Warhammer Army Project/Warriors of Chaos: Difference between revisions
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===Pro=== | ===Pro=== | ||
*You play the most Elite army in all of Warhammer with a lot of Hero Customization. | *You play the most Elite army in all of Warhammer with a lot of Hero Customization. | ||
*Eye of the Gods is a lot less restrictive on who must challenge. However, you have no means to contest becoming a Gribbly/Daemon Prince. | |||
===Con=== | ===Con=== | ||
*Alignment factors much more to your army, with opposing-marked units becoming downright hostile to each other. | |||
==Army Special Rules== | ==Army Special Rules== | ||
*'''Eye of The Gods:''' Your trademark rule. You can't refuse challenges, but if you kill a non-expendable enemy through any means, you roll for a result. Unlike last edition, this isn't absolutely shoved into every unit, though your HQs are subject to this. | |||
:2 - ''Damned by Chaos'': Become [[Chaos Spawn|the gribbly]]. The enemy scores no VP from this. | |||
:3 - ''Aura of Chaos'': 6++ Ward save | |||
:4 - ''Unholy Resilience'': +1 to Toughness | |||
:5 - ''Iron Skin'': 6+ Natural Armour. | |||
:6 - ''Murderous Mutation'': +1 to Weapon Skill | |||
:7 - ''The Eye Opens'': Re-roll one hit/wound/save roll each turn | |||
:8 - ''Unearthly Reflexes'': +1 to Initiative | |||
:9 - ''Dark Fury'': +1 Attack | |||
:10 - ''Slaughterer's Strength'': +1 to Strength | |||
:11 - ''Command of the Gods'': +1 to Leadership | |||
:12 - ''Dark Apotheosis'': Become a [[Daemon Prince]]. The enemy scores no VP from this. | |||
*'''Will of Chaos:''' Re-roll failed panic tests. Given to pretty much all your units so you won't need to worry every time about a combat going south. | |||
*'''Daemonic:''' Pretty consistent with prior editions. All attacks are magical and they cause Fear. Any daemons that aren't mounts gain Unstable and a 5++ ward. | |||
==Spell Lores== | ==Spell Lores== | ||
==Equipment== | ==Equipment== | ||
*'''Ensorcelled Weapons:''' Magical, +1S weapon. | *'''Ensorcelled Weapons:''' Magical, +1S weapon. | ||
*'''Marks of Chaos:''' | *'''Marks of Chaos:''' This is the trademark upgrade of Chaos, but now with restrictions. Your general and BSB now ''must'' take the same mark (Daemon Princes count as having the mark of their chosen god) and any units of differing marks are considered Suspicious Allies. If you have opposing marks (Khorne/Slaanesh or Tzeentch/Nurgle), then they're Desperate Allies. | ||
**'''Khorn:''' | **'''Khorn:''' Gain Frenzy | ||
**'''Nurgle:''' | **'''Nurgle:''' Gain +1 to Toughness but take -1 to Initiative | ||
**'''Slaanesh:''' | **'''Slaanesh:''' Gain Immunity (Psychology) and Stubborn | ||
**'''Tzeentch:''' | **'''Tzeentch:''' Gain a 6++ ward save. Wizards can re-roll channeling rolls of 1. | ||
==Army Units== | ==Army Units== | ||
Line 47: | Line 59: | ||
===Generic Characters=== | ===Generic Characters=== | ||
*''' | *'''Daemon Prince:''' These guys remain the behemoths of evil and wrath that are slightly above the Lords they were before adding. As before, they need to net a dedication, which is a super-Mark of Chaos which includes Hatred of their opposing God. Though the roll-offs for Spawndom and Dark Apotheosis are gone, the fact that you don't give a VP for transforming your model means that you aren't forced to take him. Still nice to have him though. | ||
*'''Chaos | **Khorne: Frenzy and Magic Resistance 1, which lets you at least attempt to repel a spell without needing a sorcerer. | ||
*''' | **Tzeentch: Same as the Mark | ||
*'''Chaos Sorcerer:''' | **Nurgle: Enemies take -1 to hit in combat. | ||
*'''Exalted Hero:''' | ** Slaanesh: Armour Piercing 1 and re-roll all hit rolls of 1. | ||
*'''Slaughterpriest:''' | |||
*'''Chaos Lord:''' Would any Chaos be complete without him? He is your murder-stick, your grand poobah. He is the centerpiece of the legion and thus is very much worth protecting by any means. | |||
*'''Chaos Sorcerer Lord:''' Your wizard lord. Has the ability to chose from Death, Shadow, Metal, or Fire, though if you give him a mark of chaos he has to use the lore of the respective Chaos god. Despite being a wizard, he is actually a decent fighter, but still keep away from combat if he's on his own and avoid character-hunters since you still must always issue challenges due to Eye of the Gods. | |||
