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==Army Units== ===Lords & Heroes=== ====Special Characters==== <tabs> <tab name="Undivided"> *'''[[Archaon|Archaon the Everchosen]]:''' 580/630pts. Rules are mostly unchanged; he can still double his attacks (and that means 10 S5/WS9/I7 attacks that ignore all armour saves). However, much like Kharn, if he rolls a 1 to hit in this state, he hits himself or a friendly unit (your choice). He is completely fucking indestructible thanks to his 1+ armour save (0+ if he's mounted) and the fact that he can't be wounded on anything less than +3. Hence, he even attacks that wound on +2, or wound automatically has no guarantee of hurting him. In addition to this, he gets to reroll any Eye of the Gods result and is a Level 2 wizard (though he's only able to use Tzeentch Lore). It should be noted that despite bearing every mark of Chaos (and gaining immunity to poison and psychology as well as magic resist 2), he technically counts as undivided for his BSB choice - and as a mandatory warlord with 18" IP, you will never get a shot at a marked BSB. He can upgrade a single unit of Varanguard into the Swords of Chaos, his personal Warband, which becomes immune to psychology and gain. Also, he causes Terror. Archaon has also decided that he's not too good to put his feet on the ground, so Archaon can finally marshal him without his pony. Thus, making him far cheaper and benefiting those of us still holding on to his old models on foot. Despite this, he is still too expensive to be seen on the table in most games. When he is, he'll prove why he was made supreme leader of Chaos. Seriously, he eats entire units for breakfast. Whole armies don't have anything to give him more than token resistance. **'''On Dorghar:''' 915pts. For 285 more points, Dorghar Digivoles from horse to massive 3-headed dragon that Nurgle-barfs, Heals on a hero's skull, or teaches Archaon a new spell based on what he eats. He's otherwise unchanged, but you can only legally take him in 3,660+ point games. *'''[[Vardek Crom]]:''' 250pts. A special Exalted Hero-made Lord that makes the most out of Undivided armies. As the general, he can upgrade as many marauders as he wants to elites, but none of them can ever buy marks. However, as a warrior, he shines as he rerolls all hit and wound rolls in a challenge and switches between two different styles (+3 extra attacks for dual-wielding or a 4++ parry when shielding). *'''[[Kholek Suneater]]:''' 465pts. A Shaggoth, but way bigger and more badass with a significant price drop. Kholek comes with 4+ Scaly Skin, and with heavy armor, he's sitting at a 1+ armour save. He has the same immunity to lightning as dragon ogres, but his armour also makes him a lightning rod, redirecting all lightning attacks toward him so you can trollface the Skyre-shits. He wields a magic weapon that has Multiple Wounds (D3). Altogether, he's plenty vulnerable to massed S3/S4 ranged weapons before he gets into close combat (he has a 1+ Armour Save, but getting 40 shots in the face per turn is not nice.), and he's still just as vulnerable to war machines. If you can get him into combat with a couple of his 8 wounds remaining, he'll be devastating to your opponent, but it's not hard to lose 8 wounds when your only defense is Toughness 6 and armour save. He also has a shooting attack that does d6 S6 hits on a 2+ or hits himself on a 1, but it's lightning-based. Hence, he gets the ward save and gains Frenzy, which is nicely useful for killing cav or small units that get in the way and try to redirect Kholek or any other units in your army. Like Shaggoths and Dragon ogres, he uses his immunity (lightning) to troll shooty Skaven armies. *'''[[Kordel Shorgaar]]:''' 190pts. Standard Bearer for the Swords of Chaos and thus qualifies as an Undivided BSB. His Banner of the Gods causes Terror and makes his attached unit Unbreakable. If you want him to ride with the Varanguard, net him a horsy. *'''[[Throgg|Throgg the Troll King]]:''' 265pts. A troll with better stats and became tremendously cheaper. Incredible for his cost. Including him lets you take trolls as a core, and his crown lets all trolls, ogres, dragon ogress, and warhounds within 12" use his Ld (8). He also gets a legit strength 5-breath weapon that ignores armour saves and works at the range. Outrageously deadly when you put him in a unit of 17 trolls. Plus, his mutant regen is hilarious. Seriously, there will be cries of WTF!? When he turns into a daemon prince for no reason. *'''[[Wulfrik the Wanderer]]:''' 140pts. This guy's a hardcore duelist character, utilizing the Eye of the Gods and twisting it so he can challenge whoever he wants, and they must accept. This is even better when you add in that Wulfrik chooses one character that he must duel and can reroll all hit and wound rolls against them so that you can throw him at just about anything. The other reason he's often used is because of ''Seafang''. This lets him and a pack of Marauders gain the ambusher rule. *'''[[Atarus|Atarus, Blade of the First Prince]]''': 185 pts. AOS port, an ex-Varanguard that swapped allegiance to [[Be'lakor]], becoming his champion. Not too impressive despite his pedigree, being an Exalted Hero on Daemonic Mount that gets ASF on the charge. You take him because he is a spymaster, giving you +1 on the roll-off for who gets the first turn. *'''[[Count Mordrek the Damned]]''': 267pts. An undying and ever-mutating chaos lord, meaning that there are times when he'll only be a little stronger than the average goon because you have to reroll his stats each turn. He rides a tougher-than-normal Chaos Steed (S5 T5 A3). In combat, he's protected by full plate, barding, and a shield that shuts down all magic weapons in base contact, making him strong in challenges. If that's not enough, he also has a magic weapon with a 50/50 chance of turning a monster or character he kills into a chaos spawn. *'''[[Harald Hammerstorm ]]''': 300pts. Also known as Harry the Hammer. The guy who was there from the start appeared on the first boxed set. Well balanced with full-plate armor to force enemies to reroll to hit and a shield that dishes out an S4 hit any time he makes an armor or parry save. He has a real hateboner for the