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===Lords & Heroes=== '''Note''' Under End Times supplement rules, you can spend up to 50% of your points on Lords, AND up to 50% on your heroes since they have separate points spending pools. You still of course need 25% Core regardless however. ====Named Characters==== '''Note:''' Under the current edition, named characters tend to be overpriced; you can emulate most named characters from scratch and save yourself some points. That said, many named characters do have abilities and war gear combos unique to them so if you need to have them go ahead. Just make sure you're really getting your points worth. That being said, Warriors of Chaos tend to be the exceptions to that rule, and it is only in the form of special characters that you'll get any force multipliers with Warriors of Chaos in general. =====Lords===== *'''Khazrak the One-Eye:''' Costing in at 270 points, Khazrak is still one of the better beastman special lords - though that's more because of how crap the beastmen tend to be in general. With stats that are pretty good, if not as killy as a vanilla Chaos Lord, the ability to forgo his normal 4 attacks to make a number equal to the number of models in the opponent unit's front rank, negating enemy magical weapons and a 2+ save, he's a fairly decent combat character. His special rule makes him most useful in an army where you have a lot of beastmen (make sure to give them marks) with the Beastmen Ambush rule. If you know that your opponent is taking Tyrion, Avatar of Khaine, just take him. Immediately. No ifs of buts. See how your opponent likes it when Tyrion is just a guy with S4,a nd the widowmaker loses all of its power. 3+ to hit with re-rolls, the 5+ to wound. Tyrion be dead. *'''Malagor the Dark Omen:''' When it comes to being a disrupting wizard, Malagor's actually pretty good. Can cast from one of four lores (Wild, Death, Shadow, Beasts), level 4 wizard, gets a cumulative +1 to all casting rolls for each spell successfully cast, gives Frenzy to other beastmen, can fly, and negates the ability to use the general's leadership for anything within 6" of himself. Pretty good if you get spells that target leadership and you're fighting an army that generally relies on its general's leadership. Of course, you're paying 350 points for this... *'''Taurox the Brass Bull:''' Coming in with a near dragon statline but still 5 points more than an actual dragon and nowhere near as useful, there are better things to spend your points on. Yes he's capable of wiping out heavily armoured units on his own, but a properly kitted out Lord in a unit can still do the job just as well and if your opponent manages to roll 6s both To Hit and To Wound, he dies if he fails his armour save though the odds of it aren't likely (it'll only happen about 7.40% of the time against normal and Strength 4 Spearmen Hordes, and 5.55% of the time against normal S3 and S4 hordes). *'''Skarbrand:''' He can't fly, but at M8 that's not so bad. With maxed out WS and Initiative, 6s in Strength and attacks, and 6 Toughness 5 Wounds for survival, he's a monster in a melee. Add in the fact he ignores armor with his attacks, his S5 Breath Weapon, permanent Frenzy and inducing Hatred in every unit on the table, friend or foe, and you got someone who guarantees bloodshed. *'''Kairos Fateweaver:''' The absolute best daemonic spellcaster in the game, hands down, who starts with '''ALL''' Daemonic Tzeentch spells and 1 spell from '''EACH''' of the main Battle Magic lores. Only downside is you have to choose which of his two heads is casting each phase (Left Head knows Life, Metal, Light, Heavens, Daemonic Tzeentch, while Right Head knows Death, Beasts, Shadow, Fire and Daemonic Tzeentch) and you may not have enough power dice to get the best out of him if you haven't loaded up with Horrors of Tzeentch. Oh, that not enough spells for you? Well, with the rules option/update for [[End Times Spells]], you can take a Kairos into battle who knows '''sixty fucking four different spells''', of which he can potentially try to cast thirty six each magic phase. That's nine lores for six spells apiece, the nine End Times Spells granted by having those nine lores, plus Summon Arcane Fulcrum, which each head knows. *'''Ku'gath Plaguefather:''' The only reason you'll take this guy over a regular GUO is his S5 (no armour