*'''Chaos Sorcerer:''' Remains the toughest of spellcasters to ever walk the earth. He still keeps his combat prowess alongside his spellcasting, so taking one is always good. | |||
*'''Exalted Hero:''' Your hero-tier Chaos Lord. He's slightly less deadly than the Chaos Lord and lacks some of the options, but he's still badass and he's still your lone BSB option. | |||
*'''Slaughterpriest:''' Khorne decided that he had enough of being the only god without casters, so these guys got ported over from AoS. Each of them's a warrior priest that act like level 2 wizards for the sake of casting and dispelling and have two bound PL4 spells to use. | |||
**''Blood Boil'': Deals d6 S5 armour-negating hits to any non-ethereal or non-undead units. While it sucks that it doesn't work against [[Vampire Counts|two ent]][[Tomb Kings|ire armies]], what it does hit gets it pretty hard. | |||
**''Blood Bind'': Moves one unengaged unit, friend or foe, with 2d6" random movement. While this won't work on units with Immunity (Psychology), it does work on frenzied units so your bloodboys can commence the killings. | |||
===Mounts=== | ===Mounts=== | ||
Line 58: | Line 81: | ||
*'''Chaos Steed:''' | *'''Chaos Steed:''' | ||
*'''Daemonic Mount:''' | *'''Daemonic Mount:''' | ||
*''' | *'''Juggernaut of Khorne:''' | ||
*'''Disc of Tzeentch:''' | *'''Disc of Tzeentch:''' The change from flying to hover really hurts the mobility options for those riding them, but for a sorcerer it won't matter much. | ||
*'''Manticore:''' | *'''Manticore:''' | ||
*''' | *'''Palanquin of Nurgle:''' | ||
*'''Steed of Slaanesh:''' | *'''Steed of Slaanesh:''' | ||
*'''Warhorse:''' | *'''Warhorse:''' | ||
===Core Units=== | ===Core Units=== | ||
*'''Chaos Warhounds:''' | *'''Chaos Warhounds:''' These remain your first line of combat. They remain pretty cheap without anything attached and are both M7 and vanguards, so they're best to send against any scouts. | ||
*'''Chaos Warriors:''' | *'''Chaos Warriors:''' Your OG scary as fuck vikings. | ||
*'''Cultists:''' | *'''Cultists:''' Your other disposable unit that doesn't count towards core. | ||
*'''Forsaken:''' | *'''Forsaken:''' They remain weaker warriors with a degree of unreliability from their mutations and now no longer count towards minimum core. Slaanesh remains the best of this overall troubled lot, as Swiftstride allows them to keep up with cavalry and lets them push around smaller units without fear of panic. | ||
*'''Marauders:''' | *'''Marauders:''' Your basic cheap linemen of Chaos. Now that they have Will of Chaos, they'll have a better time keeping in combat. | ||
*'''Marauder | **'''Marauder Chieftain:''' One thing you'll notice is that your marauder units all lack Eye of the Gods. Well jolly, you can use them without abandon. However, if you wanted a Marauder who's even better than a Champion who benefits from that table, you'll need to pony up for this guy. | ||
*'''Marauder | |||
*''' | *'''Marauder Hunters:''' Your option for skirmishing marauders have gone here. | ||
*'''Marauder | |||
*'''Marauder Champions:''' Marauders with +1 S/I. For whatever reason, their champions lack an extra attack and are thus useless. | |||
*'''Marauder Horsemen:''' You have basic marauders riding as light cavalry. | |||
*'''Marauder Chariot:''' In the event that you felt like you didn't have enough Marauders, you can haul in a bunch of them running in a rinky-dink chariot! | |||
===Special Units=== | ===Special Units=== | ||
*'''Chaos Chariot:''' | *'''Chaos Chariot:''' With Marauder Chariots being a thing, your favorite monstrous chariots are shoved into Special again. | ||
*'''Chaos | *'''Chaos Knights:''' Monster knights on monstrous horses. | ||
*'''chaos Orge:''' | *'''chaos Orge:''' While still slightly cheaper than Dragon Ogres, the loss of the d3 impact hits on a real good charge does affect their appeal as now cavalry become the uncontested masters of impact hits. | ||
*'''Chaos Spawn:''' | *'''[[Chaos Spawn]]:''' They remain the same monstrosities of unpredictability that nobody likes. To make it even tougher to like them, the Khorne and Slaanesh upgrades have become even less enticing. | ||
*'''Chaos Troll:''' | *'''Chaos Troll:''' They're big, they're dumb, and they still keep their S5 armour-punching vomit. The curiosity here is that they possess the mark of Chaos Undivided, a rule that do far seems to just be a typo'd addition. | ||
*'''Chosen | *'''Chosen:''' Though they lack their pre-game roll for Eye of the Gods, they still have the ability to roll it for any instance that they'd qualify for it. | ||
