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==Rare Units== *'''Cygor:''' What do you call a 275 point monster with T5 and no saves? The answer is utterly crap. It can't hit anything, even with it's re-rolls against wizards. Because it is WS2. That's right, it hits bugger all. It will die pretty easily and is utterly useless, even as a stone thrower. Want to know why? The Hellcannon is better in every regard, with several saves. And its tougher, and its 65 points cheaper. If you don't get the message yet, don't get the Cygor. Please, think of the children. *'''Ghorgon:''' This is what happens if you give steroids to a Doombull. Same cost as the Cygor and far better, being tougher and with more wounds. Still no armour save, but it is Stubborn with Leadership 10, so at least he'll stick around. His swallow hole rule sounds good, but losing six attacks for one killing blow is not. Even with the KB on a 4+. He still needs to hit and he has average WS. it's one of the better Beastmen monsters, but there are better rare things for you to spend your points on than this. *'''Chaos Spawn, Beastmen Version:''' Spawn are quite slow, expensive, and totally random. Possibly good against warmachine hunters but all the warmachines in this army should be able to handle warmachine hunters on their own. *'''Chaos Spawn, Warriors of Chaos Version:''' See above *'''Giant:''' 25 Points more expensive than the Chaos Giant, but better for it even though not all of its "Pick up and..." rolls kill the target. Unlike the other Giant this one is Immune to Psychology (useful if you're bringing in low Ld troops) and it can regain lost wounds with one of its attacks against big things. *'''Jabberslythe:''' Another monster with exactly the same cost as the Cygor. Except this one can fly. But still has only T5 with no save. It's almost as if someone hates beastmen. Aura of Madness is okay, it would be better if it was 3D6 because in most armies you'll only ever do 3 wounds maximum. It's range attack is pretty poor, because it's only one hit and it will probably miss half its shots. Spewing acid over things that harm it is pretty good, but it wont really deter anyone from beating it up. Keep it away from anything tough, and it will do okay. *'''Skull Cannon of Khorne:''' A great choice! A mobile cannon with 4 wounds and a 5+ Ward Save. Just watch out for those 2+ wards against flaming attacks! *'''Burning Chariot of Tzeentch:''' *'''Soul Grinder:''' *'''Exalted Seeker Chariot of Slaanesh:''' *'''Hellflayer of Slaanesh:''' *'''Plague Drones of Nurgle:''' *'''Hellcannon:''' This is basically a monster that decided it wanted to be a gun for a short while. You have to be careful with Hellcannons, they are quite unreliable and will like nothing more than to charge into combat and beat things with it's massive gun. Quite tough with several wounds, armour and ward saves. Plus it also has handlers in the case of Chaos Dwarfs, which are probably the only Chaos Dwarf models you'll ever see unless you have rich friends. It loses out a little with the ability to take skull cannons, but you can keep this on a flank and you'll probably hold it down, warmachine hunters have no hope of crushing this monster. *'''Dragon Ogre Shaggoth:''' Yet another monster, except this one is a Dragon Ogre on steroids. It has some armour to save it from dying, but it is a ripe target for a cannonball to the face. Unlike it's smaller cousins, you don't need to give it a Great Weapon because it is initiative 4. It's pretty quite and if it can get into combat it will do quite a bit of damage. Just keep him safe until he gets there. Different view: Expensive and has bad saves. There are much better choices around! *'''Chaos Giant:''' You get brownie points for fielding at least one. Random attacks are hit and miss, but try and get him against Infantry models, while he's pretty good against big things too, Thunderstomps make him a little better against Infantry. Give yourself a pat on the back if you manage to shove Teclis down your pants. Can also make a decent monster killer. The 1 in 3 chance to do 2d6 wounds with no armor saves makes pretty much anything big crap its pants no the approach. Mark of Khorne is a waste as is mark of Tzeentch, but mark of Nurgle makes it much more likely to survive becoming a stinky pincushion. Mark of Slaanesh (unfortunately no longer granting ASF) gives it +1 initiative make it much more likely to strike slightly before those big monsters your hoping of killing. *'''Skullcrushers of Khorne:''' Proud Warriors of Khorne, and one of the best monstrous cavalry in the game. Very rarely