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		<title>Total War Warhammer/Tactics/Warriors of Chaos</title>
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		<summary type="html">&lt;p&gt;2601:283:4C80:11C0:9090:4692:2649:9F51: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;{{Topquote|[[Tzeentch|Change!]] [[Nurgle|Rot!]] [[Khorne|Blood!]] [[Slaanesh|Defile!]]|Game battle chant for Warriors of Chaos, shared with Norsca}}&lt;br /&gt;
This is the tactica for the [[Total War: Warhammer]] version of the Warriors of Chaos.&lt;br /&gt;
&lt;br /&gt;
==Why Play Warriors of Chaos==&lt;br /&gt;
*&amp;lt;s&amp;gt;BLOOD FOR THE BLOOD GOD, SKULLS FOR THE SKULL THRONE&amp;lt;/s&amp;gt; Sorry, that&#039;s the dedicated Khorne&#039;s faction motif now, you&#039;re undivided&lt;br /&gt;
*You don&#039;t need no damn Daemons to take over the world for the Chaos Gods&lt;br /&gt;
*Because you want to see the unending tides of damnation overrun all that is good and civilized in this world.&lt;br /&gt;
*Because back in my day only the bad guys wore [[Space Marines|Stupidly OP]] [[Stormcast Eternals|Armor]].&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Top-grade Melee&#039;&#039;&#039;: Pound for pound, your troops are among the best in the entire game when it comes to melee combat. Though your reign as the undisputed combat champion of the game has come to an inglorious end due to feature/power creep (not even mentioning the coming of Khorne), precious other factions will be able to face you in melee and walk away unscathed.&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Regardless of which ever one of the Dark Gods you decided to suck off, they gifted you an ungodly amount of armor to protect your troops from the enemy. If for whatever reason the other guy decided not to bring AP against you, you&#039;ve pretty much already won the fight right there.&lt;br /&gt;
*&#039;&#039;&#039;Monsters&#039;&#039;&#039;: You got some monsters that are unmatched in what they do. Shaggoths make dragons cry, manticores make great mounts and flying harassers, trolls will help win you the frontline even faster and hounds will make sure that all those pesky skirmishers don&#039;t screw over your troops on the way in. You best have answers for anti large though.&lt;br /&gt;
*&#039;&#039;&#039;Versatility&#039;&#039;&#039;: You&#039;re not quite the most versatile of factions, but with all of the high quality troops you have, you can deploy a wide assortment of tactics against all kinds of opponents. You can use rushes, monster mashes, artillery boxes, magic bombs, and make your lords into one man armies. With how much good stuff is at your disposal, you can come up with all kinds of crazy tactics to throw at your opponent. &lt;br /&gt;
*&#039;&#039;&#039;Strong Lords&#039;&#039;&#039;: Your lord options are pretty damn good. Archeon is one of the better duelist characters, Kholek kills whatever he is fighting, Sigvald is the king of &amp;quot;never die&amp;quot; and Sarthoreal is a raid boss with impressive magic abilities. Even generic sorcerers are pretty damn good for what they do.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;DLC Faction&#039;&#039;&#039;: The original controversy from the first game, the Chaos Warriors were originally locked up as a pre-order bonus for the first game, slapping those who didn&#039;t do so with an extra $8 tax to play as them. For penny-pinching fans, this can make them a hard sell.&lt;br /&gt;
*&#039;&#039;&#039;Limited Skirmishing&#039;&#039;&#039;: You do have some mounted skirmishers, but odds are they aren&#039;t going to be the reason why you win the fight. You are not going to be beating your opponent in the skirmishing phase of the fight.&lt;br /&gt;
*&#039;&#039;&#039;No Ranged Infantry&#039;&#039;&#039;: Aside aforementioned skirmishing cavalry, you&#039;re generally bringing a battle axe to a gun fight. In any shooting match, you&#039;re gonna lose.&lt;br /&gt;
*&#039;&#039;&#039;Slow&#039;&#039;&#039;: The downside of all that armor? It makes you slow as all hell. This, combined with the con listed above, means you are pretty vulnerable to enemy ranged attacks. Be sure that you devote a few of your troops to getting on those skirmishers and making sure they can&#039;t do to much damage to your troops on the way in.&lt;br /&gt;
*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: Sadly, all this good quality comes at a price. With how expensive a lot of your troops are, odds are you will probably be outnumbered in whatever match up you are going up against. Expect to rely on quality over quantity when you are choosing to rep team WOC.&lt;br /&gt;
*&#039;&#039;&#039;The campaign is terrible&#039;&#039;&#039;: Their campaign is in dire need of a rework (that hopefully comes with Warhammer 3). The horde mechanic the WoC revolve around has never been particularly fun to play as, and only continued to age poorly as Warhammer 2 went on. Maybe CA had a point when they originally planned to hold them back for Game 1, they feel incomplete and kind of pointless. Add to this that elementary stuff from the Lore such as specific pledges to the Dark Gods and Demons are missing (with Archaon being the Champion the Chaos Undivided and all that, [[Fail|except you also can play as Sigvald who is a Champion of Slaanesh with no access to Demons of his patron]]) and you got yourself a dumpster fire of epic proportions. There are mods like Ultimate Chaos that seek to alleviate the worst of it, but most of them are of dubious quality and other can break entire campaigns (like the Chaos Outposts Mod). If you want to play WoC in Singleplayer, better wait for Warhammer 3 and hope it gets better.&lt;br /&gt;
**Good news is you&#039;re confirmed for a rework in summer of 2022, so you won&#039;t have to wait too much longer&lt;br /&gt;
&lt;br /&gt;
==The campaign und unique mechanics (The Old World)==&lt;br /&gt;
Only one Norscan tribe can be awakened per province. It is recommended to awaken them in the province capital.&lt;br /&gt;
&lt;br /&gt;
==Legendary Lords and Subfactions==&lt;br /&gt;
*&#039;&#039;&#039;[[Archaon]] the Everchosen:&#039;&#039;&#039; at the start of the Total War 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. He is currently a strong generalist fighter and Fire wizard hybrid. He is among the strongest melee lords stat-wise in-game even before taking items. being a fire wizard also grants him the ability to clear out mobs, snipe lords, or buff damage of troops depending on your needs. He does still have some flaws. He doesn&#039;t get the AOS version of [[Dorghar]], so no monstrous mass to help easily break out from tar traps. He is very expensive in multiplayer even when running nacked(don&#039;t do that) so you have to buy only what you need. &lt;br /&gt;
:In the campaign, you&#039;re definitely not friends with anyone (at least not without doing a lot of favors). Chaos Warriors are cheaper, and gain bonus weapon damage for each chevron (27% more damage by rank 9).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kholek Suneater]]:&#039;&#039;&#039; Given how prevalent he is seen, most players think of Kholek as the face of Warriors of Chaos despite the advertisement. But why wouldn&#039;t you as he is the best legendary lord the WoC have in MP. He&#039;s a massive, tough Dragon Ogre monster lord that runs around unhindered and deals massive damage to both infantry and monsters. Even better when gooining around with his Dragon Ogre boys.&lt;br /&gt;
:His campian bonuses gears towards Dragon Ogres, giving reduced recruitment cost and upkeep while buffing attack for Shaggoths. Kholek also spreads more Chaos Corruption. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sigvald|Prince Sigvald the Magnificent]]:&#039;&#039;&#039; Used to be bad but got significantly better after The Twisted &amp;amp; The Twilight update. A powerful and quick foot dualist 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.&lt;br /&gt;
: 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 &amp;quot;Rage&amp;quot;, with it upgrading to the superior &amp;quot;Berserk&amp;quot; at late vetrency to keep marauders viable. Getting a Ld bonus against men encourages you to go after the south or vassal Norsca.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sarthorael|Sarthorael the Everwatcher]]:&#039;&#039;&#039; Looking back it&#039;s surprising we got a greater deamon so early on before game 3. 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 missle resistance. Well used a battering ram to disrupt gun faction with his mass and terror as the rest of the army hounds on their position but prefers to run through the lines to new spots of safety to cast his spells.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Lord]]:&#039;&#039;&#039; Cheap melee lord. Can take a poison mace if you want this lord to be supportive. He can also be put on a flying mount for manticore gooning. These guys have been power creeped to hell and back so despite their reputation on the table top and what you&#039;d think from Chaos, they&#039;re one of the worst generic lords in the game. Never take one unless you&#039;re roleplaying in campaign or memeing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Sorcerer Lord]]:&#039;&#039;&#039; Saves points by fusing Chaos Sorcerer as your lord option and still being a good melee fighter. Comes in Death, Fire, Metal, or Shadows. Once you start putting him on mounts he&#039;s pretty much objectively better than the standard lord since he can also wield magic. Will be your main generic lord in campaign, though in multiplayer the Legendary options are just better.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[[Exalted Hero]]:&#039;&#039;&#039; Melee hero, often a part of the manticore goon squad. their stat line is honestly kind of absurd for the price, as they can beat pretty much any other standard melee hero in a one on one fight. In multiplayer they can also take the Mark of Khorne, making them especially scary when moving in packs. Definitely one of the better melee bodyguard heroes.&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Sorcerer]]:&#039;&#039;&#039; Tankier than the traditional wizard as they have a large amount of armour and are a low-end melee character. It would be best if you didn&#039;t let them fight good melee units, but they are still a force multiplier on the charger when on a mount. Comes in Death, Fire, Metal, or Shadows.&lt;br /&gt;
&lt;br /&gt;
===Melee Infantry===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Marauder|Chaos Marauders]]:&#039;&#039;&#039; Your budget line, but you often fill up your numbers with them given how expensive everything else is. They are how you go wide in WoC. Posses low armor but can still cause some more expensive units to struggle against them. They have pretty good stats as far as melee chaff go, so they should earn back their cost fighting other low level troops.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Marauders (Great Weapons):&#039;&#039;&#039; Cheap Ap Damage but not as good as Chaos Warriors (Great Weapons) since the Marauders are very fragile with trading away what little defense a Marauder gets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Warrior|Chaos Warriors]]:&#039;&#039;&#039; The spiked anvil of Chaos. High all-around in offensive and defensive stats except for speed. In general, Chaos Warriors in this faction are much more well rounded than their Monogod cousins. They are better defensively than Khorne, faster than Nurgle, more offensive than Tzeentch and more durable than Slaanesh. They&#039;re the nice in between that allows them to fill a wider variety of roles. Often beat out other line infantry in the grind. They Lack AP, so not effective against other high armour targets.&lt;br /&gt;
**&#039;&#039;&#039;Mirror Guard(RoR):&#039;&#039;&#039; A strong point used in Marauders and Warriors. Moves faster, higher defense, and don&#039;t falter against Fear or Terror. &lt;br /&gt;
**&#039;&#039;&#039;Chaos Warriors (Great Weapons):&#039;&#039;&#039; your AP troops effectively upend other armored infantry like Dwarfs.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Warriors (Halberds):&#039;&#039;&#039; Your Anti-large infantry out classes Great Weapons if facing Calvery and Monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aspiring Champions:&#039;&#039;&#039; A small unit of Chosen with Magical attacks. They fill a role as support units, having the Encourage ability which gives extra Leadership to your lines, being a moral anchor if your lord is way from your front lines. The magic attacks are also a cheap way to crush enemies that rely on Physical resistance for protection. What really screws them over is their pitiful amount of health, so once they actually start fighting they will drop like flies. Honestly probably better left at home, unless you are really dedicated to defending them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Forsaken]]:&#039;&#039;&#039; A niche, fast damage dealing unit, being both fast and having good armour. Good at mulching through low armor units and used as foot flankers. They don&#039;t do well against Armor-piercing or elite infantry. Generally going to be way better used against low armor factions like Beastmen or Skaven and kept away from high armor stuff like Dwarfs or Lizardmen.&lt;br /&gt;
**&#039;&#039;&#039;The Daemonspew:&#039;&#039;&#039; Blessed by Nurgle, they have poison attacks and melee attack debuff aura. A supportive unit to mix with your line blob to make an elite unit easy to handle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chosen]]:&#039;&#039;&#039; Oh my. Chosen, pound for pound, probably the best heavy melee infantry in the game, also comes in Great Weapons and Halberds variants like Chaos Warriors, baring some regiments of renown. They will never run away, their stats are terrifying, and they are absurdly tanky. They are every bit as scary as their reputation makes them out to be. Like any heavy elite infantry, they are slow with low model counts, so they will suffer severely from being targeted by artillery, magic, or AP Missles.&lt;br /&gt;
&lt;br /&gt;
===Beasts===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warhounds:&#039;&#039;&#039; Cheap and fast harassment unit, shutting down Skirmishers, Calvary, Missile units, and Artillery Crews that will target your slower-moving Warriors. Against a lot of skirmish power these doggos are a good way to get archers and other ranged threats off the field and you won&#039;t miss them too much if they die.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warhounds (Poison):&#039;&#039;&#039; Now give it a poison debuff to attacks. It can also catch those slippery units with a nibble and support in melee by making the difficult unit easier to kill while also reducing their damage.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Knight|Chaos Knights]]:&#039;&#039;&#039; your melee cav, strong and able to win lots of protracted fights.  Best used in a supporting role since they&#039;re somewhat cost-inefficient compared to demigryphs/blood knights. This version is probably best used against heavy missile factions like Elves, as they will be able to block some of the incoming fire and chase them down. They&#039;re better in a grind too, though you&#039;ll have to pull out eventually (Yeah, yeah I know, insert Slaanesh joke here).&lt;br /&gt;
**&#039;&#039;&#039;Swords of Chaos:(RoR):&#039;&#039;&#039; Knights with Flaming weapons but with a smaller model count, but most useful in keeping your characters safe and letting your whole army get a temporary speed boost.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Knights (Lances):&#039;&#039;&#039; Cycle charging cav. While the shield makes them good at resisting missile fire, the tremendous charge bonus is a bit of a waste on the skirmishers on the other side. As such, best to use these guys against other cavalry, monsters, or for rear charging infantry. Just make sure that you are keeping an eye on them, while they do have tanky stats they can still crumple surprisingly quick if you leave them in a grind.&lt;br /&gt;
&lt;br /&gt;
===Missile Cavalry===&lt;br /&gt;
If you want shooting but don&#039;t want to spring for artillery, you only have skirmish cav. Like most Skirmish cav, you need to use some micromanagement to make sure a real opponent doesn&#039;t chase them out of the game and use their ammunition efficiently instead of AI autopilot everything.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marauder Horsemen:&#039;&#039;&#039; You cheapest shooting unit. Useful in taking things out annoying units air and harass units with a low Missile resistance. Fragile with the same protection as a Marauder. Their cost efficiency makes them a go to in a lot of competitive lists. &lt;br /&gt;
*&#039;&#039;&#039;Marauder Horsemen (Throwing Axes):&#039;&#039;&#039; Trades Missile range for AP. Suited for harassing armored foes from a distance but won&#039;t take punishment well like the normal variant.&lt;br /&gt;
*&#039;&#039;&#039;Marauder Horsemasters:&#039;&#039;&#039; A slightly upgraded version of Horsemen with the most important upgrade being significantly better armor. Lets it take punishment and trade better when engaging in melee with other Skirmish units and other lesser melee units.&lt;br /&gt;
&lt;br /&gt;
===Monsterous Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Trolls:&#039;&#039;&#039; A regenerating bag of HP and AP damage. Do need some babysitting to help with their low Ld. Better for Marauder lines for that extra Damage and Monstrous mass. To be honest, probably not worth it in most situations because of that low morale and weakness to fire.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Trolls (Armoured):&#039;&#039;&#039; Pay extra, so Trolls are less likely to run when they take damage. These guys came out before CA realized we like variants that serve different purposes and aren&#039;t just straight upgrades. Still probably not worth bringing though.&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Spawn]]:&#039;&#039;&#039; Line breakers, they do go down quickly from guns but are a cheap way to tie up multiple line units as they don&#039;t stop attacking until they are all dead. They can tear apart lighter infantry lines if they get their hands on them, and can really help supplement a cheaper frontline. Generally better than trolls, as while they lack AP they will actually stick around to do their damage.&lt;br /&gt;