*'''Dragon | *'''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 and take a bit too. 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, countercharge knights, slay monsters, and kill anything worth a lot of points. | ||
*'''Flayerkin:''' | *'''Flayerkin:''' Freaky cultist-tier slaves with scout and skirmisher. Their big draw is being able to climb over and attack fortified locations, but then so does a cannon. | ||
*''' | *'''Hellstriders:''' Hellstriders are a good deal more expensive than Marauder Horsemen. What you're getting for that extra points is M10, Daemonic, Armour Piercing POISONED attacks for the mounts, Mark of Slaanesh, Spears, and the ability to take ASF (and re-rolls) 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: 4++ Ward Save, Devastating Charge, and Unbreakable. 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. | ||
*'''Putrid Blightking:''' | *'''Putrid Blightking:''' These guys remain just as huge and combat ready as possible without having a means to exactly win them. | ||
*'''Skin Wolves:''' | *'''Skin Wolves:''' They're Warhounds but a bit bigger and a bit meaner. Not only do they gain Will of Chaos to keep them hanging, but they also possess Frenzy and a 5+ regen. On top of that, you can buy marks for them, each of which actually gives them something useful to their goals as slightly tougher beasts (+1 Strength for Khorne, 4+ Regen for Tzeentch, Poisoned Attacks for Nurgle, ASF for Slaanesh). | ||
*'''Skullreaper:''' | *'''Skullreaper:''' Gore-crazed skirmisher berzerkers of Khorne. | ||
===Rare Units=== | ===Rare Units=== | ||
*'''Chaos | *'''Chaos 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 attacks being done 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. | ||
*'''Chaos War Mammoth:''' | *'''Chaos War Mammoth:''' Your other war giant, crewed by marauders and gifted with a 5+ regen and d6+1 impact hits. These units also inherit the Mark of Chaos Undivided. | ||
*''' | *'''Chaos Warshine:''' The bad news: They're now a Rare unit and the Ward save got nerfed to a 5++. The good news: They remain every bit as useful as ever and gain an extra bound spell based on its dedication. | ||
*'''Chimera:''' | **''Favour of Chaos (Undivided)'': One unit re-rolls 1s to hit and wound. | ||
*'''Dragon Orge Shaggoth:''' | **''Favour of Khorne'': One unit re-rolls all failed hits. | ||
*'''Fatemaster:''' | **''Favour of Nurgle'': One unit re-rolls all failed wound rolls. | ||
*'''Giant Chaos Spawn:''' | **''Favour of Tzeentch'': Grants one unit a 6++ Ward Save. With the mark itself being able to stack, you don't need to worry about any unit wasting this. | ||
*'''Hellcannon:''' | **''Favour of Slaanesh'': One unit re-rolls all failed Leadership checks and charge distances. | ||
*'''Pusgoyle Blightlord:''' | *'''Chimera:''' A nice beastie. Because it can fly it is one of your fastest units that is not a mount. 6 strength 6 and d3 random 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 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. | ||
*'''Skullcrushers:''' | *'''Dragon Orge 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. | ||
*'''Mulalith Vortex Beast:''' | *'''Fatemaster:''' You finally have a means to make Discs into cavalry. Each of them comes armed with flaming magical spears of awesome and re-roll armour rolls of 1. They can also cast Pink and Blue fire without robbing it from your proper sorcerer, so you have an extra means of magical firepower. | ||
*'''Varanguard:''' | *'''Giant Chaos Spawn:''' They're gribblies. Except even bigger and gribblier. | ||
*'''Wrathmonger:''' | *'''Hellcannon:''' The only "war machine" in your army, it is a stonethrower that will kick your ass in combat. It has to test Ld each 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, so it's 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. 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 LD 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. | ||
*'''Pusgoyle Blightlord:''' Rot Fly Cavalry is no longer exclusive to Plaguebringers. Though Hover doesn't make them much use for combat, they do possess Death's Heads. At S4 with poison and d3 wounds, these can find some use as a ranged harassment unit that can take a bit of a beating. | |||
*'''Skullcrushers:''' Your premier heavy cavalry unit, granted by Khorne himself. Each Juggernaut gives a 6+ natural armour save and d3 impact hits. | |||