Undead, going as far as inflicting Terror and making even the brainless necromantic puppets flee from his wrath. Like any good legend wild, the legendary The Hammer of Harry is a good killing weapon, especially against Undead or vampires - It's like Ghal Maraz. It negates armor and deals d6 wounds while gaining rerolls to wound and KB against Undead and Vampiric models. *'''[[Sayl the Faithless]] & Nightmaw''': 370pts. A level 3 wizard of Heavens or Shadow, accompanied by a pet Chaos Spawn. Sayl also has a special spell that makes him fly and indiscriminately deal S3 hits to any base contact models. He also has a staff that grants a 5++ ward and KB, as well as the ability to negate his first miscast and inflict it upon an unlucky ally within 12". Nightmaw can actually move away from Sayl and is a bit harder to hit than the normal spawn. *'''[[Baron Ungorr]] the Merceless:''' 180pts. A General during the end of [[the Great war of Chaos]] that defected from [[Magnus the Pious]]'s side because he was a [[Perturabo|Unappreciated Genius]] and became a full-plated Exalted Hero. Gives his unit vanguard, Reroll a combat roll each phase, has a S8/7 Greataxe that can heal a lost wound when he makes a wound, a decent perk for being a footslogger. *'''[[Lokjar Bjoergir]]''': 135pts. A lightweight berserker. He's pretty offensive with KB and a shield that forces Order characters to challenge him (and with Eye of the Gods, you're practically guaranteed such a chance). He's rather modestly protected with light armor and a 4+ regen, but after losing a wound, you suffer Frenzy. His low wound count isn't as much of a liability as he will always recover at the end of a turn, but it makes hordes and enemies with Multiple Wounds a pain. </tab> <tab name="Khorn"> *'''[[Valkia the Bloody]]:''' 350pts. Chaos's own Valkyrie, armed with the mighty spear ''Slaupnir'', who chooses who will fight and feast in the Realm of Chaos forever after they die. If you haven't been convinced, the Warriors of Chaos are motherfucking Vikings. A fine CQC choice, with a stat-line in-between that of a Chaos Lord and a Daemon Prince, She flies around the battlefield with her 2+ armour, 7 (with Frenzy) S7 Killing blow attacks on the Charge, and always rolls +1S from the Eye of the Gods chart. Her kit strips an attack and -1 S from any opponent in B2B. Basically, can and will beat the shit out of any solo character with the possible exceptions of Archaon, Wulfrik, and a properly kitted-out Chaos Lord. Also great at killing 4-man Cavalry units and kicking the shit out of warmachines. Valkia is also incredibly useful in that she acts like a second battle standard; all friendly Khorne units within 12 inches of her get to reroll Break tests, which can potentially turn the scales of battle in your favor. This is due to how the Warriors of Chaos know that when she enters the battlefield, it means Khorne is watching, so they fight on bravely in her presence so that when they die with a sword in hand, she will carry them off to a Warrior's Paradise of fighting and feasting in the Hall of The Slain with the Blood God. However, if they should fail that test and flee, she gets angry with their cowardice, and they suffer d6 S6 attacks and are cursed never to enter Valhalla - I mean, Khorne's Halls. Basically, a flying beatstick with limited protection against gunlines and elites now that she has a 5++ Ward save. *'''[[Scyla Anfingrimm]]:''' 105pts. He is no longer allowed to be general because he can't even think long enough to lead. He is your cheapest Hero choice in the book, but he's vulnerable to ranged fire. M6 and D6+2 S5 attacks with Fury and Unbreakable make him usable and take a bit of punishment with T5, W4, and a 5+ save. It should not be your first choice unless you are looking for a low-point Leadership 10 general, which is quite rare for chaos warriors. *'''[[Arbaal the Undefeated]]''': 300pts. A bruiser of a Khornate Lord riding a flesh hound. That hound gives him MR(2) and Frenzy, which works perfectly well as he deals a bunch of attacks, including an additional d3+1 attack gifted by his axe. However, he is perhaps the most restrained by the Eye of the Gods, as he is cursed to spawndom at any time when he flees from battle. *'''[[Skarr Bloodwrath]]''': 265pts. The notorious butcher of Khorne from the End Times. He's got modest defenses with medium armor and Magic Resistance 1 on top of MoK and Immunity to Psychology, and he has a pair of axes with Strength Bonus 2 and deals d3 Impact Hits each turn. However, his most important rule is his Blood Tithe: every time he kills a monster or character in a challenge, he adds a point to the pool. When he dies (that is, actually dies and not being turned by the Eye of the Gods), you can place a small token where he stood. If you roll a d6 and add your tithe points, you can respawn him with d3 wounds on a 4+ but sacrifice his tithe. This can even be helpful, as it cancels out any spells or debuffs on him but keeps any blessings the Eye of the Gods granted. *'''[[Hrothgar Daemon-Axe]]''': 250pts. Khorne lord with a big bloodthirsty axe. Will one man murder lots of guys but will trip and fall on his murder axe every time he rolls a 1 to hit (which is likely given his 5+d3 attacks, and he's unable to reroll those 1s). *'''[[Haargroth the Blooded One]]''': 290pts. Another Khorne guy. He gets a shield with Magic Resistance 2 that can actually forbid the caster from ever using a certain spell again. Offensively, he has Blood Fever and can use either an axe that grants +1 S and KB or a magical talisman that deals an S8 hit with KB to all models within base contact. *'''[[Korghos Khul]]''': 345pts. The Mighty Lord of Khorne from AOS's first starter set. He is more of a leader than a fancy blender in the shape of a man by giving your Khorne marked units reroll to charging and hit rolls of 1. He is followed by a pet Flesh Hound for extra attacks, and a dimension-splitting axe has a 33.3% chance to send you to the <S>shadow realm</s> Khorne-hole if wounded. *'''[[Vorgaroth the Scarred and Skalok]], the Skull Host of Khorne''': 790tps. Forge World's legendary duo of Khorne Guy and super Khorne Dragon being the apocalypse. You can threaten other Khorne guys to inspire like Valkia and