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===Special Units=== *'''Minotaurs:''' In a Beastman army Minotaurs are quite good, in a Legion Army however they are not quite so good. They are 20 points more expensive than trolls and all they get to show for it is Frenzy and 1 impact hit each. And they replace regeneration for Light Armour. With little in the way of defence they are prone to crumbling like pussies if combat doesn't go their way. If you want to use them you do need to invest plenty in them, but honestly trolls and Ogres are both better. **Throgg helps with their leadership issues quite a bit and can help support a flank of the buggers so that you don't have to clump them right next to your general. *'''Centigors:''' Bad in the Beastmen book and about as bad here. They fill the role of fast cavalry except they are priced like heavy cavalry without the armour. Their Drunken rule is decent but they'll still die like dogs. If you want cavalry in your list, take marauder horsement. Giving them a shield, Light Armour and a Flail makes them 18 points. So not only are they cheaper they are also better in combat. IF you absolutely have to use Centigors for some reason (Chaos Gods only know why) give them Throwing Axes for S5 shooting attacks and have them run away from anything scarier than zombies. *'''Harpies:'''More Chaff for your army. They are quite a bit more expensive than Ungor Raiders except they get to fly. They are pretty nimble in close combat, but they will die to a stiff breeze. Keep them away from your other units because they will flee first chance they get, and beastmen who flee when a unit panics are damned to an eternity of bubble baths and sweet smelling shampoo. *'''Bestigor Herd:''' Bestigors live fast and die hard. Two points cheaper than a chaos warrior they exchange chaos armour for heavy armour and have a great weapon. T4 and heavy armour will keep them alive for a little while, but make sure you stock up on these hardy warriors. Like all Beastmen units they need support, give them a Beastlord or a Chaos Lord and buff them up with magic or the beastmen. They will probably break whatever they meet, but it will cost them to do so. *'''Razorgor Chariot:''' 15 points more expensive than a Gorebeast chariot and a mixed bag in comparison, it has a 4+ save instead of the 3+ save, worse handlers and is T5, but the beast pulling it is better (+1M, +1A and S6 on the charge) and is overall better than a vanilla Gorebeast chariot if you successfully make your Primal Fury test as the whole thing gets to re-roll all of its misses, though it will also die much faster unless you Nurgle mark it. *'''Razorgor Herd:''' More Chaff for what is the chaffiest army in existence. Quite mean when it charges it will help put the hurt on anything that it gets into a scuffle with. It will run away if things turn sour, but use it as you would any other chaff, except remember than this cat thing has claws. It can stomp too, don't forget it. *'''Bloodcrushers of Khorne:''' These hardasses bring lots and lots of pain to what they smash into with Killing Blow, but they're rather pricey, and while you're hard pressed to find a unit that does what they do as well, you can often come pretty close at a nice discount. If you're running them, consider throwing in a Herald with Locus of Fury to ensure whatever they crash into turns into paste. Actually worth a second look if you're running with Greater Daemon or two, or other expensive combat lords, as they can handily deal with potential problems. Not a bad unit overall, just expensive, in an army greedy for every last point. *'''Flesh Hounds of Khorne:''' The beloved Khornedogs are here with their stated goal of turning mages inside out. You have better ways to make sure a particularly important mage dies, but probably not cheaper ones, and it's not like they're USELESS if there's nothing in a pointy hat for them to snack on. *'''Flamers of Tzeentch:''' *'''Screamers of Tzentch:''' Fantastic harasser units that can pester infantry, or take meaty chunks out of monsters. Icing on the cake is that they do so safely, meaning your opponent HAS to dedicate something to removing them or the harassing will never stop, and these flying piranhas will strip a giant, dragon, or stegadon to the bones in short order. Great for threat saturation, targeted elimination of key units, softening infantry, eating warmachine crews, there is almost never a situation where these guys aren't going to have something very effective they can be doing, and provide support to a lot of the army. Not perfect, but they come close. *'''Nurglings:''' Chaaaaaaaff. Handy because of the things Hordes are immune to, but, the role of disposable chaff in this army is heavily crowded, and you need that something special to stand out. Something like what is immediately below... *'''Beasts of Nurgle:''' sick chaff (even tho legion isnt light on it). What sets