*'''Mulalith 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. | |||
*'''Slaughterbrute:''' The first of two big, scary monsters. The Slaughterbrute is a powerful monster with 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 a lord or hero, a process which involves jamming a lot of sanctified blades into its back. Doing so is borderline mandatory, as it uses your designated HQ'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 (with an option for two more attacks at a lower S5), so it won't do much against large units, even with its 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 their meatiness. HOWEVER, it is both more expensive, easier to kill, and easier to redirect than a Chimera, so keep that in mind. | |||
*'''Varanguard:''' Another port-over from AoS, these guys are Chaos Knights +1. Each rider is on tier with a Chosen and each of them has a daemonic steed that confers Devastating Charge. | |||
*'''Wrathmonger:''' Even angrier Khorne barbarians. These guys have flails that adds an extra attack, d3 impact hits, and add +1 strength during round 1 of combat in exchange for not being two-handed. | |||
*'''Giant Spined Chaos Beast:''' Giant beasts that are roughly on tier with Dragon Ogres. Though they lack lightning immunity or Sentient, they do deal d6 Impact Hits and have a 4+ regen. On top of that, they can also gain marks. | |||
== External Links == | == External Links == |
Revision as of 17:20, 25 February 2019
Warriors of Chaos: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it later on, go ahead.
Why Play WAP Warriors of Chaos?
Pro
- You play the most Elite army in all of Warhammer with a lot of Hero Customization.
- Eye of the Gods is a lot less restrictive on who must challenge. However, you have no means to contest becoming a Gribbly/Daemon Prince.
Con
- Alignment factors much more to your army, with opposing-marked units becoming downright hostile to each other.
Army Special Rules
- Eye of The Gods: Your trademark rule. You can't refuse challenges, but if you kill a non-expendable enemy through any means, you roll for a result. Unlike last edition, this isn't absolutely shoved into every unit, though your HQs are subject to this.
- 2 - Damned by Chaos: Become the gribbly. The enemy scores no VP from this.
- 3 - Aura of Chaos: 6++ Ward save
- 4 - Unholy Resilience: +1 to Toughness
- 5 - Iron Skin: 6+ Natural Armour.
- 6 - Murderous Mutation: +1 to Weapon Skill
- 7 - The Eye Opens: Re-roll one hit/wound/save roll each turn
- 8 - Unearthly Reflexes: +1 to Initiative
- 9 - Dark Fury: +1 Attack
- 10 - Slaughterer's Strength: +1 to Strength
- 11 - Command of the Gods: +1 to Leadership
- 12 - Dark Apotheosis: Become a Daemon Prince. The enemy scores no VP from this.
- Will of Chaos: Re-roll failed panic tests. Given to pretty much all your units so you won't need to worry every time about a combat going south.
- Daemonic: Pretty consistent with prior editions. All attacks are magical and they cause Fear. Any daemons that aren't mounts gain Unstable and a 5++ ward.
Spell Lores
Equipment
- Ensorcelled Weapons: Magical, +1S weapon.
- Marks of Chaos: This is the trademark upgrade of Chaos, but now with restrictions. Your general and BSB now must take the same mark (Daemon Princes count as having the mark of their chosen god) and any units of differing marks are considered Suspicious Allies. If you have opposing marks (Khorne/Slaanesh or Tzeentch/Nurgle), then they're Desperate Allies.
- Khorn: Gain Frenzy
- Nurgle: Gain +1 to Toughness but take -1 to Initiative
- Slaanesh: Gain Immunity (Psychology) and Stubborn
- Tzeentch: Gain a 6++ ward save. Wizards can re-roll channeling rolls of 1.
Army Units
Special Characters
- Archaon:
- Garlauch:
- Kholek Saneater:
- Sigvald the Magnificent:
- Valkia the Bloody:
- Vardek Crom:
- Vilitch the Curseling:
- Fetus the Leechlord:
- Kordel Shorgaar:
- Scyla Anfingrimm:
- Throgg:
- Wulfrik the Wanderer:
Generic Characters
- Daemon Prince: These guys remain the behemoths of evil and wrath that are slightly above the Lords they were before adding. As before, they need to net a dedication, which is a super-Mark of Chaos which includes Hatred of their opposing God. Though the roll-offs for Spawndom and Dark Apotheosis are gone, the fact that you don't give a VP for transforming your model means that you aren't forced to take him. Still nice to have him though.
