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==Unit Analysis== ===Lords & Heroes=== ====Named Characters==== *'''[[Archaon]], The Everchosen, Lord of the End Times:''' And 8th edition continues the well-established trend of Archaon being better than [[Abaddon the Despoiler]] in every conceivable way. He got a point reduction, but he's still fucking expensive. No matter, though, because he continues to kick ass. 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 in this state, he hits himself or a friendly unit (your choice). Completely fucking indestructible thanks to his 2+ armour save (1+ if he's mounted) and the fact that he cant be wounded on anything less than +3. SO even attacks that wound on +2 or wound automatically have no guarantee of hurting him. In addition to this, he gets to reroll any Eye of the Gods result. Also, friendly units near him can re-roll break tests. Essentially turning him into an extra battle-standard. Also, he has a 3+ Ward save. Did we mention he has all the marks at the same time? Also he upgrades a single unit of Chaos Knights into Sword of Chaos, his own personal warband, which is immune to psychology and which has the Hatred USR. Also, he causes Terror (the rule). Archaon has also decided that he's not too good to put his feet on the ground. So he can finally be marshalled without his pony. Thus making him far cheaper and also benefiting those of us who were still holding on to those old models of him that were on foot. In spite of this, he is still too expensive to be seen on the table in most games. Though when he is, he'll prove why he was made supreme leader of the Vikings. Seriously, he eats entire units for breakfast. Whole armies don't have anything that can give him more than token resistance. ** One problem he has is his price. He is 580 opoints on foot and 650 on his special demonic mount (And why would you want him on foot). This means on foot version eats entire Lord allowence for 2500 game and one mounted do not fit in anything under 2600 game. Unless of course it is end times. *'''Be'lakor, the Dark Master (Battlescroll):''' The Dark Master is a very frightening tool for you, with his best value being in trolling. Aside from being a flying Daemon Prince, he's also a Level 4 Loremaster of Shadow with a 4++ Ward (And shots take an additional -2 to hit him), making him a very mobile monstrosity. This power gets boosted more if he makes an enemy unit fail a Panic or Break test, where he gains d3 more power dice to spend, which CAN take him over the power pool limit, but which only he can use. Enemy units within 12" have -1 Ld, which combines well with Hellcannons and other leadership-related tricks. Melee-wise, he's pretty decent, with an armor-ignoring magic sword, as well as all his daemonic attacks. If you're keeping him in combat, you're not using him right. Note, the -2 to hit only applies in the Shooting phase, so you won't benefit from that if your opponent chooses to stand and shoot against a charge (not that you should be charging a shooty unit head-on, given his lack of armor save). One of your few Ld 10 characters. *'''Galrauch, The Great Drake:''' Take a dragon. Split his head (this means two breath weapons). Make it chaos-y. Make it a level 4 mage who knows the Tzeentch lore (he no longer has Loremaster sadly) which is a shame since the Lore of Tzeentch is terrible this time. Make his stats all 6, except Leadership 9. That's Galrauch. Too bad he has to take a 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. If you use him, try to keep him near a BSB for those 'Spirit of Galrauch' tests, 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+ scaly skin, breath weapons, he's tough to shift in combat (and is the ultimate wizard to put on a fulcrum in Storm of Magic. T6, 6 wounds, 3+ scaly skin and 2+ ward saves on a Level 4 wizard anyone?). He also had the BREATH OF <s>LULZ</s> 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. *'''Sigvald, the Magnificent:''' Chaos Lord Joffrey is pretty goddamn slick and cost effective. Ignores terrain penalties, all but immune to psychology, always strikes first, a 1+ armour save with regeneration, 2 bonus attacks 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 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. *'''Kholek Suneater:''' A Shaggoth. But way bigger and more badass. Kholek comes with 4+ Scaly Skin and Errata says he has heavy armor so he's sitting at a 2+ armour save. He has the same resistance to lightning-based effects as dragon ogres. He wields a magic weapon which has Multiple Wounds (D3). While he got significantly cheaper in the new rulebook, he also lost his Heavy Armour that let him redirect lightening-based effects within 12" of him. This means he's much more vulnerable to S3/S4 ranged weapons before he gets into close combat (has a 2+ Armour Save, but getting 40 shots in the face per turn is not nice, since in 8th edition you can wound everything on 6s) 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 an armour save. He also has a shooting attack that does d6 strength 6 hits on a 2+ or hits himself on a 1 but its lightning based so he gets the ward save and gains frenzy which is nice useful for killing cav or small units that get in the way and try to redirect Kholek or any other units in your army. Similar to Shaggoths and Dragon ogres, use his 2++ ward save against lightning to troll shooty Skaven armies. *'''Valkia the Bloody:''' Chaos's own Valkyrie, armed with the mighty spear ''Slaupnir'', who chooses who will fight and feast forever the Realm of Chaos after they die. In case you weren't 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. Also flies, strips an attack and -1 STR 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 basically acts like a second battle-standard, all friendly units within 12 inches of her get to re-roll Break tests, which can potentially turn the scales of battle in your favour. 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 sword in hand she will carry them off to a Warrior's Paradise of fighting and feasting in the Hall of <s>The Slain</s> the Blood God. However, if they should fail that test, she gets angry with their cowardice and they suffer D6S6 attacks and are cursed never to enter Valhalla - I mean, Khorne's Halls. Basically a flying beatstick. But the lack of a ward save is a problem (isn't it always?). *'''Vilitch The Curseling:''' A level 4 Tzeentch wizard with an improved statline and little protection outside his armor save. Failed enemy casting attempts turn into dispel for him, while failed dispels turn into more power dice. Unfortunately, Lore of Tzeentch took a big hit in 8th edition, so it's probably the worst Chaos lore to have Loremaster in. Much pricier than its equivalent build from a generic Sorcerer Lord. Pretty much reserved for a themed army. *''' Gutrot Spume:''' A Chaos Lord with MoN, a Great Weapon, an extra D3 attacks every round, the ability to move through absolutely any water feature along with his unit, a Nurgle's Rot mutation and the ability to take a warshrine as mount all for 250 pts. Hes