save) stone thrower ability, and while it can and will destroy every unit it hits, you're paying out the ass for that ability and a slightly better statline (250 fucking points for that, +1 Wound, +1 Attack). How much he's worth it depends on how much shooting you plan on having to counter horde/archer spam lists. *'''Archaon:''' Whoa boy... what to say about the big daddy of all Warriors of Chaos? He's an unholy rape machine in a vanilla WoC army and he certainly doesn't lose that trait in an LoC army as well as being one of the four characters in your entire army with LD10. If you're going to take a special character, you can do a hell of a lot worse than Archaon. *'''Galrauch:''' What's scarier than a Chaos Dragon with 6s in '''everything''' and Leadership 9? When it's also a level 4 wizard with the Mark of Tzeentch and with Fumes of Chaos replaced by the Breath of Change (enemies must pass a Toughness save or '''die outright, no backsies!'''), of course! His only weaknesses are the fact he uses Tzeentch Lore (which kind of sucks) and the Spirit of Galrauch rule, which means if you fail a Leadership test (not very likely, on LD9) he can't move, breath weapon or cast spells and he makes 3 WS6 S6 attacks against himself. *'''Kholek Suneater:''' With his sizeable stat boosts compared to a regular Shaggoth, Kholek looks like a guaranteed choice, on the other hand, those 7 attacks are coming at a rock bottom initiative of 1, which means that a single Purple Sun spell and you can kiss 545 points goodbye. His attacks do D3 Wounds on a hit (which, at WS8, is pretty likely, perfect for crushing characters or other monsters), and the fact he's a Large Target with a 2+ save and 8 T6 Wounds to get through means he'll wreck a lot of havoc for everyone except gunline lists. He also gets the ability to blast a single enemy unit within 24" with a bolt of lightning if he can roll a 2+, which deals out D6 S6 hits - on a 1, it blasts him instead and triggers his his Storm Rage (he can even use this if he's in a melee) which also makes him a decent support character for killing things like heavy cavalry early. *'''Sigvald the Magnificent:''' Sigvald is weird. Awesome combat lord with Mark of Slaanesh, amazing stats, good saves, a boatload of attacks and one of four characters in the entire army with LD10. The problem is he almost has to be in a unit to prevent him from dying to cannons and few infantry blocks really benefit from the Mark of Slaanesh, so finding where to put him can be a tricky proposition. If you're just after his LD10 then go with Gutrot Spume. *'''Valkia the Bloody:''' A great killy combat lord. With 7 Str 7 attacks on the charge, good armor, and flying she is meant to get into combat immediately and murder whatever she hits. Her ability also makes her a highly mobile BSB. She also has a nifty ability where she lowers the strength and number of attacks of models in base contact with her. The reality is that you can easily get a chaos lord to do her job better for around the same amount of point. She isn't particularly tanky and she lacks a ward save. But is she cool? God yes. And there is no better lord for a Khorne themed army. Why should Nurgle have all the fun in the End Times? **Khorne's old lady is an incredible boon for Beastmen when she isn't the General; two BSBs for an army that suffers so strongly from leadership issues is a true gift of the dark gods. *'''Vilitch the Curseling:''' The biggest problem with this guy as a wizard is that he can only use the Mortal Lore of Tzeentch, which is generally regarded as being one of the worst Chaos Magic Lores, and you're paying 145 points more for a regular Sorcerer Lord for his loremaster the ability to take enemy magic dice and +1 Strength. If you really want a Tzeentch Sorcerer Lord for some reason, then you're better off with the generic one and putting him on a mount. Still, Vilitch might be useful under Khaine magic rules; watch as your opponent tries to cast a 15+ spell and is only allowed to use one dice. The casting will ultimately fail and you will immediately acquire another dispel dice. *'''The Glottkin:''' So, the [[Glottkin]] are the big character getting pushed for the Legions of Chaos, at least in their initial release. Are they worth it? Well, for starters, you're paying 810 points for a Lord choice Special Character Monster with a good staline (barring that lousy ''Initiative 1''), a shitload of extra rules, they're a level 4 Wizard (WoC Lore of Nurgle), and they always get Aura of Chaos if they roll on the Eye of the Gods. As far as support goes, Nurgle Marked or Nurgle Daemon units within 12" can re-roll failed charges and they are one of the four characters with LD10. The big problem with the Glottkin is they can't cause wounds enough to buy back their absurd point cost. The fact that they lack the spellcasting perks of [[Nagash]] makes magic use a risky proposition for something that's also intended to go barrelling into close combat. Yes, if the dice gods are kind, then a charging Glottkin can dish out ''14 attacks'', one of which is S10 D6 Multiple Wounds, but that depends on random luck, and they're too tied down by their bottom of the barrel Initiative. ''Especially'' if your opponent is packing a Wizard with the Lore of Death or any other spells that target Initiative; one Purple Sun to the face and it's bye-bye to 810 points. *'''Orghotts Daemonspew:''' One of the three Maggoth Riders of Nurgle, [[Orghotts Daemonspew]] is a Lords choice that costs 430 points. For this, you get a Special Character Monster with another good statline, armour save, and Poisoned Attacks. Now, this guy is going somewhere, compared to the Glottkin he's still pricey, yeah, but ''nine S8 Poisoned Attacks at Weapon Skill 8'' isn't something to sneeze at. Get him into combat, especially if you have a Nurgle Sorcerer with the Fleshy Abundance spell, and between his attacks and his Acid Ichor, he's pretty good at mowing down lower-toughness foes. *'''Bloab Rotspawned:''' One of the three Maggoth Riders of Nurgle, [[Bloab Rotspawned]] is a Lords choice that costs 415 points. For this, you get a Special Character Monster another good statline, armour save, and some great support rules. His specialty is his shooting attack (a 24" stone thrower at Strength 3(4) and Ignores armor) as well as his spellcasting, not only is he a level 3 Lore of Nurgle caster, his Doombells add +1 to his casting rolls and inflict a -1 penalty to the same to any enemy wizard within 12". Pretty good for a support character and one of the few new characters who can make their points back in nearly every game barring a bad miscasts or lucky cannon shots. *'''Morbidex Twiceborn:''' One of the three Maggoth Riders of Nurgle, [[Morbidex Twiceborn]] is a Lords choice that costs 385 points. For this, you get a Special Character with another good statline, this is the most vanilla of the Maggoth Riders and easily the worst of the three. If your army is big on nurglings he's kind of okay, but, really, there's better things to spend your points on. *'''Gutrot Spume:''' Now, what is there to say about [[Gutrot Spume]]? Well, at 250 points as a Lord choice, he's the cheapest special character that Nurgle gets in the new Legions of Chaos, for 40 points more than a generic Lord he gets +1 Wound, +1 Ld, a Great Weapon and for special rules... Nurgle's Rot, Mark of Nurgle, Flailing Tentacles (+D3 attacks in Close Combat), and the ability to hop on a Chaos Warshrine for another 125 points. His most unique ability is "At Home on Land or Sea"; Gutrot and any unit he is with treat any areas of water (even impassible ground) as being open ground and so can march, claim rank bonus and be steadfast. He's worth his points, but since he only has one mount he's less versatile as a normal Lord and a little gimmicky, he only becomes awesome if you know your opponent is going to fight you on a water-featuring board, and he's also the fourth character in the entire army to have LD 10, by far the cheapest one to get it, and since plenty of units benefit from Mark of Nurgle there's not shortage of places to put him. He's also 125 points cheaper than Sigvald (the other on foot LD 10 character), trading 1 initiative for 1 wound, definitely somebody to consider if you want a "cheap" LD10 general. *'''Festus Empowered:''' So, what happens with this beefed up version of [[Festus the Leechlord]]? He costs 320, and statwise is a Nurgle Sorcerer Lord with +1 Tougness and Regeneration. The new Festus is a great support character, His Gardener of Nurgle rule is very handy on a terrain heavy board, if you stick him in a unit they gain his Poisoned Attacks and Regeneration (5+), and the Shroudlings are great to help protect you against gunline lists