- Khorne: Frenzy and Magic Resistance 1, which lets you at least attempt to repel a spell without needing a sorcerer.
- Tzeentch: Same as the Mark
- Nurgle: Enemies take -1 to hit in combat.
- Slaanesh: Armour Piercing 1 and re-roll all hit rolls of 1.
- Chaos Lord: Would any Chaos be complete without him? He is your murder-stick, your grand poobah. He is the centerpiece of the legion and thus is very much worth protecting by any means.
- Chaos Sorcerer Lord: Your wizard lord. Has the ability to chose from Death, Shadow, Metal, or Fire, though if you give him a mark of chaos he has to use the lore of the respective Chaos god. Despite being a wizard, he is actually a decent fighter, but still keep away from combat if he's on his own and avoid character-hunters since you still must always issue challenges due to Eye of the Gods.
- Chaos Sorcerer: Remains the toughest of spellcasters to ever walk the earth. He still keeps his combat prowess alongside his spellcasting, so taking one is always good.
- Exalted Hero: Your hero-tier Chaos Lord. He's slightly less deadly than the Chaos Lord and lacks some of the options, but he's still badass and he's still your lone BSB option.
- Slaughterpriest: Khorne decided that he had enough of being the only god without casters, so these guys got ported over from AoS. Each of them's a warrior priest that act like level 2 wizards for the sake of casting and dispelling and have two bound PL4 spells to use.
- Blood Boil: Deals d6 S5 armour-negating hits to any non-ethereal or non-undead units. While it sucks that it doesn't work against two entire armies, what it does hit gets it pretty hard.
- Blood Bind: Moves one unengaged unit, friend or foe, with 2d6" random movement. While this won't work on units with Immunity (Psychology), it does work on frenzied units so your bloodboys can commence the killings.
Mounts
- Chaos Dragon:
- Chaos Steed:
- Daemonic Mount:
- Juggernaut of Khorne:
- Disc of Tzeentch: The change from flying to hover really hurts the mobility options for those riding them, but for a sorcerer it won't matter much.
- Manticore:
- Palanquin of Nurgle:
- Steed of Slaanesh:
- Warhorse:
Core Units
- Chaos Warhounds: These remain your first line of combat. They remain pretty cheap without anything attached and are both M7 and vanguards, so they're best to send against any scouts.
- Chaos Warriors: Your OG scary as fuck vikings.
- Cultists: Your other disposable unit that doesn't count towards core.
- Forsaken: They remain weaker warriors with a degree of unreliability from their mutations and now no longer count towards minimum core. Slaanesh remains the best of this overall troubled lot, as Swiftstride allows them to keep up with cavalry and lets them push around smaller units without fear of panic.
- Marauders: Your basic cheap linemen of Chaos. Now that they have Will of Chaos, they'll have a better time keeping in combat.
- Marauder Chieftain: One thing you'll notice is that your marauder units all lack Eye of the Gods. Well jolly, you can use them without abandon. However, if you wanted a Marauder who's even better than a Champion who benefits from that table, you'll need to pony up for this guy.
- Marauder Hunters: Your option for skirmishing marauders have gone here.
- Marauder Champions: Marauders with +1 S/I. For whatever reason, their champions lack an extra attack and are thus useless.
- Marauder Horsemen: You have basic marauders riding as light cavalry.
- Marauder Chariot: In the event that you felt like you didn't have enough Marauders, you can haul in a bunch of them running in a rinky-dink chariot!
Special Units
- Chaos Chariot: With Marauder Chariots being a thing, your favorite monstrous chariots are shoved into Special again.
- Chaos Knights: Monster knights on monstrous horses.
- chaos Orge: While still slightly cheaper than Dragon Ogres, the loss of the d3 impact hits on a real good charge does affect their appeal as now cavalry become the uncontested masters of impact hits.
- Chaos Spawn: They remain the same monstrosities of unpredictability that nobody likes. To make it even tougher to like them, the Khorne and Slaanesh upgrades have become even less enticing.
- Chaos Troll: They're big, they're dumb, and they still keep their S5 armour-punching vomit. The curiosity here is that they possess the mark of Chaos Undivided, a rule that do far seems to just be a typo'd addition.
