Age of Sigmar/Tactics/Chaos/Slaves to Darkness: Difference between revisions

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'''''Please note: GHB 2.0 will be released on the 26th of August, this is based only in what Warhammer-Community.com has leaked so far. Please feel free to add depth to the article once we get the full release.'''''


The old warriors of chaos enter the Mortal Realms as the re-done Slaves to Darkness. The Slaves to Darkness fight for any of the chaos gods or the gods as pantheon, and can be built in a variaty of ways with plenty opportunity for synergy between heroes and units.
==Warscrolls==
==Named Heroes==
'''[[Slambo]]''': Returned from the great beyond, Slambo returns. He's essentially an Exalted Hero who can throw his axes for only one attack with d3 damage. Other than that, he still has the second pile-in attack and +1 to hit a monster or hero and double attacks if they die.
===Heroes===
'''Daemon Prince:''' Fast and decently killy. You can dedicate him to a God, but doing so takes away his decent Monster/Hero-kills-heal ability. All God-specific abilities are good, but the Slaanesh one is pure trolling: When your opponent chooses to pile in within 3" of the Daemon Prince, you can pile in and fight with the Daemon Prince before they are allowed to act. For some ridiculous reason, only Tzeentch Daemon Princes are Wizards and even they aren't all that good at it, getting no unique spell or boost to cast.
'''Lord of Chaos:''' Has a brutal pair of weapons, both attack thrice, hitting and making wonds at +3. The Reaperblade has a range of 2", -2 rend and 2 damage, and once per battle he has the option to [[Anal circumference|make one attack, but making 2D6 fucking damage]]. Gets a different ability depending on his mark (Khorne allows him to reroll every 1 to hit, Tzeentch to reroll every 1 to save, Nurgle to reroll every 1 to wound and Slaanesh allows him to run and charge in the same turn) and any Slaves to Darkness unit within 10" with his same mark gets the ability too. If he kills the opponent general, he becomes a Daemon Prince on a whim, but if he dies he becomes... [[Chaos Spawn|you know what]].
'''Exalted Hero of Chaos:''' A guy with two axes with the nifty ability of attacking twice in the turn he charged (he pileups again between the two attack waves), and when he kills a Hero or a Monster he will deal double wounds in the next turn.
'''Chaos Lord on Daemonic Mount:''' Pretty good actually. Ability-wise he's almost the same as the walking one, too, though for some reason while a Mark of Tzeentch only allows the on-foot Lord to reroll save rolls of 1, this one can reroll all save rolls if he's Tzeentchian, and the Mark of Nurgle gives him an extra wound instead of allowing him to reroll every 1 to wound. Combined with Eye of the Gods, this makes him all but unkillable so long as you feed a steady stream of Heroes to him. His Command Ability allows a Chariot or Knight unit to reroll charge rolls and adds +1 to their Hit rolls. Gorebeast Chariots hitting on 3+? Yes, please.
'''Chaos Lord on Manticore:''' The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. Mark of Khorne gives him a 6" pileup, Nurgle a +1 to his Save, Tzeentch allows him to unbind a spell in each turn and Slaanesh gives -1 Bravery to opponents within 3" during Battleshock Phase. Ironically enough, the Manticore itself is actually less damaging than the Lord on it, but it does provide some nice special rules, such as rerolls of 1 To Hit against Monsters for its Claws and Jaws attacks and always rerolling when attacking units in your side of the field. His Command Ability allows a unit of Chaos Warriors within 15" to reroll charge, wound and Battleshock rolls.
'''Chaos Sorcerer Lord:''' Yes. You owe it to yourself to at least check this guy out. While he is utter crap in combat, he is amazing at support. First, without even casting anything, he can grant one friendly unit per turn within 10" of him rerolls of 1 on their saves. Then, when he casts, he has a unique spell that provides rerolls of 1 To Hit, To Wound and to their saves for a friendly unit within 18". Just keep him away from the fighting and let him strengthen your front line.
