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Post by sedge on Sept 27, 2018 7:48:08 GMT
This tactics article provides an overview of Warriors of Chaos (WoC) army selection and battlefield tactics, ideal either for newcomers or as a refresher for veterans. Limits of time and space prevent it from going too in-depth, so if you want more analysis of a particular unit or tactics, I'd suggest posting a new thread in this forum for further discussion. I have to credit 1d4chan's tactics article and the Chamber of the Everchosen forum (in particular the 8e Warriors of Chaos Handbook and the Compendium Chaotica) as a source for some of the thoughts here. Chaos Great Host / Legions of Chaos / Grand Legion of the EverchosenThere are three other army lists that incorporate Warriors of Chaos units - the Chaos Great Host from Forge World's Tamurkhan expansion (WoC, Daemons, Beastmen, Chaos Dwarves), the Legions of Chaos from End Times: Glottkin (WoC, Daemons, Beastmen, but a more conventional list with less special rules than the Chaos Great Host), and the Grand Legion of the Everchosen from End Times: Archaon that adds Skaven into the mix too. With the exception of a few special characters, these incorporate the full WoC army list. Why bother with a tactica for just Warriors of Chaos, when you could instead use one of those ridiculously powerful armies with far more choices? Well most regular games won't feature End Times lists precisely for that reason - they are far too strong against conventional armies, so are more often used either against another End Times army, or in narrative scenarios/campaigns. You also miss out on the unique character of the armies - for example by adding lots of cheap hordes or ranged threats to WoC, who are traditionally focused on elite combat units. That's not to disparage the combined lists, which are fluffy (there are plenty of tales of massed chaos invasions with Beastmen providing the expendable fodder, and daemons popping into reality) and which have a retro feel to them. I will note that in this tactica I have included various characters and units from expansions (e.g. Tamurkhan and the End Times books) that specifically state they can be selected as part of a Warriors of Chaos army list. You may want to discuss the use of these with your opponent prior to selecting your army. There is also a section at the end of the unit guides for miscellaneous units that while not part of the WoC list, nonetheless fit thematically within a WoC army - you will definitely want to discuss the use of these with your opponent prior to selecting your army. For Chaos Dwarf units from Tamurkhan, I have covered them in brief, focusing on what they add to a WoC list - you'll find more detail on how to use these units in the Chaos Dwarf Tactics forum. Why Play Them?Because, in the end, they won! Okay, aside from that - they're the iconic "bad guys" in the Warhammer Fantasy Battles universe. More so than otherworldly daemons or mutant beastmen - the Warriors of Chaos are humans gone bad. Very bad. Warriors of Chaos are the barbarian raiders of the Warhammer world, coming south from the land of the midnight sun - the inhospitable Chaos Wastes, to pillage and lay waste. They are the ultimate threat to the forces of order, marching relentlessly down from the north in numberless hordes, plundering Kislev and the Empire, and tearing down the great walled cities of man until civilisation is crushed under their boots. On the battlefield, they are the most elite army in the game - Chaos Warriors have been described as the "space marines" of WFB, being the most elite "standard" infantry unit in the game. Heavily armoured and highly skilled, they are lethal in combat - equivalent to or better than most armies' elite units. But your army isn't just made up of the iconic warriors - there are hordes of barbarian marauders, great mutant monsters and powerful sorcerers. Then there are the Chaos Lords and Daemon Princes themselves - the single most powerful characters in WFB, capable of crushing even a Vampire Lord into a bloodless pulp. The most damage in WFB games is done in close combat - and your army is the ultimate close combat force. I'm overusing the world "iconic", but it really does apply to the Chaos Warriors - they are one of the defining units of WFB, and have been for decades. WoC have one of the biggest model ranges - much in plastic, and a great history of classic older models should you prefer these. Due to this history