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===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.
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