''' Two points cheaper than Gors and much, much worse. They will break at the first sign of trouble, their armour save is useless and giving them spears is a waste of points. Sword and Board gives them a 6+ parry, and Mark of Tzeentch can turn that into a 5+. But there are much better things in the core choice for you to take. *'''Ungor Raiders:''' What's this? Another Chaos unit with a ranged attack? For a point more than a Ungor you get a shortbow instead of a shield. They are pretty much wardogs with bows in your eyes, Ambush them in the side or behind the enemy to get rid of your long range penalty and to pull the enemy out of formation, since they are Skirmishers keep them in Cover and they'll be very hard to hit, so if your opponent wants them gone they'll almost certainly have to divert a portion of their army to fight them. Give them mark of Slaanesh. It is the most useful, as if they were in combat to begin with you used them wrong, and then send them off on assassination duty. Bonus points for murdering two units of doomfire warlocks on turn one with these. *'''Tuskgor Chariot:''' It's cheaper than a Chaos Chariot by thirty points. For that you lose a point of armour, and the two Chaos Warriors are replaced with a Gor and a Bestigor. It's cheaper but not quite as good as you lose two attacks and whilst one is S6, the other is S4 on the charge only. You don't have scythes either so you lose one impact hit off the bat, but as already stated, thirty points cheaper, if you want a larger number of chariots go with these guys, those saved points add up quick. It should be noted though that as far as killing goes, Mark of Khorne on these chariots lets them outperform vanilla Chaos Chariots while still remaining cheaper because of Primal Fury giving them hatred for all of their attacks (including the mounts for some reason), so make sure that your general can keep up. *'''Chaos Warhounds, Beastmen Version:''' Don't count as core and poison is three times the price of the WoC dogs. In short no. In long NOOOOOOOOOOOOOOOOOOOO! *'''Chaos Warhounds, Warriors of Chaos Version:''' That's better. These dogs count as core, which is good because who wants an army made up entirely of core models? Use them as chaff and send them to their doom. They can block charge lanes or confuse your opponent at deployment. The best general is decided by how he uses his dogs. Just be careful where they panic too, Beastmen without the Mark of Slaanesh aren't the bravest of souls and you can still run from exploding dog syndrome. *'''Bloodletters of Khorne:''' the most expensive of the four kinds of Core lesser daemons, but also one of the better ones in melee. They die easily, since they're only T3 with a 6+ scaly save and the daemonic save (normally 5+, but it can change); but they're quite good in melee (WS5, S4, killing blow; also get +1S when charging). Not the best choice for a tarpit (due to their cost and fragility). As a side note, don't bother giving them poison (eg Nurgle's "Blades of Putrefaction" spell) or flaming attacks (eg the Banner of Eternal Flame), since they have magic weapons and won't actually benefit. If you do go with one big unit, it is highly recommended to take a Herald with Locus of Wrath or Fury. *'''Daemonettes of Slaanesh:''' the cheapest of the four kinds of Core lesser daemons. Just as fragile as Bloodletters (minus the scaly save), but have lots of armor piercing attacks at a mere S3; they make a great target for the Nurgle "Blades of Putrefaction" spell if you happen to have it. Additionally, your larger units almost have to have a Herald with the Locus of Swiftness so they get ASF (the other two Loci aren't really worth taking compared to this). *'''Pink Horrors of Tzeentch:''' take for extreme magic phase. MSU style is recommended. Especially nasty if you're using the ''End Times: Khaine'' magic rules- each unit will know all of the Tzeentch spells! *'''Plaguebearers of Nurgle:''' It is easy to do worse as far as core choices go. With a daemonic ward save, high toughness / strength, and poison, a block of 50 can really make an excellent tarpit. Throw in a Herald of Nurgle with a loci of your choosing. Combine with fast flanking units to flank and spank your enemies. Grab some chariots from whatever army you choose, or some knights of chaos, and enjoy that sweet sweet static combat res. Even better, make your opponents cry if you use chaos ascendant and pick nurgle, they lose the Unstable rule. *'''Chaos Warriors:''' The original power armoured demi-gods of battle. Chaos Warriors have been splitting skulls and taking names for decades. Welcome to the best human warriors on Warhammer World. Even as core, there is not much that a Warrior of Chaos cannot stand up to and break beneath his iron boots. Rocking a 4+ armour save off the bat, Chaos Warriors are tough to beat. But they are expensive, and giving them upgrades only makes them more so. Halberds are generally seen as the way to go, as S5 beats an extra attack against everything except T2 or less. However, now that Beast Banner carrying Wargors can join units of Warriors, maybe we'll see Additional Hand Weapon Warriors come into fashion. or maybe we'll see S6 Halberds that wound ogres on 2+. You can miss shields if you want, as a 4+ armour save is often good enough. Plus they can't use it with a Halberd. As for Marks, they are good without them but better with them. However, a Mark of Nurgle Warrior which a shield and Halberd rocks in a 20 frigging points. Nurgle is generally seen as the best mark, as WS5 means most heroes will hit them on 5's. Tzeentch is common, as it gives you a 5+ parry. Khorne makes you frenzied and Slaanesh makes you immune to Panic, Terror and Fear. They have fallen a little bit out of fashion with people this edition as Chariots have become core, but in my opinion. It isn't a Warriors of Chaos Army without Chaos Warriors. *'''Forsaken:''' Faster than Gors, Ungors and Warriors, but rather hit and miss. Costs the same as a Ungor and a Warrior and you don't really get much for it. D3 attacks sound nice, but only the first rank get to use more than one and warriors have two anyway. Most useful marks are probably Khorne and Slaanesh, which grant hatred and swiftstride respectively. You won't see these around very often, which is a shame because they look pretty cool. *'''Chaos Marauders:''' The original Viking Warrior, accept no less. Unfortunately they have become more expensive, and vast hordes of them have fallen out of favour due to the costs of their weapon and mark upgrades. They also have no armour or shields, unless you add them on. In a Legion list, they lose out to regular Gors, who are tougher, faster, and almost as cheap. Marauders can work, but they do need support. *'''Marauder Horsemen:''' More Horsemen for your core, and who says the Kurgan aren't represented in your army? Quite handy due to their speed and manoeuvrability. Mark of Slaanesh turns them into brilliant fast cav, because they can still flee. Mark of Khorne and Flails turns them into a nasty alpha strike unit which could possibly crunch through a small unit of bowmen or a warmachine. If you want to play an all mounted force, these are your guys. Even then, a small unit of 5 will probably be worth its weight in gold. *'''Chaos Chariot:''' This is how you make a chariot. It's a mean machine of death and destruction. With two Halberd carrying Chaos Warriors on its back, plus Scythes. This chariot is probably one of the best in the game. It's also armoured with a mean 3+ save and four wounds on its T5 frame. Mark of Khorne gives it a horrible amount of attacks, Mark of Nurgle makes it very hard to hit. Take one and love it. It's better than the Beastmen one, but also more expensive.
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