these friend shaped monstrosities apart is their unparalleled ability to fuck with characters, be that flattening mages, or annoying combat Lords while your own get free reign. Also tanky enough to require dedicated effort to remove it, so it's not dying to a stray fireball or MSU archer unit any time soon. Also DIRT cheap for the army, 60 goddamn points, you can bring two of the damn things for less than some of your MSU core options. *'''Seekers of Slaanesh:''' Daemonettes with buffs on... let's call it horseback. They're a fine delivery system for a Herald of Slaanesh, especially if she's giving them ASF, and can make mincemeat out of moderate targets... but they're a bit frail, and you have lots of options for assassinations. Including cheaper options. Also they can't deliver anything besides a Herald of Slaanesh, if they could bring along a Chaos Lord or something they might be better but as it stands, kind of a narrow niche unit, as is the theme of a lot of Legions of Chaos units. Not bad though. *'''Fiends of Slaanesh:''' Fast, great at punching through tougher infantry on a flank charge, and still pretty solid for other cavalry adjacent purposes. Double handy if you're investing into Leadership fuckery. Solid unit choice for either a more fast army, or one with a lot of infantry, and will almost always find a way to make their points back. Use them smartly and they won't let you down, but you do have to use them smartly. *'''Seeker Chariots of Slaanesh:''' Daemonettes on chariots. The bastard middle child between Seekers and Fiends. Frail even with the ward save, they can be very meaty on the charge, but lack the surgical precision and character bubble wrapping of Seekers, or robust flexibility of Fiends, and struggle to find a place in the fierce competition of the options available to you. There's a universe where these are your best option, probably around specific point to stat threshold markers, but I can't see it. Just run Fiends, or a more robust chariot or something. *'''Chaos Furies:''' Yet another chaff unit. Take them with the Mark of Khorne to make them a terror to even hardy warmachine crews, or don't bother, you have cheaper things for the enemy to shoot. *'''Hellstriders of Slaanesh:''' M10 Fast cavalry! These things can be in the opponents backside turn one. With deployment, vanguard and a 20 inch march. If you give them Hellscourges, due to the wording of the rule even the steeds get Always Strikes First. Bear in mind, until they start chasing down units they are pretty poor. But in the hands of a smart general they are deadly. They make excellent warmachine hunters. *'''Chosen:''' And you thought Chaos Warriors were the elite of the army? Sporting an addition point of WS and a free roll on the Eye of the Gods chart which applies to the entire unit. With the new rules to the eye of the Gods chart, if you roll a seven you get given a different reward. Nurgle gets +1 Toughness, Tzeentch gets +1 ward save, Khorne gets +1 Attack and Slaanesh gets +1 Initiative. Use this to your advantage. Bring a warshrine and park it nearby. Now your chosen are rolling 4D6 and removing two you don't like. It pretty much guarantees that you will get the roll you want. Nurgle Chosen with Great Weapons and Toughness 5? Tzeentch Chosen with a continuous 5+ ward save? Additional Hand Weapon Khorne Chosen with 5 attacks each? Or Initiative 6 Slaanesh Chosen? They can be a very powerful unit, and have really gone up in the world. *'''Chaos Knights:'''The deadliest mortal knights in existence. These tend to lose out against Skullcrushers, but that is an unfair comparison. They make excellent bodyguards for Lords on Horses. Just remember that you start off expensive and get worse from their. Each Mark has it's own benefit, although if you are going for Khorne, just take Skullcrushers instead. Ensorcelled weapons are the bane of ethereal and are nearly always the better choice over lances. Being S5 all the time, is better than being S6 on the charge only. *'''Chaos Ogres:''' Giving up the tasty food in the misty mountains for the tasty food of the Chaos wastes. Ogres are pretty good and, if you roll lucky, you can even have Ogre Daemon Princes. Great Weapons are nearly always worth it because you are pretty slow anyway and giving them a mark is handy. Nurgle makes you harder to hit, which is good when you are only WS3. *'''Dragon Ogres:''' Nothing to do with Ogres. Worth a Chaos Knight and a half, these guys are a little fragile but quite heavy on the charge. Slow initaitive means Great Weapons are the way to go. You don't see these guys too often, but if you use them right they will work pretty well. Just keep them away from hard hitting fast targets like Chaos Warriors or Phoenix Guard, a 4+ armour save and three wounds won't last them long at all. *'''Chaos Trolls:''' When they are in Special, Trolls are okay. When you use Throgg and make them core, Trolls are