Editing
Warhammer/Tactics/8th Edition/Warriors of Chaos
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Army Composition== ====Generic Mounts==== Generic mounts tend to be worse than mark-specific mounts, but the ability to be taken with any mark guarantees that they aren't obsolete, especially due to the dubious usefulness of the marks of Slaneesh and Nurgle in every other aspect (although their specific mounts do rock). '''''A note on monstrous cavalry:''' at the moment, skullcrushers are the only monstrous cavalry unit in your army, which means that you won't have Look out Sir! unless you take a unit of at least 5 of them and place your hero in the unit. This is a problem especially against cannons, although stone throwers and quite a few spells can also present a danger: remember, even with a 4+ ward save two cannon balls are enough to kill a lord. Against cannons, you can protect yourself by placing a unit of trolls/ogres/whatever you want in front of the lord. Against spells and stone throwers there is nothing you can do, but they are generally unreliable (stone throwers) or can be dispelled at the cost of allowing something else to slip past (spells). All analysis of monstrous mounts assumes that you are taking this into account.'' *'''Chaos Steed:''' Your standard barded warhorse, only since this is chaos, he gets S4 to kick people to death. If you want a mounted hero or lord, this is what you'll likely be taking. With a 1+ armour save if you take a shield and the fact that a chaos lord (and heck, most of the times the exalted heroes) will only ever be hit on a 4+ you have a great defense right from the bat. The cost for such an awesome loadout is that with cavalry being so gimped this edition you will have a hard time killing very large units if you are unable to maneuver well (and depending on the map it may be hard: losing a 40 point model to a dangerous terrain test is sad). While not bad on your general, it might be best used on a hero leading a flank. *'''Daemonic Mount:''' An attack-oriented chaos steed, with an extra attack at S5 and stomp. It does, however, work great on sorcerer lords and especially exalted champions, because it improves their wounds to 3 and toughness to 5 (you can use mount's toughness and wounds - it's been errated), while still providing a decent offense. Barding is possible now. **It might be a good idea to stick your BSB on one of these things, just to give him a little extra protection. *'''Chaos Chariot:''' Yeah no. Chariots operate fine on their own, placing a character there will only turn them into the focus of all shooting, because it will become as vulnerable as a Shaggoth and just as (or more) pricey. Not only that, you replace one of the crew (so you lose attacks compared to a normal chariot) and you aren't as mobile as if you were on any other mount, because you can't march. Oh, and it's more expensive than a Daemonic Mount. If you didn't get the picture yet, don't take it. *'''Chaos Warshrine:''' Yes, this really is a mount now. Despite offering a great ward save and being relatively tough, the Warshrine is no longer as useful as it used to be. In addition, it hobbles along at a painfully slow pace - as in, slower than the rest of your already (mostly) slow army - hardly an ideal choice for a mount. ** With mark of Tzeentch it gets 3++. Fuck cannons. *'''Manticore:''' At T5, 4 wounds and no armour, this thing will die fast to shooting, melee, and magic. Which is a shame, because it can really dish out the pain: 4 attacks (5 if you fail the leadership test, which will also make your lord frenzied) at s5 with killing blow and thunderstomp will put a hurt on things, but you can't really expect it to survive against anything other than s3 infantry (and even then, not lol 4 rows asf high elves). Back when terror was more devastating, this was a worthy, if unreliable, mount,but now you are better off just taking the Tzeentch or Slaneesh mounts if you need your lord to move fast across the board. As of the new book, the Manticore was given a substantial price discount and the ability to buy a 4+ armour save. Still a glass cannon, but with the option for other viable flying threats like a Chimera or a Daemon Prince, it can find its place in an army now as part of a multitude of fast threats. *'''Chaos Dragon:''' Ouch. The corrupted cousin of the Star Dragons, it has one less WS, S and W and replaces them with an extra breath weapon that will devastate low T things and put a dent on even high T cavalry, and +1I. This your strongest mount, but also the most expensive. Unless you are tackling enemy lords or monsters, this is usually to your advantage, especially considering you are paying 50 points less for it. At 3000+ points, you can properly equip your lord, but at 2500 you just have the bare minimum, so take the