eat some dudes to stop them from fleeing or just eat them for free wounds. Also will cause magical interference to the enemy Wizard's casting and Dispelling. The dragon's breath weapon is potent, being S5 AP 1 and deald d3 wounds, meaning it'll trouble tough guys like orcs and ogres. *'''[[Khazek]], the King of Ashes:''' 635tps. Another legendary Khorne guy on a dragon. His dragon is particularly dreadful, with a 3+ save (and gives dispels), but has a special effect each turn (S4 flaming breath weapon, 2d6 stomps, or force models in b2b to make a T test or eat an unsavable wound). The guy's only got a shield for protection, with his (unstated) armor giving a chance for debuffs and his axe being able to potentially instakill enemies when they hit at least 2 wounds. </tab> <tab name="Nurgle"> *'''[[Festus the Leechlord]]:''' 215pts. Festus is a mixed bag made messier by his price hike. Being a level 2 Nurgle wizard is okay. Nurgle is great at making your troops better or their units worse, and Uncle Fester is pretty much designed to do just that. Having no save other than regen, however, is meh. The main reason why people take him is that he gives 5+ regen and poison to his unit. Which, if it is, says, a 50-man Marauder horde is fucking brutal. The one thing that returns is his sad 1d6" pursuit height though you also double VP from the units caught. Festus also has potions that can heal wounds to him and his unit and take them off enemies. It is more pricey than a regular wizard, and taking him does mean not taking a dispel scroll, but the advantages he brings to his units are worth it. He just screams to be taken, especially in warrior units with halberds. *'''[[Tamurkhan]]''': 655tps. The Glottkin and the Maggoth Riders before the [[Endtimes]] was a thing. He starts the game by choosing his Sleeneshy lord (AP(1) Multiple Wounds (2)) or Tyrant body(W5 I3 and greatweapon, that course surviving model to take a T or lose -1 toughness). He rides a massive Toad Dragon that is a damage dealer in its own right. Assuming his death is not caused by a cannonball, he can jump into the bodies of his killer (Assuming they are creatures of living flesh. If he's up against TK, VC, Daemons, or ZP, he's straight-up fucked). *'''[[The Glottkin]]''': 880pts. A big bloated fuck with his two brothers riding on top, making for an impassible wall of fat. They are a powerful asset for any Nurgle army, being level 4 Nurgle wizards (thanks to brother Ethrac) as well as letting other Nurgle-marked units within 12" reroll their charges. Brother Otto contributes rather simply, with d3 extra attacks each turn. Ghurk the fattie is the real star here, having one S10 attack that deals d6 wounds as well as an S3 breath attack that's only usable in close combat and the Nurgle's Rot mutation. Despite owning it, you're also safe from the Eye of the Gods, as all results will default to Aura of Chaos. *'''[[Orghotts Daemonspew]]''': 420pts. the chaos lord of the Maggoth Riders, having beastly twin Rotaxes, acid blood, and his monstrous mount spits KB loogies. *'''[[Bloab Rotspawned]]''': 460pts. Caster of the trio and still good at combat. His mount spits like a mini stone thrower. He also has an aura that passively harms enemies and muddles with their casting. *'''[[Morbidex Twiceborn]]''': 415pts. the Half Nurlging of the Maggoth Riders gives nearby nurglings Regeneration (6+) while his mount gives quick-firing shots. He's the best when using an allied Nurgle force. *'''[[Gutrot Spume]]''': 275pts. A relatively simple Nurgle Lord, gifted with a great weapon and medium armor. Alongside Nurgle's rot, he makes his unit Aquatic and deals +d3 additional attacks in melee each turn, thanks to his tentacles. *'''[[Kayzk the Befouled]]''': 250pts. Tamurkhan's lieutenant. The man's pretty tanky, with T5/4 on his mount, a 5+ regen, and forces any attacks that aren't Flaming to take a -1 to wound. He allows you to upgrade Nurgle knights to Plague Knights, resulting in a tanky Monstrous Cavalry with T5, I2, Reg(5+) for 62 points per model. *'''[[Valnir the Reaper]]''': 320pts. a chaos lord of Nurgle from the earlier editions. Not only has fear and hardy with Regeneration (4+), he inflicts diseases on those in CC with him and has a flail that boosts his strength or attack for each wound he inflicted with it the last turn. *'''[[Feytor the Tainted]]''': 270pts. a unique chaos lord of Nurgle model that got his own name and rules. He has the poisonous Filth Mace, which gives Terror, and on the next turn, after he kills something, Multi Wound (d3). He is also well-protected from save or die abilities with his Necrotic Phylactery, which makes him flat immune to Poisoned Attacks, Lore of Death, Nurgle, and Plague don't have to roll non-leadership Characteristic tests. *'''[[Plaguestrangler Vilestench]]''': 285pts. another unique chaos lord of Nurgle model, but this time on a Palanquin. he downgrades to Heavy armour, but his Stench can cause most nonliving enemies to be unable to attack. Also, have a Nurglay bound spell that ignores armour and hits the enemy gain during the end of your opponent's magic phase. </tab> <tab name="Slaanesh"> *'''[[Sigvald|Sigvald the Magnificent]]:''' 335pts. Chaos Lord Joffrey is pretty goddamn slick and more cost-effective than ever. Ignores terrain penalties, all but immune to psychology, ASF, a 1+ armour save with Regeneration, 2 bonus attacks, Diabolical Splendour and Allure of Slaanesh, and always rolls +1 attack on Eye of The Gods. His only drawback is his stupidity (although the reason behind his stupidity is so fabulously awesome he gets a pass. He's so distracted by his own good looks that he calls his mirror-shield-bearers to him and stands around, blowing himself kisses and poncing around.) But he's fucking stubborn and Ld 10, so a big goddamn deal! He is T5 now, so everyone who was scared of using a T4 lord can take him no problem now. That being said, you can probably put together a generic Chaos Lord just as good while being cheaper and capable of doing more to buff your army. *'''[[Dechala the Denied One]]''': 255pts. an Elven-snake lady that fell to Slaanesh. She is like a Dark elf then compared to other chaos lords. Frail but firing a flurry of accurate attacks. 