will you find a reason not to take these beasts. Ensorcelled weapons are generally the way to go, but Lances are cool too. Lances will give you 6 S6 attacks each on the charge. Musicians and Standard Bearers are handy, Champions are hit and miss. You have to challenge and it means you will end up chewing up a goblin champion when you could be crushing rank and file. However they are powerful enough to take out minor heroes and the occasionally lord. If you have a character in the unit, a champion is handy to soak up challenges, because no doubt your lord it kitted out for mayhem. *'''Slaughterbrute:''' The next beast on the list is okay. He binds himself with one of your lords and uses his leadership and Weapon skill. Always bind him to one of your lords, because he does more damage when he is unbound and running through half your army. You can spend some points to give him two extra S5 attacks in addition to his 4 S7 ones. But he could have done with having 6 attacks anyway. Even with Thunderstomp he doesn't do an awful lot of damage and the Vortex Beast is a lot better for his points. He does have an okay armour save, but he is quite fragile. Just try and make sure he dies before his master does. Or their will be trouble. *'''Mutalith Vortex Beast:''' And finally we have beast number 9. <s>Slaanesh BLASPHEMY!</s> Tzeentch would be proud. The Mutalith Vortex Beast is the monster that all Chaos Spawn wish they could be. He carries around a portal to the Chaos Wastes on his back and comes with a built in bound spell that causes its targets to mutate and... um... die. Plus he has an armour and regeneration save, so he is tougher than all the other beasts in the rare section. Aura of Mutation is totally random, but quite good against elves. If you are using Nurgle magic the two go hand in hand. *'''Wrathmongers''': Though launched as part of the Grand Legion of the Everchosen, Warriors of Chaos and Legions of Chaos can use these babies too. Minimum unit size of five, 55 points each, Infantry sporting a Movement 4, Weapon Skill 6, BS 3, Strength 5, Toughness 4, Wounds 3, Initiative 5, Attacks 3, Leadership 8 profile. Champion upgrade costs +10 points and he gets +1 Attack and ability to receive Eye of the Gods. They wield Paired Wrath-flails, which gives them Extra Attack, Impact Hits (D3) and +1 Strength during first round of combat. So a minimum-sized squad with a champion is dealing out 5D3 S5 Impact Hits on a charge, followed up by 26 (3 attacks + Frenzy + Paired Weapons) S6 WS6 attacks in the first round and 26 S5 WS6 attacks in all subsequent rounds. Tarpits will melt away pretty quick if you can slam these babies into 'em. Also have a really stupid name. Wrathmongers: those who deal in or create wrath. Literally, they make people angry. Wow. Scary name. *'''Hell Pit Abomination''': What, another giant monster? This thing has the benefit of some truly devastating, if random, attacks, and the potential to come back to life if it dies. Just keep it away from any flaming attacks. The Mutalith wishes it was this random. *'''Doomwheel''': FUCKING DOOMWHEELS. It's a chariot that shits lightning. Competing with the Skull Cannon for "shooty chariot unit" the Doomwheel is usually much faster and can fire more shots each turn (although at a random strength). The downside is that the crew is utter garbage compared to the Bloodletters riding the Skull Cannon. The upside is that the DOOMWHEEL is far more entertaining. But hell this is the End Times, get a couple of both. *'''Warp Lightning Cannon''': Artillery? In my Chaos? It's more likely than you'd think! Unfortunately, the Warp Lightning Cannon loses out to the Skull Cannon, which is cheaper, tougher, more reliable in both Leadership and firepower, and can move and shoot. *'''Plagueclaw Catapult''': More Skaven artillery. Like the Warp Lightning Cannon, the Plagueclaw Catapult loses out to its Chaos counterpart, the Hellcannon, which is better in almost every way (with that the Plagueclaw doesn't kill your wizards when it misfires or attempts to charge enemy units). *'''Stormfiends:''' Not so hot here as they are in their home army, since they're competing with all the other monstrosities Chaos has. If you really want survivable mobile firepower, then a nice block or two loaded up with Ratling Guns might be worth it, but you really need to consider them carefully. Or, take a horde of them, with shock gauntlets, and add a tooled up Gorebull with Beast Banner. Sit back and laugh with glee as they wreck any and all infantry units they see, regardless of armour.
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