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===Named Lords=== *'''Archaon Everchosen:''' This is it. The destroyer of Warhams. The mightiest Chaos has to offer. He's an unholy rape machine in a vanilla WoC army and he certainly doesn't lose that trait in this form. If you're going to take a special character, you can do a hell of a lot worse than Archaon, especially with the small boosts. Statwise, he's now merged with Dorghor like the other Monstrous Cavalry characters of The End Times with a 1+ Armor/3++ Ward, but is otherwise about the same. Unleashing his sword will grant you 12 attacks now instead of 10 and his Inspiring Presence is now 24" radius (of note is that thanks to frenzy from the mark of khorne he has 9 attacks base, so there really isn't much mileage from using his swors special rules. His Swords of Chaos knights now replace Immune to Psychology with Unbreakable. If the Reign of Chaos table rolls Eye of the Storm he'll replace it with Khorne's Wrath and if he rolls The Eye Opens, he'll replace it with Dark Fury. He also got bumped up to a Level 4 Wizard from Level 2, and can choose spells from the Lores of Fire, Death, Shadow, Metal and Tzeentch, instead of being stuck with just Tzeentch spells (which are garbage). Further, if you're using him, you will normally be using End Times magic, which actually makes Archaon one of the most powerful spellcasters in the game, knowing 41 spells (The same number as Nagash). Put him on an arcane fulcrum for the single hardest to shift model in existence (T6, 1+ 2++, Armour of Morkar wounding rules) *'''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. *'''Isabella the Accursed:''' Oh,THIS is gonna be a kick in the nuts for Vlad. Issy's now a Level 3 Wizard for Lore of Vampires and Daemon Lore of Nurgle, makes undead units she wounded in combat take d3 additional unsaveable wounds, and enemies in base contact during the Magic Phase takes an armour-ignoring S1 hit. Her statline adds +1 WS/T, becomes Initiative 8 (Wait...we sure this is Nurgle?) and A6. Oh, and she replaces her chalice with a new Plague Chalice that becomes a grenade. After placing the small blast on herself, she moves it in a direction ahead of her 3d6 inches and anyone who touches it must now test Toughness or take an unsavable wound. Oh, and she has Hatred (Undead), so totally throw her in front of Mortarch Vlad. *'''Skarbrand:''' He can't fly, but at M8 that's not so bad. With maxed out WS and Initiative, 6s in Strength and attacks, and 6 Toughness 5 Wounds for survival, he's a monster in a melee. Add in the fact he ignores armor with his attacks, his S5 Breath Weapon, permanent Frenzy and inducing Hatred in every unit on the table, friend or foe, and you got someone who guarantees bloodshed. *'''Be'lakor, Demon Prince:''' The first Daemon Prince can be pretty good for his points cost, yes he's fucking expensive like every Lord but he can easily make his points back if you use him correctly. Firstly keep him the fuck away from siege weapons, one of his biggest advantages is the -2 to hit penalty shooting attacks get, if you put him in front of a Dwarf gunline you're just going to watch that 500 pts get shot right off the board. He's also not as great in Close Combat as many other Daemon Princes can be since there's no penalty to hit him there, he has no armour (4+ Ward only carries you so far) his statline isn't any better than a normal Daemon Prince besides one point of Ld and he doesn't have access to their mutations. Keep him away from Great Weapon blobs (unless you've first used The Enfeebling Foe on them) and only send him after small elite units where his Init 8 and armour ignoring blade can be used best. The reason he can make all of his points back though is because he's a lvl 4 Wizard with Loremaster (Lore of Shadow). Loremaster has gotten a large boost thanks to the additional magic rules and the Lord of Torment rule means he doesn't have to be scared of a bad magic roll (getting stuck using only one dice for a spell) so long as you caused at least one Panic/Break test, and with how many monsters and shooting units you have now you should be causing a lot of Panic/Break tests and Lore of Shadow has several really good spells, having a guarantee of not only getting them but being able to reliably cast them on a Daemon Prince is