**&#039;&#039;&#039;Wyrd Spawn: (RoR)&#039;&#039;&#039; Spawn blessed by everyone&#039;s favorite crazy [[Tzeentch|Bird]], these guys have armor sundering so they can actually help against armored troops and have resistance to magic. They can also walk thorugh trees for some reason. Don&#039;t ask me why.&lt;br /&gt;
*&#039;&#039;&#039;[[Dragon Ogre]]:&#039;&#039;&#039; Your anti-large monstrous cavalry. These boys will kick the hell out of any cavalry or monster they get their hands on, although their vulnerability to missiles means they can be a bit of a risk against super missile factions. Try your best to keep them safe, probably best on the flanks where they can deal with cav and go into the back line or flank when that is done. Can send infantry flying if needed.&lt;br /&gt;
**&#039;&#039;&#039;Summoners of Rage: (RoR)&#039;&#039;&#039; Have magic attacks and an infantry clearing bound spell. It takes out Physically resistant enemies or give you another edge in a fight.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Giant:&#039;&#039;&#039; A big infantry smasher, but easily sniped and hammered with ranged and anti-large attacks. Remove them, and they can frolic through even the heaviest of armor. Do yourself a favor and don&#039;t get one, it&#039;ll get shot to pieces before it can  do anything useful.&lt;br /&gt;
*&#039;&#039;&#039;[[Manticore|Chaos Feral Manticore]]:&#039;&#039;&#039; One of the most cost effective flying monsters in the game. It has an impressive statline for the cost so it can actually do a good bit of work diving into backlines or helping goon out enemy characters. It&#039;s big problem is Rampage, so you will likely lose control over it, though it is decently cheap so don&#039;t worry too much if it goes nuts. Often used as a mount for characters in multiplayer, but there is nothing wrong with taking this guy by himself.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Ogre Shaggoth:&#039;&#039;&#039; An anti-large monster duelist. Are you scared that the enemy might have a dragon, big scary tree, crab monster or freaky rat monstrosity from hell? Throw this thing at it and if it doesn&#039;t kill it it&#039;ll get it damn close. Of course, it&#039;s also a massive bullseye for every AP missile unit on the field, so you got to make sure that it&#039;s kept safe. Often paired with Kholek to make a Dragon Ogre goon squad.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Chariot:&#039;&#039;&#039; A pretty standard heavy chariot. Will get absolutely dumpstered in a prolonged fight but will devastate enemies on the charge. Bring against heavy armor factions that can&#039;t lock it down like Dwarfs.&lt;br /&gt;
*&#039;&#039;&#039;Gorebeast Chariot:&#039;&#039;&#039; Slower than standard chariots, but has more AP damage for fighting higher armor. Generally not a good deal thanks to the price since standard chariots can simply do what it does better.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;[[Hellcannon]]:&#039;&#039;&#039; Big gun with homing projectiles and damage that includes a Ld debuff.  It also comes with an unbreakable Chaos Dwarf crew who will keep firing until they&#039;re killed to the last man.  Somewhat of an odd man out in the Chaos roster since their playstyle is more geared towards bumrushing the enemy than noob boxing around the artillery, but there are no complaints about having one to round out your army. Depending on the matchup, you can force the enemy to come to you if they can&#039;t artillery dual with the cannon. If you got the attention to spare, taking manual control of them allows you to fly the projectile.&lt;br /&gt;
**&#039;&#039;&#039;The Soul of Damnation: (RoR)&#039;&#039;&#039; A tad beefed up Hellcannon. Stats identical, but has the addition of the Soul Devourer ability that makes it reload faster when enemies are near.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Strategies===&lt;br /&gt;
You&#039;re... pretty damn strong in multiplayer to be honest, despite the fact you&#039;re currently a meme faction on campaign. You got a lot going for you, from strong lord choices, good magic lores, really good infantry, cavalry and monsters, and even an alright skirmishing core with Marauder Horsemen. Your only real major weakness is just how expensive everything is, and even then you got it better than the High Elves in that category. In game 3 you are likely to get even better toys to play with, so as long as you don&#039;t get any super insane nerfs (which isn&#039;t likely since most of the player base play campaign and think you suck) it should only get better from here. Here&#039;s how to win glory for the Chaos Gods:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: After seeing this matchup, it’s no wonder thag the Chaos warriors haven’t been able to make it out of Warhammer Canada. Dark Elves are tailor-made for busting your balls. Between darkshards, shades, and dark rider crossbows, they have more than enough ranged AP to melt your infantry and heavy calvary. Hellcannon(s) could find their crew being harassed by Furies or Dark Riders. Dragon Ogres, if they can make it, can handily deal with calvary and monsters.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: You&#039;ll win the infantry fight, assuming your slow frontline survives the heavy artillery bombardment. Use manticores, hounds, calvary, and/or furies to mess with Dwarfen ranged. Big monsters like the Shaggoth should stay out of this, unless you like watching 2000 gold get shot to shit.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;: Obviously we will know more when when Warriors of Chaos are playable during the game merging, but based on what we&#039;ve seen so far, these guys are basically you but with no magic and less skirmishing, but are much better at what you do: rolling over everyone in melee. Chaos Warriors will be mulched by daemonic infantry, and if they aren&#039;t the great weapon variant by Khorne Warriors as well. A wide frontline will crumble quickly and their skulls will give Hellblade bonuses to Khorne&#039;s units. Flesh Hounds can harry your skirmishers, and Khorne&#039;s calvary will likely kill yours. Overall a bad match for you.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: Though a flexible faction with many tools to use against you, you have relatively little to fear from their infantry. Saurus are tanky SoBs, but grindfests will generally work out in your favor due to your superior offensive statlines. Though you&#039;ll never catch any Skink units, the only ones you need to pay any real attention to are the Red-Crested variety, which will still melt in combat against your forces without extensive support. Instead, your primary concern will be the myriad of monsters the lizards are almost assuredly bringing to bear against you. Chaos Warriors or Chosen with Halberds will be your bread and butter for pinning such beasties down. Dragon Ogres and Shaggoths also make fantastic hunting squads for isolated dinosaurs and will utterly dumpster them if they can get in the thick of it. Additionally, though the Lizardmen do technically have a higher ranged roster to chose from, your Hellcannon can lay waste to their forces long before even &#039;&#039;their&#039;&#039; artillery can attempt to retaliate. Just be particularly cautious of Razordon Hunting Packs, Troglodons and potential Ripperdactyl strike squads.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: To show the northerners that the chaos gods favor you most, you’ll need to consider your army carefully. Beserkers will trade upwards into pretty much any infantry you bring, even chosen, and their ‘berserk’ ability makes them a surprisingly tough nut to crack. This means you should either go super low-tier and bring tons of marauders, or super elite and invest in chosen and chaos warriors, relying on your infantry to win the day. Both setups have their own advantages and weaknesses. If you can protect it, a hellcannon can pay huge dividends by shooting holes in their higher tier infantry. You are one of the few factions that actually had a good answer to mammoths, Shaggoths have the speed and ap to grind them down and reliably outduel them. You won’t be able to keep pace with them in the skirmish game, but you probably want to bring at least a couple of wolves/skirmish cav, since their ap ranged units can make your monsters very sad if allowed to fire in. Marauder chariots can actually be a big problem for you because of their great mass and ap, so whittling them down with your fast units is probably your best bet. Kholek is not a great choice here, since he can get ground down by Skin wolves and Wulfrik, I’d recommend Archaon or a chaos sorcerer on a dragon. The former has a chance to put duel even Wulfrik (let alone throgg or a chieftain) if you use slayer of kings wisely, and the latter is able to pick his engagements, and probably won’t face any threats in the sky. &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: First thing&#039;s first, leave the Chaos Warriors and Chosen at home. Not only do you not need them to deal with most Skaven frontlines, but they will get ripped apart against Jezzails and Mortar teams. Mauarders are the frontline of choice as they will help deal with Clanrats and Skavenslaves relatively quickly and for cheap. Hounds are also pretty much a requirement in order to get behind the rats and take out the weapon teams before they are able to do irreversible damage. Finally, Spawn are your friends, as they help shred Skaven infantry, murder Rat Ogres and are unbreakable so some of the scarier Skaven units won&#039;t be able to spook them off. For magic lores, go with something that can deal with swarms like Fire or Shadows. Sigvald is your best bet here as a lord since Jezzails are some of the best SEM snipers in the game and Sigvald is really hard to kill. &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: This matchup sucks. Slaanesh epitomizes the very concept of anti-armor and even their basic troops will run laps around yours. You will want to go as cheap and wide as possible with your front-lines, they&#039;re dead meat anyways. Bring some marauding horsemen with throwing axes to try to chip away at the unarmored daemons before they make it into combat and use a hellcannon or two to blow holes in their formations when possible. Get a Fire or Shadows caster to throw some wind/vortex spells about to get past Slaanesh&#039;s higher melee defense and disrupt their formations. A Chaos Giant might not be completely out of the question due to Slaanesh&#039;s complete lack of missile units, but don&#039;t expect much from it. Unfortunately, this matchup is just heavily out of your favor no matter which way you slice it.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: The deckhand cries out in pain as he strikes you. A terrible, terrible matchup for you. Shaggoths, Chaos Spawn, etc. would be great here if they could actually get into melee, but with the coasts firepower there isn’t a chance in hell of that happening. Your only strategy is to go super wide and use chaos warriors/chosen as your killing. And then you’ll promptly run straight into World War Z as the coast player runs your infantry smack into a veritable wall of deckhand mobs and summons while their ap missiles and monsters eat your infantry for breakfast. You’re better off just forfeiting this one tbh, the coast player can basically just take a nap while you’re tearing your hair out on how to deal with them. &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: Your bad luck just doesn’t run out when it comes to the vampires. To put it shortly, wait for your rework. Sure this matchup is marginally better than Coast since you’ll actually make it into melee, but Vampire Counts will take your leadership to pound town with fear/terror, and their excellent mobility means that they can pick their engagements way better than you can. Also they can heal. Your only hope is to grab 2 Shaggoths or an exalted hero goon squad and defend them at all costs. Hopefully Tzeentch will favor you!&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: You know what they say: dogs are a mutated tentacle-y chaos warriors best friend. Chaos Warhounds are a must in this matchup, because they are the only unit with the speed to reliably pin down the asrai’s shooters. Here’s the thing: you will win the infantry grind with 0 effort, as chaos warriors will kill any asrsi infantry they’re put up against with one hand tied behind their back, and the great weapon variant can even buzzsaw through Tree Kin relatively quickly. That’s not where the Wood elves strength lies however. If they go full Vietnam and bring a list full of shooters, you’ll want chaos warhounds and skirmish cav to pin down and damage their archers and cav. The lost Sylvan knights can be a huge pain since your magic damage is limited, and the easiest way to deal with them is probably a fire caster with flaming sword of rhuin. I wouldn’t bother with Shaggoths. An Exalted hero (or even two!) on a manticore can be a great pick here, since it’s mobile enough with a small hit box and has the killing power to take out Treemen, Zoats, lords/heros you name it. You’ll just need to be careful of Hawk riders. Archaon or Dorghar or Sigvald are probably your best lords here. Anything with a big hitbox is just asking to become a pincushion.&lt;br /&gt;
&lt;br /&gt;
===Campaign Strategies===&lt;br /&gt;
&lt;br /&gt;
Wait til game 3 where they will hopefully get a rework. You&#039;re welcome.&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:283:4C80:11C0:9090:4692:2649:9F51</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Warriors_of_Chaos&amp;diff=507186</id>
		<title>Total War Warhammer/Tactics/Warriors of Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Warriors_of_Chaos&amp;diff=507186"/>
		<updated>2022-06-29T18:53:28Z</updated>

		<summary type="html">&lt;p&gt;2601:283:4C80:11C0:9090:4692:2649:9F51: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;{{Topquote|[[Tzeentch|Change!]] [[Nurgle|Rot!]] [[Khorne|Blood!]] [[Slaanesh|Defile!]]|Game battle chant for Warriors of Chaos, shared with Norsca}}&lt;br /&gt;
This is the tactica for the [[Total War: Warhammer]] version of the Warriors of Chaos.&lt;br /&gt;
&lt;br /&gt;
==Why Play Warriors of Chaos==&lt;br /&gt;
*&amp;lt;s&amp;gt;BLOOD FOR THE BLOOD GOD, SKULLS FOR THE SKULL THRONE&amp;lt;/s&amp;gt; Sorry, that&#039;s the dedicated Khorne&#039;s faction motif now, you&#039;re undivided&lt;br /&gt;
*You don&#039;t need no damn Daemons to take over the world for the Chaos Gods&lt;br /&gt;
*Because you want to see the unending tides of damnation overrun all that is good and civilized in this world.&lt;br /&gt;
*Because back in my day only the bad guys wore [[Space Marines|Stupidly OP]] [[Stormcast Eternals|Armor]].&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Top-grade Melee&#039;&#039;&#039;: Pound for pound, your troops are among the best in the entire game when it comes to melee combat. Though your reign as the undisputed combat champion of the game has come to an inglorious end due to feature/power creep (not even mentioning the coming of Khorne), precious other factions will be able to face you in melee and walk away unscathed.&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Regardless of which ever one of the Dark Gods you decided to suck off, they gifted you an ungodly amount of armor to protect your troops from the enemy. If for whatever reason the other guy decided not to bring AP against you, you&#039;ve pretty much already won the fight right there.&lt;br /&gt;
*&#039;&#039;&#039;Monsters&#039;&#039;&#039;: You got some monsters that are unmatched in what they do. Shaggoths make dragons cry, manticores make great mounts and flying harassers, trolls will help win you the frontline even faster and hounds will make sure that all those pesky skirmishers don&#039;t screw over your troops on the way in. You best have answers for anti large though.&lt;br /&gt;
*&#039;&#039;&#039;Versatility&#039;&#039;&#039;: You&#039;re not quite the most versatile of factions, but with all of the high quality troops you have, you can deploy a wide assortment of tactics against all kinds of opponents. You can use rushes, monster mashes, artillery boxes, magic bombs, and make your lords into one man armies. With how much good stuff is at your disposal, you can come up with all kinds of crazy tactics to throw at your opponent. &lt;br /&gt;
*&#039;&#039;&#039;Strong Lords&#039;&#039;&#039;: Your lord options are pretty damn good. Archeon is one of the better duelist characters, Kholek kills whatever he is fighting, Sigvald is the king of &amp;quot;never die&amp;quot; and Sarthoreal is a raid boss with impressive magic abilities. Even generic sorcerers are pretty damn good for what they do.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;DLC Faction&#039;&#039;&#039;: The original controversy from the first game, the Chaos Warriors were originally locked up as a pre-order bonus for the first game, slapping those who didn&#039;t do so with an extra $8 tax to play as them. For penny-pinching fans, this can make them a hard sell.&lt;br /&gt;
*&#039;&#039;&#039;Limited Skirmishing&#039;&#039;&#039;: You do have some mounted skirmishers, but odds are they aren&#039;t going to be the reason why you win the fight. You are not going to be beating your opponent in the skirmishing phase of the fight.&lt;br /&gt;
*&#039;&#039;&#039;No Ranged Infantry&#039;&#039;&#039;: Aside aforementioned skirmishing cavalry, you&#039;re generally bringing a battle axe to a gun fight. In any shooting match, you&#039;re gonna lose.&lt;br /&gt;
*&#039;&#039;&#039;Slow&#039;&#039;&#039;: The downside of all that armor? It makes you slow as all hell. This, combined with the con listed above, means you are pretty vulnerable to enemy ranged attacks. Be sure that you devote a few of your troops to getting on those skirmishers and making sure they can&#039;t do to much damage to your troops on the way in.&lt;br /&gt;