2 out of 3 of her dances boost her durability in combat. Although she sucks at penetrating armour, that model is not doing anything next turn if a wound makes it through. *'''[[Styrkaar of the Sortsvinaer]]''': 330pts. Chaos lord riding a Daemonic worm with tits. His Pendant lets his Slaanesh unit take a break test with 1 less dice (practically makes them unbreakable and stubborn, so they have to roll more than a 9 with a flat d6). THier is also a save or be charmed abilities with him, having to pass his The Beguiling Gem and then ALLURE OF SLAANESH to hit him, and his magic sword is also a save or dies ability. *'''[[Glutos Orscollion]], Lord of Gluttony:''' 700pts. New guy from AOS, a powerful Caster and Support Lord for Slaanesh on a massive chariot. His buffs get better over time. By round 2 you reroll charges for Slaanesh, and you get into combat as Unbreakable. When the Slaanesh marks attack, they raise guys from the dead. </tab> <tab name="Tzeentch"> *'''[[Garlauch|Garlauch, First Chaos Dragon]]:''' 525pts. The Grandfather why all GW chaos dragons models have two heads. A fusion of chaos dragon and level 4 sorcerer lord at a discount price. Make it a level 4 mage who knows the Tzeentch lore (which is a shame since Tzeentch's Lore is iffy this time). Make his stats all 6, except Leadership 9, and give him a 6++ ward that goes to 5++ with the mark. That's Galrauch. Too bad he has to take an Ld test every turn, and if he fails, he can't do anything except fight in combat, where 3 of his attacks have to harm him. Fuck. Try to keep him near a BSB for those 'Spirit of Galrauch' tests if you use him. Otherwise, use him the way you would use a lord of change. For combat, charge him into infantry and cavalry (as long as he charges them and not the other way around) in CC. With his 3+/5++ saves, breath weapons, he's tough to shift in combat. He also has the BREATH OF LULZ CHANGE. It's a breath weapon, except enemy models hit have to take a Toughness test or be removed from play with no saves of any kind allowed. REMOVED FROM PLAY WITH NO SAVES OF ANY KIND ALLOWED. Have your trollface on stand-by if you take Galrauch against High Elves, and make the biggest one possible if it wipes out any deathstar units, such as Tyrion and his Dragon Prince drinking buddies. *'''[[Vilitch the Curseling]]:''' 360pts. He is a level 4 Tzeentch sorcerer lord with an improved statline and little protection outside his armor save. Failed enemy casting attempts to turn into dispels for him, while failed enemy dispels turn into more power dice. Unfortunately, Lore of Tzeentch isn't great Chaos lore to have Loremaster in. It is much pricier than its equivalent build from a generic Sorcerer Lord with Conjoined Homonculus. Pretty much reserved for a themed army. *'''[[Egrimm van Horstmann]]''': 720pts. A traitorous Tzeentch Sorcerer Lord had successfully infiltrated the empire's Order of Light wizard and made off with forbidden artifacts, secrets, and Acolytes. He is mounted on chaos dragons. What sets him apart is giving his army +1 priority for deployment, first turn, and extra power dice. *'''[[Aekold Helbrass]]''': 205pts. A fully-plated lord of Tzeentch. His weapon grants him several unusual effects depending on your luck with the dice (either Fly, ASF, or become a ranged weapon that makes enemies it hits take d3 S5 hits). He also has 4+ Regeneration, but that also carries to any characters he's in base contact with. Before you can ask, "WTF is this shit?" if he ever dies, he has a 50/50 chance of immediately respawning in the place of his killer, back and raring for more. This makes shooting a potential trap, as he can just respawn inside the unit that killed him and begin tearing them apart while his soldiers rush the front. *'''[[Melekh the Changer]]''': 285 pts. The name for that Chaos Lord on Disc of Tzeentch. Mobile lv2 Tzeentch, while protected from missiles, magic casting, and discovering hidden unit attributes. </tab> </tabs> ====Generic Characters==== *'''[[Daemon Prince]]:''' 240pts. These guys remain the behemoths of evil and wrath slightly above the Lords they were. They can net a dedication, a super-Mark of Chaos, which includes Hatred of their opposing God. Though the roll-offs for Spawndom and Dark Apotheosis are gone, the fact that you don't give a VP for transforming your model means that you aren't forced to take him. Still nice to have him, though. He can also join a unit of Chaos Ogre or Troll for protection. **Khorne: Strength Bonus (1) and Magic Resistance 1, which lets you at least attempt to repel a spell without needing a sorcerer. To compensate, Khorne Princes can grab 150 points worth of items, which can be unbelievable. **Tzeentch: Same as the Mark **Nurgle: Enemies take -1 to hit in combat. **Slaanesh: Armour Piercing 2. *'''[[Chaos Lord]]:''' 185 pts. A ten-foot-tall, four-foot-wide Viking warlord with a giant axe and an insatiable need to slaughter everything around him. He starts at 180pts, but you will likely make him more than 300pts. Your primary fighting lord is probably the best generic character in the game as his statline is nearly unrivaled by any other lord. He becomes near unstoppable if he is kitted out with the right magical items and mutations. The only generic lord that comes close to him in sheer power is the Vampire Lord, who can also be kitted out with a fair few nasty weapons (but your army doesn't turn to dust if he dies). The ''Eye of the Gods'' rule means he will be challenging enemy characters left and right, so giving him items to kill characters and boost his armour and ward saves is usually the way to go. He has access to some of the best mounts in the game like [[Juggernaut]]s and Chaos dragons, but even without any upgrades or mounts, he is very pricey, and further magical items and mounts only increase his points cost, so choose wisely. *'''[[Chaos Sorcerer (Warhammer Fantasy)|Chaos Sorcerer Lord/Chaos Sorcerer]]:''' Remains the toughest of spellcasters ever to walk the earth. He still keeps his combat prowess alongside his spellcasting, so taking one is always good. Despite this, Your wizard lord took did take several hits, the first being that you need to buy him protection despite costing the same as before. He can choose from Death, Shadow, Metal, or