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====Named Characters==== *'''[[Archaon]], The Everchosen, Lord of the End Times:''' And 8th edition continues the well-established trend of Archaon being better than [[Abaddon the Despoiler]] in every conceivable way. He got a point reduction, but he's still fucking expensive. No matter, though, because he continues to kick ass. Rules are mostly unchanged, he can still double his attacks (and that means 10 S5/WS9/I7 attacks that ignore all armour saves), however, much like Kharn, if he rolls a 1 in this state, he hits himself or a friendly unit (your choice). Completely fucking indestructible thanks to his 2+ armour save (1+ if he's mounted) and the fact that he cant be wounded on anything less than +3. SO even attacks that wound on +2 or wound automatically have no guarantee of hurting him. In addition to this, he gets to reroll any Eye of the Gods result. Also, friendly units near him can re-roll break tests. Essentially turning him into an extra battle-standard. Also, he has a 3+ Ward save. Did we mention he has all the marks at the same time? Also he upgrades a single unit of Chaos Knights into Sword of Chaos, his own personal warband, which is immune to psychology and which has the Hatred USR. Also, he causes Terror (the rule). Archaon has also decided that he's not too good to put his feet on the ground. So he can finally be marshalled without his pony. Thus making him far cheaper and also benefiting those of us who were still holding on to those old models of him that were on foot. In spite of this, he is still too expensive to be seen on the table in most games. Though when he is, he'll prove why he was made supreme leader of the Vikings. Seriously, he eats entire units for breakfast. Whole armies don't have anything that can give him more than token resistance. ** One problem he has is his price. He is 580 opoints on foot and 650 on his special demonic mount (And why would you want him on foot). This means on foot version eats entire Lord allowence for 2500 game and one mounted do not fit in anything under 2600 game. Unless of course it is end times. *'''Be'lakor, the Dark Master (Battlescroll):''' The Dark Master is a very frightening tool for you, with his best value being in trolling. Aside from being a flying Daemon Prince, he's also a Level 4 Loremaster of Shadow with a 4++ Ward (And shots take an additional -2 to hit him), making him a very mobile monstrosity. This power gets boosted more if he makes an enemy unit fail a Panic or Break test, where he gains d3 more power dice to spend, which CAN take him over the power pool limit, but which only he can use. Enemy units within 12" have -1 Ld, which combines well with Hellcannons and other leadership-related tricks. Melee-wise, he's pretty decent, with an armor-ignoring magic sword, as well as all his daemonic attacks. If you're keeping him in combat, you're not using him right. Note, the -2 to hit only applies in the Shooting phase, so you won't benefit from that if your opponent chooses to stand and shoot against a charge (not that you should be charging a shooty unit head-on, given his lack of armor save). One of your few Ld 10 characters. *'''Galrauch, The Great Drake:''' Take a dragon. Split his head (this means two breath weapons). Make it chaos-y. Make it a level 4 mage who knows the Tzeentch lore (he no longer has Loremaster sadly) which is a shame since the Lore of Tzeentch is terrible this time. Make his stats all 6, except Leadership 9. That's Galrauch. Too bad he has to take a Ld test every turn, and if he fails he can't do anything except fight in combat, where 3 of his attacks have to harm him. Fuck. If you use him, try to keep him near a BSB for those 'Spirit of Galrauch' tests, otherwise use him the way you would use a lord of change. For combat charge him into infantry and cavalry (as long as he charges them and not the other way around) in CC. With his 3+ scaly skin, breath weapons, he's tough to shift in combat (and is the ultimate wizard to put on a fulcrum in Storm of Magic. T6, 6 wounds, 3+ scaly skin and 2+ ward saves on a Level 4 wizard anyone?). He also had the BREATH OF <s>LULZ</s> CHANGE. It's a breath weapon except enemy models hit have to take a toughness test or be removed from play with no saves of any kind allowed. REMOVED FROM PLAY WITH NO SAVES OF ANY KIND ALLOWED. Have your trollface on stand-by if you take Galrauch against High Elves, and make the biggest one possible if it wipes out any deathstar units, such as Tyrion and his Dragon Prince drinking buddies. *'''Sigvald, the Magnificent:''' Chaos Lord Joffrey is pretty goddamn slick and cost