*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: Sadly, all this good quality comes at a price. With how expensive a lot of your troops are, odds are you will probably be outnumbered in whatever match up you are going up against. Expect to rely on quality over quantity when you are choosing to rep team WOC.&lt;br /&gt;
*&#039;&#039;&#039;The campaign is terrible&#039;&#039;&#039;: Their campaign is in dire need of a rework (that hopefully comes with Warhammer 3). The horde mechanic the WoC revolve around has never been particularly fun to play as, and only continued to age poorly as Warhammer 2 went on. Maybe CA had a point when they originally planned to hold them back for Game 1, they feel incomplete and kind of pointless. Add to this that elementary stuff from the Lore such as specific pledges to the Dark Gods and Demons are missing (with Archaon being the Champion the Chaos Undivided and all that, [[Fail|except you also can play as Sigvald who is a Champion of Slaanesh with no access to Demons of his patron]]) and you got yourself a dumpster fire of epic proportions. There are mods like Ultimate Chaos that seek to alleviate the worst of it, but most of them are of dubious quality and other can break entire campaigns (like the Chaos Outposts Mod). If you want to play WoC in Singleplayer, better wait for Warhammer 3 and hope it gets better.&lt;br /&gt;
**Good news is you&#039;re confirmed for a rework in summer of 2022, so you won&#039;t have to wait too much longer&lt;br /&gt;
&lt;br /&gt;
==The campaign und unique mechanics (The Old World)==&lt;br /&gt;
Only one Norscan tribe can be awakened per province. It is recommended to awaken them in the province capital.&lt;br /&gt;
&lt;br /&gt;
==Legendary Lords and Subfactions==&lt;br /&gt;
*&#039;&#039;&#039;[[Archaon]] the Everchosen:&#039;&#039;&#039; at the start of the Total War 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. He is currently a strong generalist fighter and Fire wizard hybrid. He is among the strongest melee lords stat-wise in-game even before taking items. being a fire wizard also grants him the ability to clear out mobs, snipe lords, or buff damage of troops depending on your needs. He does still have some flaws. He doesn&#039;t get the AOS version of [[Dorghar]], so no monstrous mass to help easily break out from tar traps. He is very expensive in multiplayer even when running nacked(don&#039;t do that) so you have to buy only what you need. &lt;br /&gt;
:In the campaign, you&#039;re definitely not friends with anyone (at least not without doing a lot of favors). Chaos Warriors are cheaper, and gain bonus weapon damage for each chevron (27% more damage by rank 9).&lt;br /&gt;
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*&#039;&#039;&#039;[[Kholek Suneater]]:&#039;&#039;&#039; Given how prevalent he is seen, most players think of Kholek as the face of Warriors of Chaos despite the advertisement. But why wouldn&#039;t you as he is the best legendary lord the WoC have in MP. He&#039;s a massive, tough Dragon Ogre monster lord that runs around unhindered and deals massive damage to both infantry and monsters. Even better when gooining around with his Dragon Ogre boys.&lt;br /&gt;
:His campian bonuses gears towards Dragon Ogres, giving reduced recruitment cost and upkeep while buffing attack for Shaggoths. Kholek also spreads more Chaos Corruption. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sigvald|Prince Sigvald the Magnificent]]:&#039;&#039;&#039; Used to be bad but got significantly better after The Twisted &amp;amp; The Twilight update. A powerful and quick foot dualist 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.&lt;br /&gt;
: 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 &amp;quot;Rage&amp;quot;, with it upgrading to the superior &amp;quot;Berserk&amp;quot; at late vetrency to keep marauders viable. Getting a Ld bonus against men encourages you to go after the south or vassal Norsca.&lt;br /&gt;
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*&#039;&#039;&#039;[[Sarthorael|Sarthorael the Everwatcher]]:&#039;&#039;&#039; Looking back it&#039;s surprising we got a greater deamon so early on before game 3. 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 missle resistance. Well used a battering ram to disrupt gun faction with his mass and terror as the rest of the army hounds on their position but prefers to run through the lines to new spots of safety to cast his spells.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Lord]]:&#039;&#039;&#039; Cheap melee lord. Can take a poison mace if you want this lord to be supportive. He can also be put on a flying mount for manticore gooning. These guys have been power creeped to hell and back so despite their reputation on the table top and what you&#039;d think from Chaos, they&#039;re one of the worst generic lords in the game. Never take one unless you&#039;re roleplaying in campaign or memeing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Sorcerer Lord]]:&#039;&#039;&#039; Saves points by fusing Chaos Sorcerer as your lord option and still being a good melee fighter. Comes in Death, Fire, Metal, or Shadows. Once you start putting him on mounts he&#039;s pretty much objectively better than the standard lord since he can also wield magic. Will be your main generic lord in campaign, though in multiplayer the Legendary options are just better.&lt;br /&gt;
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===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[[Exalted Hero]]:&#039;&#039;&#039; Melee hero, often a part of the manticore goon squad. their stat line is honestly kind of absurd for the price, as they can beat pretty much any other standard melee hero in a one on one fight. In multiplayer they can also take the Mark of Khorne, making them especially scary when moving in packs. Definitely one of the better melee bodyguard heroes.&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Sorcerer]]:&#039;&#039;&#039; Tankier than the traditional wizard as they have a large amount of armour and are a low-end melee character. It would be best if you didn&#039;t let them fight good melee units, but they are still a force multiplier on the charger when on a mount. Comes in Death, Fire, Metal, or Shadows.&lt;br /&gt;
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===Melee Infantry===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Marauder|Chaos Marauders]]:&#039;&#039;&#039; Your budget line, but you often fill up your numbers with them given how expensive everything else is. They are how you go wide in WoC. Posses low armor but can still cause some more expensive units to struggle against them. They have pretty good stats as far as melee chaff go, so they should earn back their cost fighting other low level troops.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Marauders (Great Weapons):&#039;&#039;&#039; Cheap Ap Damage but not as good as Chaos Warriors (Great Weapons) since the Marauders are very fragile with trading away what little defense a Marauder gets.&lt;br /&gt;
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*&#039;&#039;&#039;[[Chaos Warrior|Chaos Warriors]]:&#039;&#039;&#039; The spiked anvil of Chaos. High all-around in offensive and defensive stats except for speed. In general, Chaos Warriors in this faction are much more well rounded than their Monogod cousins. They are better defensively than Khorne, faster than Nurgle, more offensive than Tzeentch and more durable than Slaanesh. They&#039;re the nice in between that allows them to fill a wider variety of roles. Often beat out other line infantry in the grind. They Lack AP, so not effective against other high armour targets.&lt;br /&gt;
**&#039;&#039;&#039;Mirror Guard(RoR):&#039;&#039;&#039; A strong point used in Marauders and Warriors. Moves faster, higher defense, and don&#039;t falter against Fear or Terror. &lt;br /&gt;
**&#039;&#039;&#039;Chaos Warriors (Great Weapons):&#039;&#039;&#039; your AP troops effectively upend other armored infantry like Dwarfs.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Warriors (Halberds):&#039;&#039;&#039; Your Anti-large infantry out classes Great Weapons if facing Calvery and Monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aspiring Champions:&#039;&#039;&#039; A small unit of Chosen with Magical attacks. They fill a role as support units, having the Encourage ability which gives extra Leadership to your lines, being a moral anchor if your lord is way from your front lines. The magic attacks are also a cheap way to crush enemies that rely on Physical resistance for protection. What really screws them over is their pitiful amount of health, so once they actually start fighting they will drop like flies. Honestly probably better left at home, unless you are really dedicated to defending them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Forsaken]]:&#039;&#039;&#039; A niche, fast damage dealing unit, being both fast and having good armour. Good at mulching through low armor units and used as foot flankers. They don&#039;t do well against Armor-piercing or elite infantry. Generally going to be way better used against low armor factions like Beastmen or Skaven and kept away from high armor stuff like Dwarfs or Lizardmen.&lt;br /&gt;
**&#039;&#039;&#039;The Daemonspew:&#039;&#039;&#039; Blessed by Nurgle, they have poison attacks and melee attack debuff aura. A supportive unit to mix with your line blob to make an elite unit easy to handle.&lt;br /&gt;
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*&#039;&#039;&#039;[[Chosen]]:&#039;&#039;&#039; Oh my. Chosen, pound for pound, probably the best heavy melee infantry in the game, also comes in Great Weapons and Halberds variants like Chaos Warriors, baring some regiments of renown. They will never run away, their stats are terrifying, and they are absurdly tanky. They are every bit as scary as their reputation makes them out to be. Like any heavy elite infantry, they are slow with low model counts, so they will suffer severely from being targeted by artillery, magic, or AP Missles.&lt;br /&gt;
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===Beasts===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warhounds:&#039;&#039;&#039; Cheap and fast harassment unit, shutting down Skirmishers, Calvary, Missile units, and Artillery Crews that will target your slower-moving Warriors. Against a lot of skirmish power these doggos are a good way to get archers and other ranged threats off the field and you won&#039;t miss them too much if they die.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warhounds (Poison):&#039;&#039;&#039; Now give it a poison debuff to attacks. It can also catch those slippery units with a nibble and support in melee by making the difficult unit easier to kill while also reducing their damage.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Knight|Chaos Knights]]:&#039;&#039;&#039; your melee cav, strong and able to win lots of protracted fights.  Best used in a supporting role since they&#039;re somewhat cost-inefficient compared to demigryphs/blood knights. This version is probably best used against heavy missile factions like Elves, as they will be able to block some of the incoming fire and chase them down. They&#039;re better in a grind too, though you&#039;ll have to pull out eventually (Yeah, yeah I know, insert Slaanesh joke here).&lt;br /&gt;
**&#039;&#039;&#039;Swords of Chaos:(RoR):&#039;&#039;&#039; Knights with Flaming weapons but with a smaller model count, but most useful in keeping your characters safe and letting your whole army get a temporary speed boost.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Knights (Lances):&#039;&#039;&#039; Cycle charging cav. While the shield makes them good at resisting missile fire, the tremendous charge bonus is a bit of a waste on the skirmishers on the other side. As such, best to use these guys against other cavalry, monsters, or for rear charging infantry. Just make sure that you are keeping an eye on them, while they do have tanky stats they can still crumple surprisingly quick if you leave them in a grind.&lt;br /&gt;
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===Missile Cavalry===&lt;br /&gt;
If you want shooting but don&#039;t want to spring for artillery, you only have skirmish cav. Like most Skirmish cav, you need to use some micromanagement to make sure a real opponent doesn&#039;t chase them out of the game and use their ammunition efficiently instead of AI autopilot everything.&lt;br /&gt;
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*&#039;&#039;&#039;Marauder Horsemen:&#039;&#039;&#039; You cheapest shooting unit. Useful in taking things out annoying units air and harass units with a low Missile resistance. Fragile with the same protection as a Marauder. Their cost efficiency makes them a go to in a lot of competitive lists. &lt;br /&gt;
*&#039;&#039;&#039;Marauder Horsemen (Throwing Axes):&#039;&#039;&#039; Trades Missile range for AP. Suited for harassing armored foes from a distance but won&#039;t take punishment well like the normal variant.&lt;br /&gt;
*&#039;&#039;&#039;Marauder Horsemasters:&#039;&#039;&#039; A slightly upgraded version of Horsemen with the most important upgrade being significantly better armor. Lets it take punishment and trade better when engaging in melee with other Skirmish units and other lesser melee units.&lt;br /&gt;
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===Monsterous Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Trolls:&#039;&#039;&#039; A regenerating bag of HP and AP damage. Do need some babysitting to help with their low Ld. Better for Marauder lines for that extra Damage and Monstrous mass. To be honest, probably not worth it in most situations because of that low morale and weakness to fire.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Trolls (Armoured):&#039;&#039;&#039; Pay extra, so Trolls are less likely to run when they take damage. These guys came out before CA realized we like variants that serve different purposes and aren&#039;t just straight upgrades. Still probably not worth bringing though.&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Spawn]]:&#039;&#039;&#039; Line breakers, they do go down quickly from guns but are a cheap way to tie up multiple line units as they don&#039;t stop attacking until they are all dead. They can tear apart lighter infantry lines if they get their hands on them, and can really help supplement a cheaper frontline. Generally better than trolls, as while they lack AP they will actually stick around to do their damage.&lt;br /&gt;
**&#039;&#039;&#039;Wyrd Spawn: (RoR)&#039;&#039;&#039; Spawn blessed by everyone&#039;s favorite crazy [[Tzeentch|Bird]], these guys have armor sundering so they can actually help against armored troops and have resistance to magic. They can also walk thorugh trees for some reason. Don&#039;t ask me why.&lt;br /&gt;
*&#039;&#039;&#039;[[Dragon Ogre]]:&#039;&#039;&#039; Your anti-large monstrous cavalry. These boys will kick the hell out of any cavalry or monster they get their hands on, although their vulnerability to missiles means they can be a bit of a risk against super missile factions. Try your best to keep them safe, probably best on the flanks where they can deal with cav and go into the back line or flank when that is done. Can send infantry flying if needed.&lt;br /&gt;
**&#039;&#039;&#039;Summoners of Rage: (RoR)&#039;&#039;&#039; Have magic attacks and an infantry clearing bound spell. It takes out Physically resistant enemies or give you another edge in a fight.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Giant:&#039;&#039;&#039; A big infantry smasher, but easily sniped and hammered with ranged and anti-large attacks. Remove them, and they can frolic through even the heaviest of armor. Do yourself a favor and don&#039;t get one, it&#039;ll get shot to pieces before it can  do anything useful.&lt;br /&gt;
*&#039;&#039;&#039;[[Manticore|Chaos Feral Manticore]]:&#039;&#039;&#039; One of the most cost effective flying monsters in the game. It has an impressive statline for the cost so it can actually do a good bit of work diving into backlines or helping goon out enemy characters. It&#039;s big problem is Rampage, so you will likely lose control over it, though it is decently cheap so don&#039;t worry too much if it goes nuts. Often used as a mount for characters in multiplayer, but there is nothing wrong with taking this guy by himself.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Ogre Shaggoth:&#039;&#039;&#039; An anti-large monster duelist. Are you scared that the enemy might have a dragon, big scary tree, crab monster or freaky rat monstrosity from hell? Throw this thing at it and if it doesn&#039;t kill it it&#039;ll get it damn close. Of course, it&#039;s also a massive bullseye for every AP missile unit on the field, so you got to make sure that it&#039;s kept safe. Often paired with Kholek to make a Dragon Ogre goon squad.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Chariot:&#039;&#039;&#039; A pretty standard heavy chariot. Will get absolutely dumpstered in a prolonged fight but will devastate enemies on the charge. Bring against heavy armor factions that can&#039;t lock it down like Dwarfs.&lt;br /&gt;
*&#039;&#039;&#039;Gorebeast Chariot:&#039;&#039;&#039; Slower than standard chariots, but has more AP damage for fighting higher armor. Generally not a good deal thanks to the price since standard chariots can simply do what it does better.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;[[Hellcannon]]:&#039;&#039;&#039; Big gun with homing projectiles and damage that includes a Ld debuff.  It also comes with an unbreakable Chaos Dwarf crew who will keep firing until they&#039;re killed to the last man.  Somewhat of an odd man out in the Chaos roster since their playstyle is more geared towards bumrushing the enemy than noob boxing around the artillery, but there are no complaints about having one to round out your army. Depending on the matchup, you can force the enemy to come to you if they can&#039;t artillery dual with the cannon. If you got the attention to spare, taking manual control of them allows you to fly the projectile.&lt;br /&gt;