alright for that amount of points, have him hunt monsters as he will wreck them. He weill also wreck any hero class characters. *''' Orghotts Daemonspew:''' A monster with M6 WS8 BS3 S6 T5 W9 I7 A8 LD9 a 3+, a 6++ and some cool abilities: if he suffers a wound in H2H, whoever inflicted it must take an I test or suffer an S4 hit, MoN, Fear, a 6'' S4 QTF shot a turn with KBW and Poisoned, Paired Weapons that are +2S and Poisoned for 430 pts. 9 str 8 attacks with poison at normal initiative... not forgetting that he has a pretty high ws. He is the chaos warrior's pain train as he will wreck nearly anything. (apart for a certain not-german emperor...) *''' Bloab Rotspawned:''' Monster with M6, WS5, BS3, S6, T5, W8, I5, A6, LD8, 3+, Fear, MoN, Lv3 Nurgle Mage with +1 to all casting rolls, all enemy wizards within 12'' -1 from theirs, all enemy units suffer D6 S3 magical hits if they are within 6'' at the start of the magic phase. Also has a 'stonethrower' with S3(4), but no AS allowed against it for 415 pts. Pretty good wizard, suffersfrom being only level 3. However like the other maggoth lords he is also pretty good in combat. And unlike the other two he can deal with anything ethereal with magical flies. (Take that hexwraiths!) *''' Morbidex Twiceborn:''' Monster with M6 WS7 BS3 S6 T5 W8 I6 A7 LD8, with a 3+/6++ but with Regen as well. Also has Nurgle's Rot. Has Orghotts Fear and MoN, and his shot except it's S6. Also gives all Nurglings within 12'' Regen for 385 pts. So basically a Orghotts with better abilities except for H2H weapons but a worse statline for a 45 pt discount. Except Twiceborn's shot dosen't have KB or Poison. The only reason to take this guys other the other two is if your planning on fielding a good amount of nurglings. Unfortunately the babies are special and thus share slots with other better choices...(And nurglings are deamons of chaos, so if unless your using the chaose horde army, you wont be seeing morbi in a chaos warriors army) *''' The Glottkin:''' Ooooh boy, now here are the big bad guys of the second end times book. Three fatasses combine to make the fatass to end them all (literally). Sharing the same profile the nurglebros are a monstrous creature (S and T 6) with 12 wounds! the only model GW has released with starting stats more than 10. But thats not all these guys have. With regen and mark of nurgle they are tough to kill. Add in the fact that with 5 attacks basic he gets an extra d6 + one of them is S10with d6 wounds! so with thunderstomp that already 5+2d6 attacks! (don't forget nurgle's rot which does a str 1 autohit which ignores armor) He also sports a s3 breath weapon which also ignores armor, makes everything nurgly reroll failed charges and instead of rolling eye of the gods he auto gets +1 ward save to replace that regen in case the enemy has tons of flaming (which they will inevitably do)... Did I forget to mention they're a level 4 wizard? The only problem besides the points cost which, even though he cheaper than Nagash, they'll will still be the only lord/hero choice you field if you want some rares/special to go with your army, is that they have initiative 1! This means those three are 1 purple sun / pit of shades away from going down the rabbit hole & never coming back. Sadly that will restrict play at higher levels. *'''Festus The Leechlord:''' Festus is a mixed bag. Being a level 2 Nurgle wizard is okay, you'll likely be running death if youre taking a Nurgle Prince, so Uncle Festus brings the Nurgle magic. Nurgle is great at making your own 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 because he gives 5+ regen and poison to his unit. Which, if it is, say, a 50 man Marauder horde, is fucking brutal. No longer suffers from only pursuing 1D6, but you also no longer get the benefit of double victory points. The new book gives Festus some neat new gifts in the form of potions that can heal wounds to him and his unit, and take them off enemies. 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. **'''Festus Empowered:''' Now we are talking. The thing about Festus the Leechlord is that he dies almost instantly in combat, with only a regen save and measly toughness 4 to pull his boots out of the fire. Well worry no more because Festus now has an extra wound and a whopping toughness 5. Also - thanks to the lore attribute for Nurgle it is entirely possible to buff his toughness to 6 and in rare cases 7, as he is now a level 3 wizard. Just spam those low cost spells and pray that you roll a 6 while your regen / poison deathstar dishes out the pain. He also has two more nifty abilities. One - a spell that grants hard cover to all units within 12". And two - ALL TERRAIN OTHER THAN OPEN TERRAIN IS DANGEROUS FOR YOUR OPPONENT. Drink your opponents tears as they try and cross a board now covered in Nurgley goodness. *'''Skarr Bloodwrath:''' A new character introduced in ET: Archaon, Skarr is a frightening melee monster, with WS8, S/T5 and I7, with paired magic weapons that grant d3 S7 Impact hits and 7 S7 attacks on the charge thanks to MoK. That shit's BRUTAL. Even more hilarious, he's actively encouraged to go on killing sprees; for every challenge he wins or monster he kills, he adds to a special tally. If he dies, he gets to return on a d6+Tally roll of 4+, back with d3 Wounds and cured of any effects not caused by Eye of the Gods. If anything, his greatest weakness is his inability to mount, making him forced to footslog it along and risk dying before he can kill something big. *'''The [[Troll]] King Throgg:''' A troll with better stats. Incredible for his cost. Lets you take trolls as core, lets all trolls, ogres, dragon ogres and warhounds use his Ld (8), gives said units re-rolls to their Ld if he is within 12 inches, and gets a vomit attack at S5 and he has a strength 5 breath weapon that ignores armour saves. 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:''' Fluff-wise this guy makes the entire [[Space Wolf]] chapter look like pussies. Crunch-wise, he's also pretty good, having a stat-line roughly in-between that of a Chaos Lord and an Exalted Champion. So, basically S5/I7/WS8 with 4 attacks. Under normal circumstances, this still makes him a fine combat character. However, Wulfrik stands out in combat through his ability to offer an unrefusable challenge (the fluff reason for this is pure awesomeness as he basically offers a scathing insult to said character perfectly in their own language) to any model of your choice, and the fact that at the start of the game you can nominate any model to be his prey, thus causing him to gain +2S and the ability to re-roll all failed hits against that model, so basically while fighting said model he makes 4 S7/I7/WS8 attacks all re-rollable, so he can and will slaughter any hero or wizard you put him up against. In short, Wulfrik is one of the best one-on-one fighters in the Warhammer world. Also taken primarily for the Seafang, which is the outflank rule from 40K on steroids and allows him to pop up with a force of Marauders on any edge of the table and promptly begin to fuck shit up, probably the best reason for