mark of tzeentch, a talisman of endurance and a great weapon and go hunt whatever you please, just get into combat fast before you are struck down by everything your opponent has to throw at you. Monsters are always risky to take, so don't be surprised if one game you slaughter everything in your path and the other you lose 620 points to turn 1 shooting. ====Mark-Specific Mounts==== *'''Juggernaut of Khorne:''' An S5 mount with 3 attacks (S6 on the charge) which also improves your armor save by 2 and stomps infantry in their faces. Khorne is a kind god indeed to those who would fuck shit up in his name. Now that armor can't be improved past 1+, you benefit from it most if you take a halberd or a great weapon. Alternatively, if your lord already has a talisman of preservation, you could take a hero with the armor of destiny and a shield and have a sweet 1+/4++ save on two models (if you do so, make sure to make this fact obvious to your opponent by sending your characters on lone missions against his precious inner circle knights/ white lions). Heck, you could even take the glittering scales and still have a 2+ save while only being hit on 5+ or even 6+. A very solid choice. ** Also good modelling opportunities are available here as you can simply create a Jugger-Lord by sitting one onto a spare juggernaut model if you have some skull crushers, adding some extra bits. *'''Palanquin:''' A Monstrous Beast mount, The Palanquin provides a respectable 6 S3 poisoned attacks, ideal against monsters and hordes designed to slow you down alike. Of course, all this is wasted if you don't make the most of your armour, so grab that dawnstone and a dragonhelm/enchanted shield. A solid choice only stained by the fact that the mark of nurgle is generally wasted on lords. Also kind of slow making it a sub-optimal mount in comparison to other choices. *'''Steed of Slaneesh:''' Have you ever wanted to hit something really hard, but were too far away to bash its skull in? Then the boobed snake is for you. Of dubious usefulness in a lord (you want him close to the rest of your army to offer his leadership), this thing is spectacular on an exalted hero, because while the Disc of Tzeentch has fly, the steed allows you to join a unit of marauders and still have the vanguard move at the start of the game (which means you have all the defensive benefits of being in a unit), something your opponent will have to react to unless he wants to lose his flank. All the mounts have fear, but the fact that your hero will likely hit units in the flank (away from the BSB) makes it far more effective here than elsewhere.(in the new codex, you no longer have this for some reason.) *'''Disc of Tzeentch:''' Boy, aren't you just spoiled for mounts? The Disc of Tzeentch can claim two main advantages over the Steed of Slaneesh: it allows you to fly over units, and you get a far more useful mark. Without vanguard, you are better having your hero or lord join a unit of chaos knights rather than marauder horsemen, and then leave the unit when a suitable charge opportunity presents itself. As with the steed of slaneesh, it tends to be more useful on a hero, but the fact that you can be close to your army before they reach the melee (where they will be required to make far fewer leadership tests) means that it can and should be considered even on a lord. Also, great to keep sorcerers out of dangerous combat once it starts. Again, fear is more advantageous here than on the other (non-slaneeshi) mounts. ** Depending on the Lore your sorcerer knows, being mounted on a discs usefulness can vary. A Tzeentch wizard will know either the lore of Tzeentch which has good range and do not require the wizard to be that mobile so he can just sit at the back of the field shooting mind bullets, or the lore of metal which has a shorter range but has some very good buffs that you want to cast on your front line, so being able to fly back and forth casting buffs and debuffs will be far more beneficial to your army. ====Chaos Mutations and Powers==== These are the Chaos equivalent of Vampiric Powers, Ogre Big Names etc. Some armies have them, some do not. Deal with it. Something to note is that while only some of these are Magic Items, they are still purchased with the points allowed to 'Chaos Mutations and Powers', and NOT your Magic Item allowance, though Magic Items in this section still cannot be put on a BSB. * ''Daemonblade (Magic Weapon):'' Not worth it on a Chaos Lord since he already has an impressive 5 attacks, so it would be better to just take the Sword of Bloodshed which would give him a +3 attacks for a total of 8 attacks all the time without that risk of hitting yourself on 1's. That being said it can be useful on a Deamon Prince who has that tiny 25 magical items point limit or a Sorcerer Lord, so grab this if you've