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===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.
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