fantastic. Fly then fly again into the back of the enemy to inflict -1 Ld on them, take down their Toughness by D3 then shoot them with some of your ranged units to make them panic and from there you can enjoy several really good Magic Phases without having to worry about the vast majority of archers. *'''Galrauch:''' What's scarier than a Chaos Dragon with 6s in '''everything''' and Leadership 9? When it's also a level 4 wizard with the Mark of Tzeentch and with Fumes of Chaos replaced by the Breath of Change (enemies must pass a Toughness save or '''die outright, no backsies!'''), of course! His only weaknesses are the fact he uses Tzeentch Lore (which kind of sucks) and the Spirit of Galrauch rule, which means if you fail a Leadership test (not very likely, on LD9) he can't move, breath weapon or cast spells and he makes 3 WS6 S6 attacks against himself. *'''Kholek Suneater:''' With his sizeable stat boosts compared to a regular Shaggoth, Kholek looks like a guaranteed choice, on the other hand, those 7 attacks are coming at a rock bottom initiative of 1, which means that a single Purple Sun spell and you can kiss 545 points goodbye. His attacks do D3 Wounds on a hit (which, at WS8, is pretty likely, perfect for crushing characters or other monsters), and the fact he's a Large Target with a 2+ save and 8 T6 Wounds to get through means he'll wreck a lot of havoc for everyone except gunline lists. He also gets the ability to blast a single enemy unit within 24" with a bolt of lightning if he can roll a 2+, which deals out D6 S6 hits - on a 1, it blasts him instead and triggers his his Storm Rage (he can even use this if he's in a melee) which also makes him a decent support character for killing things like heavy cavalry early. *'''[[Sigvald]] the Magnificent:''' Sigvald is weird. Awesome combat lord with Mark of Slaanesh, amazing stats, good saves, a boatload of attacks and one of four characters in the entire army with LD10. The problem is he almost has to be in a unit to prevent him from dying to cannons and few infantry blocks really benefit from the Mark of Slaanesh, so finding where to put him can be a tricky proposition. If you're just after his LD10 then go with Gutrot Spume. *'''Valkia the Bloody:''' A great killy combat lord. With 7 Str 7 attacks on the charge, good armor, and flying she is meant to get into combat immediately and murder whatever she hits. Her ability also makes her a highly mobile BSB. She also has a nifty ability where she lowers the strength and number of attacks of models in base contact with her. The reality is that you can easily get a chaos lord to do her job better for around the same amount of point. She isn't particularly tanky and she lacks a ward save. But is she cool? God yes. And there is no better lord for a Khorne themed army. Why should Nurgle have all the fun in the End Times? **Khorne's old lady is an incredible boon for Beastmen when she isn't the General; two BSBs for an army that suffers so strongly from leadership issues is a true gift of the dark gods. *'''Vilitch the Curseling:''' The biggest problem with this guy as a wizard is that he can only use the Mortal Lore of Tzeentch, which is generally regarded as being one of the worst Chaos Magic Lores, and you're paying 145 points more for a regular Sorcerer Lord for his loremaster the ability to take enemy magic dice and +1 Strength. If you really want a Tzeentch Sorcerer Lord for some reason, then you're better off with the generic one and putting him on a mount. However, Khaine magic rules Vilitch is a perpetual dice machine. Between being bale to generate extra power dice through the lore attribute and to steal your opponents failed attempts at dispelling. He can easily cast enough spells to drain your opponents dispel pool and still have nearly the amount of dice he started with. Top this off with being able to steal your opponents spells and knock down his wizard levels, (making further spell stealing easier and further dispelling harder for your opponent, which in turn results in even more dice for you in subsequent phases) he can easily ruin your opponents day single handedly. *'''The Glottkin:''' So, the [[Glottkin]] was the big character getting pushed for the Legions of Chaos, at least in their initial release. Are they worth it? Well, for starters, you're paying 