taking him, pretty godsdamned awesome for his 180 pt cost. Also, his model looks awesome. *'''Scyla Anfingrimm:''' Huh, he actually got usable. M6 and D6+2 S5 attacks with Fury and Unbreakable make him usable and can take a bit of punishment with T5, W4 and a 6+ save. He is in fact your cheapest Hero choice in the book, but he's vulnerable to ranged fire. Should not be your first choice, unless you are looking for a low point Leadership 10 general which is quite rare for warriors of chaos. **He can join units even if he has the unbreakable rule (characters that are not unbreakable cannot join unbreakable units ) So you can hide him in a unit of monstrous beasts to "get a look out sir". *'''Tamurkhan, the Maggot Lord (Forge World):''' Ridiculously powerful and survivable, thanks in part to his stats, in part to the enormous Toad Dragon he's mounted on, and in part to the fact that, when killed, he can possess the body of the model that killed him, but he's far too expensive: you'd need to be playing a game of at least 2600 points to even take him, since he costs '''645 points''', and that's at the reduced statline and points value! Though thanks to The End Times he can now be taken in normal 2,000 point games. *'''Sayl the Faithless (Forge World):''' A Sorceror Lord who can take spells from the Lore of Shadow or Lore of the Heavens. Has a few nifty abilities, such as the ability to reroll any characteristic test, channeling extra power dice on a 5 or 6, and most notably the ability to inflict his miscast results on any friendly model within 12". Also has a pet Chaos Spawn, which you should probably ignore. *'''Kazyk the Befouled (Forge World):''' An Exalted Hero of Nurgle. His only real bonus is allowing you to upgrade Nurgle Chaos Knights to Rot Knights: For 15pts, these guys swap their Chaos Steeds for Rot Beasts, which give them Poisoned Attacks, 5+ Regeneration, an extra Wound and the Monstrous Cavalry unit type. This is a pretty nice upgrade for the Knights, two wounds each is nothing to laugh at, especially with Regen and their 2+ armour save (no barding). As for Kazyk himself, he's nothing special. Get an Exalted Hero, give it Poisonous Slime, Mark of Nurgle, a Daemonic Beast, and a shield & lance, and you have a cut-price Kazyk who does exactly what the real Kazyk does. The only real reason to take this guy is for the Rot Knights upgrade. ** Unfortunately, there are no models for Rot Knights yet (unless you count Kazyk's). You'll have to convert them up yourself. The closest models that GW makes that can be made into a Rot Knight are the Space Wolf Thunderwolf Cavalry, of all things. ====Generic Characters==== '''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. *'''Daemon Prince:''' Ascending from the halls of trapdom, the Daemon Prince is actually a viable choice now! He's more expensive than your Chaos Lord at only a few better stats, is rather vulnerable (only 5++ without upgrades) and counts as a Monster. He also has Unbreakable by default, and not any of the 'gotcha' forms of Unbreakable that still cause him to die against an enemy with 5 ranks and full command. He can take up to 25 points of magic items and 100 points of Mutations, but mutations are generally not as good as magic items (with the exception of scaly skin (5+) and soul feeder, which are just brutal). It also does not help that while his base cost is not that high, he has to take a number of "options" that increase his cost significantly: he has to be dedicated to a specific god (this is NOT a Mark of Chaos: it's a better version that includes Hatred for the opposing Chaos God), needs Chaos Armor if you don't want him to die like a bitch, and needs Wings if you want him to get somewhere alive (though he has M8, everything will be aimed at this guy), making him cost AT LEAST 300 points. Can be up to a lvl4 wizard, depending on the mark this may or may not be worth it UNLESS you're taking Mark of Nurgle, as this gives you access to the Lore of Death, allowing you to fly up flanks and Purple Sun or otherwise take Lore of Nurgle to buff himself to extreme levels (potentially scoring yourself extra wounds). But in the end, is he worth having over a Combat Lord or Lord level Sorcerer? Of course he is! Why? Because Daemon Princes can be built to be nearly impossible to kill, but get him into combat quickly to stop war machines and wizards from focusing on it. The Nurgle Prince Level 4 Wizard with flying, Scaly Skin, Chaos Armour, Soul Feeder, Sword of Striking, Charmed Shield, Dragonbane Gem and Spell Familiar(?)is quite possibly one of the most broken lords rocking around, and people will hate you for taking one. **'''Note''' Even if you're not taking one, it's a pretty good idea to have a Daemon Prince or two on hand because of the Eye of the Gods chart: if you roll for it and get a 12, there is a chance (LD test, good chance you'll make it) that the character making the roll turns into a Daemon Prince. If this happens, he keeps all his stuff like his mutations, his Eye of the Gods rolls and even his title of General/BSB, with the exception of his mount(which remains a solo model if it's a monster. The old model is then removed as a casualty (rewarding your enemy with VP, a small price to pay), but note that '''THIS IS DONE REGARDLESS OF IF YOU PLACE A DAEMON PRINCE. REMOVING THE CHARACTER IS MANDATORY.''' Doesn't happen often, but never say never. *'''Chaos Lord:''' A ten-foot tall, four-foot wide Viking warlord with a giant axe and an insatiable need to slaughter everything around him. Your primary fighting lord, and probably the best generic character in the game as his statline is near unrivalled by any other lord, and if he is kitted out with the right magical items and mutations he becomes near unstoppable. The only generic lord that comes close to him in sheer power is the Vampire lord, who can also be kitted out with a fare 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 increases his points cost, so choose wisely. **One nasty build is to give him the mark of nurgle, Dragonhelm, Dawnstone, hellfire sword, shield, soulfeeder, poisonous slime and scaly skin. Put him in a unit of your choice and on mount with barding, and watch as everything bounces off him. Even characters with S7 will likely only deal one wound per round of combat, and unless they have a ward save, they will be absolutely fucked when your lord gets his attacks. No armor saves, no regen and every wound has a chance of hurting enemy units for an additional d6S4 hits. Granted dragonhelm or dragonbane gem can make this setup problematic and he won't have a general ward save so will be in trouble if an attack ignores armour saves hits him. *'''Sorcerer Lord:''' Your wizard lord, starts out as level 3 wizard, with the ability to chose from any of the Chaos lores or 4 of the better regular battle lores (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 or its associated battle lore (Nurgle - Death, Tzeentch - Metal, Slaanesh - Shadow). The Lore of Tzeentch is generally regarded as ineffective now, with a terrible lore attribute and completely unpredictable spells