'''Chaos Sorcerer Lord on Manticore:''' Blessed with the same awesome "reroll saves of 1" ability as the normal Lord, this here rides a Manticore, who is just as killy as the one the normal Lord gets. Additionally, the Sorcerer Lord gets the Wind of Chaos spell, which is potentially devastating (and potentially utter crap, hope the dice like you).
===Troops===
'''Chaos Warriors:''' The same heavily armoured Vikings you know and love. Do you like the Liberators' bullshit profile but want to go a bit more Chaosy? Then these guys are what you are looking for. They have the exact same stats and their normal hand weapons are the exact same as the swords Liberators carry. However, where Liberators are comparatively vulnerable to mortal wounds, your Chaos Warriors are more all-round fighters, as their shields give you a special save of 5+ against mortal wounds. Only down-side to them? They come in units of at least ten, which can be problematic if you use wound counts to balance your armies. Can also take Marks, which has no effect whatsoever on their profile but gets them the corresponding keywords, which means they can be affected by God-specific special rules. If you want to be an asshole, use them in units of 20+, where they even gain a bonus to their saves, re-rolling 1s.All in all, vastly superior to Stormcast Liberators by simple virtue of having the same stats while coming on smaller bases and having equipment options that actually differ.
*Take 20, give them halberds so you can attack in two ranks, mark them Khorne so a Bloodsecrator affects them. Enjoy your 60 attacks.
*Take 20, give them shields, string them out in front of your army and run them forward. Don't worry about being charged: these guys are bait. Take the aforementioned Halberd Warriors and destroy whatever dumbass takes that bait.
'''Marauders:''' Piss-poor by comparison, but in big units, these guys can get scary, too. First, their shields simply increase their saves by 1, no ifs, no buts, which is actually pretty decent. They can choose between Flails and Axes, with the axes being slightly better on average. They can also take a Damned Icon, which allows them to reroll To Hit rolls of 1, at which point the flails become slightly better. Instead of the Icon, they can take a Banner that increases their awful Bravery to 6, but make no mistake, they still run away screaming if something goes wrong. Basically, use them as you would the Blood Reavers: In large units and with lots of support. That way, they can get pretty impressive.
'''Chosen:''' Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector's Halberd without the cool special rules. What's so special about Chosen, then? If they kill at least one model in combat, all other Slaves to Darkness reroll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can't affect each other with this.
'''Marauder Horsemen:''' Marauders on horseback. They are in almost every way normal Marauders on mediocre horses. However, they can still take Javelins, which beat every other weapon the guys can have by simple virtue of being a missile weapon in addition to a close combat weapon. Feigned Charge allows for Mongolian-style hit and run tactics, as it allows the Marauders to shoot and charge even if they retreated.
'''Chaos Knights:''' Chaos Warriors on pretty good horses. They aren't the bullshit they used to be, but they are still strong. They can either have the same weapon as a Warrior but with three attacks or they can take Glaives, which are exactly like a Liberator with a Warhammer, but gain a bonus to Rend and Damage if they charge.
'''Chaos Chariots:''' Pretty fast, since they always add D6" to their Move even without Running. Other than that, it's a chariot. Nice damage from the horses since they are the same the Knights are mounted on, weak Whip and either a reliably strong Greatblade or a less reliable but potentially stronger Flail. Also bonuses on the charge, but you knew that.
*Modeling/strategy tip: You can assembly the bits in the Chaos Chariot box (it's also included in the Slaves to Darkess "Start collecting" box) either as a Chaos Chariot or a Gorebeast Chariot, but it's pretty easy to magnetize the horses/gorebeast so you can swap them and use each of the chariots as you see fit. If you suspect your next opponent will have many ranged units/artillery/wizards, put on the horsies to use the faster Chaos Chariot; if your opponent has lots of melee units, use the more powerful Gorebeast Chariot (just be aware that it costs 100 points, while the Chaos Chariot is only 80. Or you can just stay fine using ye olde good "[[Counts as]]". Only requier to this if you like to magnetize your minis, or facing [[that guy]] who don't let you use the "Counts as", and then he will, most likely, complain about you magnetizing and shit).