effective. Ignores terrain penalties, all but immune to psychology, always strikes first, a 1+ armour save with regeneration, 2 bonus attacks and always rolls +1 attack on Eye of The Gods. His only drawback is his stupidity (although the reason behind his stupidity is so fabulously awesome he gets a pass. He's so distracted by his own good looks that he calls his mirror-shield-bearers to him and stands around blowing himself kisses and poncing around.) But he's fucking stubborn and Ld 10 so big goddamn deal! He is T5 now so everyone who was scared of using a T4 lord can take him no problem now. That being said, you can probably put together a generic Chaos Lord just as good while being cheaper and capable of doing more to buff your army. *'''Kholek Suneater:''' A Shaggoth. But way bigger and more badass. Kholek comes with 4+ Scaly Skin and Errata says he has heavy armor so he's sitting at a 2+ armour save. He has the same resistance to lightning-based effects as dragon ogres. He wields a magic weapon which has Multiple Wounds (D3). While he got significantly cheaper in the new rulebook, he also lost his Heavy Armour that let him redirect lightening-based effects within 12" of him. This means he's much more vulnerable to S3/S4 ranged weapons before he gets into close combat (has a 2+ Armour Save, but getting 40 shots in the face per turn is not nice, since in 8th edition you can wound everything on 6s) and he's still just as vulnerable to war machines. If you can get him into combat with a couple of his 8 wounds remaining, he'll be devastating to your opponent, but it's not hard to lose 8 wounds when your only defense is Toughness 6 and an armour save. He also has a shooting attack that does d6 strength 6 hits on a 2+ or hits himself on a 1 but its lightning based so he gets the ward save and gains frenzy which is nice useful for killing cav or small units that get in the way and try to redirect Kholek or any other units in your army. Similar to Shaggoths and Dragon ogres, use his 2++ ward save against lightning to troll shooty Skaven armies. *'''Valkia the Bloody:''' Chaos's own Valkyrie, armed with the mighty spear ''Slaupnir'', who chooses who will fight and feast forever the Realm of Chaos after they die. In case you weren't convinced the Warriors of Chaos are motherfucking Vikings. A fine CQC choice, with a stat-line in-between that of a Chaos Lord and a Daemon Prince, She Flies around the battlefield with her 2+ armour, 7(with frenzy) S7 Killing blow attacks on the Charge, and always rolls +1S from the Eye of the Gods chart. Also flies, strips an attack and -1 STR from any opponent in B2B. Basically can and will beat the shit out of any solo-character with the possible exceptions of Archaon, Wulfrik and a properly kitted out Chaos Lord. Also great at killing 4-man Cavalry units and kicking the shit out of warmachines. Valkia is also incredibly useful in that she basically acts like a second battle-standard, all friendly units within 12 inches of her get to re-roll Break tests, which can potentially turn the scales of battle in your favour. This is due to how the Warriors of Chaos know that when she enters the battlefield it means Khorne is watching, so they fight on bravely in her presence so that when they die with sword in hand she will carry them off to a Warrior's Paradise of fighting and feasting in the Hall of <s>The Slain</s> the Blood God. However, if they should fail that test, she gets angry with their cowardice and they suffer D6S6 attacks and are cursed never to enter Valhalla - I mean, Khorne's Halls. Basically a flying beatstick. But the lack of a ward save is a problem (isn't it always?). *'''Vilitch The Curseling:''' A level 4 Tzeentch wizard with an improved statline and little protection outside his armor save. Failed enemy casting attempts turn into dispel for him, while failed dispels turn into more power dice. Unfortunately, Lore of Tzeentch took a big hit in 8th edition, so it's probably the worst Chaos lore to have Loremaster in. Much pricier than its equivalent build from a generic Sorcerer Lord. Pretty much reserved for a themed army. *''' Gutrot Spume:''' A Chaos Lord with MoN, a Great Weapon, an extra D3 attacks every round, the ability to move through absolutely any water feature along with his unit, a Nurgle's Rot mutation and the ability to take a warshrine as mount all for 250 pts. Hes alright for that amount of points, have him hunt monsters as he will wreck them. He weill also wreck any hero class characters. *''' Orghotts Daemonspew:''' A monster with M6 WS8 BS3 S6 T5 W9 I7 A8 LD9 a 3+, a 6++ and some cool abilities: if he suffers a wound in H2H, whoever inflicted it must