or archer spam. As for combat rules his pestilent potions are handy for keeping him alive in challenges (or winning if you roll well) to help you take advantage of Destined for Daemonhood. *'''Skarr Bloodwrath:''' A new character introduced in ET: Archaon, Skarr is a frightening melee monster, with WS8, S/T5 and I7, with paired magic weapons that grant d3 S7 Impact hits and 7 S7 attacks on the charge thanks to MoK. That shit's BRUTAL. Even more hilarious, he's actively encouraged to go on killing sprees; for every challenge he wins or monster he kills, he adds to a special tally. If he dies, he gets to return on a d6+Tally roll of 4+, back with d3 Wounds and cured of any effects not caused by Eye of the Gods. If anything, his greatest weakness is his inability to mount, making him forced to footslog it along and risk dying before he can kill something big. =====Heroes===== *'''Morghur, Master of Skulls:''' This guy is confused about what the hell he wants to be. He literally eats missile attacks and spells so long as he stays more than 12" away from the source, so that means he can't be shot down, which is kind of handy to get him into melee. On the other hand, he certainly isn't a unit killer by himself - between his WS6, T5 and automatic S3 Armor Ignoring hit on every enemy model within base contact you'd think otherwise, but he's only S4 and has 2 Wounds. At the same time, you don't want to stick him in a unit for protection because he automatically kills 1 friendly model within 12" every Magic phase, replacing them with a Chaos Spawn on a 3+ and just killing them on a 1-2. If you're willing to stick him in a big but normally crappy unit, like ungors or marauders, he could be worth it, since the chaos spawn are much more killy than the original creatures, but in general, avoid. *'''Slugtongue:''' Although he can only cast Lore of the Wild or Lore of Death spells, Slugtongue's not too shabby for a level 2 wizard. You want to position him in a good-sized unit to cloak him and put him as close to the enemy as you can at the game's start; his "Curse of the Famine-fiend" means you can potentially knock off D3 or even D6 Wounds from every enemy unit within ''36 inches''. It won't soften up a horde army too much, but a big force is sure to take a few wounds, and every bit helps. With Poisoned Attacks and Regeneration, he's got a decent bit of survivability to him as well. *'''Moonclaw, Son of Morrslieb:''' This guy is just... ugh; Stupidity on both the enemy and YOUR OWN GUYS within 12", only a level 1 wizard, and the ability to get a +2 to casting rolls and make D3 Stone Thrower shots during the first, second or third round of the game. Avoid like the plague; this guy shows just how stupid GW was being when they reinvented Beasts of Chaos as Beastmen. (Also probably Moon Moon in disguise.. dammit Moon Moon!) If you really want to take him though (most likely to fuck over a Goblin or Skaven player) then put him on Unbralok so you can get him as far away from your own guys as possible, and make sure the only ones he's near (if he must be near some of your guys) are Chaos Warriors for their higher Ld. ** Adding Umbralok isn't a bad idea, since that's +2 Movement, +1 Wound and +3 Attacks (at Initiative 2, yeah, but Moonclaw's I3 himself, so he's hardly one to talk) for +35 points on his original 200 point cost. At the very least, it's no worse an idea than taking this piece of shit character in the first place! *'''Skulltaker:''' Character killer nonpareil; he's always got to issue and accept challenges, but with WS 9 and Heroic Killing Blow when in a challenge, that's what you want him to do. Not too bad at mincing infantry, what with flaming attacks, killing blow, and 4 Initiative 9 Strength 5 attacks, but it's not his strong point. Beware of enemy characters who have better initiative/Always Strikes First and other decent stats, because he's only got a 4+ armor save and 2 T4 Wounds to protect him. Needless to say, shooting attacks will fuck him up. *'''Karanak:''' Another character assassin, but also good for fucking over enemy wizards. *'''The Blue Scribes:''' Seriously? Okay, the fact you can chose which of the eight default lores you cast from each Magic Phase is nice, but with randomized spells each time and no way to even get the signature spells, they're kind of useless. *'''The Changeling:''' Only useful if you're