and popularity, they are well-served by third-party manufacturers, and also have continued support from GW in Age of Sigmar. They are one of the most "convertable" armies, giving you the chance to make your army distinct and very much your own. How They PlayWoC are combat monsters, and combat is where you need to be to win games. Shooting is virtually non-existent, limited to chaos dwarf warmachines (primarily the Hellcannon) and a few marauder throwing weapons. Your core infantry isn't fast, being footslogging M4 warriors - however, you have some highly mobile choices should you wish to build your army that way, including core chariots. WoC have some powerful magic, including some strong unique lores - but magic alone doesn't win games. Expect to spend the first turn or two closing on your enemy, while your tough and heavily armoured troops get pounded from afar, before hopefully getting enough units into the right combats to slaughter your opponents. Most of your army is incredibly elite - skilled, strong, tough and well armed and armoured - but this comes as a cost, and your regular warriors can get eye-wateringly expensive once fully loaded. While you do have the option of cheap marauders, they are not considered a strong choice (and what Warriors of Chaos army doesn't have Chaos Warriors?), so expect to be outnumbered, potentially heavily. Your characters are the best of the best, and while you obviously pay a price for this, they can be virtually unkillable. Army Special Rules and EquipmentChaos Armour - gives you a 4+ armour save, can combine with other equipment as per normal. Wizards can wear this and still cast spells as normal. Effectively like Gromril/Full-Plate armour, except that you get this on your core troops, while Dwarves/Empire don't. Oh, and you get heavily armoured wizards. It's not actually an option anywhere except for on a Daemon Prince, who should always take it; units either get it as standard or don't have access to it at all. Marks of Chaos - many of your units and characters can purchase a (and only one) Mark as an upgrade; Archaon is the only unit who has multiple marks. A character with a Mark cannot join a unit with a different Mark. Similarly, a character with a Mark cannot join a unit already joined by a character with a different Mark. Essentially - no mixing and matching of Marks within a unit. -> Mark of Khorne - grants Frenzy. A popular choice for turning a unit of already powerful Chaos Warriors unbelievably lethal - AHW could get you 4 S4 attacks each, or halberds 3 S5 attacks per model! Frenzy comes packaged with Immune to Psychology, which with your mediocre Leadership is great for avoiding an expensive unit panicking off the table. However, expect a canny opponent to run your frenzied units all over the table, killing little more than chaff. You'll need careful shepherding to get Khorne units into the right combats. This is also the only mark that can be "lost" should you lose a combat. MoK is the most offensive mark (ideally suited to your highly offensive army), and one of the best. -> Mark of Tzeentch - grants a 6++ ward - or if you have one already improves it by 1 (to a max of 3++). Also a wizard with the MoT re-rolls channelling rolls of 1. More defensive in nature, it's not so commonly seen. Useful on hand weapon + shield infantry to grant a 3+/5++ in combat that makes your troops incredibly hard to shift, but not generally used on other equipment loadouts. MoT is most commonly seen on "unkillable" characters with 1+/3++, particularly flying solo ones who need that boost to the ward save. -> Mark of Nurgle - enemy models targeting a model with the MoN in close combat suffer -1 to hit rolls. Your troops are hard enough to hit already with WS5 or higher, and this makes them even harder to hit. Yes, it only works in combat, but that's where you want to be. People hate playing against MoN units, which tells you what you need to know. -> Mark of Slaanesh - if a majority of models in a unit have the MoS, the unit automatically passes any Fear/Terror/Panic tests it has to take - essentially Immune to Psychology but without the downside (not being able to flee). It may seem underwhelming, but this mark is generally the cheapest to take. Your units don't have elf/dwarf level leadership and given their cost you really can't have them panicking off the table. This allows your units to function more independently outside the General/BSB's bubbles. For casters, it also lets you access the