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===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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