that are no longer game-breaking if you roll well. Despite being a wizard, he is actually 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:''' Your fighting hero. A bit weaker statline than the Chaos lord and fewer options with equipment, but still a very powerful fighter. Great for smaller games. He can also be your BSB, and he should take a banner if you can. *'''Sorcerer:''' a SOLID choice and one of the best wizards in all of WHFB. Good fighter with magic abilities to boot. You should always bring one to tag along, even if your are going full CC with your characters. Taking entire turns of spells in the face is not nice, especially when dealing with High Elves, Dark Elves, Empire, Lizardmen etc. Make him a lvl2, fix him a Dispel Scroll, and use him to thwart enemy spells. *'''Sorceror-Prophet/Daemonsmith/Infernal Castellan (Forge World):''' Thanks to the Tamurkhan - The Throne of Chaos book (page 186), you can take Chaos Dwarf characters in your Warriors of Chaos army. They're decent, but the choices in the army book are just as good, if not better. Also their bases don't match as all chaos dwarfs are based on 20x20mm. Take a Daemonsmith to repair your Chaos Dwarf War Machines and stick him at the back; otherwise, pass. ** As per FAQ daemonsmiths engeneer reroll applies to hellcannon despite it being monster Not warmachine. Enjoy. ** Also taking them requires a tax in form of at least one chaos dwarf unit which can be any of the warmachines (except Hellcannons) or an infernal guard unit. ===Core Units=== *'''Chaos Warriors:''' Vikings in scary looking armour and the reason why this army is so fucking badass. Also the basic infantry unit for your army, but probably one of the nastiest infantry units in the game. They're very, very good at killing (model for model they beat most armies' elite melee troops), but their cost and larger base size means that you'll never want to take them in large units. Generally used in units that are six wide to maximize the number of models in base contact with the enemy and take advantage of their 2 Attacks. There are two main set-ups for these guys. 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 in 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 is the cheapest mark, as it only allows you to pass Fear, Terror, and Panic tests 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 against elite units (even most heroes have ws 6, meaning they will hit you on a 4+ instead of a 3+), as a penalty to hit is stronger than a ward save. Always, '''always''' make use of the banner of swiftness on these guys. m4 is horribly slow and +1 move and charge distance is amazing. If you are going up against an army which loves its DAKKADAKKADAKKA, then maybe units of 18, 3x6. ** If you have some characters in the unit take champion. If enemy have some murderlord in there and you have your wizard or BSB you can sacryfice champion as you have to issue and accept challanges. Not a problem if yor murderlord is in there obviously. *** Even with no characters there it is worth to take a champion. Granted he has to issue chalanges but if he wins Eye of the gods. Of course this may enable enemy to hide his valuable character in the challange. **'''Note:''' When taking Halberds, shields are optional; 4+ armor save is good enough against most shooting but the extra bonus never hurts unless you're afraid of Lore of Metal; bear in mind that not all armies can take Lore of Metal (<strike>Vampire Counts</strike> FORBIDDEN LORE BITCHES, and Ogre Kingdoms can't for instance). In a case like that, you'll probably want shields so you won't be ''completely'' pulverized by Leadbelchers. *'''Chaos Marauders:''' The cheap and plentiful alternative to Warriors. You can mark them Khorne with Great Weapons (or occasionally Flails) for a massive horde of half-naked berserkers. Yes, they'll drop like flies, but at 6 points per model naked, and 11 points per model with Mark of Khorne and great weapons means you can have a lot of them in a unit, and when they hit back they tend to murder the faces off most things with WS4, S5, and 2 Attacks each(if you don't lose frenzy), and It's usually good to have at least one unit of these guys to tie up/redirect anything you don't want to put a lot of points towards getting rid of. The other, less frequently used set-up is Tzeentch with Shields and Light Armour. They get the same synergy with Parry saves and the Mark of Tzeentch as Warriors, so rank them them up fairly deep for steadfast and use them to hold something nasty in place while the rest of your army sets up a flank charge.<strike>Their models are considered pretty terrible though, so a lot of people don't like to use them.</strike> Their models look like He-Man's deformed viking brother, and the limited options on the spruce means that all of them adopt the same, about-to-brain-themselves pose. If you like models who look like they come from the era before detailed casting, buy marauders. If not, buy the better-in-every-way Chaos Warriors. **'''Alternate take:''' The strength marauders bring to the table is the fact that they bring a big block of troops for cheap points or if you read above you will notice chaos marauder with mark of khorne and flail is 10 points when playing WoC. Also, buff these bastards with some spells, and they can become a total pain in the ass. Their main downsides are: 1) they are mounted on 25mm bases, so a horde of them will be hard to maneuver, and 2) they '''need''' support from characters. They are not like Chaos Warriors who can operate on their own; if you want them to accomplish something, put an Exalted Hero with them and buff them with some spells. Marks though can be quite effective on them, Mark of Nurgle helps them survive a lot longer in combat (good for tarpitting), Mark of Khorne makes them pretty good against other core if they have Great Weapons, and Mark of Slaanesh allows them to ignore the inevitable panic tests that come from being shot at. Note that Mark of Khorne also makes you immune to psychology, so it's like the Mark of Slaanesh but with one more attack. A block of 20 marauders with mark of khorne and flails scares the shit out of empire gun-lines, they will shoot lead in their faces and it will only make their penises harder, and when they hit, they'll RIP AND TEAR like flamers on Grots. *'''Chaos Warhounds:''' Flankers. At only 6 points a pop, combined with M7 they are excellent at intercepting enemy scouts and skirmishers, and to hunt down the crews of enemy war machines, wizards or even ranged units. They drop like flies though: at T3 with a 6+ save for an additional point, everything with something bigger than a hand weapon or a longbow will kill these pups instantly. They can be given poisoned attacks as well, but with only 1 attack each this should not make much of a difference. Finally they can be upgraded to have Vanguard, meaning they get [[Creed|a free 12" move before the start of the game, putting them close to your enemy and less likely to be shot down along the way]]. Use them if you want to, but they won't work against every army you'll face. Take