already used up all your magic item points and still need a magic weapon. * ''Collar Of Khorne (Talisman):'' Magic is for pussies and Khorne knows this! For a 45 points your favoured champion gets his very own brass collar which gives him Magic Resistance 3 so that he can shrug off those magic missiles and please Khorne by taking that magic wielding weakling's head for the Skull Throne!!! ** Situational but against magic heavy opponent can work especially well on someone outside of a unit. ** The thing is, if you go ward heavy on the model that has it might be a waste of points. Most efficient on models with 5++ granting a better save against magic. * ''Unholy Strike:'' Instead of lots of murderous, Ogre-strength strikes with a lot of chances to kill stuff, you get one Cannon-strength, D3 wounding doom attack that makes brick walls run home to mummy. If fighting Ogres or anything with a lot of big things it can be worth it, otherwise you'll be better off with the more expensive Bloodshed Sword. Comboes well with Sword of Striking. * ''Flaming Breath:'' All right, yet more Breath Weapons for your army (always excellent), goes great with Daemon Princes or anybody with the ability to fly and for extra fun, remember that in a challenge you can use it to cause 2d6 strength 4 hits on your opponent. All. On. Him. * ''Chaos Familiar (Arcane Item):''' An excellent item, an extra spell and 5+ channelling? With the new point allocations to Lords and Heroes you'll be hard pressed to not find at least a Hero to put this on. It's simple really. If you have a wizard, take this. * ''Scaled Skin:'' This is great on Daemon Prince's for that 1+ armour save, otherwise you're not getting your mileage out of it since you can duplicate it just as well on Chaos Lords by using a mount and the Enchanted Shield, and you don't want your Wizards in combat anyway. * ''Allure of Slaanesh:'' Usually not worth it unless you have your character on a large base, and since regular Chaos Lords will get hung up in Challenges so often only one model will have to test every couple of turns it's best used on Daemon Princes. * ''Poisonous Slime:'' Gives Poisoned attack, and a 5++ against poison. the ward save is kind of useless because your Lord/hero should have a better save anyway, but the poisoned attacks can be useful if given to a Khorne lord with a buttload of attacks, and can be combined with the Nurgle spell for the buff to poison. * ''Soul Feeder:'' for every wound dealt roll a D6 and get a wound back on a roll of 6. Great for your Combat lord (as if you'd have a another kind) and helps him stay alive for a while longer, since (unless you're up against that T10 Dwarf asshole) you'll be getting a wound back every two rounds of combat, or 1 round if combined with the Sword of Bloodshed. Can be used to mitigate your lord poking himself in the eye with the Hellfire sword. * ''Acid Ichor:'' any model that wounds the lord takes a S4 hit if they fail an initiative save. It's an all right choice, anything that attacks your lord will probably be dead in the next round of combat anyway, but every little bit helps, so It isn't bad if you have the points to spare. It is more hilarious than useful if you find that your lord is regening a lot of wounds through soul feeder, you can essentially solo charge a unit and they can end up killing themselves from any wounds they inflict on your lord. * ''Burning Body:'' Gives flaming attacks and a 5++ against flaming attacks. Similar to Poisonous Slime, your Lord should have a better save anyway. If your opponent has a lot of Regen saves this is pretty great, but not so great if your opponent has that oh-so-easy-to-get 2++ wards save against flaming attacks. * ''Third Eye of Tzeentch:'' Very fun on anything but a Daemon of Tzeentch, who already has it built in. Take it if you have a Tzeentch chap with a big ward save for a 3++ ward. * ''Nurgle's Rot:'' Take it on your Prince or someone on a mount as this only really shines when it's on massive bases. Getting out 3-5 free hits that kill dudes on 6s with no armour saves for 10 points? Not bad, but there are better things out there. Good for saving points. * ''Hideous Visage:'' A cheap filler, but unfortunately doesn't make the characters unit immune to fear, just him. Being unable to give out his LD to others is very rarely a drawback, as they all pretty much share the same LD anyway. ====Dread Artefacts of Chaos:==== * ''Hellfire Sword (Magic Weapon):'' One of the best trolling weapons against anything that has high armour, regeneration, many wounds, or some combination of the three (yes, Hell Pit Abominations, I am looking at you). The main downside apart from the price is that on average you'll be taking a wound for every model you cause to explode (make sure to get a Ward Save) and some of effects of this weapon can