excellent Lore of Slaanesh, which makes it well worth consideration. Bear in mind that taking a mark is not normally obligatory, and you can go without. If you're on a tight budget for points, this can be worthwhile - but generally they are worth taking as they significantly multiply the effectiveness of your units. Daemonic Attacks - all attacks (combat, ranged, stomp) by this model are Magical. Useful for handling Ethereals. Eye of the Gods - most characters and unit champions have this. They cannot refuse a challenge and must always issue one if possible. If you've got multiple in a combat, you pick who issues/answers a challenge. If a model with EotG kills a model in a challenge, or kills a monster, roll 2D6 on the Eye of the Gods table - you gain an immediate "reward". These rewards stack (to the usual maximums) but if it cannot be applied you get the default "The Eye Opens" (the model can re-roll one failed hit/wound or save until the end of his next turn). You have to actually cause the last unsaved wound to count - you can't claim it for an Unstable unit crumbling or catching a fleeing enemy. Similarly if multiple wounds simultaneously kill something (i.e. a monster) then you randomly determine which one got the kill. This rule is delightfully fluffy, but disliked by some competitive players, as it wastes your character/champions' attacks on useless unit champions - many will therefore recommend skipping unit champions entirely if no character will join the unit. I disagree with this approach, but from a strictly competitive viewpoint it is correct. If you have a Sorcerer in a unit, you will want to take a champion so the Sorcerer doesn't have to be risking themselves in challenges. Similarly, if you've got a combat character in a unit, take a champion so you don't waste the character's attacks on a measly champion. The benefits you get on the EotG table vary from useless (+1 Ballistic Skill) to downright disastrous (Spawndom!) but can improve your attacks, strength or armour save (though that should usually be maxed already) or potentially turn your model into a Daemon Prince. While you keep any equipment/wizard levels/upgrades/previous EotG benefits should you turn into a DP, you are now footslogging outside a unit, which can make you vulnerable. Always have spare Spawn and Daemon Prince models to hand - if you roll those results then your character/champion AND mount is automatically removed as a casualty (granting your opponent victory points as if they'd killed it - bah!) and if you don't have a Spawn/Daemon Prince to place, you don't get one. Particularly painful if your umpteen-hundred points Chaos Lord on Dragon kills a Men-At-Arms champion and is removed from play with no replacement. Don't be that person.
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Post by sedge on Sept 27, 2018 7:48:27 GMT
Special characters in general are overpriced in Warhammer - you can usually build a better character from their generic equivalent for less points. However, they should not be dismissed entirely, as they tend to have abilities you can't get elsewhere, and therefore most still have a use. Lords - special charactersArchaon - amazingly powerful but also stupendously expensive at 580 points... unmounted, plus 70 for Dorghar. His rules and special equipment are too numerous to detail all, but essentially he's a supercharged Chaos Lord with every Mark of Chaos, some amazing special rules and equipment, and a Level 2 Wizard of either Death/Fire/Metal/Shadow/Tzeentch. Archaon is also your General (18" range) plus acts as a kind of additional BSB (12" range, re-roll Break tests), plus lets you upgrade a unit of unmarked Chaos Knights to the Swords of Chaos (+5 points per model), who gain Hatred and Immune to Psychology - Hatred is great, ItP less so for a unit that's likely to be Archaon's bodyguard. He's incredibly hard to kill with Toughness 5, 4 Wounds, 1+ or 2+ armour, 3++ ward, and cannot be wounded on greater than a 3+ (even by attacks that would normally auto-wound). Oh, and Mark of Nurgle. He puts out loads of damage with 6 S5 armour-ignoring attacks (incl. MoK's Frenzy) that can be doubled to 10 attacks thanks to his magic sword, at the risk of hitting yourself/friendly models for every 1 rolled To Hit (which cannot be re-rolled). Most armies struggle to offer any way of containing him when he's fielded; if you use End Times Lords/Heroes allowances and bring him mounted in a 1,300 point game, expect never to play your