a few units as drops so that your opponent has to place his important units first. Don't bother giving them any upgrades other than vanguard. **'''Alternate take:''' For 30 points naked, they're a super cheap investment in an army that otherwise has very expensive units. They give you more flexibility at deployment and make excellent redirectors. Once they run, they'll likely keep running, but keeping your outnumbered self unflanked for a turn or two can make the difference between life and death. Don't ever consider them combat-worthy. Consider them for dominating the movement phase, protecting your own flanks by redirecting chargers, and with the side benefit of maybe occasionally doing a few wounds on something squishy. Don't leave home without 2-3 naked units of 5 in any army above 1500, learn how to use them and you'll love them. Don't bother with any upgrades. Just get more units of them if you have the points to spare. ** You can also use them to dominate the deployment phase. By putting down 3 or 4 units of just 5 hounds as your first deployments, you get to see where your opponent is putting his stuff before you start deploying your important units. Sure, you'll probably miss out on the +1 see-who-goes-first roll, but that's offset by letting you react to your opponent's deployment. ** Watch out for panic tests - with Ld 5, these things will run at the first scent of danger, and you don't want your expensive units of warriors to follow them off the board. Vanguard helps you get them away from your main battle line, while a BSB will reduce the chance of your important units failing their test. *'''Marauder Horsemen:''' Cheaper than Chaos Warriors, Marauders are your light cavalry. Notable for having the only non-magical ranged attacks in your army (throwing weapons or javelins), you can give them flails and light armor, combined with a Mark of Khorne to break enemy infantry units and run them down (3d6 dice + a reroll if needed? Yes please.) Again, with only T3 and a 5+ save they die like bitches to handgunners, so use their speed to keep them behind cover before you charge. They're not often used: if you want cavalry, Chaos Knights nearly always are given this task. But if you absolutely need you some poor bastards taking those Fanatics out or want a mono-cavalry army, these are your friends. **'''Alternate take:''' Note that Marauder Horsemen, being light cavalry, have the Vanguard special rule. Against certain dakka armies with slow to fire weapons (<strike>i'm looking at you, Empire Handgunners</strike> Empire Handgunners have move or shoot not slow to fire), a group of 5 with flails and Mark of Khorne will rip through a gunline and possibly overrun, engaging a cannon or something like that. Think of them as a one-shot desert eagle magnum. Also good for charging lone wizards. In one of my games they almost took out an empire Great Wizard by themselves. ** They can be used as typical disruptors and warmachine hunters. Min unit of 5 with light armor, shields, javelins, spears and musician they clock at exactly 100p or 105 with mark of slanesh (propably good idea). They can hunt lone wizards, shoot some redirectors and such or charge warmachines and chaff with decent chanses of killing it with 4+ AS, S4 atacks and being imune to panic. Do not usde them as redirectors tho. Warhounds are cheaper and better for that. *'''Forsaken:''' Another trap. Their stat-line is considerably worse than that of a Warrior, but they cost more points. When in B2B with an enemy they get a (randomly determined) special rule, from Armor Piercing to Killing Blow. Fast and with great potential, but just not worth it compared to regular Chaos Warriors. I've seen some players attempt to use multiple small units of Forsaken, but your points are better spent elsewhere. On the plus size, the parts from their sprues make for excellent conversion fodder for Chaos Warriors, so if you were wanting to spruce up a unit of those... **'''Alternate take:''' Those small units aren't so bad. Movement 6 plus swiftstride with Mark of Slaanesh means they're not much slower than your Knights at around half the cost, and Immune to Psychology means you can field 5-man units without worrying about them fleeing after ranged attacks. They're unpredictable (Frenzy + D3 attacks gives you 2-4) and you never know what mutation you'll get in CC, but that makes it just as hard for your opponent to know what to expect. Useful as a flanking unit in support of your main blocks of Warriors, or to chase off small units such as skirmishers or light cavalry. ** They can be used as slower but more killy (especially with mark of khorne) version of maruder horsemen. They cost exactly the same as fully kited horsemen with same save. *'''Chaos Chariot:''' Pretty damn good as far as chariots go: T5 with 4 wounds and 3+ armor save is nothing to be sneered at for its low-ish cost. This bad-boy will pump out an ungodly amount of S5 attacks if you mark it with Khorne: D6+1 impact hits, then 3 attacks each from the halberdiers on the back. And now they are Core you can considerably upgrade your hitting power with but a small unit. Skip on regular infantry and you can have a stupidly fast army as a whole with these without giving up killing power and resilience. Just watch out for combat res and be sure to break steadfast. ** There are armies that fill their entire core with multiple chariots. 3 of them charging a infantry unit have a decent chance of murdefying a lot of rank and file that is not elites and surviving comeback. Abilities that being single model give are nothing to scoff at either. ===Special Units=== *'''Chosen:''' 4 points more expensive than a regular Warrior, gaining +1 WS and the The Rewards of Chaos rule, granting a free roll on the Eye of the Gods table. For the rest they have the same options as a unit of Chaos Warriors, except shields are more expensive for them and can take more expensive magic banners. Removing Favor of the Gods hurt them quite a bit, but this is made more than up for for two reasons: The Rewards of Chaos is done on 3d6 of which you may discard one, potentially allowing you to choose between three different Gifts, and when paired up with a Warshrine this adds yet ANOTHER die to roll with, giving you even more flexibility. With this ability your units of Chosen can quickly become very powerful, and will serve as a good block of heavy infantry for your army. ** Unfortunately they serve very similar role as regular warriors (albeint with added upf) while being more expansive and taking from special allowence that have so many better things. Only really good reason to take them is for altar tactics trying to abuse their special feature and get best possible Eye of the gods effect on 4d6. But it is hardly competetive. They also have access to two handed weapons but it waste their high I. *'''Gorebeast Chariot:''' Chaos Chariot with a purple ape and Killing Blow on impact. Their speed is their big downside, but they are ridiculously tough and hit like an unstoppable pain train with no brakes. If possible I'd take these guys over a regular chariot