**&#039;&#039;&#039;The Soul of Damnation: (RoR)&#039;&#039;&#039; A tad beefed up Hellcannon. Stats identical, but has the addition of the Soul Devourer ability that makes it reload faster when enemies are near.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Strategies===&lt;br /&gt;
You&#039;re... pretty damn strong in multiplayer to be honest, despite the fact you&#039;re currently a meme faction on campaign. You got a lot going for you, from strong lord choices, good magic lores, really good infantry, cavalry and monsters, and even an alright skirmishing core with Marauder Horsemen. Your only real major weakness is just how expensive everything is, and even then you got it better than the High Elves in that category. In game 3 you are likely to get even better toys to play with, so as long as you don&#039;t get any super insane nerfs (which isn&#039;t likely since most of the player base play campaign and think you suck) it should only get better from here. Here&#039;s how to win glory for the Chaos Gods:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: After seeing this matchup, it’s no wonder thag the Chaos warriors haven’t been able to make it out of Warhammer Canada. Dark Elves are tailor-made for busting your balls. Between darkshards, shades, and dark rider crossbows, they have more than enough ranged AP to melt your infantry and heavy calvary. Hellcannon(s) could find their crew being harassed by Furies or Dark Riders. Dragon Ogres, if they can make it, can handily deal with calvary and monsters.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: You&#039;ll win the infantry fight, assuming your slow frontline survives the heavy artillery bombardment. Use manticores, hounds, calvary, and/or furies to mess with Dwarfen ranged. Big monsters like the Shaggoth should stay out of this, unless you like watching 2000 gold get shot to shit.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;: Obviously we will know more when when Warriors of Chaos are playable during the game merging, but based on what we&#039;ve seen so far, these guys are basically you but with no magic and less skirmishing, but are much better at what you do: rolling over everyone in melee. Chaos Warriors will be mulched by daemonic infantry, and if they aren&#039;t the great weapon variant by Khorne Warriors as well. A wide frontline will crumble quickly and their skulls will give Hellblade bonuses to Khorne&#039;s units. Flesh Hounds can harry your skirmishers, and Khorne&#039;s calvary will likely kill yours. Overall a bad match for you.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: Though a flexible faction with many tools to use against you, you have relatively little to fear from their infantry. Saurus are tanky SoBs, but grindfests will generally work out in your favor due to your superior offensive statlines. Though you&#039;ll never catch any Skink units, the only ones you need to pay any real attention to are the Red-Crested variety, which will still melt in combat against your forces without extensive support. Instead, your primary concern will be the myriad of monsters the lizards are almost assuredly bringing to bear against you. Chaos Warriors or Chosen with Halberds will be your bread and butter for pinning such beasties down. Dragon Ogres and Shaggoths also make fantastic hunting squads for isolated dinosaurs and will utterly dumpster them if they can get in the thick of it. Additionally, though the Lizardmen do technically have a higher ranged roster to chose from, your Hellcannon can lay waste to their forces long before even &#039;&#039;their&#039;&#039; artillery can attempt to retaliate. Just be particularly cautious of Razordon Hunting Packs, Troglodons and potential Ripperdactyl strike squads.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: To show the northerners that the chaos gods favor you most, you’ll need to consider your army carefully. Beserkers will trade upwards into pretty much any infantry you bring, even chosen, and their ‘berserk’ ability makes them a surprisingly tough nut to crack. This means you should either go super low-tier and bring tons of marauders, or super elite and invest in chosen and chaos warriors, relying on your infantry to win the day. Both setups have their own advantages and weaknesses. If you can protect it, a hellcannon can pay huge dividends by shooting holes in their higher tier infantry. You are one of the few factions that actually had a good answer to mammoths, Shaggoths have the speed and ap to grind them down and reliably outduel them. You won’t be able to keep pace with them in the skirmish game, but you probably want to bring at least a couple of wolves/skirmish cav, since their ap ranged units can make your monsters very sad if allowed to fire in. Marauder chariots can actually be a big problem for you because of their great mass and ap, so whittling them down with your fast units is probably your best bet. Kholek is not a great choice here, since he can get ground down by Skin wolves and Wulfrik, I’d recommend Archaon or a chaos sorcerer on a dragon. The former has a chance to put duel even Wulfrik (let alone throgg or a chieftain) if you use slayer of kings wisely, and the latter is able to pick his engagements, and probably won’t face any threats in the sky. &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: First thing&#039;s first, leave the Chaos Warriors and Chosen at home. Not only do you not need them to deal with most Skaven frontlines, but they will get ripped apart against Jezzails and Mortar teams. Mauarders are the frontline of choice as they will help deal with Clanrats and Skavenslaves relatively quickly and for cheap. Hounds are also pretty much a requirement in order to get behind the rats and take out the weapon teams before they are able to do irreversible damage. Finally, Spawn are your friends, as they help shred Skaven infantry, murder Rat Ogres and are unbreakable so some of the scarier Skaven units won&#039;t be able to spook them off. For magic lores, go with something that can deal with swarms like Fire or Shadows. Sigvald is your best bet here as a lord since Jezzails are some of the best SEM snipers in the game and Sigvald is really hard to kill. &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: This matchup sucks. Slaanesh epitomizes the very concept of anti-armor and even their basic troops will run laps around yours. You will want to go as cheap and wide as possible with your front-lines, they&#039;re dead meat anyways. Bring some marauding horsemen with throwing axes to try to chip away at the unarmored daemons before they make it into combat and use a hellcannon or two to blow holes in their formations when possible. Get a Fire or Shadows caster to throw some wind/vortex spells about to get past Slaanesh&#039;s higher melee defense and disrupt their formations. A Chaos Giant might not be completely out of the question due to Slaanesh&#039;s complete lack of missile units, but don&#039;t expect much from it. Unfortunately, this matchup is just heavily out of your favor no matter which way you slice it.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: Ugh. Wait for your rework. Vampire Counts will take your leadership to Lund town with fear/terror, and their excellent mobility means that they can pick their engagements way better than you can. Also they can heal. Your only hope is to grab 2 Shaggoths or an exalted hero goon squad and defend them at all costs. Hopefully Tzeentch will favor you!&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Campaign Strategies===&lt;br /&gt;
&lt;br /&gt;
Wait til game 3 where they will hopefully get a rework. You&#039;re welcome.&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:283:4C80:11C0:9090:4692:2649:9F51</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Warriors_of_Chaos&amp;diff=507185</id>
		<title>Total War Warhammer/Tactics/Warriors of Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Warriors_of_Chaos&amp;diff=507185"/>
		<updated>2022-06-29T18:49:02Z</updated>

		<summary type="html">&lt;p&gt;2601:283:4C80:11C0:9090:4692:2649:9F51: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;{{Topquote|[[Tzeentch|Change!]] [[Nurgle|Rot!]] [[Khorne|Blood!]] [[Slaanesh|Defile!]]|Game battle chant for Warriors of Chaos, shared with Norsca}}&lt;br /&gt;
This is the tactica for the [[Total War: Warhammer]] version of the Warriors of Chaos.&lt;br /&gt;
&lt;br /&gt;
==Why Play Warriors of Chaos==&lt;br /&gt;
*&amp;lt;s&amp;gt;BLOOD FOR THE BLOOD GOD, SKULLS FOR THE SKULL THRONE&amp;lt;/s&amp;gt; Sorry, that&#039;s the dedicated Khorne&#039;s faction motif now, you&#039;re undivided&lt;br /&gt;
*You don&#039;t need no damn Daemons to take over the world for the Chaos Gods&lt;br /&gt;
*Because you want to see the unending tides of damnation overrun all that is good and civilized in this world.&lt;br /&gt;
*Because back in my day only the bad guys wore [[Space Marines|Stupidly OP]] [[Stormcast Eternals|Armor]].&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Top-grade Melee&#039;&#039;&#039;: Pound for pound, your troops are among the best in the entire game when it comes to melee combat. Though your reign as the undisputed combat champion of the game has come to an inglorious end due to feature/power creep (not even mentioning the coming of Khorne), precious other factions will be able to face you in melee and walk away unscathed.&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Regardless of which ever one of the Dark Gods you decided to suck off, they gifted you an ungodly amount of armor to protect your troops from the enemy. If for whatever reason the other guy decided not to bring AP against you, you&#039;ve pretty much already won the fight right there.&lt;br /&gt;
*&#039;&#039;&#039;Monsters&#039;&#039;&#039;: You got some monsters that are unmatched in what they do. Shaggoths make dragons cry, manticores make great mounts and flying harassers, trolls will help win you the frontline even faster and hounds will make sure that all those pesky skirmishers don&#039;t screw over your troops on the way in. You best have answers for anti large though.&lt;br /&gt;
*&#039;&#039;&#039;Versatility&#039;&#039;&#039;: You&#039;re not quite the most versatile of factions, but with all of the high quality troops you have, you can deploy a wide assortment of tactics against all kinds of opponents. You can use rushes, monster mashes, artillery boxes, magic bombs, and make your lords into one man armies. With how much good stuff is at your disposal, you can come up with all kinds of crazy tactics to throw at your opponent. &lt;br /&gt;
*&#039;&#039;&#039;Strong Lords&#039;&#039;&#039;: Your lord options are pretty damn good. Archeon is one of the better duelist characters, Kholek kills whatever he is fighting, Sigvald is the king of &amp;quot;never die&amp;quot; and Sarthoreal is a raid boss with impressive magic abilities. Even generic sorcerers are pretty damn good for what they do.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;DLC Faction&#039;&#039;&#039;: The original controversy from the first game, the Chaos Warriors were originally locked up as a pre-order bonus for the first game, slapping those who didn&#039;t do so with an extra $8 tax to play as them. For penny-pinching fans, this can make them a hard sell.&lt;br /&gt;
*&#039;&#039;&#039;Limited Skirmishing&#039;&#039;&#039;: You do have some mounted skirmishers, but odds are they aren&#039;t going to be the reason why you win the fight. You are not going to be beating your opponent in the skirmishing phase of the fight.&lt;br /&gt;
*&#039;&#039;&#039;No Ranged Infantry&#039;&#039;&#039;: Aside aforementioned skirmishing cavalry, you&#039;re generally bringing a battle axe to a gun fight. In any shooting match, you&#039;re gonna lose.&lt;br /&gt;
*&#039;&#039;&#039;Slow&#039;&#039;&#039;: The downside of all that armor? It makes you slow as all hell. This, combined with the con listed above, means you are pretty vulnerable to enemy ranged attacks. Be sure that you devote a few of your troops to getting on those skirmishers and making sure they can&#039;t do to much damage to your troops on the way in.&lt;br /&gt;
*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: Sadly, all this good quality comes at a price. With how expensive a lot of your troops are, odds are you will probably be outnumbered in whatever match up you are going up against. Expect to rely on quality over quantity when you are choosing to rep team WOC.&lt;br /&gt;
*&#039;&#039;&#039;The campaign is terrible&#039;&#039;&#039;: Their campaign is in dire need of a rework (that hopefully comes with Warhammer 3). The horde mechanic the WoC revolve around has never been particularly fun to play as, and only continued to age poorly as Warhammer 2 went on. Maybe CA had a point when they originally planned to hold them back for Game 1, they feel incomplete and kind of pointless. Add to this that elementary stuff from the Lore such as specific pledges to the Dark Gods and Demons are missing (with Archaon being the Champion the Chaos Undivided and all that, [[Fail|except you also can play as Sigvald who is a Champion of Slaanesh with no access to Demons of his patron]]) and you got yourself a dumpster fire of epic proportions. There are mods like Ultimate Chaos that seek to alleviate the worst of it, but most of them are of dubious quality and other can break entire campaigns (like the Chaos Outposts Mod). If you want to play WoC in Singleplayer, better wait for Warhammer 3 and hope it gets better.&lt;br /&gt;
**Good news is you&#039;re confirmed for a rework in summer of 2022, so you won&#039;t have to wait too much longer&lt;br /&gt;
&lt;br /&gt;
==The campaign und unique mechanics (The Old World)==&lt;br /&gt;
Only one Norscan tribe can be awakened per province. It is recommended to awaken them in the province capital.&lt;br /&gt;
&lt;br /&gt;
==Legendary Lords and Subfactions==&lt;br /&gt;
*&#039;&#039;&#039;[[Archaon]] the Everchosen:&#039;&#039;&#039; at the start of the Total War 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. He is currently a strong generalist fighter and Fire wizard hybrid. He is among the strongest melee lords stat-wise in-game even before taking items. being a fire wizard also grants him the ability to clear out mobs, snipe lords, or buff damage of troops depending on your needs. He does still have some flaws. He doesn&#039;t get the AOS version of [[Dorghar]], so no monstrous mass to help easily break out from tar traps. He is very expensive in multiplayer even when running nacked(don&#039;t do that) so you have to buy only what you need. &lt;br /&gt;
:In the campaign, you&#039;re definitely not friends with anyone (at least not without doing a lot of favors). Chaos Warriors are cheaper, and gain bonus weapon damage for each chevron (27% more damage by rank 9).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kholek Suneater]]:&#039;&#039;&#039; Given how prevalent he is seen, most players think of Kholek as the face of Warriors of Chaos despite the advertisement. But why wouldn&#039;t you as he is the best legendary lord the WoC have in MP. He&#039;s a massive, tough Dragon Ogre monster lord that runs around unhindered and deals massive damage to both infantry and monsters. Even better when gooining around with his Dragon Ogre boys.&lt;br /&gt;
:His campian bonuses gears towards Dragon Ogres, giving reduced recruitment cost and upkeep while buffing attack for Shaggoths. Kholek also spreads more Chaos Corruption. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sigvald|Prince Sigvald the Magnificent]]:&#039;&#039;&#039; Used to be bad but got significantly better after The Twisted &amp;amp; The Twilight update. A powerful and quick foot dualist 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.&lt;br /&gt;
: 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 &amp;quot;Rage&amp;quot;, with it upgrading to the superior &amp;quot;Berserk&amp;quot; at late vetrency to keep marauders viable. Getting a Ld bonus against men encourages you to go after the south or vassal Norsca.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sarthorael|Sarthorael the Everwatcher]]:&#039;&#039;&#039; Looking back it&#039;s surprising we got a greater deamon so early on before game 3. 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 missle resistance. Well used a battering ram to disrupt gun faction with his mass and terror as the rest of the army hounds on their position but prefers to run through the lines to new spots of safety to cast his spells.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Lord]]:&#039;&#039;&#039; Cheap melee lord. Can take a poison mace if you want this lord to be supportive. He can also be put on a flying mount for manticore gooning. These guys have been power creeped to hell and back so despite their reputation on the table top and what you&#039;d think from Chaos, they&#039;re one of the worst generic lords in the game. Never take one unless you&#039;re roleplaying in campaign or memeing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Sorcerer Lord]]:&#039;&#039;&#039; Saves points by fusing Chaos Sorcerer as your lord option and still being a good melee fighter. Comes in Death, Fire, Metal, or Shadows. Once you start putting him on mounts he&#039;s pretty much objectively better than the standard lord since he can also wield magic. Will be your main generic lord in campaign, though in multiplayer the Legendary options are just better.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[[Exalted Hero]]:&#039;&#039;&#039; Melee hero, often a part of the manticore goon squad. their stat line is honestly kind of absurd for the price, as they can beat pretty much any other standard melee hero in a one on one fight. In multiplayer they can also take the Mark of Khorne, making them especially scary when moving in packs. Definitely one of the better melee bodyguard heroes.&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Sorcerer]]:&#039;&#039;&#039; Tankier than the traditional wizard as they have a large amount of armour and are a low-end melee character. It would be best if you didn&#039;t let them fight good melee units, but they are still a force multiplier on the charger when on a mount. Comes in Death, Fire, Metal, or Shadows.&lt;br /&gt;
