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==Fantasy Overview== In the beginning, the Old Ones came to the Warhammer World and set about doing their crazy magical genetic engineering bullshit. Then, for whatever non-reason the Polar Gates at the top and bottom of the world that they had constructed to ward off Chaos gave out and the world was corrupted and consumed by it. Depending on who you ask, either this event is what birthed Chaos and the Chaos Gods, or they came first and helped cause it. Who knows? The Old Ones fucked off, and left races of Dwarfs and Elves and Slaan. But a fourth creation also that was not fully equipped to resist the influence of Chaos, and of course, this was Man. Mankind was unfinished, and the warpstones that flew from the Northern polar wastes caused the acceleration of physical and cultural progress and, most importantly, of the human mind. The races of men gained a vigor and fire from the power of Chaos that drove them to great heights of glory and caused them to surpass the manufactured races of the Old Ones. In many ways, the history of Chaos ''is'' the history of mankind in the Warhammer world, serving as a dark reflection of what corrupted humanity can look like, the civilized soldiers and benevolent Order Gods of the South mirrored by the barbaric warriors and the cruel, fickle Chaos Gods of the North. It was only fitting that some tribes amongst Humanity would come to worship the various Gods of Chaos, namely the best-known four of them (and a long time ago [[Chaos Gods of Law|some others that GW sadly forgot about]] and [[Malal|another they were contractually forced to forget about.]]) The most notable of these was the Norsii. who would later be feared by all of the Old World as the fierce '''Norse''', the most brutal and devout worshipers of Chaos. They were joined by their cousins as well, the brutal '''Kurgan''' of the Eastern Steppes and the squat and ferocious (yet anatomically gifted in certain areas) '''Hung'''. These are the three Great Races of Men, for it is they alone who are favored by the mighty Gods. Together, they are the Northmen, and they shall make the World tremble. On the tabletop, the Warriors of Chaos tend to be unstoppable close combat powerhouses (as they should be, they're Vikings), with little in the way of ranged fire support. Very melee oriented, even their sorcerers can be thrown into melee and be expected to hold their own. They have very powerful magic that can be used to supplement their incredible power. They have extremely powerful Lord choices who might very well be the most powerful generic lords in the game. They have a pretty high points cost, though, so you're going to be outnumbered. On the other hand, that shouldn't bother you too much because they're badasses. The problem is that you have a predictable play style and are more or less ineffective if you can't get into melee. Movement phases are important, especially in fantasy, so think about how you move your forces. Despite it being a predictable play style, it's still easy to grasp and simple to use, which also makes the Warriors a good starting army. Also, because of the low model count since these guys have a large point cost, it doesn't cost that much by GW standards to put a good army together. So, if you like Vikings in spiky armor, get the Warriors.
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