any day of the week. Remember that like all chariots, they can pivot and threaten a charge on your flanks after movement, making them excellent linebackers for your main blocks. Just turn them to face any direction you don't want your enemy moving into and they create a no man's land of pain. Take Mark of Nurgle to have a T6 W5 brick wall that most troops will only be hitting on 5s to begin with. This might actually be the best chariot in the game now. ** They are great adition to all chariot army as well as regular army for flank charges. Those guys can even hold entire enemy units at bay for some time as anything other than elites will have hard time damaging them. *'''[[Ogre]]s:''' Opinions are mixed on these guys. They're cheaper, but less deadly and durable, than Dragon Ogres. But they are Monstrous Infantry and get the Ogre Charge rules, which you WILL notice. The Mark you should probably take is the Mark of Khorne; combine with a weapon of choice depending on what you're up against (I2 will mean you hit last against nearly anything anyway so don't be shy about Great Weapons but remember their cost), use 4-6 of them and let 'em rip. The other Mark you should consider is that of Nurgle: being only WS3 they will be rather easy to hit. And their champion is allowed to roll for Eye of the Gods, potentially [[wat|creating an Ogre Daemon Prince]]. And for the love of Khorne, don't buy the metal Ogres. Use the plastic boxes, get a Spawn of two and glue on some tentacles. It'll save you a LOT of money. Alternatively you can use the Dragon Ogre arms and heads to Chaos-ify the normal Ogres; Combine that with extra spawn bits as you see fit. Or, given the Ogres' high resistance to mutation, you could just paint some Chaos Stars on their gutplates. **The main competitor with Ogres are Trolls as they cost around the same and fill similar rolls, but both have their own advantages and drawbacks. Trolls get regeneration, but Ogres can take Marks. Ogres have a wider selection of weapons but Trolls can be taken as a Core unit. Ogres have their ogre charge, while Trolls have their vomit attack. All in all Trolls probably just edge out the Ogres thanks to their vomit attack and buffs from Throgg, but if that doesn't mean Ogres are useless or irrelevant and can still be effective if you want to take them instead. *'''Dragon Ogres:''' More expensive than regular Ogres, hitting at S5 without using Great Weapons will bring the pain upon any lesser unit you'll face. They're fast too: at M7 you can slam them into your enemy's juicy units with ease. They're immune to lightning-based attacks as well, use this to troll gun-heavy Skaven armies. Don't waste these guys on regular infantry; maul your enemy's biggest units, counter-charge knights, slay monsters, and kill anything worth a lot of points. Be careful though, these guys are tough, but not invincible. *'''[[Troll]]s:''' Cheaper than Dragon Ogres but with near-equal stats and Regenerate, Trolls are what you'll want to kill heavily-armored enemy models. In lieu of their regular attacks (3 at S5), all trolls in base contact with an enemy unit and those in the rank behind them inflict a S5 auto-hit that ignores armor. This *will* kill nearly anything without multiple wounds, but remember that this is very ineffective against larger units. Again, knights are a prime target for this attack but it's always a good idea to have something charge alongside the trolls, preferably something that can deal a finishing blow against the enemy. Also remember that trolls have Stupidity, so don't let them wander off on their own. Taking King Throgg makes them Core, and having him in a big unit of them makes for ultimate trolling (I see what you did here). If someone is gloating about their unhittable character with Fencer's Blades and Glittering Scales/Mark of Nurgle/White Cloak of Ulric combo, be sure to vomit on them. Either with your trolls or in reality, it's up to you really. ** With added additional hand weapons they are 4 S5 attacks a piece. Granted WS 3 is not stellar but enough against most rank and file. Against heavy armor they have auto-hitting, no armour save allowed vomit attack. And with their 4+ regen they will not go down easily unless enemy have some serious FIRE-power (literally). Elite infantry is their bane really. Taken in core as Throgg horde can be scary ac hell. Small units can be used to intercept cannonballs and shield your daemon price on his way in. *'''Chaos Knights:''' Until recently the deadliest cavalry unit in the game, Chaos Knights have the works. A 1+ armor save, S5 magical attacks, 10 attacks from a basic 5 man unit and a statline you'll normally see on lesser Heroes, a sizable unit of Chaos Knights is a game-changer. Give them the Mark of Khorne to make them even deadlier. Cavalry rules say that the Mark of Tzeentch does not give them a 5++ parry save, so you'd be served best not to use that one. Don't bother with lances: always having S5 is preferable to S6 on the charge, followed by S4 for the rest of combat. Their downside is of course their cost: at 200 points bare bones you will want to be VERY careful about what you do and don't with them, both in points and on the battlefield. An obvious bodyguard to your General, these guys will break nearly anything you throw them against. Be careful of concentrated fire: giving them the Blasted Standard is a good idea when facing the more [[dakka]] armies. Upgrading one to a Champion is usually a bad idea, you don't want to waste all of his expensive attacks on a single-wound unit sergeant. A Lichebone Pennant with Mark of Tzeentch will be vital if you're up against a magic heavy army with access to spells that ignore armour (Lore of Metal, Curse of Years, Lore of Death perhaps?). *'''Hellstriders of Slaanesh:''' Hellstriders are a good deal more expensive than Marauder Horsemen, being one point more than a fully kitted out Warrior. What you're getting for that extra points is M10, Fear, Armour Piercing magical POISONED attacks for the mounts, Mark of Slaanesh, Spears, and the ability to take ASF in the first round of combat 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 the run down: Devastating Charge, Stubborn and a 4+ Ward Save. The best way to use them is in a similar way to Empire detachments. Have them back up a large unit, so when that unit charges or is charged, they can get the enemies flank. Then, when the enemy breaks and flees, restrain the large unit and send the Hellstriders to run them down. If you have the models of the old Seekers of Slaanesh with the old [[Daemonette]]s instead of GW's new androgynous abominations, it'd be a novel idea to use them as Hellstriders, employing the 'Counts As' rule to save on money and let classic miniatures see the light of day again. With their Initiative 5, the ASF upgrade will let them re-roll misses against most things; this is a considerable buff since they only start with a single attack each. ** Basically those guys are very good but very over costed light Cav that have potential to be quite deadly after they kill several things but that will not happen as this is not what light cav is meant to do. Skip them if you want fast cav take marauder horesemen. *'''Chaos Warshrines:''' Now a bound spell, gives d3 models a roll on the eye of the gods, and they can roll 3 dice and drop one, so you can increase the odds of rolling daemon-hood. Random attacks make it a a little worse but it can get a 3+ ward save from mark of Tzeentch so can still be worth it and can be a mount. Always have a Daemon Prince model on hand, especially when you use the shrine! ** Sadly it is slow and don't have either swiftstride or impact hits like normal chariot. It is good if you have some chosen and want to abuse their special rule a little and for little else beside being Tzeentch wizard mount for sweet 3+ 1rerollable ward. But in this case range of spells quicly becomes an issue unless you go for Tzeentch lore which is unreliable but have very good range. *'''Chimera:''' A nice beastie. Because it can fly it is one of your fastest units that is not a mount. 