awesome. They are literally stupid, and have a leadership so poor it makes Beastmen seem brave. Keep them near your general so they don't end up chewing their toenails all game. They are quite nasty on the charge, and combine very well the the Doombull. They use Regeneration to keep them save, so a 4 ward against flaming attacks goes a long way. Keep in mind, that if a flaming attack penetrates the ward save, they are vulnerable to regular attacks until the end of the phase. The ward save only works against flaming. If you are against an opponent who is hard to hit, such as a nimble elf or a nurgle warrior, you have the ability to vomit on them. Its a auto hit at S5 which ignores armour saves, take that you smelly elf. *'''Chimera:''' An expensive, but nimble, beastie. Has Fly and can be upgraded to have regeneration (you should do this) flaming attacks (is worth it if you have the points) or poisoned attacks (you can skip this.) It does have poor leadership, so it works well with a Daemon Prince, who can keep up. Can have a truely horrible amount of attacks, with a potential 6 + D3 + 2D6 flaming + D6 Thunderstomp hits in one turn. That is at least 10 attacks and can be up to 27 attacks if you roll like a dice god. He is expensive, and one back combat will make him run away like a sissy, but he can really bring the smack down. *'''Gorebeast Chariot:''' Possibly the best chariot in the game. 130 points of T6 monster with 5 wounds and killing blow on impact hits. Mark of Khorne gives it 9 S5 attacks a turn, Mark of Nurgle means it will probably never die. It is pretty slow and can fall behind the rest of your army so keep that in mind. It makes an excellent flank charger and people will be scared of going near it. Use it well. *'''Chaos Warshrine:''' Not quite so good as it used to be, but still pretty good. Very slow, because it cant march and it doesn't have swiftstride. It also has a relatively low attack output. So what is it good for? It's good at buffing champions, chosen and for refusing to die. Mark of Tzeentch gives it a 3+ ward save and all models rolling on Eye of the Gods roll an additional dice and get to discard one for free. Keep it near your units and buff your champions on the way into battle. You'll laugh when you make several daemon princes in one game, but don't expect it to happen in every one, the odds are quite low. If you're clever/deranged enough to take lore of the wild, use the signature spell to move along *'''Putrid Blightkings:''' The new infantry unit coming out of [[The End Times]], these guys are fluffed up to basically be a sort of Nurgle-worshipping super-Chosen, or even a whole unit of lesser Nurgle champions. Do they live up to the hype? Well... they are 13 points more than Chosen with the Mark of Nurgle and same equipment (if you could give them the same equipment), but you get an extra attack, an extra point of Toughness, and two more wounds. being able to choose whether they're using Great Weapons, Paired Weapons or Sword & Shield at the start of each combat is very handy, and so is their ability to carry a magic standard worth up to 50 points (give them the war banner as you aren't going to have too much of a rank bonus). Fairly gribbly, and combos well with Nurgle magic allowing even just 5 of them to handle tarpitting a massive infantry horde (Use Miasma of Pestilence so they're getting hit on 6's) and take on Monstrous Infantry or Great Weapon Wielders (Curse of the Lepper to make it so that they're not just hard to hit, but hard for even S5 and S6 to wound). Their main issues is that they're infantry, which leaves them vulnerable to Stomps and Thunderstomps (which ignore the Mark of Nurgle), and they're on a 40mm base, it's hard to manoeuvre them and damn near impossible to horde them up, but since their biggest feature is their durability, you can use this to your advantage now that it's possible for Chaos to have decent ranged lists (via artillery, bow users, and characters having long ranged shooting attacks), Fleshy Abundance plus Curse of the Leper and nothing short of even more expensive monsters or groups with Killing Blow is getting past them. *'''Skullreapers''': Though launched as part of the Grand Legion of the Everchosen, Warriors of Chaos and Legions of Chaos can use these babies too. Minimum unit size of five, 40 points each, Infantry sporting a Movement 4, Weapon Skill 6, BS 3, Strength 4, Toughness 4, Wounds 3, Initiative 5, Attacks 3, Leadership 8 profile. Champion upgrade costs +10 points and he gets +1 Attack and ability to receive Eye of the Gods. They wield dual weapons (+1 attack) which can be upgraded to Ensorcelled Weapons (+1 Strength, attacks count as magic) for +5 points per model, which is well worth it if you want them. Surprisingly good at chopping their way through shit, and an excellent counter for annoying things like daemons or Ethereal units.
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