be recreated by taking unholy strike and burning body but for 20 points cheaper, but if you combine with the Soul Feeder ability you should have a Lord who regains more wounds than they lose. * ''Sword of Change (Magic Weapon):'' Although hilarious, it is a little over costed for how often this will come into effect, though with the new point allocations to Heroes and Lords it can be more often than you think, and it will make its points back even if it only works once. ** Problem with this one is that you sacrifice weapon buff that would enable you to kill characters and monsters effectively for this. Skip. * ''Filth Mace (Magic Weapon):'' Not that great, you can get Poisoned Attacks for half the price, Terror won't help very often (especially with your WS), the only thing that really shines is the D3 Multiple Wounds, which makes it decent for fighting Monstrous Infantry, but not too much else. * ''The Helm of many eyes (Magic Armour):'' With how high your Initiative is already you can stick it on nearly any Lord to get re-rolls on all of your attacks, and with your already high LD stupidity will only rarely come into play, and it can be combined with Scaled Skin on a footslogging Lord (or a mount) to get a +1 Armour Save. (Note it is magic armor so it can't be combined with Enchanted Shield). Is good if you fight a lot of Elves, or against anything that isn't Elves if you have a great weapon, as you probably still hit them first. * ''Skull of Katam (Arcane Item):'' Can be good, IF you aren't taking advantage of the Beastmen's Shard of the Herdstone (which is overall better for some more points). Unless you're putting this on a Demon Prince, your leadership on your sorcerer should never matter outside of a few fringe cases, think of it like an extra power die a turn (6 rolls averages to 1 success). On average you should be able to use this every turn without popping your wizard. The only thing holding it back is that you can't get Chaos Familiar with it, which is usually just plain better. You could try taking an extra sorcerer as a Skull caddy, give him a channeling staff and have that wizard in the back pumping out 6 channels a turn that succeed on a 5+, with some luck he can be a great alleviator In phases against BC, or just help your daemon Prince with LoD pour on the pressure to make those enemy characters pop. *Chalice of Chaos (Enchanted Item):'' Far too random, and while the results seem good at first look, any character worth their points should already have a good Ward Save (so results 4 and 3 are out), leaving you with only a 50% chance to get something useful (or for Daemon Princes, 33% chance). * ''Pendant of Slaanesh (Enchanted Item):'' This item essentially makes your Lord character and their unit Unbreakable vs Break Tests unless you really fucked up and somehow lost by four points (or more depending on whether or not an LD 10 character is within range), gaining additional attacks is handy enough too, but given how you shouldn't be losing combat to start with, this is of dubious use. If you really want some Unbreakable units then just get some Daemons. * ''Blasted Standard (Magic Standard):'' Excellent for keeping your knights and other large blocks of units alive long enough to reach the enemy (and really cheaply too), don't worry about it's downside, on average you're still better off with the banner and getting that double Strength hit every now and again than going without it. * ''Banner of Rage (Magic Standard):'' Not that great, if your frenzied units lost combat you've normally fucked up and sent them after something that'll kill them anyway, Frenzy or no Frenzy. ===Magic=== *'''Tzeentch''' Tzeentchian spells are quite funny. They have some nice damage dealing potential, works well with it's mark (+1 bonus to your ward save and channelling rolls) and many are underestimated. That said The Lore of Tzeentch suffers because it is a mostly ranged spell lore in a combat centric army (six out of the seven spells cannot be cast while the Sorcerer is in combat), because it heavily features the bad kind of random, and because it has a silly extra rule called Warpflame instead of Flaming attacks. Guys affected by a spell with Warpflame have to take a toughness test. They take more hits if they fail, but if they pass, they get regeneration, which stacks with whatever regenerate save they might already have. This is a Bad Thing to give your opponent. Some would argue that you could have a Fire Wizard on hand to get rid of any regeneration you give your opponent (because warpFLAME is somehow not FLAMing) in which case, congratulations, you have the only Wizard in the game that needs help from another Wizard with a completely different Lore. That’s efficient use of points in your army of expensive characters right there. In fact, half of these spells