6 strength 6+d3 attacks are nothing to scoff at, not to mention D6 S6 thunderstomps, even when coming at WS4 and I2. At T5, W4 and a 4+ save it can take some ranged fire, 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 mandatory. Also, for some reason its random attacks gain +1 To Hit when being attacked [[rape|from the rear]]. But if that happens you are using your Chimera wrong. Tag team with your flying Dp because it is awfully LD5, and likely to fuck off the first chance it gets. *'''Putrid Blightkings (End Times) :''' Kind of a mixed bag. 3 wound 4+ Armor Save infantry on a 40mm base who can choose to fight with 1hand+shield, 2hand weapons or a great weapon. With WS6, MoN, and T5 they are hard to kill and their attack potential is clearly not lacking, but they have only M4 and seem like they will have a hard time winning combats between steadfast and rank bonus. Also, they are infantry with 40mm bases, so forget having a horde of these unless you are playing a omgwtfholyshit-sized game. **'''Note:''' They might be a decent, if not good, tarpit for hordes: 5 of them could easily tank a horde of 50 clanrats, empire state troops and the like. The combination of high WS, MoN and T might force the enemy opposing force to roll 6s to hit and 5-6 to wound. This means that it would take some 30 dice to cause 5 hits, and then only 1-2 of those hits would actually become wounds, and even then you have a 4+ (or 3+ save if you are using shields in combat, plus the parry save) to shrug off those hits. Also, a rank of 5 Blightkings covers the whole front line of a 20mm model horde. When they retaliate, they have 15 attacks (20 if you had the 2 hand weapons) that will normally hit and wound on 3s. Note that this is just speculation. Maybe if you are a WoC player who fights huge hordes a lot (Skaven, Empire, VC) try using them and tell us what they're like. A unit of 5 held off a 50 strong horde of skellies with spears using their shield combo for 3 rounds without taking a single wound, however, infantry worth a damn(lizardmen saurus bearded midgets,empire great swords ect.) Will grind them down with frightful speed, take them when you want to hold a line against a horde so your squishy/damage optimized guys can do their thing without worrying over having to chop through 50 gobbos over the course of a game-therefore wasting points, otherwise, pass. *'''Skullreapers (End Times) :''' New Khorne End Times book 5 special choice. Come with two hand weapons, chaos armour, option to upgrade to +1S +1A ensorcelled weapons. I personally take a group of 10 of these bad boys into game on occasion. It's a 400 point unit, pricy I know, but with dual wielding ensorcelled weapons equipped they WRECK EVERYTHING THEY TOUCH. *'''Plague Toads (Forge World):''' For 24pts a model, you get a mediocre Monstrous Beast. They put out a handful of Poisoned Attacks each, and they have the Mark of Nurgle, but they won't get much done. Think of them as weaker Trolls without stupidity and the vomit, just throw them at whatever you want tarpitted down (as 2 wound Daemons they aren't going anywhere) and you can't go too wrong. They're much better in Daemons of Chaos where they are Core choices and you'll need at least one character with the Mark of Nurgle to even take them. *'''Infernal Guard (Forge World):''' [[Warhammer/Tactics/8th Edition/Legion of Azgorh|Chaos Dwarf]] soldiers. They were overpriced even as Core, but they're the only unit that the Chaos Dwarf characters can join, so only take one if you want a bodyguard for your Daemonsmith. Can be upgraded to have blunderbusses or fireglaives, giving Warriors of Chaos a proper shooting unit that isn't a war machine. Fireglaives are probably the best choice, as the points cost for taking enough blunderbusses to use them effectively is probably more than it's worth. ** generally not worth it unless you absolutely have to have some shooting units or as a tax for dwarf character. ===Rare Units=== *'''Chaos Spawn:''' Spawn are terribad. Like, really sucky. Even less reliable than Trolls, combined with their low stats for a monster and their slow movement (7" on average, can't march or charge) makes them a joke. Even with their better interpretations of the Marks of Chaos they still are just too random to have any effect. You should buy these for only two reasons at best: conversions using the crapload of tentacles found on the sprue or using them to drag your converted Chaos Warshrines. Sadly, they are now needed, for the same reason as the Daemon Prince: although some of the marks make them semi-usable, such as giving them a breath weapon, if you roll a 2 on the Eye of the Gods table, the character making the roll has a chance to become one. *Note that, in some cases, a unit champion becoming one of these is actually the 2Β° best outcome you can get, as you both get a spawn and can reposition it facing any direction. Additionally they are only random movement unit in the army enabling random movement shenanigans. ** Alternative take. As only thing in army with random movement (hell cannon only gets it on failed Ld). It can be utilised for some random movement shenanigans. But it is minor buff especially as its random movement is only 2d6. *'''Hellcannon:''' The only "war machine" in your army, it is a stonethrower that will kick your ass in combat. Needs to take an LD test at the beginning of your 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, good against feeble humans and greenskins, and the model under the center of the template suffers a Str10 hit that causes D6 wounds, pretty good against monsters, too. 