&lt;br /&gt;
===Melee Infantry===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Marauder|Chaos Marauders]]:&#039;&#039;&#039; Your budget line, but you often fill up your numbers with them given how expensive everything else is. They are how you go wide in WoC. Posses low armor but can still cause some more expensive units to struggle against them. They have pretty good stats as far as melee chaff go, so they should earn back their cost fighting other low level troops.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Marauders (Great Weapons):&#039;&#039;&#039; Cheap Ap Damage but not as good as Chaos Warriors (Great Weapons) since the Marauders are very fragile with trading away what little defense a Marauder gets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Warrior|Chaos Warriors]]:&#039;&#039;&#039; The spiked anvil of Chaos. High all-around in offensive and defensive stats except for speed. In general, Chaos Warriors in this faction are much more well rounded than their Monogod cousins. They are better defensively than Khorne, faster than Nurgle, more offensive than Tzeentch and more durable than Slaanesh. They&#039;re the nice in between that allows them to fill a wider variety of roles. Often beat out other line infantry in the grind. They Lack AP, so not effective against other high armour targets.&lt;br /&gt;
**&#039;&#039;&#039;Mirror Guard(RoR):&#039;&#039;&#039; A strong point used in Marauders and Warriors. Moves faster, higher defense, and don&#039;t falter against Fear or Terror. &lt;br /&gt;
**&#039;&#039;&#039;Chaos Warriors (Great Weapons):&#039;&#039;&#039; your AP troops effectively upend other armored infantry like Dwarfs.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Warriors (Halberds):&#039;&#039;&#039; Your Anti-large infantry out classes Great Weapons if facing Calvery and Monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aspiring Champions:&#039;&#039;&#039; A small unit of Chosen with Magical attacks. They fill a role as support units, having the Encourage ability which gives extra Leadership to your lines, being a moral anchor if your lord is way from your front lines. The magic attacks are also a cheap way to crush enemies that rely on Physical resistance for protection. What really screws them over is their pitiful amount of health, so once they actually start fighting they will drop like flies. Honestly probably better left at home, unless you are really dedicated to defending them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Forsaken]]:&#039;&#039;&#039; A niche, fast damage dealing unit, being both fast and having good armour. Good at mulching through low armor units and used as foot flankers. They don&#039;t do well against Armor-piercing or elite infantry. Generally going to be way better used against low armor factions like Beastmen or Skaven and kept away from high armor stuff like Dwarfs or Lizardmen.&lt;br /&gt;
**&#039;&#039;&#039;The Daemonspew:&#039;&#039;&#039; Blessed by Nurgle, they have poison attacks and melee attack debuff aura. A supportive unit to mix with your line blob to make an elite unit easy to handle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chosen]]:&#039;&#039;&#039; Oh my. Chosen, pound for pound, probably the best heavy melee infantry in the game, also comes in Great Weapons and Halberds variants like Chaos Warriors, baring some regiments of renown. They will never run away, their stats are terrifying, and they are absurdly tanky. They are every bit as scary as their reputation makes them out to be. Like any heavy elite infantry, they are slow with low model counts, so they will suffer severely from being targeted by artillery, magic, or AP Missles.&lt;br /&gt;
&lt;br /&gt;
===Beasts===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warhounds:&#039;&#039;&#039; Cheap and fast harassment unit, shutting down Skirmishers, Calvary, Missile units, and Artillery Crews that will target your slower-moving Warriors. Against a lot of skirmish power these doggos are a good way to get archers and other ranged threats off the field and you won&#039;t miss them too much if they die.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warhounds (Poison):&#039;&#039;&#039; Now give it a poison debuff to attacks. It can also catch those slippery units with a nibble and support in melee by making the difficult unit easier to kill while also reducing their damage.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Knight|Chaos Knights]]:&#039;&#039;&#039; your melee cav, strong and able to win lots of protracted fights.  Best used in a supporting role since they&#039;re somewhat cost-inefficient compared to demigryphs/blood knights. This version is probably best used against heavy missile factions like Elves, as they will be able to block some of the incoming fire and chase them down. They&#039;re better in a grind too, though you&#039;ll have to pull out eventually (Yeah, yeah I know, insert Slaanesh joke here).&lt;br /&gt;
**&#039;&#039;&#039;Swords of Chaos:(RoR):&#039;&#039;&#039; Knights with Flaming weapons but with a smaller model count, but most useful in keeping your characters safe and letting your whole army get a temporary speed boost.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Knights (Lances):&#039;&#039;&#039; Cycle charging cav. While the shield makes them good at resisting missile fire, the tremendous charge bonus is a bit of a waste on the skirmishers on the other side. As such, best to use these guys against other cavalry, monsters, or for rear charging infantry. Just make sure that you are keeping an eye on them, while they do have tanky stats they can still crumple surprisingly quick if you leave them in a grind.&lt;br /&gt;
&lt;br /&gt;
===Missile Cavalry===&lt;br /&gt;
If you want shooting but don&#039;t want to spring for artillery, you only have skirmish cav. Like most Skirmish cav, you need to use some micromanagement to make sure a real opponent doesn&#039;t chase them out of the game and use their ammunition efficiently instead of AI autopilot everything.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marauder Horsemen:&#039;&#039;&#039; You cheapest shooting unit. Useful in taking things out annoying units air and harass units with a low Missile resistance. Fragile with the same protection as a Marauder. Their cost efficiency makes them a go to in a lot of competitive lists. &lt;br /&gt;
*&#039;&#039;&#039;Marauder Horsemen (Throwing Axes):&#039;&#039;&#039; Trades Missile range for AP. Suited for harassing armored foes from a distance but won&#039;t take punishment well like the normal variant.&lt;br /&gt;
*&#039;&#039;&#039;Marauder Horsemasters:&#039;&#039;&#039; A slightly upgraded version of Horsemen with the most important upgrade being significantly better armor. Lets it take punishment and trade better when engaging in melee with other Skirmish units and other lesser melee units.&lt;br /&gt;
&lt;br /&gt;
===Monsterous Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Trolls:&#039;&#039;&#039; A regenerating bag of HP and AP damage. Do need some babysitting to help with their low Ld. Better for Marauder lines for that extra Damage and Monstrous mass. To be honest, probably not worth it in most situations because of that low morale and weakness to fire.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Trolls (Armoured):&#039;&#039;&#039; Pay extra, so Trolls are less likely to run when they take damage. These guys came out before CA realized we like variants that serve different purposes and aren&#039;t just straight upgrades. Still probably not worth bringing though.&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Spawn]]:&#039;&#039;&#039; Line breakers, they do go down quickly from guns but are a cheap way to tie up multiple line units as they don&#039;t stop attacking until they are all dead. They can tear apart lighter infantry lines if they get their hands on them, and can really help supplement a cheaper frontline. Generally better than trolls, as while they lack AP they will actually stick around to do their damage.&lt;br /&gt;
**&#039;&#039;&#039;Wyrd Spawn: (RoR)&#039;&#039;&#039; Spawn blessed by everyone&#039;s favorite crazy [[Tzeentch|Bird]], these guys have armor sundering so they can actually help against armored troops and have resistance to magic. They can also walk thorugh trees for some reason. Don&#039;t ask me why.&lt;br /&gt;
*&#039;&#039;&#039;[[Dragon Ogre]]:&#039;&#039;&#039; Your anti-large monstrous cavalry. These boys will kick the hell out of any cavalry or monster they get their hands on, although their vulnerability to missiles means they can be a bit of a risk against super missile factions. Try your best to keep them safe, probably best on the flanks where they can deal with cav and go into the back line or flank when that is done. Can send infantry flying if needed.&lt;br /&gt;
**&#039;&#039;&#039;Summoners of Rage: (RoR)&#039;&#039;&#039; Have magic attacks and an infantry clearing bound spell. It takes out Physically resistant enemies or give you another edge in a fight.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Giant:&#039;&#039;&#039; A big infantry smasher, but easily sniped and hammered with ranged and anti-large attacks. Remove them, and they can frolic through even the heaviest of armor. Do yourself a favor and don&#039;t get one, it&#039;ll get shot to pieces before it can  do anything useful.&lt;br /&gt;
*&#039;&#039;&#039;[[Manticore|Chaos Feral Manticore]]:&#039;&#039;&#039; One of the most cost effective flying monsters in the game. It has an impressive statline for the cost so it can actually do a good bit of work diving into backlines or helping goon out enemy characters. It&#039;s big problem is Rampage, so you will likely lose control over it, though it is decently cheap so don&#039;t worry too much if it goes nuts. Often used as a mount for characters in multiplayer, but there is nothing wrong with taking this guy by himself.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Ogre Shaggoth:&#039;&#039;&#039; An anti-large monster duelist. Are you scared that the enemy might have a dragon, big scary tree, crab monster or freaky rat monstrosity from hell? Throw this thing at it and if it doesn&#039;t kill it it&#039;ll get it damn close. Of course, it&#039;s also a massive bullseye for every AP missile unit on the field, so you got to make sure that it&#039;s kept safe. Often paired with Kholek to make a Dragon Ogre goon squad.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Chariot:&#039;&#039;&#039; A pretty standard heavy chariot. Will get absolutely dumpstered in a prolonged fight but will devastate enemies on the charge. Bring against heavy armor factions that can&#039;t lock it down like Dwarfs.&lt;br /&gt;
*&#039;&#039;&#039;Gorebeast Chariot:&#039;&#039;&#039; Slower than standard chariots, but has more AP damage for fighting higher armor. Generally not a good deal thanks to the price since standard chariots can simply do what it does better.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;[[Hellcannon]]:&#039;&#039;&#039; Big gun with homing projectiles and damage that includes a Ld debuff.  It also comes with an unbreakable Chaos Dwarf crew who will keep firing until they&#039;re killed to the last man.  Somewhat of an odd man out in the Chaos roster since their playstyle is more geared towards bumrushing the enemy than noob boxing around the artillery, but there are no complaints about having one to round out your army. Depending on the matchup, you can force the enemy to come to you if they can&#039;t artillery dual with the cannon. If you got the attention to spare, taking manual control of them allows you to fly the projectile.&lt;br /&gt;
**&#039;&#039;&#039;The Soul of Damnation: (RoR)&#039;&#039;&#039; A tad beefed up Hellcannon. Stats identical, but has the addition of the Soul Devourer ability that makes it reload faster when enemies are near.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Strategies===&lt;br /&gt;
You&#039;re... pretty damn strong in multiplayer to be honest, despite the fact you&#039;re currently a meme faction on campaign. You got a lot going for you, from strong lord choices, good magic lores, really good infantry, cavalry and monsters, and even an alright skirmishing core with Marauder Horsemen. Your only real major weakness is just how expensive everything is, and even then you got it better than the High Elves in that category. In game 3 you are likely to get even better toys to play with, so as long as you don&#039;t get any super insane nerfs (which isn&#039;t likely since most of the player base play campaign and think you suck) it should only get better from here. Here&#039;s how to win glory for the Chaos Gods:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: Dark Elves have more than enough ranged AP to melt your infantry and heavy calvary. Hellcannon(s) could find their crew being harassed by Furies or Dark Riders. Dragon Ogres, if they can make it, can handily deal with calvary and monsters.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: You&#039;ll win the infantry fight, assuming your slow frontline survives the heavy artillery bombardment. Use manticores, hounds, calvary, and/or furies to mess with Dwarfen ranged. Big monsters like the Shaggoth should stay out of this, unless you like watching 2000 gold get shot to shit.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;: Obviously we will know more when when Warriors of Chaos are playable during the game merging, but based on what we&#039;ve seen so far, these guys are basically you but with no magic and less skirmishing, but are much better at what you do: rolling over everyone in melee. Chaos Warriors will be mulched by daemonic infantry, and if they aren&#039;t the great weapon variant by Khorne Warriors as well. A wide frontline will crumble quickly and their skulls will give Hellblade bonuses to Khorne&#039;s units. Flesh Hounds can harry your skirmishers, and Khorne&#039;s calvary will likely kill yours. Overall a bad match for you.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: Though a flexible faction with many tools to use against you, you have relatively little to fear from their infantry. Saurus are tanky SoBs, but grindfests will generally work out in your favor due to your superior offensive statlines. Though you&#039;ll never catch any Skink units, the only ones you need to pay any real attention to are the Red-Crested variety, which will still melt in combat against your forces without extensive support. Instead, your primary concern will be the myriad of monsters the lizards are almost assuredly bringing to bear against you. Chaos Warriors or Chosen with Halberds will be your bread and butter for pinning such beasties down. Dragon Ogres and Shaggoths also make fantastic hunting squads for isolated dinosaurs and will utterly dumpster them if they can get in the thick of it. Additionally, though the Lizardmen do technically have a higher ranged roster to chose from, your Hellcannon can lay waste to their forces long before even &#039;&#039;their&#039;&#039; artillery can attempt to retaliate. Just be particularly cautious of Razordon Hunting Packs, Troglodons and potential Ripperdactyl strike squads.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: To show the northerners that the chaos gods favor you most, you’ll need to consider your army carefully. Beserkers will trade upwards into pretty much any infantry you bring, even chosen, and their ‘berserk’ ability makes them a surprisingly tough nut to crack. This means you should either go super low-tier and bring tons of marauders, or super elite and invest in chosen and chaos warriors, relying on your infantry to win the day. Both setups have their own advantages and weaknesses. If you can protect it, a hellcannon can pay huge dividends by shooting holes in their higher tier infantry. You are one of the few factions that actually had a good answer to mammoths, Shaggoths have the speed and ap to grind them down and reliably outduel them. You won’t be able to keep pace with them in the skirmish game, but you probably want to bring at least a couple of wolves/skirmish cav, since their ap ranged units can make your monsters very sad if allowed to fire in. Marauder chariots can actually be a big problem for you because of their great mass and ap, so whittling them down with your fast units is probably your best bet. Kholek is not a great choice here, since he can get ground down by Skin wolves and Wulfrik, I’d recommend Archaon or a chaos sorcerer on a dragon. The former has a chance to put duel even Wulfrik (let alone throgg or a chieftain) if you use slayer of kings wisely, and the latter is able to pick his engagements, and probably won’t face any threats in the sky. &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: First thing&#039;s first, leave the Chaos Warriors and Chosen at home. Not only do you not need them to deal with most Skaven frontlines, but they will get ripped apart against Jezzails and Mortar teams. Mauarders are the frontline of choice as they will help deal with Clanrats and Skavenslaves relatively quickly and for cheap. Hounds are also pretty much a requirement in order to get behind the rats and take out the weapon teams before they are able to do irreversible damage. Finally, Spawn are your friends, as they help shred Skaven infantry, murder Rat Ogres and are unbreakable so some of the scarier Skaven units won&#039;t be able to spook them off. For magic lores, go with something that can deal with swarms like Fire or Shadows. Sigvald is your best bet here as a lord since Jezzails are some of the best SEM snipers in the game and Sigvald is really hard to kill. &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: This matchup sucks. Slaanesh epitomizes the very concept of anti-armor and even their basic troops will run laps around yours. You will want to go as cheap and wide as possible with your front-lines, they&#039;re dead meat anyways. Bring some marauding horsemen with throwing axes to try to chip away at the unarmored daemons before they make it into combat and use a hellcannon or two to blow holes in their formations when possible. Get a Fire or Shadows caster to throw some wind/vortex spells about to get past Slaanesh&#039;s higher melee defense and disrupt their formations. A Chaos Giant might not be completely out of the question due to Slaanesh&#039;s complete lack of missile units, but don&#039;t expect much from it. Unfortunately, this matchup is just heavily out of your favor no matter which way you slice it.&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: Ugh. Wait for your rework. Vampire Counts will take your leadership to Lund town with fear/terror, and their excellent mobility means that they can pick their engagements way better than you can. Also they can heal. Your only hope is to grab 2 Shaggoths or an exalted hero goon squad and defend them at all costs. Hopefully Tzeentch will favor you!&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Campaign Strategies===&lt;br /&gt;