810 points for a Lord choice Special Character Monster with a good staline (barring that lousy ''Initiative 1''), a shitload of extra rules, they're a level 4 Wizard (WoC Lore of Nurgle), and they always get Aura of Chaos if they roll on the Eye of the Gods. As far as support goes, Nurgle Marked or Nurgle Daemon units within 12" can re-roll failed charges and they are one of the four characters with LD10. The big problem with the Glottkin is they can't cause wounds enough to buy back their absurd point cost. The fact that they lack the spellcasting perks of [[Nagash]] makes magic use a risky proposition for something that's also intended to go barrelling into close combat. Yes, if the dice gods are kind, then a charging Glottkin can dish out ''14 attacks'', one of which is S10 D6 Multiple Wounds, but that depends on random luck, and they're too tied down by their bottom of the barrel Initiative. ''Especially'' if your opponent is packing a Wizard with the Lore of Death or any other spells that target Initiative; one Purple Sun to the face and it's bye-bye to 810 points. *'''Orghotts Daemonspew:''' One of the three Maggoth Riders of Nurgle, [[Orghotts Daemonspew]] is a Lords choice that costs 430 points. For this, you get a Special Character Monster with another good statline, armour save, and Poisoned Attacks. Now, this guy is going somewhere, compared to the Glottkin he's still pricey, yeah, but ''nine S8 Poisoned Attacks at Weapon Skill 8'' isn't something to sneeze at. Get him into combat, especially if you have a Nurgle Sorcerer with the Fleshy Abundance spell, and between his attacks and his Acid Ichor, he's pretty good at mowing down lower-toughness foes. *'''Bloab Rotspawned:''' One of the three Maggoth Riders of Nurgle, [[Bloab Rotspawned]] is a Lords choice that costs 415 points. For this, you get a Special Character Monster another good statline, armour save, and some great support rules. His specialty is his shooting attack (a 24" stone thrower at Strength 3(4) and Ignores armor) as well as his spellcasting, not only is he a level 3 Lore of Nurgle caster, his Doombells add +1 to his casting rolls and inflict a -1 penalty to the same to any enemy wizard within 12". Pretty good for a support character and one of the few new characters who can make their points back in nearly every game barring a bad miscasts or lucky cannon shots. *'''Morbidex Twiceborn:''' One of the three Maggoth Riders of Nurgle, [[Morbidex Twiceborn]] is a Lords choice that costs 385 points. For this, you get a Special Character with another good statline, this is the most vanilla of the Maggoth Riders and easily the worst of the three. If your army is big on nurglings he's kind of okay, but, really, there's better things to spend your points on. *'''Gutrot Spume:''' Now, what is there to say about [[Gutrot Spume]]? Well, at 250 points as a Lord choice, he's the cheapest special character that Nurgle got for the Legions of Chaos, for 40 points more than a generic Lord he gets +1 Wound, +1 Ld, a Great Weapon and for special rules... Nurgle's Rot, Mark of Nurgle, Flailing Tentacles (+D3 attacks in Close Combat), and the ability to hop on a Chaos Warshrine for another 125 points. His most unique ability is "At Home on Land or Sea"; Gutrot and any unit he is with treat any areas of water (even impassible ground) as being open ground and so can march, claim rank bonus and be steadfast. He's worth his points, but since he only has one mount he's less versatile as a normal Lord and a little gimmicky, he only becomes awesome if you know your opponent is going to fight you on a water-featuring board, and he's also the fourth character in the entire army to have LD 10, by far the cheapest one to get it, and since plenty of units benefit from Mark of Nurgle there's not shortage of places to put him. He's also 125 points cheaper than Sigvald (the other on foot LD 10 character), trading 1 initiative for 1 wound, definitely somebody to consider if you want a "cheap" LD10 general. * '''Lord Skreech Verminking:''' The greatest Vermin Lord and the avatar of the Horned Rat. Quite powerful in combat, being able to switch between ASF dagger and Multiple Wounds Doomglaive every turn, but that's not why you take this beauty. Being the biggest dick in a race of dicks, Skreech always knows the Dreaded 13th Spell and