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 less exploding enemy wizards sadly. Temperamental at best, and with a notable price tag, the Hellcannon should only be taken by the more daring of 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 Leadership check it gets a FREE TURN before it makes its 3d6 move, meaning it will turn around and destroy skirmishers trying to kill its crew. Interesting thing it is not categorised as war machine so it has base and handlers which means it is not removed from the table when chaos dwarf die it rolls on monster reaction table and it can fight on. Granted with abysmal leadership it will just move towards nearest enemy until it hits it unless there is a general nearby but still. *'''Dragon Ogre Shaggoth:''' The big brother of the Dragon Ogres, the Shaggoth will fuck shit up. 5 attacks at S6 murders everything it runs into. Combining with either another hand weapon or a great weapon, there's 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. Should have been the hero choice version of Kholek; right now he's fighting for space vs Skullcrushers, and losing. *'''Giant:''' Giants have a ton of special rules, making them effective against both monsters and infantry/cavalry units. They are less effective against monstrous infantry, due to most of the Giant's attack being effective 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. As of the new book, the Mark of Nurgle actually increases his toughness to 6, making it the ideal choice. ** Decent monster overall but if you go moster heavy Chimerae is superior due to being more reliable in combat fly and breath weapon. *'''Skullcrushers:''' Despite suffering a significant points increase less than three months after being released, Skullcrushers are still one of the best choices available to WoC players. 1+ Armor save, meaning that it takes a S5 hit or higher to put them on anything but 1s for armor saves. They have 3 magical S5 attacks each, cause fear, and are frenzied. In addition the juggs get stomps on infantry. They're monstrous cav so they have swiftstride and can't be killing blown. Forget using chaos knights, these guys blow them out of the water and are cheaper and better than 2 knights put together. I recommend taking a unit of 3-4 every game, sometimes 2 units depending on how mean you want to be. These guys are ridiculously hard to kill and if you send them into the enemy's flank they'll just sit there and rampage the whole game while your opponent scrambles to deal with them and your oncoming horde of whatever else you bring. I advise not taking a champion, because he has to challenge, and you're then losing a third of your attacks from him and the mounts (Which are s6 on the charge) fighting some scrawny unit champion. * As a side note. Always and I mean ALWAYS bring a unit of these combat lords. I've seen them withstand a shitload of arrow barrages and still get to them and destroy them with ease. And against combat units, well my unit even managed to withstand a damn daemon prince and beat it in his face in turn 3. Definitely a solid choice. ** Side note. While looking super cool units bigger than 3-4 quickly become unwieldy, wich in combination with frenzy makes them stuck in ackward positions, blocked by your own units or on terrain. 2 units of 3 is typically optimal usage of them. *'''Slaughterbrute:''' The first of two big, scary monsters. The Slaughterbrute is a powerful monster with <strike>very decent</strike> four attacks, solid strength 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 your <strike>Chaos Lord</strike> Lord of Hero, a process which involves jamming a lot of sanctified blades into its back. Doing so is borderline mandatory, as it uses your <strike>Chaos Lord's</strike> Lord's of Hero'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! It only has four attacks however, so it won't do much against large units, even with its thunder 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. HOWEVER, it is both more expensive, easier to kill (assuming regen) and easier to redirect than a Chimera, so keep that in mind. *'''Mutalith Vortex Beast:''' The other big, scary monster. The Vortex Beast has a bound spell which makes you roll on a table to see how many toughness tests the enemy takes, for each toughness test they fail they suffer a wound with no armour saves allowed. This monster has great synergy with the Nurgle magic lore and its toughness reducing spell. Be aware though that a lot of the rolls on the chart give bonuses to the target unit. *'''Nightmaw:''' If you take Sayl the Faithless up in the Lords section, you have the option of including his pet spawn Nightmaw. Nightmaw follows all the rules for 'normal' Chaos Spawn (if there is such a thing), with the following added bonuses: He gets a 3+ regeneration save, the Always Strikes First rule, and enemy models have a -1 to hit penalty when shooting at it. The -1 to hit and 3+ regen will ensure Nightmaw getting into combat despite enemy shooting, while the 3+ regen turns it into quite a good damage sponge when it gets there. It gets a random amount of attacks, between 2 and 7, and its Initiative of 5 means it will be getting re-rolls to hit most of the time thanks to ASF. Unfortunately, its attacks are still just Strength 4 with no extra abilities, so Nightmaw won't really impact combat much apart from being hard to kill. Nightmaw's biggest failing is costing roughly double the point cost of a basic Chaos Spawn, if it was included for free with its master Sayl, Nightmaw would be an excellent unit. *'''Wrathmongers (End Times):''' New Khorne End Times book 5 unit. Come with chaos armour and flails that give impact hits(D3) and +1 attack. Can also take a magic standard. They can do wonders against blocks of infantry, but their weakness lie in their low movement and having fairly weak defense for such high cost. Remember that these are competing in the rare slot with alternatives such as Skullcrushers, which would in most situations be better. *'''Chaos Siege Giant (Forge World):''' Giant with a better armour save (5+, 3+ against shooting) and a special ability that lets them destroy terrain. Not competitive because they're overcosted compared to the standard Giant. Perfect if you're playing a siege scenario. *'''Bile Trolls of Chaos (Forge World):''' Complete fucking garbage for their cost. For TWENTY FIVE more points than a regular troll you get -1 WS, +1 T, +1 W, and +1 BS. While their Mark of Nurgle makes them safer from ranged attacks (-1 to hit) it also only subtracts 1 from enemy WS in close combat, though since they're only WS2 that'll barely help them at all. Their final advantage is their vomit causes D3 wounds at S5 rather than only one, but honestly you're just better off paying the extra 10 points for another troll. *'''Chaos Dwarf War Machines (Forge World):''' Magma Cannons, Dreadquake Mortars, Deathshrieker Rockets and Iron Daemons may be taken in Warriors of Chaos armies as Rare choices; see [[Warhammer/Tactics/8th Edition/Legion of Azgorh|here]] for details. The Magma Cannon and Deathshrieker are pretty good, but since they're competing for a Rare slot here, you may be better off sticking with a Hellcannon. ** Also notΔ that They are allowed only under Throne of Chaos book Not WoCh codex. *'''Chaos War Mammoth (Forge World):''' Not a brilliant choice; although it's powerful, and most of its attacks will do considerable damage, it's very expensive and models mounted on the back of it can't attack, except with throwing axes. But, to be honest, you want one anyway, don't you?
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