opponent again! Either have him on foot in Warriors/Chosen or better still mounted with Swords of Chaos - field him front and centre and throw him at your enemy. Mounted is better as it gets him into a fight (and the right ones, not chaff) quicker. For magic, Lore of Death is a solid choice with his Ld 10 to snipe enemy characters, but Lore of Shadow works well too (Mindrazor him for 10 S10 attacks!). Take a Hero level caster to offer some more magical threat, and make sure Archaon's bunker has a unit champion so you're not wasting the Lord of the End Times on a Goblin champion. On that note, Eye of the Gods potentially results in him turning into a Spawn/Daemon Prince, but don't worry too much about that - you can re-roll the result on the EoTG table to avoid that. Galrauch - a wizard dragon lord, so extremely cool. Stats are 6 for everything except Ld 9. Two awesome breath weapons (S4 flaming, and the other forces Toughness tests - fail that and the model is removed from play with no saves at all!!!), buuuuut the Spirit of Galrauch rule means that you take a Leadership test at the start of each turn and if you fail the two heads start tearing each other apart. Also, he's stuck with the Lore of Tzeentch, which is amongst the weakest of magic lores and very unreliable. As ever with dragons, he's also vulnerable to warmachines so you'll need to hide behind cover or go for a target saturation approach. Galrauch isn't a strong choice, but for that one time you destroy a High Elf Banner of the World Dragon deathstar with your Breath of Change, he's worth it. Kholek Suneater - an absolute monster, he's a Dragon Ogre Shaggoth on steroids. Better in every way (save Initiative), he puts out a terrifying 7 S8 attacks with the Multiple Wounds (D3) rule that should obliterate any monstrous unit or character he meets. His Lord of the Storm ranged attack is great, and can even be used when in combat - plus if it backfires, it helps you! With 8 Wounds he can survive at least one cannon shot but if you're up against warmachines, rush him straight into combat. Otherwise, you've got more time to pick your target, so go for those multi-wound models/units rather than stomping T3 infantry. You'll need a ranked infantry block to help him break any Steadfast targets. Note that he was FAQd to have the Heavy Armour he deserves, so has a 2+ save. The main downside is his cost - which could get you a more versatile tooled-up Daemon Prince instead, and that he therefore also prevents you getting a Level 4 wizard. Sigvald the Magnificent - an improved Chaos Lord with Ld10 and better Initiative, his magic weapon gives him +2 Attacks and Always Strikes First, plus any roll on the Eye of the Gods automatically gives him +1 Attack. He's also got a 1+ save and 4++ regen - fairly durable for an infantry lord, plus Stubborn. Unfortunately he's lumbered with Stupidity, and can't re-roll the test if failed so he may end up standing around admiring himself in his mirror-shields just when you need him in a combat. You can make a generic lord more effective overall - but Sigvald has his uses. He'll mulch through troops with his 7 attacks, usually re-rolling misses, and in a block of infantry he's great at holding up your opponent thanks to Stubborn. Valkia the Bloody - a useful character but suffers from the usual problem of having no ward save. She puts out a great number of attacks, her spear gives her +2 Strength and Killing Blow on the charge plus is always Armour Piercing, and any roll on the Eye of the Gods gives her +1 Strength. Most usefully she acts effectively as an additional BSB - either getting you near full-table BSB coverage or saving you from having to buy another (though the former is better). She lacks a ward save, so you should start her off in an infantry unit to protect her from spells/warmachines - however, with her 2+ save and magic equipment reducing the Attacks and Strength of each model in base contact by 1 (to a minimum of 1) she's harder than you'd expect in combat. She'll destroy heavy cavalry on the charge, as well as putting the hurt on monsters and suchlike. Don't throw her in solo against infantry blocks unless it's alongside one of your own. For obvious reasons, keep her the other side of the board from your BSB so you get maximum coverage. Vilitch the Cursling - underwhelming, because he's stuck using the mostly weak Lore of Tzeentch. Being a Loremaster at least means you're guaranteed the better spells from that lore, but as discussed