CAN. REROLL. DICE. WHEN. CASTING. IT. That said he has his downsides, it's very hard to cast with Khaine magic (even with re-rolls) and you're running the risk of cascading your 650 point monster in regular magic. Like every other vermin lord, he is expensive, has no armour and only a 5+ ward, slow with no flying and unable to skitter leap himself. Still, he can be incredibly fun (and frustrating - for enemies) in casual games and face it, you didn't pick up Skaven for boring realiability. Leave him out of tournament lists though. * '''[[Thanquol]] and Boneripper:''' End Times bring us a new and upgraded Boneripper as well as Thanquol being elevated to somewhat of a chosen of the Horned Rat and riding his faithful bodyguard. Sporting a new model and combined statline (like most End Times characters), Thanquol is a typical Grey Seer magic-wise, but gains +1 to casting spell of Ruin and Plague (but not the Dreaded 13th, as it doesn't belong to those lores). He retains his healing amulets (though it has been toned down), gets whoooping 2d6 Warpstone Tokens and his addiction now makes him completely immune to rolling a 1 when consuming a token. Boneripper can choose to be armed either with Warpfire Braziers or Warpfire Throwers. The former grant him +1S in melee, while the latter are basically a regular Warpfire Thrower - no longer one-use - with a hilarious misfire: instead of exploding (Thanquol is lucky as fuck, if you remember), it automatically hits a nearby allied unit. However, this is one of those models that don't know what they want to do. Even equipped with Warfire Throwers, Boneripper is likely to stand close to the enemy and get into melee soon, while a level 4 wizard is best kept away from the front lines, and 6+/4++ is not enough to save it. A hilarious and powerful character for casual games, but leave him out of tournament lists, much like original version. * '''Ikit Claw:''' [[Warhammer 40,000|Wore power armor]] before it was [[Rogue Trader|cool]] . Like Skrolk and Thanquol, Ikit is too expensive. Unlike them, I can say without reservation that you're not getting anywhere near enough for his cost. He seems like an odd attempt to combine a caster and a combat lord and even more than other armies, that's a job you want to split. He also costs nearly 400 points, and he doesn't do anything casting that a Grey Seer couldn't do, nor anything in combat a tricked out Warlord couldn't do. As far as melee goes, no he won't go 10 rounds with Archaon, but he wasn't meant to. His combat aspects just mean that unlike virtually every other wizard in the game, he won't get his ass kicked the moment some skirmishers pop out of nowhere. Still too expensive. ** '''Alternate Opinion:''' Uh, yes he will get his ass kicked by Skirmishers. He's got high Strength, but only 2 Attacks at Initiative 3, so unless you're up against REALLY weak Skirmishers/Fast Cavalry like Ungor Raiders or Mounted Yeomen, he's probably fucked (never mind if he winds up against good close combat Skirmishers: Try him against Great Weapon armed Shades, lemme know how that works). Statistically he's only going to get 1 wound in per round so he can't fight off attackers very efficiently and he's so expensive (again: 395 points) that he makes a 'No duh' target, so every skirmisher and their <s>dog</s> Sabertusk is gonna be gunning for him. This means you have to keep him in a unit to keep him alive, but then the unit is a no duh target because it's probably gonna cost upwards of 500 points and he can't join a unit that can reliably fight off Mournfangs and the like and...are you starting to see the problem? Yeah, don't take Ikit. * '''Throt the Unclean:''' Throt could be useful if you're planning on massing Rat Ogres and Giant Rats, in which case his LD ability can work. But, he's expensive (225 points) and while he can be nasty in close combat, especially against big things, but he's more than a little likely to eat an entire model from your own unit (which means he could end up chowing down an entire fucking Rat Ogre) and he's not powerful or durable enough to make up for that. He can make up his points, if you slap him in a unit of Giant Rats, but at that point you're just wasting him in a unit that's liable to get run over due to combat res. Not worth it.
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