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===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.
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