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====Units==== * Warriors - the hardest of the hard, with WS and S that match most heroes. However - they still only have one Wound and one Attack, so don't go expecting too much from them. They are far more anvil than hammer: stick to basic hand weapons and shields, notch up that 3+ save, and get your killing power from elsewhere. One unit can be upgraded to the very expensive Chosen - 20 points per model gets you an additional attack and Chaos armour. That 2+ save from sword and board is very, very good indeed, but the halberd is also an attractive option to really make the most out of the bonus attack. * Knights - in any other army, a unit of cavalry with a 2+ save, S5 in every round of combat and a magic standard option would be a Special choice, with the Marks taking them up to Rare. But this is Chaos, and so you get to take these things as Core, and laugh while you do it. Do watch out for fear-causing enemies unless you've given them a Mark, though: they don't come in big units and the last thing you want is for one bad round of combat to have these expensive nutters whiffing and running.Once again, a single unit in the army can be upgraded to Chosen - and a Chosen Knight may be 45 points, but he has a 1+ save and two attacks and is quite possibly the best heavy cavalryman in the game. * Marauders - tend to be looked down upon and worried about because they're on an inefficient 25mm base and in the same army as Chaos Warriors and can't have Marks, but you know what? There's nothing wrong with Chaos Marauders. For 5 points you get a human WS and I 4, and access to either a 4+ save or S5 hits for a few points more. Give them flails and they become the unlikely hammer to your Warriors' anvil. Great weapons are probably not the best idea (a waste of good Initiative stats, and they're too fragile to get hit before they hit back). * Marauder Horsemen - expensive, but flexible Fast Cavalry, with the only conventional shooting options in the book. They won't be harrying from far away but either an 8" S3 or a 6" S4 shot is better than a kick in the teeth. Flails are available and probably a better buy than spears - you want to be breaking enemies on the charge so take your S5 and run with it. * Chariots - expensive, but dangerous, and best used in pairs to counteract the occasional flop from only rolling one impact hit. Alternatively, send them in alongside a big old unit of the next thing on the list. * Warhounds - these aren't Fast Cavalry but that can be a good thing, as they're allowed to rank up if they want to. At the time they were metal and it wasn't cost-effective to use them like that, but since plastic kits appeared on the market the big block o' dogs has become more and more attractive. One of the cheapest, fastest sources of rank bonus in the army and can be the secret core to a mounted force.
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