Fire, though if you give him a mark of Chaos, he has to use the lore of the respective Chaos god, no questions asked. Despite being a wizard, he is a decent fighter, but still, keep away from combat if he's on his own and avoid character-hunters since you still must always issue challenges due to Eye of the Gods. *'''[[Exalted Hero]]:''' 110pts. Your hero-tier Chaos Lord. He's slightly less deadly than the Chaos Lord and lacks some of the options, but he's still badass, and he's no longer your lone BSB option, just your best. *'''[[Slaughterpriest]]:''' 120 pts. Khorne decided that he had enough of being the only god without casters, so these guys got ported over from AoS. Each of them's a warrior priest that acts as a level 2 wizards for the sake of casting and dispelling and have two bound PL4 spells to use. **''Blood Boil'': Deals d6 S5 armour-negating hits to any models that aren't Animated Constructs, Ethereal, or Forest Spirits. While it sucks that it doesn't work against [[Vampire Counts|two ent]][[Tomb Kings|ire armies]] and [[Wood Elves|a chunk of a third]], what it does hit gets it pretty hard. **''Blood Bind'': Moves one unengaged unit, friend or foe, with d6" random movement, get frenzy, or +1 attack if already frenzy. While this won't work on Animated Construct, it works on frenzied units so your bloodboys can begin the killings. *'''[[Marauder Chieftain]]:''' If all you wanted was a cheap hero that you can use as a throwaway unit, a cheap BSB, or so you can take a lot more troops. He's only a beefed-up Marauder, so he still suffers from armour, and as a hero, his allotment of magic items and mutations is pretty slim. Every other hero's base cost is double his, and funds get tight in WoC, so he does one job as cheaply as feasible. ====Mounts==== *'''[[Chaos Dragon]]:''' Moon Dragon with an extra attack. He has an extra breath weapon that will devastate low T things and put a dent on even high T cavalry—this is your strongest mount, but also the most expensive. Unless you are tackling enemy lords or monsters, this is usually to your advantage, especially considering you are paying 50 points less for it. At 3000+ points, you can properly equip your lord. Still, at 2500 you have the bare minimum, so take the mark of Tzeentch, a talisman of endurance and a great weapon and go hunt whatever you please. Just get into combat fast before you are struck down by everything your opponent has to throw at you. Monsters are always risky to take, so don't be surprised if one game you slaughter everything in your path and the other you lose 620 points to turn 1 shooting. *'''[[Chaos Steed]]:''' Your classic horse. Except that since you're Chaos, it's S4, so you can happily trample pathetic humans under your heels. *'''[[Daemonic Mount]]:''' A bigger, badder mount with +1 on everything the horse had, which is especially helpful for Sorcerers. *'''[[Manticore]]:''' At T5, 4 wounds and no armour, this thing will die fast to shooting, melee, and magic. A shame because it can dish out the pain: 4 attacks at S5 with killing blow and stomp will put a hurt on things, but you can't expect it to survive against anything other than puny mortal infantry. Back when terror was more devastating, this was worthy of the unreliable mount, but now you are better off just taking the Steed if you need your lord to move fast across the board. *'''[[Disc of Tzeentch]]:''' Your little floating platform gives you a means of flight and two meager S4 flaming attacks. However, what you want is the extra fast Fly(9). Whether you want to be the beatstick or need a mobile sorcerer, you'll appreciate the flight. - Also useful: A Tzeench marked character on a disc starts with a 5++ ward save before magic items. The disc itself is (1) "daemonic" and (2) a "daemon of Tzeentch" (p216), which means: (1) fear and magical attacks (but sadly no additional demon ward save, p162), (2) an own ward save of 6++. The disc's ward saves stacks with the character's mark (RB p84), which means 5++ by nature. Sadly by RAW, soccers can't re-roll channeling results of 1 because the "daemon of Tzeentch" rule is on the disk, not the wizard (p171). *'''[[Juggernaut]] of Khorne:''' A true monstrosity of a mount. 3 S5 hits on the charge and a T5 with 6+ natural armour make this bastard a very welcome solo killer. *'''[[Palanquin of Nurgle]]:''' Do NOT take this if you want to be cavalry because this is just as slow as your men. Build up your defenses and game the weight of attacks you're packing if you go here. This gives 8 poisoned S2 attacks on top of being a monstrous beast. *'''[[Steed of Slaanesh]]:''' The fastest mount, bar none. Though a Lord might need his IP to think about, an independent Exalted Hero piercing flanks won't need to worry about the army and more about slamming in those poisoned attacks but can't run with Hellflayers as your mandatory Plate armor turns off fast calvery, but no problems with a sorcerer. *'''[[Chaos Warshrine]] of Khorne:''' Slaughterpriest only. The lightly armored Priest is now on a heavily armed Shrine with lot more attacks at a discount. ===Core Units=== *'''[[Chaos Warrior]]s:''' Your OG scary as fuck Vikings. They're very, very good at killing (model for model, they beat most armies' elite melee troops), but their cost means that you'll never want to take them in large units. It is generally used in six wide-unit units to maximize the number of models in base contact with the enemy and take advantage of their 2 Attacks. These guys have two main set-ups: The first is Shields and the Mark of Tzeentch, with the MoT stacking with their Parry save from HW+Shield for a 3+/5++ save close combat. Hard to kill and still pretty deadly in return. The second set-up is to give them the Mark of Khorne and Halberds. Some folks like to use Additional Hand Weapons instead, but the Halberds are mathematically just as good or better in all situations. Except when you're up against zombies, skeletons, and weak units, you'll wound on 2+ anyway... The Mark of Slaanesh allows you to ignore Fear, Terror, and Panic tests and take break tests with no negative in an already high Leadership army. The mark of Nurgle no longer makes you harder to hit with shooting attacks, but it is still invaluable