&lt;br /&gt;
Wait til game 3 where they will hopefully get a rework. You&#039;re welcome.&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:283:4C80:11C0:9090:4692:2649:9F51</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Dark_Elves&amp;diff=502925</id>
		<title>Total War Warhammer/Tactics/Dark Elves</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Dark_Elves&amp;diff=502925"/>
		<updated>2022-06-29T05:27:46Z</updated>

		<summary type="html">&lt;p&gt;2601:283:4C80:11C0:9090:4692:2649:9F51: /* Cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Topquote|Skulls for Khaine! Blood for Khaine!|Game battle chant for Dark Elves. Why does it sound familiar...}}&lt;br /&gt;
This is the tactica for the [[Total War: Warhammer]] version of the Dark Elves.&lt;br /&gt;
&lt;br /&gt;
==Why Play Dark Elves==&lt;br /&gt;
*Because you&#039;d like your elves to take their arrogance to the next level and just start murdering people for the crime of not being elves.&lt;br /&gt;
*Because you believe that everything looks roughly 1000 times better when covered in spikes.&lt;br /&gt;
*Because you enjoy the inherent power fantasy that comes from playing a big spiky asshole out to conquer and enslave.&lt;br /&gt;
*You like a versatile unit roster with some serious killing power.&lt;br /&gt;
*Because being the good guy is just so boring sometimes.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Flexibility&#039;&#039;&#039;: One of the Druchii&#039;s biggest strengths that really can&#039;t be understated. While a lot of other factions are forced into a single tactic, the druchii have more battlefield options than pretty much any other faction in the game, even the High Elves. While they are best at offense thanks to Murderous Prowess, their wide selection of unique units and powerful characters means they can also play defense, kite, use a heavy monster focus, combined arms, and all-around whatever tactic you can think of.&lt;br /&gt;
*&#039;&#039;&#039;AP for Days&#039;&#039;&#039;: If you&#039;re playing Dark Elves and having a hard time with armoured troops, you&#039;re playing them wrong. A large chunk of the roster has majority AP damage, so armor should be the least of your concerns.&lt;br /&gt;
*&#039;&#039;&#039;Solid Range&#039;&#039;&#039;: While you may not be the shootiest of factions, the Dark Elves are more than capable. They are fully capable of melting enemy units before they close to melee with the right build.&lt;br /&gt;
*&#039;&#039;&#039;Anti-large&#039;&#039;&#039;: The druchii are renowned for their beast-hunting prowess, and it shows in the game. Most of your unit archetypes have at least one solid anti-large option, whether it be monsters, infantry, or chariots. &lt;br /&gt;
*&#039;&#039;&#039;Mobility&#039;&#039;&#039;: You&#039;re not as good at it as the Asrai, but Dark Elves have some of the best light cav and missile chariots in the game, if not &#039;&#039;the&#039;&#039; best. Combine that with infantry like Witch Elves and Sisters of Slaughter, and you are able to get around the battlefield pretty damn fast. Light Cav tactics are a favorite among Dark Elf players.&lt;br /&gt;
*&#039;&#039;&#039;Powerful Lords&#039;&#039;&#039;: When it comes to lord options, you are spoiled for choice. Most of their lords are at the very least decent and some like Malekith can carry an entire army to victory if given the time.&lt;br /&gt;
*&#039;&#039;&#039;Strong Heroes&#039;&#039;&#039;: While you aren&#039;t quite the Vampire Counts when it comes to character prowess, your heroes are still very, very good. Death Hags and Masters in particular provide great utility on the battlefield on top of powerful melee stats, and Sorceresses, like all elven casters, are a hero you really can&#039;t go wrong with.&lt;br /&gt;
*&#039;&#039;&#039;Strong Economy&#039;&#039;&#039;: Your economy is god-tier, and this is even before you bring in trade. Raking in high numbers of Slaves all but guarantees that your cash flow reaches insane levels which you can further boost by abusing the Master hero who reduces Slave decay to the point that they literally cannot decay anymore. Combine this with the extremely generous discounts on Black Arks and your pockets will never be empty again. &lt;br /&gt;
*&#039;&#039;&#039;Naval Supremacy&#039;&#039;&#039;: An often overlooked, but still important feature is that your Black Arks can dominate the oceans of the world and keeping your homeland secure from any threats. The only faction that rivals your naval power are (big surprise here) the Vampire Coast.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Frail&#039;&#039;&#039;: Okay, so you don&#039;t have it as bad as the Wood Elves, since many of your units are bringing actual armor to the fight, but you&#039;re still a glass cannon rush faction. Running into a faction that can simply outlast your burst of melee damage once Murderous Prowess proccs, can and will give you a lot of trouble. &lt;br /&gt;
*&#039;&#039;&#039;Limited Range&#039;&#039;&#039;: Their ranged units aren&#039;t bad, in fact, Darkshards and Shades are extremely good, but they don&#039;t shoot very far. Even some gunpowder units will outrange you, and most factions will get one or two shots off before you get in position.&lt;br /&gt;
*&#039;&#039;&#039;Unreliable Heavy Cav&#039;&#039;&#039;: The Stupidity of Cold Ones Knights in this game got translated to Rampage, meaning if they take too much damage, you lose control and they charge forward to probably die if you&#039;re facing a smart opponent. Similar to the Lizardmen, but unlike them, you don&#039;t have a way to make them stop. [[Fail|Even Malus, who specializes in Cold Ones and had a rule that allowed them to ignore stupidity, can&#039;t get rid of rampage]]. The addition of Rakarth finally gives you an ability that allows Cold Ones to ignore Rampage, ironically making him a better Cold One specialist than the ACTUAL Cold One specialist. - they were reworked to only frenzy at 20% health or less, so it’s mostly a positive now. Still not amazing but good with campaign buffs from beast-master lords&lt;br /&gt;
*&#039;&#039;&#039;Lack of Healing&#039;&#039;&#039;: You&#039;re the only Elven faction with no multi-target healing. The only thing you have is Soul Stealer, which only heals the caster. Combine this with your low health pools, and your units will die a lot faster than their tanky statline might lead you to believe.&lt;br /&gt;
*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: Not as much as High Elves, but still pretty pricey. Expect to be outnumbered most of the time.&lt;br /&gt;
*&#039;&#039;&#039;Poor Public Order&#039;&#039;&#039;: Being the quarrelsome lot that they are, Dark Elves suffer from a multitude of public order penalties (especially once you have a lot of slaves) and don&#039;t have a lot of tools to counter them; managing it can quickly devolve into a frantic nightmare, particularly on high difficulties.&lt;br /&gt;
*&#039;&#039;&#039;No Encampments&#039;&#039;&#039;: If you are away from your territory, you can&#039;t recruit new guys while encamping. This can be offset somewhat with Black Arks, though that&#039;s not an option in regions far from the coast.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Scourgerunners and Supreme Sorceresses are some of your best units. They also cost extra. As with most Non DLC factions, you will need to pay extra money to be consistent in multiplayer&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Murderous Prowess&#039;&#039;&#039;: A passive, army-wide ability that gives all units on the map considerable offensive bonuses after you hit a certain threshold of kills (usually around 30-50% of the enemy force). Hard to time right and difficult to control, but extremely effective regardless. Seeing your Corsairs, Shades, and whatnot go into overdrive for 90 seconds is a scary and satisfying spectacle to behold. For a few units, the effect lasts 120 seconds instead of 90.&lt;br /&gt;
*&#039;&#039;&#039;Slaves&#039;&#039;&#039;: You get slaves by raiding, winning battles, and looting/sacking settlements. Slaves go to your cities to do the crapwork and are gradually worked to death turn by turn. The Druchii can make a hell of a lot of money by capturing slaves. However the more slaves you&#039;ve got the harder it is to control them, which leads to unrest.&lt;br /&gt;
*&#039;&#039;&#039;Black Arks&#039;&#039;&#039;: A special kind of campaign unit that acts as one of the two true &amp;quot;navies&amp;quot; in the entire game, Black Arks can only exist on the water but they are essentially floating garrisoned cities that can also let your other armies recruit and exchange from them. A powerful incentive for any Druchii player to adopt the raiding lifestyle and an excellent tool for mobile defence across Naggaroth&#039;s extensive coastline.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Malekith]]&#039;&#039;&#039;: Warhammer&#039;s rendition of Darth Vader with severe mummy issues arrived on the scene, and he doesn&#039;t mess around. This dude is among &#039;&#039;the&#039;&#039; best legendary lords in the game bar none. A monster of a Hybrid LL, he is everything the likes of Azhag the Slaughterer and Arkhan the Black wish they could be. He punches hard, gets a Dragon relatively early on and his spellcasting doesn&#039;t disappoint either. His economy buffs are ridiculously strong, boosting an already ridiculous economy. His buffs to Black Guard and Dragons are also very useful. You can hardly go wrong with Malekith.&lt;br /&gt;
*&#039;&#039;&#039;[[Morathi]]&#039;&#039;&#039; : Morathi is a &#039;&#039;very&#039;&#039; weird animal (There&#039;s gotta be a sex joke in here somewhere). Unlike many other Legendary Lords, her skill tree is the only one in the game where you actually get to make meaningful choices, as she can alternate between ridiculously powerful spellcasting and good backline harasser, both paths are viable. What sets her apart from other caster lords as her spellcasting is concerned is that, like Teclis, she doesn&#039;t specialize in single lore and her pool of spells draws from the Lores of Dark, Death, and Shadows and favors all-out offensive spells from all of them. Arguably the second-best Caster Lord in the game, just behind Teclis. Unfortunately her campaign mechanics are badly broken, she has to spread corruption but doesn&#039;t get public order benefits from it, only downsides. This makes her campaign more difficult than you&#039;d expect simply due to serous public order issues. They even nerfed the building in quintex that made the public order manageable for no apparent reason. &lt;br /&gt;
*&#039;&#039;&#039;[[Hellebron]] (DLC)&#039;&#039;&#039; : Hellebron exists in her own little niche. Barely armored like Witch Elves, but really, really bloody fast and a buffmachine for your already busted murdermachine frontline. She excels in prolonged combat, preferably against lightly armored chaff and will rack a high kill count very quickly but will cave against elite units and other single entity monsters or characters. &lt;br /&gt;
: Get a unique campaign mechanic of her vitality slowly draining way and have to progressively sacrifice more slaves during the Death Night to keep the faction buffed instead of Debuffed, but also create a new stack of frenzied elves to attack [[Ulthwe]].&lt;br /&gt;
*&#039;&#039;&#039;[[Lokhir Fellheart]] (FLC)&#039;&#039;&#039; : Lord of the [[Black Ark]]s. He is a cheaper blender lord in comparison to Hellebron, being a well-armored Infantry blender while on foot like a Vlad von Carstein without magic. CA also gave him his own Dragon mount which only make him better than a Dread Lord on dragon when he pops his attack buffs.&lt;br /&gt;
:the Drukii pirate lord starts in the thunder dome that is Lustria but can have a lot of freedom by starting with a middle settlement that is a Black Ark. &lt;br /&gt;
*&#039;&#039;&#039;[[Malus Darkblade]] (DLC)&#039;&#039;&#039;: an unremarkable lord until he lets the daemon take over, and then he is a melee powerhouse. Using Malus in combat is like burning a candle wick, his Tz&#039;arkan form and abilities are powerful but drain his hit points so know when he should be in daemon or Malus mode. He does have Resistance and Healing in combat so he won&#039;t burn out as fast in a fight. Switching to daemon mode restores all his health and vigor and makes him unbreakable so it&#039;s best to wait until the last moment before switching.&lt;br /&gt;
:in campaign his battle with his inner deamon is a game mechanic, with having a possession meeter, giving you greater campaign bonuses while Malus is mostly in control, but as Tz&#039;arkan slowly takes over, he gains greater battle prowess but at the cost of large penalties to your empire. You control the possession by drinking a potion that gets progressively more expensive until you finish his storyline to make it free. Tz&#039;arkan will also offer an additional quest to increase the possession but with very good payoffs. For your start position, you get a Black ark in the Southern Land, in addition, have your traditional Drukii hold, [[Hag Graef]], that you can sell for a lot of money but have to listen to [[Malekith]] (which will be an AI) or make it harder by having to run and protect the dame place yourself while also declaring on the big cheese. -disappointingly he is actually more effective if you confederate him then if you play as him, confederated he gets the benefits of full possession with no downsides. making him insanely tanky. His faction benefits are actually more of a hassle than they are helpful. &lt;br /&gt;
*&#039;&#039;&#039;Rakarth (FLC)&#039;&#039;&#039; Your man you pick if you want to go for a full monster build. he comes with heavy armor and Anti Large to deal with enemy big monsters while also providing buffs to his own beasties.  He will also have a Scourgerunner for skirmishing, a Manticore and a Dragon for a straight up brawl. He serves as your best counter to mounters, with his whip being able to strip Fear and Terror from monsters (leaving said monsters susceptible to fear and terror) and armor that gives him buffs as enemy monsters are around him. He&#039;s also being voiced by [[A Song of Ice and Fire|Ramsay Bolton]].&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Dread Lord (Melee &amp;amp; Ranged)&#039;&#039;&#039;: Your two generic lord with one focused on melee and has a shield while the other is a hybrid that focuses on shooting. In multiplayer, their ability change to help them buff their respective areas, Sword &amp;amp; Shield having buffs to melee attacks and debuffing enemy damage, while Sword &amp;amp; Crossbow supports other crossbows unit while also being a sniper, and gives a burst bonus to Ld. Note that the lords have almost identical melee stats once you put them on a black dragon and the melee lord looses her shield when mounted on one while the ranged lord keeps his ranged weapon. at high levels i cant see much reason to use the melee version instead but she will be better in melee until they get the dragon. &lt;br /&gt;
*&#039;&#039;&#039;Supreme Sorceress (DLC)&#039;&#039;&#039;: Makes a Sorceress as a lord for money-saving cost.  Somewhat feeble in combat until she levels up enough to get a black dragon mount, after which she fights better than many dedicated melee lords. Student of the Dark Tower is an amazing skill, providing lower cooldowns, reserves, and miscast reduction all in one. These girls are pretty much your best generic lord in a faction with already pretty strong lords.&lt;br /&gt;
*&#039;&#039;&#039;High Beastmaster (DLC)&#039;&#039;&#039;: Your monster hunter Lord. Though he looks like a chronic masturbator, he can fill a surprising amount of battlefield roles. Not as tanky in melee as a Dread Lord but deals a good amount of anti-large damage in addition to his burst of additional weapon strength. Also is supportive by giving a single unit a big buff as they charge into melee (don&#039;t yet specify anything except can&#039;t be used on characters, so go crazy on an Executioners charge). Can Come on a Scouregrunner Chariot(roll though everyone while armed with a ballast) or ride a Manticore which has proven to be cost-effective flying monsters. Can give a big boost to cold ones and monsters in campaign as well as recruiting them faster. If running cavalry or monster stacks, likely your best option. The big MA/MD/ and charge boost they give colds ones really makes them preform better.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
*&#039;&#039;&#039;Death Hag&#039;&#039;&#039; : Single-entity Witch Elves dialed up to 11. Death Hags excel as extremely vicious infantry blenders with a lot of speed of behind them and, as an added bonus, a variety of buff abilities that make them even deadlier. They tend to get the shorter end of the stick against dedicated duelist characters and their only mount option consists of the Cauldron of Blood, which, to be frank, is a waste, since it sacrifices offensive power and speed for more durability, something that Death Hags with their high Melee Defense don&#039;t really need. - I’m not sure what the above was talking about, death hags kinda suck on foot like most foot heroes, the mount is good vs infantry and makes them actually pretty tough plus buffs nearby units. Always mount in campaign, foot may have more use in multiplayer I guess. &lt;br /&gt;