going up against a force with especially killy creatures or characters to copy. Of course, he's got to get into base contact first, so... yeah, there's better things to spend points on. *'''Epidemius:''' If only his ability worked on Warriors with the Mark of Nurgle... In an all Nurgle DAEMON army he is fantastic, but he benefits little from combining armies unless you're focusing on a lot of Nurgle daemons. *'''The Masque of Slaanesh:''' Luckily she comes with a 3+ Ward Save, because that rule about being unable to join any unit would be a killer otherwise. She's quick as greased lightning, can make mincemeat out of most common troops, and can penalize Leadership, Initiative or Strength for all enemies within 12". Not a bad little supporting hero. *'''Wulfrik the Wanderer:''' You suddenly have access to three awesome faction's core choices and you choose marauders? I mean, they aren't even good in Warriors. His ability is cool and he can rock a challenge like nobodies business, but he is unreliable as hell and, I mean, well... marauders man. Marauders... *'''Throgg:''' Trolls for core? Yes please. Even with all three factions vying for that sweet sweet 25% core requirement you are going to be hard pressed to find better core than trolls. Throgg is cheap, has good stats, and is great in zoo themed monster lists. *'''Festus the Leechlord:''' Would be amazing if he were tankier. With no armor and only regen to save him if he is in the front of a unit (where he has to be) you can bet your bottom dollar everyone will target him and he will die. His abilities are awesome as giving an entire unit a 5+ regen save and poison are awesome. If you want a deathstar he is your go to guy, but just know he has drawbacks. *'''Scyla Anfingrimm:''' He's a [[Chaos Spawn]] with +2 attacks, Hatred, a 5+ armor save, the Mark of Khorne, and the Brass Collar of Khorne (Ward Save 6+, Magic Resistance 3). There's better things to spend your points on. He's also Leadership 10. Which means there is a good chance that he'll be your general too. *'''Ungrol Four-Horn:''' For starters, you can't take this guy unless you take an Ungor Herd for him to lead - that right there should be reason enough to give him the skip. On the other hand, if you must, his stats are relatively decent, especially if he passes his Leadership test (on LD 7, don't count on it) and gets his +2 Weapon Skill and +1 Strength for the turn - nobody's expecting WS6 S5 attacks from ungors! Failing the test gives you a random Lore of the Wild Spell from a level 1 Wizard. All in all, gimmicky and tied to one of the absolute worst units the Beastmen have. Avoid. *'''Ghorros Warhoof:''' A fairly decent character in his own right, and the fact he gives +1 Leadership to all Primal Fury units if he gets killed can be useful. The big drawback is that he has to come with one of the worst units that the beastmen have, and +1 WS does absolutely nothing to improve them. He's not really worth it. ====Generic Characters==== '''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. when trying to decide whether to take a Warriors of Chaos, Beastman or Daemon equivalent in the same role, give the Magic Items available to each a quick browse as a tiebreaker. =====Lords===== *'''Beastlord:''' 65 points cheaper than a Chaos Lord and only slightly less killy (-2 WS, -2 I, -1 A), Beastlords can do well with a small bit of magical equipment and spread through a few Warrior units if you want to have several combat Lords without sacrificing your magic. *'''Doombull:''' Oh daddy yes, the Doombull can now wreck havoc with monsters worthy of his skills. Use him in the same way you would in a Beastmen army. However, the new Legion rules means that he fits perfectly in a unit of Trolls. Give him the Blackened Plate and he'll grant the entire unit a 4+ ward against flaming attacks. Oh, and he gives them Frenzy via the Slaughter's Call special rule. Laugh when your trolls have five attacks, and are immune to fire based attacks, which was their only weakness before, and he actually beats out Chaos Lords for sheer number of models he can kill (which can spike even higher with proper items like the Ramhorn helm). *'''Great Bray-Shaman:''' You'll likely see more of these pop up in order to give access to Lore of Beasts, something which Warriors of Chaos and Daemons of Chaos lacked. He's got an extra point on Toughness