against elite units who hope to pop them with their halberds. Always, always make use of the banner of swiftness on these guys. M4 is horribly slow, and Swiftstride is amazing. If you are going up against an army that loves its DAKKADAKKADAKKA, then maybe units of 18, 3x6. Never buy the champion, but otherwise, Full Command, but I wouldn't make the units any bigger than 18 because otherwise, points really start being used like lives in the Imperial Guard here! *'''[[Forsaken]]:''' They remain weaker warriors with a degree of unreliability from their mutations. Slaanesh remains the best of this troubled lot, as Swiftstride allows them to keep up with cavalry and push around smaller units without fear of panic. Having 6" move allows them to be your disposable first line to gum up the works while your bigger units move in for the kill. *'''[[Marauder]]s:''' Your basic cheap linemen of Chaos. Now that they have Will of Chaos, they'll have a better time staying in combat. They will often be used to make your front lines bigger and sponge high attrition gambits. **'''Elite Marauders:''' Marauders with +1 S/I for 1.5 extra points. If you need ''slightly'' stronger Marauders to kill things with, you can grab a pack of these for each pack of regular Marauders. *'''Marauder Hunters:''' Your option for skirmishing Marauders have gone here. These guys act as your ranged combat options on foot, though both throwing axes (their default), shortbows, and javelins make them rather pitifully ranged. Unlike the regular Marauders, these guys won't be able to make up for any melee with only hand weapons and light armour (and optional shields) *'''Marauder Horsemen:''' You have basic marauders riding as light cavalry. Unlike prior editions, these guys aren't your lone ranged support, but they are better with their movement. They are cheap guys that play cat and mouse with your opponent's flank while the meat blocks get closer. They can also be promoted to elites like the footmen to make the most out of the spear or flail options. *'''Marauder Chariot:''' In the event that you felt like you didn't have enough Marauders, you can haul in a bunch of them running in a rinky-dink chariot! While it's considerably cheaper than the classic, these are weaker in every way: Crewed by marauders, only a 5+ save, and drawn by horses. Thankfully, you have javelins for legit 360 ranged support. *'''[[Cultist|Chaos Cultist]]s:''' Your other dirt-cheap, expendable unit. Their only other notable rule is Ambush, so their role is pretty clear: Throw them away in suicidal blobs to annoy the enemy while letting your other units do the damage. *'''[[Chaos Warhounds]]:''' These remain your first line of combat. They stay pretty cheap without anything attached and are both M7 and vanguards, so they're best to send against any scouts. ===Special Units=== '''Now getting into the elevated warriors, the elite Calvery(the Monstrous units also fit here as they also move fast). Note: here we start getting mostly models with 3-5 attacks, so unless your a Monstrous Infantry or Monstrous Beast, best to go only 1-2 ranks deep to maximize your attack output.''' *'''[[Chaos Knight]]s:''' Monster knights on monstrous horses. Each of them flaunts a 2+ Save and can afford Encorcelled weapons so you can throw in a mob for a constant S5 magical attack at 36 ppm. *'''[[Chaos Chariot]]:''' 105pts. With Marauder Chariots being a thing, your favorite monstrous chariots are shoved into Special again. It remains every bit as hardy and fierce as it was before with T5, W4, and a surprisingly good 2+ save (barding, heavy armour, chariot (6+)). Even if a bit slow with 6" movement (in the cause of being a chariot with barding) (Ogres will keep pace with it). *'''[[Gorebeast Chariot]]:''' 13-pts. If you feel like the covering is slower than an ogre and a (mere) 2+ save is worth it to gain Fear and being pulled by a mutant Gorrila, you can bring back your Gorebeast. It is not as tough as before, but W5 and T5 are still viable options. *'''[[Chaos Chosen]]:''' Though they lack their pre-game roll for Eye of the Gods, they can still roll it for any instance they'd qualify for it. Always have a Champion in case of getting a free Chaos spawn or Prince. They otherwise remain on tier with the Warriors and even get better magical banners. However, they had lost their 3d6 rolls for the Eye of the Gods, so don't forget the shrine to pair them with. *'''[[Skullreapers]]:''' Gore-crazed skirmisher berzerkers of Khorne that dual wield regular or Ensorcelled weapons. Nets you 5 attacks and 2 wounds per model. Rush them into a unit to see the death of everything. *'''[[Putrid Blightkings]]:''' They are Chunkyer Chosen. Like other elevated champion units, they are fewer in number, but their attack power and number of wounds per point are a few points cheaper than a chaos Warrior with only one weapon. Like black orcs, they switch between their collection of weapons each round, shifting from defense to THW or Greatsword to adapt to the battle's rhythm. All this plus Toughness 5, while costing the equivalent of two default chaos warriors despite getting all the upgrades, is they had to be downgraded from full plate to effectively heavy armor. There are a few reasons not to use their Skirmisher upgrade, which gives them an early and surprisingly maneuverable block of warriors. All combined, You could see blightkings as far more versatile and maneuverable chaos Warriors, which are relatively less durable against the usual mass high strength, AP attacks used to counter Warriors, something you don't normally associate with Nurgle. Blightkings are the distillation of chaos warriors in a smaller, versatile package that gets all the skirmishers perks to help it get where it wants to be. **Kings VS Ogres: you may ask what the difference is between them or taking ogres. There are many nuances between the two, with ogres having greater speed and wounds and having the perks of being monstrous to make supporting attacks if deeper than 1 rank, impact hits, and earn a few more combat points for being what they are. Kings still have average combat initiative. Their weapon skill is double the ogres, so a ton more attacks will land, they are skirmishers, and they always have