'''Gorebeast Chariots:''' Don't get the same movement rule as the normal Chaos Chariots but they have the absolutely devastating Gorebeast to make up for it. The beast is just that in combat and also grants you the nice rule the Skullcrushers get where you can potentially inflict Mortal Wounds on whatever you charge in the Charge Phase. How you can use that last fact to your advantage, well... coughBloabRotspawnedcough.
'''Chaos Warshrine:''' Yes, the Warshrine does not count as a War Machine. If you play with caps on Heroes, Monsters and War Machines, this is a huge advantage. What it does is pretty cool, too. First it has an Aura that grants Mortal units (almost everything Chaos that isn't a Skaven or a Daemon) an additional 6+ save after their normal save. Can also pray for buffs to Mortal units. There is one Undivided buff and one for every God, the latter of which you can only use by dedicating your Shrine to a particular God. The Undivided buff is the best by default, granting rerolls of 1 To Hit and To Wound. However, the God-specific buffs can be cast on whatever you want, but get better if you cast it on a unit of the same God. Favour of Nurgle, for example, allows to reroll 1s To Wound, but if the unit it's used on is Nurgle, you can instead reroll all failed To Wound rolls. And yes, this does mean a Shrine can bless units of rival Gods, just for shits and giggles. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armour tarpits like nobody's business.
'''[[Chaos Spawn | That Which Must Not Be Named]]:''' Not actually terrible anymore, though far from reliable. A Move of 2D6" makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save make for pretty hardy models.
==Battalions==
*'''Godsworn Champions of Ruin:''' A Daemon Prince, Lord of Chaos or Sorcerer Lord (either on foot or on a Manticore) takes 3 to 8 units between Warriors, Chosen, Knights, Exalted Heroes, Sorcerer Lords and Sp-those things. E̶v̶e̶r̶y̶t̶h̶i̶n̶g̶ ̶i̶n̶ ̶t̶h̶e̶ ̶f̶o̶r̶m̶a̶t̶i̶o̶n̶ ̶c̶a̶n̶ ̶p̶i̶l̶e̶u̶p̶ ̶a̶n̶d̶ ̶a̶t̶t̶a̶c̶k̶ ̶H̶e̶r̶o̶e̶s̶ ̶a̶n̶d̶ ̶M̶o̶n̶s̶t̶e̶r̶s̶ ̶d̶u̶r̶i̶n̶g̶ ̶H̶e̶r̶o̶ ̶P̶h̶a̶s̶e̶.̶ ̶Y̶e̶s̶,̶ ̶y̶o̶u̶ ̶r̶e̶a̶d̶ ̶t̶h̶a̶t̶ ̶r̶i̶g̶h̶t̶.̶ ̶One unit within 3"of an enemy Hero or Monster can pileup and attack it during the Hero Phase.
*'''Godswrath Warband:''' A Lord on Manticore takes 10+ units between Warriors, Chosen, Knights, Chariots and Gorebeast Chariots, plus any number of Warshrines. In each Hero Phase you can roll a number if dices equal to the number of units from the formation within 24" from the Warshrine, and for every 6+ you basically get an Arcane Bolt on any unit that can be seen from the Warshrine. Note that a unit can't be hit twice in the same turn by this unit, meaning that if there are no more enemy units in the line of sight and still have some Bolts to throw, you must wound your own units.
*'''Ruinbringer Warband:''' A Lord on Daemonic Mount takes 5+ units between Knights, Marauder Horsemen, Chariots and Gorebeast Chariots. Once per game, every unit in the formation can charge during Hero Phase dealing d3 mortal wounds on enemy units reached (d6 if 10+ models are touching the unit).
*'''The Infernal Tetrarchy:''' One daemon prince of each of the four gods join together.
List
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Revision as of 12:19, 9 October 2017