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==Legendary Lords and Subfactions== Each Legendary Lord has unique ways to access units from the vanilla/Undivided roster, while LLs from the Champions of Chaos DLC have better access to their God's daemons and Marks. *'''[[Archaon]] the Everchosen:''' at the start of TW:WH it was a joke that he was the Neverchosen, but recent progressive buffs have been slowly improving him. Still waiting to see if he will ever get his title back from Kholek but he is currently usable in multiplayer. As of Immortal Empires, He is an extremely powerful melee lord with access to two spells each from the lores of Fire, Metal, and Death. He can fling Searing Doom and Transmutation of Lead from Metal, Flaming Sword of Rhuin and Burning Head from Fire, and Spirit Leech and Purple Sun of Xereus. He gets the cream of the crop of Fire and Death spells, and his Metal spells are alright; it may have been a bit too busted if he got Final Transmutation instead of Transmutation of Lead. He is among the strongest melee lords stat-wise in-game even before taking items, and he's now a more than capable caster. He doesn't get the AoS version of [[Dorghar]], but Dorghar does give him over 3k mass, far more than any other horse-bound character (which is fair, both Archaon and Dorghar are HUGE), so he can get out of a tight spot easier than similar characters. Seriously, he has higher mass than Karl Franz on Deathclaw. Although Be'lakor and the Daemon Prince are more expensive multiplayer lords Archaon is right behind as the third most expensive lord. **''Campaign'': Archaon, as the Everchosen, has easier access to monogod rosters as well as better Authority to command forces from rival gods. Currently he's one of only two WoC LLs who can confederate the others, done by subjugating their final settlement, which encourages you to avoid alliances entirely. *'''[[Kholek Suneater]]:''' For a long time Kholek was the most popular MP lord pick for the Warriors of Chaos, to the point that he became the faction's face more than Archaon. This was with good reason, as Kholek is a a world beater of a Legendary Lord. He's a massive, tough, anti-large monstrous lord that is difficult to pin down due to his good speed and mass, and is perfectly fine beating the snot out of infantry as well. Even better when gooning around with his Dragon Ogre boys. With the addition of more WoC LLs in TW:WH3 he's no longer the most common choice of lord but he's still a formidable pick. Has two special abilities, one of which boosts his melee abilities and the other of which is a bombardment. **''Campaign'': Has bonuses that buff Dragon Ogres, giving reduced recruitment cost and upkeep while buffing attack for Shaggoths. Kholek also spreads more Chaos Corruption and has high undivided authority but no boosts to monogod authority at all. *'''[[Sigvald|Prince Sigvald the Magnificent]]:''' Used to be bad but got significantly better after The Twisted & The Twilight update. A powerful and quick foot duelist that will never suffer fatigue penalties. His small size, perfect vigor and very high melee stats make him slippery, but when combined with the regen from his unique item he ties with Gor-Rok for the tankiest lord in the game. **''Campaign'': Despite his overwhelming ego, his campaign has him being most in touch with [[Norsca]], having a stronger diplomatic bonus, and have practically the same unit version of the unit with them having the Norsca "Rage", with it upgrading to the superior "Berserk" at late veterancy to keep marauders viable. A Leadership bonus against men encourages him to go after the Empire or Norsca. A bit of an odd duck, as since he's already devoted to Slaanesh CA has to differentiate him from Azazel. He can recruit Slaaneshi Mortals and Daemons turn one, and as Slaanesh's boytoy has Dark Authority to better control them. In turn, he pays a premium to hire and keep Khornates unless he has a Khornate Hero tagging along. *'''[[Be'lakor]]:''' Holy hell this guy is strong, even compared to other Warriors of Chaos legendary lords. In addition to fear/terror and the usual high melee statline, he gets a 45% ward save activated ability, passive regeneration that increases for every nearby enemy with wavering morale, and a leadership penalty aura which also removes immune to psychology from nearby enemies. And he's a lore of shadows caster who gets winds of magic cost reductions to all casts. Stack armor, physical resist, and ward saves and he can solo entire enemy armies. **''Campaign'': Gets his own Warriors of Chaos faction starting in Albion in Immortal Empires. Comes with a unique mechanic to corrupt non-legendary human lords into daemon princes. Being the Daemon Prince of Undivided, he can access the Gifts and Favors of the