shields. If you need slow calvery meat wall, take ogres if you want something more versatile in combat, and take missile attacks better than the kings. *'''[[Hellstriders]]:''' Hellstriders are a good deal more expensive than Marauder Horsemen. What you're getting for that extra point is M10, Daemonic, Armour Piercing POISONED attacks for the mounts, and Mark of Slaanesh with Spears or ASF (and hit re-rolls) for peanuts. The main thing you have to be careful of is avoiding being shot. Sure, you're fast, but you will go down hard if you aren't careful. Remember, they are just as easy to kill as normal horsemen until you get their bonuses from their special rule, which means they receive a benefit for each unit they rundown: 4++ Ward Save, Devastating Charge, and Unbreakable. The best way to use them is similar to Empire State troopers. Have them back up a large unit to get the enemy's flank when that unit charges or is charged. When the enemy breaks and flees, restrain the large unit and send the Hellstriders to run them down. *'''[[Flayerkin]]:''' Freaky marauder-tier slaves with scout and skirmisher. Their big draw is climbing over and attacking fortified locations, but so does a cannon. Even without walls, they are a cheap way to point-blank bodycheck cavalry and line-of-sight guns. *'''[[Skin Wolves]]:''' They're Warhounds but a bit bigger and a greatly meaner. Not only do they gain Will of Chaos to keep them hanging, but they also possess Frenzy and a 5+ regen. They are upgrades to Ogres, exchanging Impact hits, and are +10 ppm for move speed, hitting on 3+ and better protection. On top of that, you can buy marks for them, each of which gives them something useful to their goals as slightly tougher beasts (+1 Strength for Khorne, 4+ Regen for Tzeentch, Poisoned Attacks for Nurgle, ASF for Slaanesh). Warhound distracts, Skin Wolves maul. *'''[[Chaos Ogre]]:''' Are priced in a strange in-between of Marauder horseman and Chaos Knights and can be seen a "little" Blightking. Despite their low initiative and WS, they are fast-moving spiked-meat-wall being M6" Monstrous Infantry + 3W + have 3A + impact hits. When Fielding a lot of Monstrous Beasts, Ogres make a cheap choice. *'''[[Dragon Ogres]]:''' Calling them Ogres can be misleading; they are the biggest Monstrous Beast you can field. Hitting at S5 without using Great Weapons will bring pain upon any lesser unit you'll face, and being T5 with 4+ armour means they take a bit too. They're fast, too; at M7, you can slam them into your enemy's juicy units with ease. They're also immune to lightning-based attacks; use this to troll gun-heavy Skaven armies. Don't waste these guys on regular infantry; maul your enemy's biggest units, countercharge knights, slay monsters, and kill anything worth a lot of points. *'''[[Chaos Troll]]:''' They're big, they're dumb. They are stupid Ogre with S5 and have Regen(4+). They do need a babysitter so that they can do things. They are still relatively cheap for a durable holding force that can bludgeon the heavy armour infantry or instead regurgitate armor-ignoring vomit to give you the edge in a chaos Warrior mirror match. *'''[[Chaos Spawn]]:''' 40pts. They remain the same monstrosities of unpredictability that nobody likes. The Khorne upgrades have become even less enticing, making it even tougher to like. ===Rare Units=== '''Contains the most awarded of Chaos's Champions that are not leaders best deployed in lines than in ranks, your only artillery piece, and all your monsters'''. *'''[[Varanguard]]:''' Another port-over from AoS, these guys are Chaos Knights +1 and, as such can be kitted out to be every bit as devastating and then some. Each rider is on a tier with a Chosen, and each of them has a daemonic steed with a Devastating Charge. They are more specialized when compared to Skullcrushers, overall paying less and making fewer attacks than Skullcrushers, but excelling at eliminating other elite Fullplate units like the empire knights and Ironbreakers. *'''[[Wrathmonger]]s:''' Even angrier Khorne barbarians. These guys have flails that add an extra attack, d3 impact hits, and become strength 6 during round 1 of combat in exchange for not having parry but will reck even more face. *'''[[Skullcrushers]]:''' Your premier heavy cavalry unit, cut above even Varanguard, granted by Khorne himself. Each Juggernaut gives a 6+ natural armour save and 3 attacks S5 plus impact hits, which combine to engender an unholy engine of murderfuckery unseen by any other army. With the loss of Eye of the Gods, hauling a Champion will no longer mean being forced to challenge anyone they face, and considering how impossible they are to pin, you want them smashing shit alongside a good combat lord. *'''[[Fatemasters]]:''' You finally have the means to make Discs into Flying cavalry. Each of them comes armed with flaming magical polearms of awesome and 8" aura of re-roll armour rolls of 1 for friendlies. They can also cast Pink and Blue fire without robbing it from your proper sorcerer, so you have an extra means of dubiously-reliable magical firepower. They can be well-armored flankers, though throwing a fast calv or chimera would be better archers and cannon hunters. Make the most out of them escorting knights and beasts while lending melee and magic fire to that flank. *'''[[Pusgoyle Blightlords]]:''' Rot Fly Cavalry is no longer exclusive to Plaguebringers, now ridden by the thicker Blightkings. Though Fly(6) doesn't make them quick to combat, they can possess Death's Heads, 12" S4 poisoned Quick to fire attacks that deal d3 wounds. These can find some use as a ranged harassment unit that can take a bit of a beating with 3W T5 Sv4+/5++ and decent in combat with 6 attacks (half S4 great weapons, half S4 Poison). Don't Forget the Daemons of Nurgle WS debuff from the Rot Fly, making WS 3 enemies 2+ to hits, and they can only hit you back on 5s. Even if you are fighting elite warriors, your sorcerer has access to the lore of Metal, Shadow, and Nurgle to lower it even further. *'''[[Chaos Warshrine]]:''' 100pts. The bad news is that they're now a Rare unit, and the Ward saves got nerfed to a 5++. The good news: They remain every bit as useful as ever and gain an extra bound spell based on their dedication. **''Favour