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===Melee Infantry=== *'''[[Chaos Marauder|Chaos Marauders]]:''' 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. **'''Chaos Marauders (Great Weapons):''' 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. **Can be given any of the marks, each come with an additional weapon variant. Khorne gets Dual Axes, Tzeentch gets Spears, Nurgle gets Great Weapons and Slaanesh gets Hellscourge Whips for additional Melee Defense. *'''[[Chaos Warrior|Chaos Warriors]]:''' 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'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. **'''Mirror Guard(RoR):''' A strong point used in Marauders and Warriors. Moves faster, higher defense, and don't falter against Fear or Terror. **'''Chaos Warriors (Great Weapons):''' your AP troops effectively upend other armored infantry like Dwarfs. **'''Chaos Warriors (Halberds):''' Your Anti-large infantry out classes Great Weapons if facing Cavalry and Monsters. **Get all their marks and weapon variants for Marauders, though the Tzeentch version gives up spears for halberds. Khorne can also get halberds for some reason, but chosen of Khorne canβt have halberds. *'''Aspiring Champions:''' [[Awesome|Not-large monstrous infantry 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. **Immortal empires buffs their statline to be more like monstrous infantry, while getting an insane number of buffs from the Warriors of Chaos tech tree. With the buffs from all 4 god tech trees they are a contender for most powerful unit in the game, they have insane melee killing power, regeneration, barrier, and the ability to summon a unit of pink horrors each. How strong they have become compared to the 2 last games is completly insane. They also have very high health per model so as such are basically immune to most AoE damage spells, with only things like Spirit Leach and Final Transmutation being effective against them. Ironically though they are the easiest elite unit to recruit also, often spawning in normal recruitment pools while Chosen have to be grinded all the way through. They are great for any of the 4 monogod warriors of chaos but they are truly shining on undivided factions, with the stacking of buffs from the tech tree and the choices to pick any bonus from a specific god like Tzeentch's barrier. **'''The Severed Claw(RoR):''' A more defensive variant of Aspiring Champions with halberds, charge reflection, and Tzeentch barriers. *'''[[Forsaken]]:''' 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'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. Can get all Marks. **'''The Daemonspew:''' 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. *'''[[Chosen]]:''' Oh my. Pound for pound, chosen are probably the best heavy melee infantry in the game and unlike other contenders like black orks, they also come in Great Weapon and Halberd variants. 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 missiles. Can get all marks and separate variants same as Chaos Warriors. In campaign the biggest issue they have is that they really cant compete with Aspiring Champions once the tech buffs are online, seriously there is no competition, Aspiring Champions are actually cheaper and they have a 10% chance of being recruitable from the get go on Chaos controlled territory.
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