take an I test or suffer an S4 hit, MoN, Fear, a 6'' S4 QTF shot a turn with KBW and Poisoned, Paired Weapons that are +2S and Poisoned for 430 pts. 9 str 8 attacks with poison at normal initiative... not forgetting that he has a pretty high ws. He is the chaos warrior's pain train as he will wreck nearly anything. (apart for a certain not-german emperor...) *''' Bloab Rotspawned:''' Monster with M6, WS5, BS3, S6, T5, W8, I5, A6, LD8, 3+, Fear, MoN, Lv3 Nurgle Mage with +1 to all casting rolls, all enemy wizards within 12'' -1 from theirs, all enemy units suffer D6 S3 magical hits if they are within 6'' at the start of the magic phase. Also has a 'stonethrower' with S3(4), but no AS allowed against it for 415 pts. Pretty good wizard, suffersfrom being only level 3. However like the other maggoth lords he is also pretty good in combat. And unlike the other two he can deal with anything ethereal with magical flies. (Take that hexwraiths!) *''' Morbidex Twiceborn:''' Monster with M6 WS7 BS3 S6 T5 W8 I6 A7 LD8, with a 3+/6++ but with Regen as well. Also has Nurgle's Rot. Has Orghotts Fear and MoN, and his shot except it's S6. Also gives all Nurglings within 12'' Regen for 385 pts. So basically a Orghotts with better abilities except for H2H weapons but a worse statline for a 45 pt discount. Except Twiceborn's shot dosen't have KB or Poison. The only reason to take this guys other the other two is if your planning on fielding a good amount of nurglings. Unfortunately the babies are special and thus share slots with other better choices...(And nurglings are deamons of chaos, so if unless your using the chaose horde army, you wont be seeing morbi in a chaos warriors army) *''' The Glottkin:''' Ooooh boy, now here are the big bad guys of the second end times book. Three fatasses combine to make the fatass to end them all (literally). Sharing the same profile the nurglebros are a monstrous creature (S and T 6) with 12 wounds! the only model GW has released with starting stats more than 10. But thats not all these guys have. With regen and mark of nurgle they are tough to kill. Add in the fact that with 5 attacks basic he gets an extra d6 + one of them is S10with d6 wounds! so with thunderstomp that already 5+2d6 attacks! (don't forget nurgle's rot which does a str 1 autohit which ignores armor) He also sports a s3 breath weapon which also ignores armor, makes everything nurgly reroll failed charges and instead of rolling eye of the gods he auto gets +1 ward save to replace that regen in case the enemy has tons of flaming (which they will inevitably do)... Did I forget to mention they're a level 4 wizard? The only problem besides the points cost which, even though he cheaper than Nagash, they'll will still be the only lord/hero choice you field if you want some rares/special to go with your army, is that they have initiative 1! This means those three are 1 purple sun / pit of shades away from going down the rabbit hole & never coming back. Sadly that will restrict play at higher levels. *'''Festus The Leechlord:''' Festus is a mixed bag. Being a level 2 Nurgle wizard is okay, you'll likely be running death if youre taking a Nurgle Prince, so Uncle Festus brings the Nurgle magic. Nurgle is great at making your own troops better or their units worse, and Uncle Fester is pretty much designed to do just that. Having no save other than regen, however, is meh. The main reason why people take him is because he gives 5+ regen and poison to his unit. Which, if it is, say, a 50 man Marauder horde, is fucking brutal. No longer suffers from only pursuing 1D6, but you also no longer get the benefit of double victory points. The new book gives Festus some neat new gifts in the form of potions that can heal wounds to him and his unit, and take them off enemies. More pricey than a regular wizard, and taking him does mean not taking a dispel scroll, but the advantages he brings to his units are worth it. he just screams to be taken, especially in warrior units with halberds. **'''Festus Empowered:''' Now we are talking. The thing about Festus the Leechlord is that he dies almost instantly in combat, with only a regen save and measly toughness 4 to pull his boots out of the fire. Well worry no more because Festus now has an extra wound and a whopping toughness 5. Also - thanks to the lore attribute for Nurgle it is entirely possible to buff his toughness to 6 and in rare cases 7, as he is now a level 3 wizard. Just spam those low cost spells and pray that you roll a 6 while your regen / poison deathstar dishes out the pain. He also has two more nifty abilities. One - a spell that grants hard cover to all units within 12". And