- Chosen: Though they lack their pre-game roll for Eye of the Gods, they still have the ability to roll it for any instance that they'd qualify for it.
- 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 and take a bit too. 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, countercharge knights, slay monsters, and kill anything worth a lot of points.
- Flayerkin: Freaky cultist-tier slaves with scout and skirmisher. Their big draw is being able to climb over and attack fortified locations, but then so does a cannon.
- Hellstriders: Hellstriders are a good deal more expensive than Marauder Horsemen. What you're getting for that extra points is M10, Daemonic, Armour Piercing POISONED attacks for the mounts, Mark of Slaanesh, Spears, and the ability to take ASF (and re-rolls) 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: 4++ Ward Save, Devastating Charge, and Unbreakable. 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.
- Putrid Blightking: These guys remain just as huge and combat ready as possible without having a means to exactly win them.
- Skin Wolves: They're Warhounds but a bit bigger and a bit meaner. Not only do they gain Will of Chaos to keep them hanging, but they also possess Frenzy and a 5+ regen. On top of that, you can buy marks for them, each of which actually gives them something useful to their goals as slightly tougher beasts (+1 Strength for Khorne, 4+ Regen for Tzeentch, Poisoned Attacks for Nurgle, ASF for Slaanesh).
- Skullreaper: Gore-crazed skirmisher berzerkers of Khorne.
Rare Units
- Chaos 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 attacks being done 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.
- Chaos War Mammoth: Your other war giant, crewed by marauders and gifted with a 5+ regen and d6+1 impact hits. These units also inherit the Mark of Chaos Undivided.
- Chaos Warshine: The bad news: They're now a Rare unit and the Ward save got nerfed to a 5++. The good news: They remain every bit as useful as ever and gain an extra bound spell based on its dedication.
- Favour of Chaos (Undivided): One unit re-rolls 1s to hit and wound.
- Favour of Khorne: One unit re-rolls all failed hits.
- Favour of Nurgle: One unit re-rolls all failed wound rolls.
- Favour of Tzeentch: Grants one unit a 6++ Ward Save. With the mark itself being able to stack, you don't need to worry about any unit wasting this.
- Favour of Slaanesh: One unit re-rolls all failed Leadership checks and charge distances.
- Chimera: A nice beastie. Because it can fly it is one of your fastest units that is not a mount. 6 strength 6 and d3 random 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 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.
- Dragon Orge 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.
- Fatemaster: You finally have a means to make Discs into cavalry. Each of them comes armed with flaming magical spears of awesome and re-roll armour rolls of 1. They can also cast Pink and Blue fire without robbing it from your proper sorcerer, so you have an extra means of magical firepower.
- Giant Chaos Spawn: They're gribblies. Except even bigger and gribblier.
- Hellcannon: The only "war machine" in your army, it is a stonethrower that will kick your ass in combat. It has to test Ld each 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, so it's 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. 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 LD 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.
- Pusgoyle Blightlord: Rot Fly Cavalry is no longer exclusive to Plaguebringers. Though Hover doesn't make them much use for combat, they do possess Death's Heads. At S4 with poison and d3 wounds, these can find some use as a ranged harassment unit that can take a bit of a beating.
- Skullcrushers: Your premier heavy cavalry unit, granted by Khorne himself. Each Juggernaut gives a 6+ natural armour save and d3 impact hits.
- Mulalith 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.
- Slaughterbrute: The first of two big, scary monsters. The Slaughterbrute is a powerful monster with 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 a lord or hero, a process which involves jamming a lot of sanctified blades into its back. Doing so is borderline mandatory, as it uses your designated HQ'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 (with an option for two more attacks at a lower S5), so it won't do much against large units, even with its 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 their meatiness. HOWEVER, it is both more expensive, easier to kill, and easier to redirect than a Chimera, so keep that in mind.
- Varanguard: Another port-over from AoS, these guys are Chaos Knights +1. Each rider is on tier with a Chosen and each of them has a daemonic steed that confers Devastating Charge.
- Wrathmonger: Even angrier Khorne barbarians. These guys have flails that adds an extra attack, d3 impact hits, and add +1 strength during round 1 of combat in exchange for not being two-handed.
- Giant Spined Chaos Beast: Giant beasts that are roughly on tier with Dragon Ogres. Though they lack lightning immunity or Sentient, they do deal d6 Impact Hits and have a 4+ regen. On top of that, they can also gain marks.