are straight out of the Lore of Fire with random strength and Warpflame tacked on. Where’s the threatening “turn enemy character into a spawn” spell? Where’s the awesome mutating spell that lets a whole unit roll on the Eye of the Gods table? Why has Tzeentch always got to be this random strength magic missile garbage? ''Why couldn’t you let Tzeentch be cool, Mr. Cruddace?'' '''Lore Attribute – Boon of Magic''' You get a power dice for each casting dice that rolls a 6 when you cast a spell. Only the Sorcerer that cast the spell gets to use these free dice, so you can’t have a Tzeentch wizard working with other Sorcerers to fuel a magic phase, which is shit. '''Signature Spell - Blue Fire of Tzeentch''' Essentially the Fireball spell with random strength. Pretty low casting difficulty, but it has Warpflame, and that random strength will mess up the spell half the time. Probably the worst signature spell. '''Treason of Tzeentch''' The only Tzeentch spell that can be cast while the Sorcerer is in combat, Treason inflicts a somewhat hefty Leadership penalty on the target. It forces them to use the lowest LD they have, and stops them from using their general’s Inspiring Presence and Battle Standard. You want this to go off when your army hits the enemy, of course, so they break easily. Is it worth taking the Lore in the hopes you get this spell? No, because a basic Sorcerer can get similar spells from the Lore of Shadow or Lore of Death. '''Pink Fire of Tzeentch''' Shoots out the flamer template and inflicts a hit on anybody under it, with the Warpflame rule. Fucking awful due to random strength, Warpflame and using the artillery dice for its range. '''Bolt Of Change''' A powerful, single shot magic missile that acts as a bolt thrower shot, penetrating ranks and causing multiple wounds. Has a respectable if random strength, and can chew up a unit of monstrous things. But the kind of targets you want to fire it at will most likely pass their Warpflame test if the Bolt doesn’t kill them. This is retarded. '''Glean Magic''' Another awful spell because there is so much that can go wrong with it. If cast, you duel an enemy wizard by rolling a D6 and adding your respective wizard levels, and if you win he loses a wizard level and you steal one of his spells. Can screw up your opponent if you steal the right spell, but the spell you nick is (say it with me) random. Also, the caster has to have a high wizard level if he wants a chance at winning the duel. And if Tzeentch really hates you today, you can give your target Regeneration too! That's too many rolls to fuck up an enemy Wizard. Just run up and stab the fucker. Note that this spell can be hilarious against VC. Lick up tears as you pluck away Invocations from his supporting necromancers. Emphasis on 'can be.' You've got get the spell off, hope it isn't dispelled, win the wizard duel, and be lucky enough to get Invocation as the random spell you steal, and hope they don't get Regeneration (If dealing with necromancers, it couldn't matter less if they gain regeneration. If they are in combat, there is no way any level of regeneration is going to save them from even a sufficiently annoyed chaos marauder) '''Tzeentch's Firestorm''' It’s the Flame Storm spell from the Lore of Fire, but with random strength and the Warpflame rule. Slap the blast template down and watch as it scatters off your target to irritate a single guy on the unit’s corner. And then the entire fucking unit gets Regeneration, because fuck you. '''Infernal Gateway''' A bigger version of the signature spell of the lore. If you roll 11 or 12 for the strength, it’s Strength 10 and does 3D6 hits. Far too unreliable and not quite as threatening as its previous version, where it could nuke a unit on a lucky roll. *'''Nurgle''' By far best of the chaos specific lores. lucks out again and somehow has better magic than his nemesis, Tzeentch the Supposed God of Magic. Must be Chaos being fickle or something. The Lore of Nurgle is stocked with augment spells to boost your own units along with a few spells based around messing with Toughness values, which makes it a good lore against Elves, Goblins, Skaven etc. Nurgle spells work well with WoC, favouring a short ranged approach. You'll typically open your magic phase by nerfing the Toughness of your enemies, buffing your own units, and then use direct damage/vortex spells to kill your enemies. Having multiple wizards with this lore is pretty, since the lore itself is pretty balanced, and its spells combo nicely with each other. Just don't use it if you're going against Ogres or armies with lots of monsters. '''Lore Attribute – Bloated with Disease''' Each time you cast a spell, you get a one in six chance of severely buffing your Sorcerer’s defensive abilities for the rest of the game. +1 Toughness and Wound, while