Editing
Warhammer/Tactics/8th Edition/Warriors of Chaos
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information