Dark Gods earlier, but must prove himself before he can give them specific marks. Currently he's the other WoC LL (alongside Archaon) who can confederate the others, done by subjugating their final settlement, which encourages you to avoid alliances entirely. Has a big -25% upkeep to all daemon units which stacks with authority bonuses. *'''[[Azazel]]:''' As the DP of Slaanesh, Azazel comes with the Lore of Slaanesh and like Slaanesh's daemon lords Azazel is geared for dueling lords and terror bombing wimps with wavering morale. He's very fast, hits very hard, and oddly is classified as infantry size so isn't vulnerable to anti-large sniping. His sword, the Daemonblade, is an especially good magical item that grants the Discouraged contact effect, improving Azazel's proclivity for triggering terror routs. **''Campaign'': Azazel gets full access to Slaanesh's campaign abilities, with some minor alterations. Fitting with his role as Slaanesh's pimp he can seduce his enemy's units to add to his own roster and has +80 diplomacy with the Human factions, meaning through some careful and selective warfare you could make yourself less of a target. He gets cheaper seduction for human units and when stacked with the tech tree reduction he can actually be significantly better at seducing (human) units than N'kari. *'''[[Festus the Leechlord]]''': The Plague Doctor is in, and he comes with a unique pair of mutually exclusive abilities. One is a Mortis Engine-style AoE damage aura, the other is an AoE healing aura. Only one can be active at a time, but they're very strong because he doesn't have to be in melee combat to activate them, unlike a lot of other units with these sorts of abilities. Festus is otherwise a decent caster with the Lore of Nurgle. Since he can heal with both abilities and spells he is a very strong lord choice, but his slow speed, low armor, and mediocre combat stats make him vulnerable to getting sniped or assassinated. **''Campaign'': Fitting in with his Leechlord aesthetic, he can heal his army a quarter past the normal cap, and Festus' army ''and'' vassals have access to poison attacks. He can brew plagues on top of his plagues lasting longer. *'''[[Vilitch the Curseling]]''': A caster/melee hybrid lord with a few quirks. Uses the Lore of Tzeentch which is very strong for dealing damage, but lacks buffs to improve their melee skills which are okay-ish, but lack armor piercing. They can hold their own in a blob but don't expect them to fend off dedicated duelist lords/heroes. Has a couple of abilities revolving around Barrier, one that's a passive that heals the Barrier of any nearby units and another that heals the Barrier of any nearby unit but only when Vilitch is casting. These stack with each other, making Vilitch an excellent support lord but only for Tzeentchian units, especially when they're spamming a lot of cheap low-cooldown spells like Blue or Pink Fire. Has another ability which buffs their spell mastery and Melee skills, ''but'' requires them to be either casting or in melee for it to go off. Also, while their combat stats are good, they're still a footlord with low mobility. Be careful not to overextend or they'll get gooned to death. **''Campaign'': They can use a slightly altered version of the Changer of Ways abilities and gets the Teleportation stance meaning they're an absolute troll in the Campaign map. Also give their vassals better Barrier and Tzeentch Corruption. *'''[[Valkia the Bloody]]''': Representing Khorne, the Gorequeen has the raw melee stats to rival Skarbrand but much better maneuverability. She makes a great hit + run duelist with 100 speed, a temporary invincibility ability, and a bound wind ability to clear out chaff. Like Azazel she's a small target, which makes her immune to anti-large sniping attacks and with her shield also makes her harder to bring down with ranged fire. **''Campaign'': Valkia is able to fight multiple back to back battles just like Skarbrand and Taurox, while also getting limited access to some of Khorne's Unholy Manifestations and higher Khorne authority. *'''[[Sarthorael|Sarthorael the Everwatcher]]:''' Looking back it's surprising we got a greater daemon six years before the daemons got dedicated factions. Not available in the campaign (for WoC anyway, Norsca can unlock a different Lord of Change over the course of the Campaign) but playable in multiplayer. A giant lore of metal caster with a lot of missile resistance. Well used as a battering ram to disrupt gun factions with his mass and terror as the rest of the army hounds after him, but prefers to run through the lines to new spots of safety to cast his spells. Was ground bound in WH1 and WH2 but in WH3 he can fly just like other Lords of Change.
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