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====Slaves to Darkness==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]''': (Battleline Min5, Max:30 90pts.) Slower but hardier than daemonettes and boosting pretty good weapons versatility. Makes for excellent backfield objective holders and when paired with greatweapons make pretty good frontal assault troops. Unfortunately, STD units no longer get access to euphoric killers and other abilities only effecting HEDONITE now. Additionally they no longer count as battleline given the new coalition rules. So they still have use but you canβt use the same combos as before. They won't be as swift as any of your other choices, but that's not their role. In a big enough blob of these guys will be pretty difficult to take down and on the charge will be pretty devastating. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Chaos Marauders]''': (Battleline Min20, Max:40 150pts.) A cheap mass infantry with a minimum charge range of 8", for the models' number game when you wanna blobs other than Daemonettes. Decent hitting power and cheap enough that you probably won't care if they get wiped out. Unfortunately, STD units no longer get access to euphoric killers and other abilities only effecting HEDONITE now. In addition to also losing their previous battleline status. Perfect in a Scarlet Cavalcade army as they should be the choice for the single charge battle trait to guarantee your other units get in the fight. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Marauder Horsemen]:''' ( Min5, Max:30 110pts.) Marauder on horses, Ideally with javelins to maximize the number of attacks. You can also go Flails so more Horsemen can get in there attacks when you rush them in hoards to boost their chance of exploding attacks with their rending weapon. We have vastly better cavalry (Hellstiders, and even even even better Slickblade Seekers) so pass unless running a true StD army now that they went up from 90pts. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]:''' (Min5, Max:20, 180pts.) Your heavier cavalry. If you want slower seekers that actually kill something, they've got it covered. The lances mixed with 6s exploding makes an interesting hammer unit when paired with the right synergy, like a Chaos Lord on mount or a Warshrine. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chosen_eng.pdf Chaos Chosen]:''' (Min5, Max:20, 140pts.) Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector's Halberd without the cool special rules. What's so special about Chosen, then? If they kill at least one model in combat, all other Slaves to Darkness reroll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can't affect each other with this. So an excellent way to look at Chosen is as a potential buffing unit with high damage potential. Don't compare them to Paladins as they really don't like that. Get them into the thick of things and start killing to buff everyone up. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]:''' (Min1, Max:3 120pts.) Pretty fast, since they always add D6" to their Move even without Running but outclass by the Daemons. Has one more wound but Slower than a Seeker Chariot with and less useful attacks even when charging. Pass. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Gorebeast Chariots]:''' (150pts) Another even bulker Mortal Chariot. Does better if charged from a longer distance. The regular chariot is slightly cheaper and faster, and even then those are not really used... *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:''' [[Chaos Spawn | That Which Must Not Be Named]]. Not actually terrible anymore, though far from reliable. A Move of 2D6" makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save to make for pretty hardy models. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]''': (Min:3, Max:12, 300pts) Super Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armour with an Ensorcelled Weapon for consistency, Fellspear to overcome bigger Armour saves, or Daemonforged Blade can more inflict Damage and MW with good RNG.
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