unlikely to occur regularly, is never a bad thing. Hilarious on a Demon Prince when it works once every few games if you take this over Death for some reason, less meaningful on a normal sorcerer. '''Signature Spell - Stream of Corruption''' A short ranged spell utilising the flamer template. Anybody hit by it must pass a Toughness test or lose a wound. It's situational but excellent for cutting down blocks of Elves, Goblins and similar low-toughness chumps. Stream of Corruption is a solid spell and good for spamming if you have a load of Nurgle wizards. Note that you can't use this in combat as it's not a proper breath weapon like that. '''Miasma of Pestilence''' A simple augment spell that nerfs any and all enemy units in base contact with the target. WoC Initiative is quite high on average anyway so the Initiative penalty isn’t so noticeable, unless you cast this on some Ogres or Trolls. You can boost the spell to cause a debuff of D3, but it’s often not worth going that far unless you really need to land your combat hits. ** Alternate take: Forget the Initiative, look at the WS debuff! See all those WS3 baddies? When they drop to WS2, they're hitting your WS5 warriors on 5s. If they have Mark of Nurgle, 6s. Trollface. ** Alternate take 2: While a -1 to Initiative doesn't sound so hugely important, it is critical against High/Dark Elves, since it will negate their ASF rerolls. Which is a pretty big, considering you are getting a lot less ASF great weapon attacks in the face. '''Blades of Putrefaction''' Another augment, this time granting poisoned attacks. Nice and simple. WoC have a lot of atatcks anyway so this is likely to push a lot of poisoned wounds through. If the target already has poison, it gets a boost. '''Curse of the Leper''' This spell features an interesting mechanic of being an augment or hex spell, allowing you to put it on both your units and your opponent’s. Cast on your own unit, it grants a good buff to their Toughness. Cast on an enemy unit, it nerfs their Toughness. Either way is helpful, but since Stream of Corruption, Rancid Visitations and Plague Wind rely on your targets failing their Toughness tests, this is a good spell to open a magic phase with if you’re heavy on the Nurgle theme. ** Even without all the synergy with rest of the lore this spell is awesome. Warriors of chaos with T7 are nearly unstoppable. And enemies with T4 can be reduced to T1! '''Rancid Visitations''' This is a potentially powerful magic missile. After causing its hits, it can potentially carry on going if the target fails its Toughness test. Of course, combos with Curse of the Leper to cause the most amount of damage possible. Makes Elves cry, if you get it past their Wizards. Cast it on a block of spearelves and enjoy drinking your opponent's tears. '''Fleshy Abundance''' Nurgle’s final augment spell suffers an increase in difficulty and a reduction in effect from the last WoC book, granting 5+ regeneration to a unit for a turn. However, this time it stacks with any existing regeneration the target has, and oh, it appears Festus gives regeneration to his unit. Bear in mind there is aura version making your entire army that tougher. If you have a Throgg troll horde this is a must making them 3+ regen. '''Plague Wind''' Nurgle’s final spell is one of those wacky vortexes. It can go Night Goblin Fanatic through your own army if you’re unlucky, but WoC can at least withstand this one if it goes wrong. Plague Wind forces toughness tests on its victims and inflicts armour-ignoring wounds on those that fail. Get in close and fire it off into a horde for maximum carnage, but Plague Wind is overshadowed by the utility of the rest of the lore. *'''Slaanesh''' While Nurgle hands out buffs to your own units, Slaanesh is handing out nerfs to the enemy, putting it in direct competition with the Lore of Shadow, the other option for Slaanesh wizards. Slaanesh is a little trickier than attribute nerfs, and can mess with your opponent’s movement to a great degree. '''Lore Attribute – Bliss in Torment''' When a Slaanesh spell causes some wounds, you roll a D6 for each wound. On a 6, the casting Wizard gets a substantial buff to his combat skills for a turn. Unfortunately, all but one of the Slaanesh spells capable of causing wounds cannot be cast during combat, leaving this attribute difficult to take advantage of. '''Signature Spell - Lash of Slaanesh''' Draws a line from the caster, and anybody under that line takes a S3 hit with armour piercing. Awkward to use and unlikely to affect many models, this is a rather flimsy signature spell. Skip it if you can. '''Acquiescence''' Useful in and out of combat, this hex spell gives the target Always Strikes Last and Random Movement. Easily stalls an impending charge, and can severely nerf enemy units in combat, as well as being easy