over Sorcerer Lords, is cheaper, and can be built to be pretty decent in combat if you want to get extra power dice (see Tactics) though without Chaos Armour will need a Ward Save if you plan on getting him into combat. Overall a better wizard if you just want one for increasing your strengths and shutting down the enemies magic, though Chaos Sorcerers get better mounts and have access to more varied Lores. *'''[[Bloodthirster]]:''' The only Lord choice besides a Doombull who beats out a Chaos Lord in terms of sheer killyness. Expensive as hell (all four greater daemons are), but you were never going to outnumber the enemy anyway, and you're definitely getting what you pay for! Now with three varieties thanks to End Times Archaon: **'''Unfettered Fury:''' Basically the same Thirster you're already using. Even the same cost. **'''Insensate Rage:''' 100 more points for Frenzy, HKB, and a Great Weapon. Simply put, if you charge it, it will DIE, no fucks given about ASL. But 100 points? Really? **'''Wrath of [[Khorne]]:''' +150 points gives you a bevy of boosts. Magic Resistance 3, Frenzy, Devastating Charge, Hatred (Characters) that gives him a bonus +3" when charging any. He also gets an S5 Flaming Breath Weapon and a set of weapons giving it a middle-ground between his little brothers: +2S on the first round of Close Combat, and always issues an extra attack. *'''[[Lord of Change]]:''' he's supposed to be the greater daemon of the god of magic, so you'd think he'd be a great wizard, but the current bland Daemon book makes him no better than the other two wizardy greaters. He is automatically a level 2 wizard and can be upgraded to up to level 4, making him slightly cheaper (10 points) than the other casting greaters when fully upgraded. He gets to reroll 1s on his channeling attempts, otherwise, he has no special advantages in terms of spellcasting; and only a couple of the random daemonic gifts affect spellcasting, so don't expect any help there. He has access to Lore of Metal (which is OK) and Lore of Tzeentch (which is also OK, but wildly unpredictable). Lastly, he's OK in combat, especially against units he can thunderstom- however, he has Unstable, plus he can't dish out the same melee death as the Thirster or Keeper. He's not all downside though- he can fly, and is fairly tough for non-cannons to kill (T6, W5, 5+ ward that can reroll 1s). But if you're looking for a good spellcaster, you may want to look elsewhere. *'''[[Great Unclean One]]:''' like Nurgle daemons tend to be, he's tougher than his comrades (+1T, +1W) but isn't all that great at combat (at least when compared to the other three greater daemons), although his Nurgle trait makes him harder to hit. Ironically, he's particularly vulnerable to poison. Is automatically a level 1 wizard but can be upgraded up to level 4; has access to two very good Lores- Nurgle and Death. *'''[[Keeper of Secrets]]:''' arguably the most powerful of the four greater daemons. Can dish out damage nearly on par with the Thirster, but can also be a devastating wizard. Like the Unclean One, is level 1 but can be up to level 4. (S)he can use Lore of Slaanesh (which can be surprisingly good) or Lore of Shadow (which is one of the better generic lores). *'''[[Daemon Prince]], Daemons of Chaos Version:''' Inferior to the Warrior version seen below. Has the same stat line and basic upgrades (flight, Chaos Armor, Wizard levels, Marks, etc). The difference is the Daemon version is stuck with the random Daemonic Gifts charts rather than being able to reliably take magic items and mutations, and the Daemon version has the Unstable rule (Warrior does not). To add insult to injury, the Daemon version is slightly more expensive! Only take this guy if you like needlessly putting yourself at a disadvantage, or if you have some sort of fluff reason. *'''[[Daemon Prince]], Warriors of Chaos Version:''' The same old unbreakable Daemon Prince from hell that everyone loves. The new rules for Lords means that you could potentially bring two of them to a 2000+ game, although doing so might make you suffer in other areas, just because you can stuff your force with Lords and Heroes, it doesn't mean that you should. Pretty much any of the 4 Gods make a brilliant unit, the Nurgle Death Prince is hated throughout the game, although the Tanky Tzeentch Prince with Lore of Metal is also pretty good. Don't