Age of Sigmar/Tactics/Old/Chaos/Monsters of Chaos
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Summery
Warscrolls
Troops
Chaos Warhounds: They're warhounds. Each is just as durable and twice as powerful in combat as a Marauder, but without any of the buffs and an awful Bravery of 4. They're pretty fast, though, so that's good.
- PREYTON
Chimera: Very fragile, but very fast and extremely damaging, with four weapon profiles in melee after a flame breath. The flame breath is D6 MORTAL wounds at full health. That's the equivilant of 'point-click-die' to any lone heroes if your opponent is stupid enough to allow this beast to go unmolested long enough to get close to his lines. As well as that, it has a number of different weapon profiles. The leonine head is 2 attacks, 4+, 3+ with a -1 rend and D6 damage at full health, this alone is pretty brutal. The avian head is also 2 attacks, except with a 3+, 4+ and (at full health) -3 rend, D3 damage, the dragon head is basically a middle ground between the other two; 2 attacks with a 4/4+, -1 rend and 2 damage. Also has 4 meh attacks with no rend from claws and tail. All in all, this has the potential to be an absolute beast and can very easily maul a lot of things in one turn of combat. The problem is ensuring it gets there as it's 5 up save won't do a huge amount to block any artilery fire that may very well aim at it unless you have deadlier choices. A good tactic is to get it a +1 save and then send it up the flank to any priority targets. D6 mortal wounds can get slapped on in advance and then charge it in to finish it off if it's still moving. It also gets +2 to charge rolls so this makes doing so a little easier.
- Mutalith Vortex Beast: You can do much, much worse than to stick one of these in your army. This thing has the works: High Wound count, good Move characteristic, 4+ save, Auto-Regen of D3 Wounds per friendly Hero Phase, a whole bunch of attacks, some of them pretty good, and one of the few random special rules that can never turn on you. Basically, you pick an enemy unit within 15", roll a D6 and consult a chart. The effects range from lowering enemy Bravery or Movement permanently by 1 to inflicting D6 Mortal Wounds and spawning a Chaos Sp--- you know, for every model that died from that. It isn't as outright killy as some other monsters, but it's great as an all-around useful unit.
- Slaughterbrute: This thing wreaks absolute havoc in combat. High Move, devastating attacks and a good save of 4+. It also has the trick of binding it to one of your Slave to Darkness heroes. As long as that Hero survives, the Brute hits on 3+ instead of the normal 4+. If he's killed or if you didn't pick one, however, the Brute will cause the nearest unit (friend or foe) within 3" D3 Mortal Wounds in each Charge Phase.
Cockatrice: It's a flying monster with a low Wound count of 8. However, because of this low Wound stat, it doesn't lose effectiveness as it gets damaged. It's Petrifying Gaze has you pick a unit in range (10"), roll a D6. At 4+, the enemy unit suffers D6 Mortal Wounds. Aside from that, the Cockatrice is okay, not devastating, but nothing you want to see charging your squishy units.
Harpies: Just awful. Even Nurgle avoids them like the plague. A miserable stat line with a single special rule of questionable effectiveness due to its massive lack of reliability. All of this is compounded when you see that Furies are a thing. Furies, with the exception of a 12" movement, do everything better because even the stats that the two share can be boosted through dedication to a dark God, something that Harpies can't do. Oh, and Furies are cheaper to boot.
- SKIN WOLVES
Behemoths
- CHAOS SIEGE GARGANT
- CHAOS WAR MAMMOTH
- CURS’D ETTIN
- GIGANTIC CHAOS SPAWN
- WARPFIRE DRAGON
Allies with
Links
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