*&#039;&#039;&#039;Sorceress&#039;&#039;&#039; : Caster bitches in the flavours of Death, Dark, Shadows, Beasts, and Fire. Better than most other caster types, and Morathi has some great factionwide buffs for them &lt;br /&gt;
*&#039;&#039;&#039;Khainite Assassin&#039;&#039;&#039; : Good on campaign map, terrible in an actual fight. To expand, Khainite Assassins get high assassination chance, and are really useful at deleting enemy characters from the game. This is exacerbated by some good hero action buffs from techs, and from a few lord skills. Their passive ability increases the amount of slave income in the province they are in, which sounds useful on paper, but isn&#039;t really needed since Dark Elves make all the money they could ever want after a while. Their &#039;scavenge&#039; ability can help armies pick up more money in the early game as well. In battle, they&#039;re a dedicated character duelist meant to sneak around the back line with their vanguard and stalk, and kill enemy high-value stuff with a powerful short-ranged missile attack and pretty good melee stats. Honestly though, in melee they kind of underperform vs other duelists, and they&#039;re pretty squishy on top of it all. Their ranged attack is... fine, I guess? But it&#039;s super slow to reload and very short ranged. This is on top of the fact that they DON&#039;T GET A MOUNT which really limits their mobility, and therefore their usefulness in battle. Seriously, these guys are tailor made to be flying around on manticores or something! Even a freaking horse would increase their usefulness incredibly. As it is, they&#039;ll probably get surrounded and killed off pretty quickly. Death Hags and Masters are really, really good heroes, and will fill every battlefield role that you could want, while Sorceresses and your regular missile units can provide crazy ranged utility. Keep these guys for killing off enemy heroes and scouting other provinces on the campaign map. &lt;br /&gt;
*&#039;&#039;&#039;Master (DLC)&#039;&#039;&#039; : Tyrants in Training who never graduate in game to Dreadlords :(. Masters are your tanky Dark Elf hero. You can’t really overuse these, they are amazing. Ap anti large heavily armored high stat combat monsters with great mount options, the guardian skill, easy recruitment from a tier 3 building, the ability to reduce slave decline to zero if stacked, access to martial names of power granting incredibly powerful bonuses, easy to recruit at level 9 and up in any 4 city province. A doom stack of these with the regeneration or hunger/frenzy skill name of power and access to the extra melee attack army wide or leadership reduction traits is probably the campaigns deadliest hero doomstack, rivaling or beating Isabella vampire stacks or lizardmen hero spam. Really, really good heroes. And easier to spam then any comparable hero. Recommend cold one for ground duty (extra armor and ap) or Pegasus for flying (fast and flying with good charge but no shield). Foot is ok too but generally mounts are more than worth it for mobility alone.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Dreadspears&#039;&#039;&#039;: Your most basic spearmen unit in the DE roster. They&#039;re... alright? They lack an offensive punch and High Elf Spearman performs better at the job they are supposed to be doing, being to hold the line to stop enemy cavalry punching through to your precious archers. They work fine in the early game, as well as being cheap, but don&#039;t rely on them for too long. &lt;br /&gt;
**&#039;&#039;&#039;The Hellebronai (RoR)&#039;&#039;&#039;: Dreadspears that are a bit better in general with poison attacks.&lt;br /&gt;
*&#039;&#039;&#039;Bleakswords&#039;&#039;&#039;: The offensive counterpart to Dreadspears, just as basic, just as mediocre. Their only redeeming feature is their large shield. They have more damage potential &#039;&#039;in theory&#039;&#039; but this more or less comes down to what they are facing; they will hold up well against Goblins and Empire State Troops, but basically anyone can hold up well against these units. As with Dreadspears: Okay for the early game, drop them the moment something better becomes available. Seriously only use dreadspears. Never use these. Dreadspears are better defensively and have anti large, the slightly higher MA will never be worth losing antilarge. Alternate Opinion, they&#039;re rather cost effective being fairly cheap, are well shielded and can beat most other infantry at their price point and in the early phases of the game. If you take things into consideration they can be quite useful, just don&#039;t expect them to move mountains.&lt;br /&gt;
*&#039;&#039;&#039;Black Ark Corsairs&#039;&#039;&#039; : ...These guys. Oh, these guys. Frail as all hell, but worth it. Corsairs should make up the majority of melee troops of your midgame armies as soon as they become available. Their raw damage output as well as their armour (having a value of 90, putting them on the same level as dwarf warriors!) makes them a solid frontline and they will cut down all basic infantry used against them with ease and surprising speed. Their easy availability combined with a reasonable price make sure they are always a good choice, especially against horde-centric factions. One glaring weakness is their lack of AP damage.  - whoever wrote the above likes corsairs way too much, they’re good but non synergistic with usual dark elf campaign strategies of crossbow spam. And they aren’t worth using after the early game. You can honestly never use them and just go dreadspears and darkshards and usually do better in the early campaign. I hear they are nice in multiplayer, but campaign wise meh.&lt;br /&gt;
*&#039;&#039;&#039;Witch Elves&#039;&#039;&#039;: Talk about glass cannons, Witch Elves are a really weird bunch. They have no armour, but (try to) compensate for this with 20% physical resistance and a 5% ward save after you research technologies. In exchange, they excel in melee attack and apply debuffs to enemy forces attacked by them. The debuff in itself is very unique, as it not only debuffs enemy melee stats but also sends them on a rampage; causing them to stay way longer in a fight which they otherwise would be comfortable with. This is especially useful against all elven factions, since you can lure their expensive specialized elite tropps in matchups that they are not equipped to deal with (i.e. Swordmasters against a Hydra or a Dragon) and &#039;&#039;reliably keep them there&#039;&#039;. Well at least as long as your Witch Elves survive the encounter, which, given that their only defense is a meager 28 melee defense and a 5% ward save, might not be that long... &lt;br /&gt;
**&#039;&#039;&#039;Sisters of Singing Doom (RoR)&#039;&#039;&#039; : &lt;br /&gt;
*&#039;&#039;&#039;Sisters of Slaughter (DLC)&#039;&#039;&#039;: They wear even less clothes than Witch Elves do, yet are more resilient. Strangely. Their extremely high melee defense, among the best a single unit has, and their missile resistance of 20%  make them surprisingly tough to crack, despite being able to easily dispatch many kinds of troops. As one of the few resilient Dark Elven melee units, their job is to dispatch units with otherwise high defensive stats, like Phoenix Guard or Helbardiers, where their melee defense in conbination with their bonus vs. infantry lets them reliably come out on top. Additionally, they come with a unique passive that boost their melee defense and physical resist even further as long as they are losing their current encounter, which makes them surprisingly viable as a high damaging tarpit unit.  These and black guard compete to be your best frontline, against elite ap infantry sisters can last up to twice as long because of high physical resist, poison, and amazing stats. &lt;br /&gt;
*&#039;&#039;&#039;Executioners&#039;&#039;&#039;: The offensive counterpart to the Black Guards, your ol&#039; reliable murderers of heavy armoured elite troops and anything in between. They won&#039;t last long, but kill everything in their path. Frail, especially against missiles, but as a Dark Elf player, you&#039;re used to that. I don’t recommend these, they’re fragile, slow and they have weirdly low melee stats compacted to your other elite units. You can replace these with cold one dread knights even. Seriously with the change to primal instincts dread knights have massively higher stats especially with beast master lords skills. And otherwise fill the exact same role but do it better and faster. &lt;br /&gt;
**&#039;&#039;&#039;Blades of the Blood Queen (RoR)&#039;&#039;&#039; :  &lt;br /&gt;
*&#039;&#039;&#039;Black Guard&#039;&#039;&#039;: Extremely beefy, these are your dedicated elite line holders and monster slayers. Remember murderous prowess makes them into an absolute force of destruction. And they have very good stats, the only downside is knowing that they’ll never be as awesome as Phoenix guard. Even if they can be offensively much deadlier the survivability of Phoenix guard is insane.&lt;br /&gt;
&lt;br /&gt;
===Missile Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Darkshards&#039;&#039;&#039;: Basic Dark Elf ranged unit and all and all pretty darn good for the entire game. Indirect fire with pretty good AP makes them very useful, especially when focusing on firing key targets into oblivion. For a little extra, you can get these guys with shields which makes them excellent in an arrow exchange, which is important given [[High Elves|who one of your biggest foes is]] always go shields.&lt;br /&gt;
**&#039;&#039;&#039;The Bolt-Fiends (ROR)&#039;&#039;&#039; : The cool thing about these guys is that they degrade and nullify shields. &lt;br /&gt;
*&#039;&#039;&#039;Black Ark Corsairs (Repeater Handbows)&#039;&#039;&#039;: A mixed bag, making up for the relative lack of skirmish units in the Dark Elf roster. Surprisingly mobile and difficult to catch, their biggest strength is easily their flexibility. Nice vs skaven early on.&lt;br /&gt;
*&#039;&#039;&#039;Shades&#039;&#039;&#039;: Don&#039;t let the low model count discourage you, Shades rank among the best Missile Troops in the game. The high rate of Fire, high damage output, and even decent in melee, especially with greatswords. Actually not really that much better than dark shards if you just use them as archers, much more expensive for only slightly better ranged performance. However if combined with a shadow dart name of power lord can be as good or better than sisters of avelorn. 210 or more range, crazy ap, and better in melee than the sisters by a large margin due to AP and anti infantry. Even with all that taken into account you need a specific name of power, some later technologies, and the red skill tree to make them as good/slightly better than the sisters. And they cost 50% more upkeep with great swords than sisters do. Which really just shows how op sisters are in campaign.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Dark Riders&#039;&#039;&#039;: Your extremely quick light cavalry, comparable to most other units of their class. One key feature is that they are actually fast enough to chase down most other missile cavalry. If your micromanagement  skills hold up, Dark Riders can terrorize the enemy backline very efficiently and do so at the highest speed any base game cavalry unit offers, but they get vaporized the instant their charge bonus wears off, so will need to keep the cycle charges going. &lt;br /&gt;
*&#039;&#039;&#039;Dark Riders (Crossbows)&#039;&#039;&#039;: changes light melee skirmish cavalry into ranged harassment cavalry. As using repeater Crossbows, they fire two shots of primarily AP damage. As always Useful to annoying poke an enemy to death but also those higher armor units that are normally resistant to those shenanigans. (most other factions only get close-range hand axes or more squisher handguns)&lt;br /&gt;
**&#039;&#039;&#039;The Raven Heralds (ROR)&#039;&#039;&#039;: Rather distinct from their vanilla Dark Riders, these guys ride Dark Pegusii and can fly around the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;Doomfire Warlocks (DLC)&#039;&#039;&#039;: Really, really weird hybrid unit. In melee they have actually pretty good attack with magic and poison and charge, plus an aoe melee attack animation. They also have 40% physical resist to help keep them alive. One key advantage they have over comparable light to medium cavalry is their ability to fling around the Doombolt spell from the Lore of Dark and Soulblight from the Lord of Death as bound spells. A unit of these is pretty much always useful if nothing else, plus they look great. &lt;br /&gt;
**&#039;&#039;&#039;Slaanesh&#039;s Harvesters (ROR)&#039;&#039;&#039; :&lt;br /&gt;
*&#039;&#039;&#039;Cold One Knights&#039;&#039;&#039;: A massive disappointment. Evil Elven Dino-Riders should be barrels of fun, alas. They are outclassed by any other medium cavalry they are supposed to be fighting against, really slow for a cavalry unit, have rampage, and share the frailty of all Dark Elves units. Don&#039;t bother with them. -actually they no longer have rampage just reworked primal instincts, which means they only rampage at 20% health or less. The new beast master lords can grant them plus 8 MA and MD plus 10 extra charge from their unique skills and another 8 to both from the red skill tree. With both of these they actually become cost effective anti cav. They trade favorable against much more expensive units.&lt;br /&gt;
*&#039;&#039;&#039;Cold One Dread Knights&#039;&#039;&#039;: The same problems with the basic Cold One Knights are even worse here since they are exceedingly expensive and hard to get. Dread Knights actually rank among the worst units in the game. How can it get even worse, you might ask? Well, they are Shock Cavalry. On the lowest base speed of any true cavalry unit in the game, making it extremely difficult to get them out of melee combat once they&#039;re stuck in it and cycle charging nearly impossible. On top of all that, the bonus vs. large that nearly every high-tier Shock Cavalry in the game gets is also denied to them. - same as cold one knights, the presented info is outdated. they now only risk frenzy at 20% health or less. With campaign skills from a beast master lord they end up with mid 60’s in both MA and MD, they are actually better than sword chaos knights in campaign because of better skills. With how high they’re stats go they can function as prolonged melee units easily. Compare them to executioners and they can basically do everything better.  &lt;br /&gt;
**&#039;&#039;&#039;Knights of the Ebon Claw (ROR)&#039;&#039;&#039;: What&#039;s this? Cold One Knights that don&#039;t spaz out.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Cold One Chariot&#039;&#039;&#039; :  A chariot pulled by dinosaurs. They&#039;re pretty much meant to be your anti-infantry melee chariot, and they have ap and an ok charge bonus which is nice. They also have a small ranged attack, but don&#039;t go using them as a missile chariot, that&#039;s what Sourgerunners are for. These guys are overshadowed by Scourgerunners due to the sheer amount of utility and killing power the former brings to the table, but as a melee chariot they can be decent especially in Malekith&#039;s army. &lt;br /&gt;
*&#039;&#039;&#039;Scourgerunner Chariot&#039;&#039;&#039; : One of the best units in your roster, Scourgerunner Chariots are your jack of all trades chariot, that has a special boon in being on the very few ranged units in the game that get a bonus vs. large on their ranged attacks. Their key advantage is that they also move at Dark Rider speed, which makes them extremely difficult to catch or even hit, and in a pinch, they can even reliably dispatch basic missile troops and infantry, thanks to a bonus vs. infantry. Bring 3-4 of these guys and have them work as a team, and they can swing battles for you.&lt;br /&gt;
**&#039;&#039;&#039;The Ravagers of Rakarth (ROR)&#039;&#039;&#039; :&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Reaper Bolt Thrower&#039;&#039;&#039;: Essentially identical to the High Elf counterpart (in spite of the significantly more badass name), the Reaper is likewise probably not going to be winning any prizes for the best artillery piece. Alright, it does hit a bit harder and has a smidge less range, but this is not something people would notice much in most situations. Nevertheless, it remains a useful and versatile addition to a Dark Elf army. Just don&#039;t go in expecting a WMD. Like the repeater, they possess two firing modes and can be particularly useful for sniping enemy artillery. In short a decent, if not exactly exceptional, artillery unit.&lt;br /&gt;
*&#039;&#039;&#039;Bloodwrack Shrine (DLC)&#039;&#039;&#039;: A Bloodwrack Medusa with a Go-Cart. Despite being described as a chariot don&#039;t use it as such, it&#039;s too slow to pass through a unit. Use it more like a Mortis Engine or Grail Relique, and you&#039;ll find it&#039;s a surprisingly versatile unit with support ability, decent melee stats, and even a ranged attack.&lt;br /&gt;
Provides +7 MA and -7 MD to nearby allies/enemies respectively. Similar in purpose to the high elf frost Phoenix but offensive. Quite effective if you want your melee units buffed. Plus ok ranged damage from the Medusa herself.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Harpies&#039;&#039;&#039;: Harpies fulfill essentially the same role as war hound and fell bat units. They&#039;re intended to be fast-moving harassers best used to hunt down or disrupt enemy missile units and artillery crews. When used in their intended capacity they can get some work done, just don&#039;t expect them to do much against anything with actual staying power. Even some of the sturdier archer units can prove a bit too much for them. If you&#039;re up against an opponent with a heavy focus on ranged firepower they can be a valuable addition. However, sending them in unsupported against basically anything else is a good way to end up with a whole lot of dead bat-ladies. Rakarth makes then a lot better, giving them bonus Melee Attack as well as a smidge of AP damage. &lt;br /&gt;
