Kings of War/Tactics/Varangur
Why Play Varangur?
You like vikings and dark knights.
Army Special Rules
Fanatical Devotion: All clan warriors in this list have higher Nerve than normal. This is already included in their profiles.
Gift of Korgaan: A unit with the Gift of Korgaan may choose to take one of the following options for +10 points:
- Brand of the Warrior: The unit gains the Brutal special rule.
- Guise of the Deceiver: The unit gains the Headstrong and Fury special rules.
- Mask of the Reaper: The unit gains the Lifeleech (1) special rule.
Unit Analysis
Hero
- Cave Troll King:
- Chieftain: Your run-of-the-mill general, like a basic Chaos Lord. Has Elite and Inspiring, and is slightly pricey for a general type character.
- Chieftain on Direfang:
- Cursed Son: Slightly lesser version of the Chieftain, exchanging Elite and Inspiring for Vicious.
- King on Chimera:
- Magus: Chop up some Elite lightning bolts to add a bit of shooting value to the army. It's great to finish off wounded enemies, and they've good chances to win the occasional wizards' duels. Maybe not against Elves, but who does.
- Skald: A ranged hero with throwing axes.
Infantry
- Bloodsworn: Basically Chaos Warriors. Heavy armour, has crushing strength and the works.
- Night Raiders: A troop of fragile bowmen with Pathfinders, Stealthy, and Vanguard.
- Reavers: A berserker unit with a shitload of attacks, doesn't waver and has Thunderous Charge and Vicious.
- Sons of Korgaan: Comparable to Chosen, these guys are good melee fighters and have better crushing strength than the Bloodsworn.
- Thralls: Tarpit unit with low defence but above average nerve.
- Warband: A notch above the Thralls both on melee and defence, but with lower nerve. Reminiscent of chaos marauders.
Large Infantry
- Cave Trolls: Peeps said they're worse than The Fallen (see below). Prove them wrong and give us a call.
- The Fallen: So these guys are height 1 (instead of 2), have movement of 8", roam about with Nimble and Pathfinder, and boast a 'rather basic' combat statistics of 3+ Me, 5+ De and CS(1). Which is rather basic, to be fair, for any combat unit worth their salt. You'll struggle to find so maneuverable fighting units in any other army, though, and they easily seem the best unit within the Varangur for multiple situations. First impressions playing against them is "srsly?". Take it as you will.
Cavalry
- Horse Raiders:
- Mounted Sons of Korgaan:
- Tundra Wolves: Your not-so-ordinary warhounds, and the only wolf/dog/hound type unit in the game (if you don't count daemons). Instead of chaff duty, they whop at 110 points, and are way better than you'd suspect. Defenses equal at shield wielding warriors (which leads to suspect these wolves have been injected with liquid mithril), and 10 attacks are nothing short of decent. Movement 9 and Nimble make these pups one of the most mobile units in the game alongside Kingdoms of Men and Elf fast cavalry.
Large Cavalry
- Direfang Riders:
Monsters
- Cavern Dweller:
- Devourer:
- Jabberwock:
War Engines
- Magus Conclave:
Tactics
Tactica here.