forget Slaanesh, who can fly up first turn and Choir Bomb everything in sight. With a Chaos familiar and a level one wizard using Slaanesh, you are pretty much guaranteed to get Choir as your spell. Khorne is also handy, because not being a wizard makes you pretty cheap. *'''Chaos Lord:''' The new Lord rules have been good for Chaos. You can now quite comfortably squeeze in a combat lord and a Level 4 in a 2000 point list. One of the best lords in the game, coat him in thick armour and a nice ward save and send him in at the deep end. Using Tzeentch can make you almost un-killable, Nurgle can make you un-hittable. Slaanesh isn't as popular because he has a meaty leadership 9, but if you are prone to running away like a sissy girl when your wardogs blow up then it may help you out. Khorne gives you an extra attack, which is always handy. Chaos Lords don't usually need Magic Weapons thanks to their high statline, but If you don't want to give your Lord a special mount or specific Magic Weapon, you'll usually be better off paying the extra 25 points and getting a Doombull as their statline is better for the job. *'''Chaos Sorcerer Lord:''' More expensive than his Beastman counterpart, but makes up for it by being able to take armour and respectable mounts. Tool him up anyway you want, but make sure his armour save is 2+ or better and he has (at least) a 4+ ward save as it's really easy for warriors to do and due to Eye of the Gods, he could very well end up in Challenges, though luckily for you, you are not a smelly elf mage in a cowardly robe. He is only Toughness and Strength 4, so if you want him just to get a tough lvl 4 wizard to defend against enemy magic you'll be better off with a Great Bray-Shaman. =====Heroes===== *'''Wargor:'''Unless you want a cheap BSB, you'll probably only see him around for his Beast Banner (which grants a unit +1S) which is pretty awesome in units of Warriors or units of Bestigors. He is fragile, so at least give him heavy armour, a shield and Gnarled Hide for a 2+ armour save. Even then make sure you have another character/champion in the unit, Eye of the Gods now applies to him and he has to declare and accept challenges- you don't want your BSB turning into a spawnnnnnnnaAAAAAAARRRRRGGGGGGHHHHHHH!!!!!! *'''Gorebull:''' Not quite as good as a Doombull but decent none the less and makes for a cheap Chaos Lord stand-in. Like above, best used in units of Trolls with the Blackened Plate to make them immune to flaming attacks and frenzied. *'''Bray-Shaman:''' A cheap scroll caddy, what every Chaos Warrior player wanted. You can make them level 1 and spam Wildform or Miasma on everything, or give one Shard of the Herdstone, surround him with a cluster of other Bray-Shamans (now that there's no duplication limit) and watch as your magic phase is better than your local elf player. Remember you can't have any higher than 12 dice in the magic phase unless you are using the ''Khaine'' magic rules or Storm of Magic. *'''Herald of Khorne:''' If you're going to be tossing around units of bloodletters and you want to make them better, then you need these guys; they're the only character that can join them. They're pretty good at melee (especially when charging), although a little fragile (T4, W2, 6+/5++). *'''Herald of Tzeentch:'''' Kind of a weird one. He's the only Daemon character who can be a level 2 wizard and isn't a hyper expensive Lord. Not great on his own, and not great in melee; his Loci are also odd- one is a throwaway that boosts the number of nearly useless Blue Horror tokens dead Horrors create; one gives him and his unit a random Strength value each turn; and the last gives +1S to Tzeentchy damage spells he or his Horror unit casts. Additionally, Horrors are best used in a "Multiple Small Unit" (MSU) fashion- field many smaller, more expendable units so they can dominate the magic phase. If you are taking one big unit of Horrors and are using the ''Khaine'' magic rules, then it's totally worth taking him with the "+1S spells" Locus; otherwise, the Bray-Shaman is probably a better choice for a cheap, low level wizard. *'''Herald of Nurgle:''' If you're going to be tossing around units of plaguebearers and you want to make them better, then you need these guys; they're the only character that can join them. Very durable hero and surprisingly hard hitting, and can be upgraded to a