of Chaos (Undivided)'': One unit re-rolls 1s to hit and to wound. **''Favour of Khorne'': One unit re-rolls all failed to hit rolls. **''Favour of Nurgle'': One unit re-rolls all failed wound rolls. **''Favour of Tzeentch'': Grants one unit a 6++ Ward Save. With the stackable wards, you don't need to worry about any units wasting this. **''Favour of Slaanesh'': One unit gains Immunity (Psychology), though those marked by the Dark Prince gain Unbreakable instead. *'''[[Chaos Spawn|Giant Chaos Spawn]]:''' 195pts. They're gribblies except for even bigger and gribblier. Because of randomness, they can be one of the best Unbreakable, highly mobile, and deadly monsters for the price. But other times, they will do nothing because the gods hate you. *'''[[Giant Spined Chaos Beast]]:''' 220pts. Giant beasts are the most well-rounded of the monster category and are roughly on tier with Dragon Ogres. Though they lack lightning immunity and their melee attack will hit less often, a difference of 3 in WS can mean a lot. They do deal d6 Impact Hits and have a 5+ regen. On top of that, they can also gain marks, with some of the better ones being Nurgle or Tzeentch. *'''[[Chaos Giant]]:''' 175pts. Giants have many special rules, making them effective against both monsters and infantry/cavalry units. They are less effective against monstrous infantry because most of the Giant's attacks are done against only one model. The Giant is surprisingly very effective against characters, especially if you roll on the Pick Up And chart; you have a 2 in 3 chance to remove the guy from the game. They're sublime fire magnets, though, and it'd be a shame to have your 200+ points model taken out by a pair of cannons. Mark of Nurgle increases his toughness to 6, making it the ideal choice. *'''[[Chimera]]:''' 190pts. A nice beastie that's now much more affordable at the cost of becoming a rare slot. Because it can fly, it is one of your fastest units that is not a mount. 6/7 strength 5/6, and stomp attacks, even when coming at WS4 and I2. It can take some ranged fire at T5, W5, and optional 4+ save and/or regen(4+), but cannons WILL kill it dead. Though it's a bit expensive to hunt war machines and wizards, it is undeniably very good at it, and when those are all gone, it is more than capable of piling in with other units to kill big blocks of infantry. Regeneration is a mandatory upgrade, as it can save you from those inevitable cannonballs you'll be taking. Same with the breath weapon; both are mandatory. Tag team with your flying Dp because it is awfully LD5 and likely to fuck off the first chance it gets. *'''[[Slaughterbrute]]:''' 205pts. The first of two big, scary monsters. The Slaughterbrute is a powerful monster with 5 attacks, solid strength 7, and decent toughness. While it may at first seem to suck at close combat with a pathetic weapon skill of 3, you can boost its killing ability by binding it to a lord or hero, a process that involves jamming a lot of sanctified blades into its back. Doing so is borderline mandatory, as it uses your designated HQ's Weapon Skill and Leadership so long as he is alive, producing results like a weapon skill 8 leadership 9 monster. If that SOUNDS awesome, it's because it IS! However, it only has 5 Strength 7 attacks (with an option for two more attacks at a lower S5), so it won't do much against large units, even with its stomp. Where it excels is against small elite units, preferably with good armour, that its high WS and S will give you a good return against their meatiness. ''HOWEVER'', it is easier to redirect than a Chimera, so keep that in mind. *'''[[Mutalith Vortex Beast]]:''' 240pts. The other big, scary monster. The Vortex Beast has a bound spell, making you roll on a table to see how many toughness tests the enemy takes. They suffer a wound with no armour saves allowed for each toughness test they fail, with an additional Tzeentchian buff/debuff. This monster has great synergy with the Nurgle magic lore and its toughness-reducing spell. Be aware that many of the rolls on the chart give bonuses to the target unit. *'''[[Dragon Ogre|Dragon Ogre Shaggoth]]:''' 225pts. The big brother of the Dragon Ogres, the Shaggoth, will fuck shit up. 5 attacks at S6 murder everything it runs into. Combined with either another hand weapon or a great weapon, there is nothing a Shaggoth won't murder. The obvious downside is that the Shaggoth is relatively vulnerable (T5, 4+ save, and no way to regain wounds). It is the magnetic pole for shooting. Get this guy in combat fast and keep him there. Otherwise, he'll be headbutting cannonballs from turn 1. He is rather pricey, though, so have a plan before you field this guy. It should have been the hero-choice version of Kholek; right now, he's fighting for space vs. Skullcrushers and losing. *'''[[Hellcannon]]:''' 190pts. The only "war machine" in your army is a stonethrower that will kick your ass in combat. It has to test Ld each turn; if you fail, the cannon will drive itself 3d6 closer to the enemy so it can hit them with its spiky bits. It hits at S5, causing Panic at -1 LD, so it's good against feeble humans and greenskins, and the model under the center of the template suffers an Str10 hit that causes D6 wounds; pretty good against monsters. When it misfires, though, bad shit goes down, from explosions to murdering its crew and mindraping every wizard within 24' inches, instead of the old "all wizards on the table," which could mean fewer exploding enemy wizards, sadly. Temperamental at best and with a notable price tag, the Hellcannon should only be taken by the more daring generals. It is pretty much immune to anything that goes hunting war machines, though, as it is better in combat than shooting, being a monster that decided one day that it wanted to be a gun. Remember, on a failed LD check. It gets a FREE TURN before making its 3d6 move, meaning it will turn around and destroy skirmishers trying to kill its crew. *'''[[Chaos War Mammoth]]:''' 325pts. what if your chaos giant was bigger and tougher, crewed by six marauders with javelins, and gifted with a 5+ Natural Armour and d6+1 impact hits. They are better expensive Giants that deal more DPS.
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