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===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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