two - ALL TERRAIN OTHER THAN OPEN TERRAIN IS DANGEROUS FOR YOUR OPPONENT. Drink your opponents tears as they try and cross a board now covered in Nurgley goodness. *'''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. *'''The [[Troll]] King Throgg:''' A troll with better stats. Incredible for his cost. Lets you take trolls as core, lets all trolls, ogres, dragon ogres and warhounds use his Ld (8), gives said units re-rolls to their Ld if he is within 12 inches, and gets a vomit attack at S5 and he has a strength 5 breath weapon that ignores armour saves. Outrageously deadly when you put him in a unit of 17 trolls. Plus his mutant regen is hilarious seriously there will be cries of WTF!? when he turns into a daemon prince for no reason. *'''Wulfrik The Wanderer:''' Fluff-wise this guy makes the entire [[Space Wolf]] chapter look like pussies. Crunch-wise, he's also pretty good, having a stat-line roughly in-between that of a Chaos Lord and an Exalted Champion. So, basically S5/I7/WS8 with 4 attacks. Under normal circumstances, this still makes him a fine combat character. However, Wulfrik stands out in combat through his ability to offer an unrefusable challenge (the fluff reason for this is pure awesomeness as he basically offers a scathing insult to said character perfectly in their own language) to any model of your choice, and the fact that at the start of the game you can nominate any model to be his prey, thus causing him to gain +2S and the ability to re-roll all failed hits against that model, so basically while fighting said model he makes 4 S7/I7/WS8 attacks all re-rollable, so he can and will slaughter any hero or wizard you put him up against. In short, Wulfrik is one of the best one-on-one fighters in the Warhammer world. Also taken primarily for the Seafang, which is the outflank rule from 40K on steroids and allows him to pop up with a force of Marauders on any edge of the table and promptly begin to fuck shit up, probably the best reason for taking him, pretty godsdamned awesome for his 180 pt cost. Also, his model looks awesome. *'''Scyla Anfingrimm:''' Huh, he actually got usable. M6 and D6+2 S5 attacks with Fury and Unbreakable make him usable and can take a bit of punishment with T5, W4 and a 6+ save. He is in fact your cheapest Hero choice in the book, but he's vulnerable to ranged fire. Should not be your first choice, unless you are looking for a low point Leadership 10 general which is quite rare for warriors of chaos. **He can join units even if he has the unbreakable rule (characters that are not unbreakable cannot join unbreakable units ) So you can hide him in a unit of monstrous beasts to "get a look out sir". *'''Tamurkhan, the Maggot Lord (Forge World):''' Ridiculously powerful and survivable, thanks in part to his stats, in part to the enormous Toad Dragon he's mounted on, and in part to the fact that, when killed, he can possess the body of the model that killed him, but he's far too expensive: you'd need to be playing a game of at least 2600 points to even take him, since he costs '''645 points''', and that's at the reduced statline and points value! Though thanks to The End Times he can now be taken in normal 2,000 point games. *'''Sayl the Faithless (Forge World):''' A Sorceror Lord who can take spells from the Lore of Shadow or Lore of the Heavens. Has a few nifty abilities, such as the ability to reroll any characteristic test, channeling extra power dice on a 5 or 6, and most notably the ability to inflict his miscast results on any friendly model within 12". Also has a pet Chaos Spawn, which you should probably ignore. *'''Kazyk the Befouled (Forge World):''' An Exalted Hero of Nurgle. His only real bonus is allowing you to upgrade Nurgle Chaos Knights to Rot Knights: For 15pts, these guys swap their Chaos Steeds for Rot Beasts, which give them Poisoned Attacks, 5+ Regeneration, an extra Wound and the Monstrous Cavalry unit type. This is a pretty nice upgrade for the Knights, two wounds each is nothing to laugh at, especially with Regen and their 2+ armour save (no barding). As for Kazyk himself, he's nothing special. Get an Exalted Hero, give it Poisonous Slime, Mark of Nurgle, a Daemonic Beast, and a shield & lance, and you have a cut-price Kazyk who does exactly what the real Kazyk does. The only real reason to take this guy is for the Rot Knights upgrade. ** Unfortunately, there are no models for Rot Knights yet (unless you count Kazyk's). You'll have to convert them up yourself. The closest models that GW makes that can be made into a Rot Knight are the Space Wolf Thunderwolf Cavalry, of all things.
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