level 1 wizard. *'''Herald of Slaanesh:''' If you're going to be tossing around units of daemonettes and you want to make them better, then you need these guys; they're the only character that can join them. They're also decent fighters (they may have difficulty against high Toughness or well armored enemies), and can be upgraded to be a level 1 wizard; they are super fragile though (T3, W2, 5++). *'''Exalted Flamer of Tzeentch:''' A web-supplement character, they are cheap and do provide you with an excellent range option! Their grapeshot is deadly (S = D6 +3) and they can march and shoot with a unit of flamers, stick a few around and clear all the chaff crap or aim at bigger, elite units. They get Regeneration because of Warplame? Sure, it means nothing if you have sufficient numbers of Exalted Flamers. Oh, and Skull Cannons can deal with Regeneration save. *'''Exalted Hero:''' A slightly smaller and less angry Chaos Lord. Pretty good in combat and can also be a BSB. Again, give him some decent armour and a ward save, or use the Dawnstone. Very adaptable, for example a BSB on a Chaos Steed with Halberd, Helm of Many Eyes, Dawnstone and poisonous slime gives him a 1+ re-rollable armour save keeps him well protected and has enough Strength to do decent damage... However, do not be tempted to spam multiples of them with the new rules, Ld 8 means that he will run away like a girl if he charges a steadfast unit, as even 4 kills is countered by three ranks and a banner. *'''Chaos Sorcerer:''' Yet another sorcerer, aren't you spoilt for choices and it is only the hero slot. A little bit too expensive to be a scroll caddy, but you could give him the Skull of Katam. You might go insane, but no one is relying on your leadership anyway. =====Mounts===== Sadly, mounts cannot be taken cross-army. That does not mean however that they can't be in the same unit as each other though. *'''Razorgor Chariot:''' For starters, it's the only "mount" that Beastmen characters can take. Of course, with how crappy beastmen are in general, you're not likely to take many of them in the first place. *'''Gorebeast Chariot:''' It's a tough bombass chariot. NURGLE MARK IT. T6 with most things needing 4+'s to hit makes this guy stick. *'''Chaos Warshrine:''' Put a sorcerer lord on it and park it behind your units. Beware though. It's a chariot and it cannot join units, and because enemy units can individually target your lord when he sits on top (though the 4+ save should protect him from all but archer or cannon spam). If your lord does die the shrine is suddenly LD0, so beware. *'''Chaos Steed:''' You know it you love it. Your normal barded cavalry. Take it for the +2 armor save and good mobility. *'''Daemonic Mount:''' Better for heroes than lords, but still good regardless. Your go-to monstrous mount. *'''Chaos Chariot:''' God YES. Nurgle mark makes these already tough chariots harder to kill. *'''Manticore:''' Would be great but is a huge target for cannons / literally anything in range of you. Also - your lord can be targeted and the mount itself is deceptively squishy. *'''Chaos Dragon:''' Oh baby. 50% lords? Hello gorgeous. Put flaming breath on the rider for 2/3x2d6 auto hits in melee. *'''Juggernaut of Khorne:''' Khorne lords only. Take Helm of Many Eyes and a strength buff and blend the fuck out of anyone stupid enough to stand in front of a unit of Skullcrushers with a chaos Khorn Lord. That said - Daemonic Mount is probably a better option. *'''Palanquin of Nurgle:''' Cool but not great. Park a BSB on this and keep him alive for a long time. Probably. Also - the only current model that exists for them is the Daemon Epid-d-d-d-d-emus, and his model is... eh. *'''Steed of Slaanesh:''' Wanna go fast? This is the way to do it. Great for those lords who want to be up the ass, rounding the third turn in the large intestine of your enemies on turn one. Problem is that the mount doesn't really add any defenses, and there are few units to take him with that are really that good. That said - taking a killy lord in a unit of hellstriders is a great way to ensure they get their bonuses before they are mercilessly killed. *'''Disk of Tzeentch:''' Take Mark of Tzeentch, Charmed Shield, Talisman of Preservation, and Third Eye of Tzeentch on an Exalted Champion for an unkillable and highly mobile BSB.
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