**&#039;&#039;&#039;The Crows of Khaine (ROR)&#039;&#039;&#039;: Basically Harpies with Fear and the ability to regenerate when fighting. Surprisingly tanky because of it, just watch out for units that counter them.&lt;br /&gt;
*&#039;&#039;&#039;Feral Manticore&#039;&#039;&#039;: Surprisingly good backline harasser. Manticores make Harpies pretty much obsolete and make for great mid-tier carnage against everything that doesn&#039;t have a bonus against large. They are very susceptible to Rampage, so take care of them. Manticores are best taken in groups of 2-4 in order to kill targets fast enough that they don’t die themselves. Paired with a flying master they can make a fast deadly Air Force for cheap which can act as a single unit killing gank squad. Can usually staggerlock foot heroes. And usually outfight other aerial units short of dragons or heroes. &lt;br /&gt;
*&#039;&#039;&#039;War Hydra&#039;&#039;&#039;: One of your standout units, there are lots of nasty surprises with the Hydra, which acts as your standard frontline melee monster. One of its core features is its flexibility; it&#039;s effective against a lot of targets and can reliably hunt down infantry thanks to its speed and breath attack. It tends to get the short end of the stick against other monsters and anti large. In campaign you can get these 25% cheaper from a klar karond building. Super cheap and easy to spam regenerating monster. &lt;br /&gt;
**&#039;&#039;&#039;The Chill of Sontar (ROR)&#039;&#039;&#039; : Same regenerating monstery goodness as a normal hydra, though it replaces its flaming breath in exchange for one that slows down whatever it hits.&lt;br /&gt;
*&#039;&#039;&#039;Kharibdyss (DLC)&#039;&#039;&#039; : OMNOMNOMNOM. A Hydra on steroids, trades the regeneration factor and flaming breath for poisoned attacks, anti-large, and lots of AP goodness. Works best against armoured monsters, so if the enemy brings big scary beasts it can go toe to toe. If you want to blend infantry though, you’re better off with the Hydra.&lt;br /&gt;
*&#039;&#039;&#039;Bloodwrack Medusa (DLC)&#039;&#039;&#039;: Combination monster and short rate direct fire artillery. Can delete chunks of elite infantry very quickly. These snake waifus have really great utility, but need to be micro&#039;d well to reap the rewards. They aren&#039;t like most monsters in the game, so don&#039;t send them into melee and forget about them. Their speed, powerful ranged attack, mass and charge bonus means that you should be using them almost like a chariot. Have them blast infantry from range, charge into melee for a short time, and then escape to do it all over again. &lt;br /&gt;
**&#039;&#039;&#039;The Siren of Red Ruin (ROR)&#039;&#039;&#039; : Same as a normal Medusa, but gains a AOE ability that causes moderate damage to all enemies around her. &lt;br /&gt;
*&#039;&#039;&#039;Black Dragon&#039;&#039;&#039; : Evil Dragonny Goodness. Occupies a niche between Sun and Star Dragons in terms of killyness, but retains a devastating breath attack, huge mass, and good mobility. As is tradition, compared with other dragons, quite frail when caught on the wrong foot. Harder to use because dark elves don’t have healing lores.&lt;br /&gt;
&lt;br /&gt;
===Rakarth Campaign Units===&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===Multiplayer Strategies===&lt;br /&gt;
Long, Long ago in the distant times of 2017 Dark Elves where one of the top factions in the game with their massive amount of AP, powerful Lords and flexible army. Unfortunately after years of being beaten with the Nerf Bat they have fallen from grace. As of the Twisted and the Twilight patch they are considered low tier they really only have one viable tactic, relying on Scourgerunners and Crossbow Dark Riders. Now just because they are considered low tier doesn&#039;t mean you can&#039;t win with them as they still have some favorable match ups. As of right now, you are a bit of a one trick pony so you may have to get creative.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beastmen&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warriors&#039;&#039;&#039;: Chaos Warriors are slow as hell and very vulnerable to anti-armor. &lt;br /&gt;
*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;: Since Murderous Prowess cares about kills and not whose side they&#039;re on it&#039;s going to trigger roughly at the same time for both factions.&lt;br /&gt;
*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039;: You have the heavy AP to pierce your opponent&#039;s stunties. Unfortunately, they have the firepower to shut down a lot of your ranged units before you can get close enough to return the favor.&lt;br /&gt;
*&#039;&#039;&#039;Empire&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Greenskins&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;High Elves&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Khorne&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Kislev&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: This is one of the matchups in which you shine. All their armored dinosaurs are extremely vulnerable to your wide selection of AP troops, with a special shoutout to Dark Shards and Shades. Lizardmen lack missile infantry beyond their rather frail Skink Skirmishers, though their Chameleon Skinks will prove particularly annoying due to their missile resist and loose formations. Scourgerunner Chariots will run circles around the Lizardmen and, with proper positioning, can easily slip around their screening units to chunk the bigger Artillery Stegadons/Bastilodons that could potentially retaliate against your ranged forces. Try to kite them as much as you can, whittle down their frontline before sending in your Executioners and Blackguard to clean up.&lt;br /&gt;
*&#039;&#039;&#039;Norsca&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Nurgle&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Skaven&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;:&lt;br /&gt;
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===Campaign Strategies===&lt;br /&gt;
Focus on economy in a few good provinces with 4 cities (Hag Graef, Naggarond, Ghrond, Quintex, Har Ganeth, etc) put income, slave pens, and then black roads or special resources on every city/town. Then put all slaves here. Add 3 or 4 masters to reduce slave decline to zero and you have the strongest, easiest, and fastest to grow economy in the game bar none. Can field near unlimited armies of doom stacks. There you go, you win.&lt;br /&gt;
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Actually, the most prosperous slave province for the Dark Elves is Yvresse owing to the unique Tower of the Warden building which generates 50 gold per 100 slaves. With a maximum slaveholding capacity of 15500 slaves, combined with the multiplicative effect of slaves on base province income and the ability to stack slave income multipliers through heroes that are essentially unlimited, it surpasses any Druchii province in gold-generating potential. Proving, once again, that Naggarond sucks. This wealth is also why it is viable for certain Dark Elf factions to abandon their starting capitals and conquer Ulthuan instead.- while that may be more profitable technically, it’s irrelevant. Any proper slave strategy give’s effectively unlimited money even in just the dark elf lands. Conquer Ulthuan first or not, either way you won’t need for money with even a little strategy.&lt;br /&gt;
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===Campaign Specific===&lt;br /&gt;
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====Malekith====&lt;br /&gt;
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*&#039;&#039;&#039;Beware Hellebron&#039;&#039;&#039;: Malekith&#039;s campaign is generally pretty easy (and very fun!), but it can really depend on what Hellebron does at the start. Usually you can get pretty powerful early, build up diplomatic relations and just confederate her, but it&#039;s not unknown for her to just straight up declare war on you, which can really send your campaign down shit swamp. Furthermore, she can actually out-recruit you, making it next to impossible to confederate her. One strategy is to just rush to Har Ganeth immediately after securing Naggarond, while another is trying to out-recruit her in turn. Just ignoring her CAN be fine, but Har Ganeth is a good early game province, and you don&#039;t want to risk a civil war with her.&lt;br /&gt;
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*&#039;&#039;&#039;Don&#039;t spend too long in Naggaroth&#039;&#039;&#039;: Look, I get it, who doesn&#039;t want to rule a city made entirely out of towers that look like spiky black dildos? But conquering Ulthuan as Malekith can and should be done fairly early in the game, because it takes a loooonnnggg time to take over all those provinces settlement-by-settlement. You definitely want to get Ulthuan conquered before the chaos invasion rolls in, as they basically spawn right on top of Naggarond, and constantly fighting them until someone knocks off Archaon on the other side of the map can be a huge pain. &lt;br /&gt;
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*&#039;&#039;&#039;Tyrant is the way to go&#039;&#039;&#039;: Malekith has OPTIONS and almost all of them are good, but if it&#039;s your first campaign, Tyrant can really bring your slave economy to the next level. More money -&amp;gt; more stacks -&amp;gt; Druchii supremacy, baby!&lt;br /&gt;
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====Morathi====&lt;br /&gt;
*&#039;&#039;&#039;The start. Oh god, the start&#039;&#039;&#039;: Yeahhh, there&#039;s no getting around it. Morathi&#039;s start is a bitch and a half (kind of like Morathi herself!). She&#039;s surrounded by enemies who hate her guts, and one mistake here can spell doom for your campaign. Here&#039;s the thing though: she actually has all the tools she needs to deal with it (She&#039;s an incredibly strong legendary lord, and tier 1 Dark Elf units like bleakswords and darkshards are awesome even into the late game), it can just be tough learning the first few times around. You need to be EXTREMELY aggressive in consolidating your starting province, as the Ss&#039;ildra Tor can just out-recruit you if you leave them alone long enough. Once you do that and deal with Alith Anar though, everything gets easier so have faith!&lt;br /&gt;
*&#039;&#039;&#039;You can use her in melee!&#039;&#039;&#039; A mistake I see a lot of players make is using Morathi as you&#039;d use a typical caster lord, i.e. keeping them at a distance and shying away from any fight. If you do this though, you aren&#039;t getting her full value. Her unique weapon combined with one of her unique skills (Enchanting Beauty) can lower enemy melee attack by 18 and defence by 9 JUST FOR BEING NEAR HER. She can basically use her darksword as a strap-on to peg enemy melee stats. Be careful how you use her, because of course she isnt going to outduel dedicated melee combatant characters, but these passive abilities combined with lore of shadows make her great for absolutely dumpstering enemies that your units are having a tough time dealing with.&lt;br /&gt;
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====Hellebron====&lt;br /&gt;
*&#039;&#039;&#039;Unpaid interns&#039;&#039;&#039;: Hellebron requires a constant influx of slaves to keep active, which means that you are going to have to be ultra aggressive throughout your campaign, more so than other druchii factions who can just sit back and let their slaves do all their work for them.&lt;br /&gt;
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*&#039;&#039;&#039;Malekith&#039;&#039;&#039;: It&#039;s harder (though not impossible!) to confederate Naggarond than vice-versa, and pissing off Malekith can really become a problem, since he usually skyrockets to strength rank 1 after turn 20 or 30. One strategy is just to leave for Ulthuan right away, but this can be very challenging. Rushing Naggarond is also an option, but you can also ally with them, which is what I&#039;d recommend for less experienced players.&lt;br /&gt;
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*&#039;&#039;&#039;Blood Fleets suckkkk&#039;&#039;&#039;: Remember how the Greenskins WAAGGHH worked before their update? Theoretically it was a way to encourage aggressiveness and movement on the campaign map. How it actually worked was that they&#039;d spawn AI controlled armies that would allahu-akbar themselves upon the nearest settlement. Wellll, Hellebron&#039;s voyages basically have the same idea and it&#039;s honestly worse because you can&#039;t choose where they spawn. Just don&#039;t rely on them to do any heavy lifting.&lt;br /&gt;
====Lokhir====&lt;br /&gt;
*&#039;&#039;&#039;The Blender King&#039;&#039;&#039;: Ah, Lustria. Let&#039;s see, the lizards hate you because they don&#039;t want a dark elf caravan on their land. Teclis hates you because he doesn&#039;t like your stupid face, the Dwarfs still bear a grudge, and Harkon hates you for... stealing all his treasure, I guess? Packing up and leaving for Ulthuan on turn 1 can actually be a pretty viable strategy here. Lustria-bowl honestly sucks for you, but if you&#039;re intent on doing it, allying with the rats can secure your western border, and allow you to focus on Teclis at the start, which takes one of the major pressures off your campaign.&lt;br /&gt;
*&#039;&#039;&#039;The Black Ark King&#039;&#039;&#039;: Black Arks are awesome and should be your main method of recruiting units to your armies, especially in the early game. BUILD THE GROWTH BUILDING FIRST! You&#039;ll get to those higher tiers so much faster, and can laugh over the corpses of your enemies when your tier 5 dread knights are running over red-crested skinks.&lt;br /&gt;
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*&#039;&#039;&#039;What to do with Karond Kar?&#039;&#039;&#039;: Lokhir&#039;s campaign is pretty weird, because his unique item requires taking over the city of Karond Kar which is wayyyy in the middle of assfuck nowhere compared to where you start. You don&#039;t really want to manage a split empire in Warhammer 2, so taking Karond Kar by force isn&#039;t really advisable. Luckily, he now has a quest line that allows him to confederate Karond Kar remotely. I&#039;d recommend confederating with them, and then just selling all the buildings and abandoning the province. Keeping it generally means dealing with High elf DEATHstacks every two turns, along with Wood Elves and Taurox if he&#039;s still alive which will really make you want to deepthroat a cactus.&lt;br /&gt;
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====Malus Darkblade====&lt;br /&gt;
Malus is a fan-favorite character, and CA honestly did him pretty dirty, which is kind of upsetting. His campaign is very difficult especially at the start, and he slightly boosts cold one knights, a notoriously cost-inefficient unit. He is a monster on the battlefield, but &#039;&#039;it&#039;s pretty much always better to play as another dark elf faction and confederate him&#039;&#039;, since he gets all his battlefield strengths and none of the weaknesses. If you insist on playing his campaign though, keep these tips in mind:&lt;br /&gt;
*&#039;&#039;&#039;SNIKCH MUST DIE!&#039;&#039;&#039;: Snikch must die unless you like having 30 million filthy rats coming over the border to take your land and deflower your sorceresses (oh, who are we kidding? There’s no such thing as a virgin sorceress, they literally worship the goddess of massive orgies). Sometimes you can even make a non-aggression pact with Imrik to focus on Snikch which I definitely recommend. After killing him, you can slow down a little, and pick off your enemies one-by-one, but it&#039;s an absolute miserable campaign experience if you allow Snikch to get his shit together.&lt;br /&gt;
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*&#039;&#039;&#039;Black Arks are essential&#039;&#039;&#039;: You start with a Black Ark and you NEED it to get past Malus&#039; cancerous early game. You probably aren&#039;t going to have the money to spend on potions at the start, which means your troops will replenish at the speed of a glacier. A Black Ark can help a lot with this problem, and can provide a good base to recruit from.&lt;br /&gt;
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*&#039;&#039;&#039;Keep your alliance with Malekith going&#039;&#039;&#039;: Keeping your alliance with Malekith alive allows you to cheese the &#039;Tz&#039;arkans whispers&#039; mechanic a little bit, since the unique quests might be to declare war on a faction you don&#039;t care about halfway across the map. The rewards from these missions can be quite powerful, so complete as many as you can.&lt;br /&gt;
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====Rakarth====&lt;br /&gt;
*&#039;&#039;&#039;Ulthuan&#039;&#039;&#039;: Rakarth&#039;s starting place in Albion offers him a variety of options in theory. however, you&#039;re kind of forced into attacking Ulthuan which sucks. Once they discover you (which happens very early in the game), they will start sending stack after stack after you, and trying to expand eastward or southward just becomes unviable. Sure, Morathi can sometimes get super aggressive and start conquering Ulthuan early taking some of the pressure off you, but it&#039;s a gamble that sometimes doesn&#039;t pay off.&lt;br /&gt;
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*&#039;&#039;&#039;Rakarth only for beastpen armies&#039;&#039;&#039;: Beast pens areeee... interesting? The thing is, the only boosts to monstrous units from the beast pens come from Rakarth&#039;s army skills. For your generic lords, it&#039;s better to stick to your tried and true druchii units, unless you&#039;re in an emergency and need units fast.&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:283:4C80:11C0:9090:4692:2649:9F51</name></author>
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