to cast. I wish this was the signature spell. Fucks up those High Elves something rotten. * With reasonable casting number this thing can be massive. Random movement d6 mans that enemy is unlikely to move more than few inches and he can forget about any significant charges and you are totally safe if you are more than 6” from him. Bear in mind tho random movement means that enemy can pivot on the spot before move and if he come into contact it counts as a charge. So keep your DP away. Either way cast it on something like demographics knights that are about to charge your flank and laugh. '''Pavane of Slaanesh''' This spell targets a single enemy model and forces them into a LD test on a 3D6. If they fail, they take a wound with no armour saves. Good for attacking enemy characters and sniping unit champions, but you might wonder why WoC have this spell when they're so geared towards challenges. This spell allows you to kill a unit champion outside of combat, thus stopping the Eye of the Gods rule forcing your Chaos Lord into a challenge with some single wound sergeant when you’d rather he go rampaging through the unit, or having that chump accept a challenge instead of the character you want to kill, so it’s more useful than it looks. You can also use it to ping off that final wound from an evasive flying bastard. ** It is relatively meh due to causing only single would. Only real usage is to end something that has exactly one would and is hiding. But even than with average Ld and Bob rerolls it is not guaranteed. '''Hysterical Frenzy''' Like Curse of the Leper, Hysterical Frenzy can be cast on your unit or an enemy unit, granting Frenzy and a small amount of hits at the end of each magic phase. The hits the spell causes really shouldn’t bother a WoC unit, so you can Frenzy up non-Khorne units if you want. Hysterical Frenzy stacks with existing Frenzy too, so cast it on some Khorne warriors with halberds and go to town. So why would you want to give Frenzy to an enemy unit? Firstly, it can force a unit into charging you, great for pulling in units of shooting guys that would rather stay out of combat. Secondly, having Frenzy stops you from using the parry save granted by shields, which can assist you in cutting down any annoying shield users. Cast it on a war machine crew for Maximum Fun. Thirdly, D6 S3 hits might not sound like much, but they will cause trouble for small flimsy units like the average fast cavalry or skirmisher unit. <strike>Note that because the hits are not melee attacks, they will roll to wound against a War Machine's Toughness, not the Toughness of its crew.</strike>. <s>''The caster's victims are engulfed by a torrent of unreasoning emotions, causing them to claw at themselves...'' The attacks are resolved as melee attacks (not missile attacks).</s> '''Fluff does not equal rules'''. It's a spell inflicting damage, and follows the normal rules for such. As an aside, the wounds this spell causes happen at the end of the caster's magic phase and not when the spell is cast, so <s>the jury is still out if Hysterical Frenzy counts</s> it does not count towards the Lore Attribute. '''Slicing Shards''' Slicing Shards functions in the same way as Rancid Visitations. The target takes a few hits, then has to pass a LD test or take some more. Not quite so effective as Visitations as the target will likely have their General and/or Battle Standard nearby, but this spell combos with Phantasmagoria below. Catch a unit of zombies or other undead away from their general and laugh as he loses that meatblock until he manages a roll of double ones. '''Phantasmagoria''' Essentially inflicts a unit with the opposite of the Cold Blooded rule. They roll an extra D6 when taking LD tests, discarding the lowest dice. Very helpful at breaking enemy units, this spell can be boosted so it hits all enemy units within a certain distance of the caster. As the Lore of Slaanesh is Leadership based, consider using this spell first to get the most out of your spells. Actual Cold-Blooded units (aka Lizardmen) will be rolling 4D6 for their LD tests, and discarding both the highest dice and the lowest dice if they're affected by this spell. '''Cacophonic Choir''' Holy shit this is powerful. A hex spell, the Choir can cause quite a lot of damage even when the caster is in combat. Causes a bunch of hits that wound on a 4+, regardless of toughness, and ignore armour saves. On top of that, the target is slapped with Acquiescence’s effects too! Bliss in Torment gets the most use out of this spell, and if you’re feeling really mean you can boost the Choir to hit all enemy units in range as well. Can often finish a game by itself and will totally cripple units hit by it. Get it on a Prince, fly him in there, and start yelling.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information