later LoT is unreliable at inflicting damage, and Warpflame is a pain. Vilitch does have a good ability to dominate magic phases by gaining dice every time your opponent fails to meet the casting value/dispel value (Vessel of Chaos), better channeling from Mark of Tzeentch, and through the Boon of Magic lore attribute, plus the excellent Glean Magic lets you steal more useful spells off your opponent (particularly useful against opponents with multiple low-level casters). On Vessel of Chaos, your opponent will have to choose between letting you get a load of spells off, or really committing to their dispel attempts and wasting dice in the process - you could two-dice your way through Lore of Tzeentch's several low casting value spells, either getting several off, or exhausting your opponent's dispel dice so you can move onto your best spells, or if you're really lucky generating more dice to Infernal Gateway them. Your dispelling tactics shouldn't be any different from normal, but expect your opponent to use more dice than necessary (risking miscasts) to avoid failing to meet the casting value. Unlike regular Sorcerer Lords, Vilitch is Strength 5 and has an additional hand weapon, so puts out a bit of damage in combat - but has just his 4+ armour save and 6++ ward to keep him alive, so keep him away from combat characters. He's not as terrible as people think - obviously he doesn't match other caster lords such as Daemon Princes that you can build, but he can be useful - put him in a Warriors bunker and make good use of Glean Magic/Treason of Tzeentch/Infernal Gateway. Be'lakor, the Dark Master (Warscroll) - his rules can be found in a Warscroll GW released with both his 40k and WFB rules. Be'lakor has the same stats/rules as a flying Daemon Prince with Leadership increased to 10 (one of your few options with this), and clocks in at 500 points. However, he plays quite differently to your regular Daemon Prince, which are normally tooled up with a 1+ save and are geared to balance combat and magic. Be'lakor has just a 4++ ward with no armour save - though units shooting at him (in the Shooting phase only - not stand and shoot reactions) get -2 to hit; he therefore isn't great in combat, even with his magic sword ignoring armour saves. He has the normal vulnerability to warmachines but at least has a fairly small model that can be hidden behind terrain! Be'lakor's main strength is magic, plus his Leadership effects. He's a level 4 Loremaster of Shadow - a really strong lore (my favourite) and you're guaranteed the strongest spells - no need to worry about missing out on Mindrazor or Pit of Shades for the duff Steed of Shadows and Penumbral Pendulum. In fact, as a flying character, Be'lakor is actually placed quite well to make use of Pendulum down the battleline of a low-Initiative army, and Steed of Shadows allows him to fly to safety after casting. Obviously, Mindrazor is exceptionally good with Chaos Warriors, there's the usual Miasma/Pit of Shades combo, and The Enfeebling Foe/The Withering are great Hexes. Lord of Torment means that if any enemy units fail a panic/break test in the previous turn, you gain D3 additional power dice in your magic phase - these do not count towards the 12 dice limit(!!!) and can only be used to Be'lakor. Combined with The Dark Master causing units within 12" to suffer -1 Ld and other Leadership-affecting units like the Hellcannon, you've got a high chance of getting an extra couple of dice each phase, which massively tips the balance in your favour. Keep Be'lakor out of dangerous combats, but he can obviously murder chaff (which will either flee - extra dice! - or be wiped out)/warmachines and can join in a combi-charge from the flanks or rear if you need to tip the balance. The focus with Be'lakor should be getting as many spells off as possible, and to force panic/break tests - the Hellcannon is the obvious partner, but anything causing Terror will help too - so sending a Chimera around with him is also a good idea. Crom the Conqueror (End Times: Nagash expansion) - a mere 20 points more than a regular Chaos Lord, he comes with better Weapon Skill and Initiative and some special rules. He must issue and accept challenges, even if others of your models could, and at the start of each combat phase you can choose to attack with either two hand weapons or hand weapon + shield. If you use AHW, you get three extra attacks rather than just one, if you use a shield you get +2 to your armour save (so 2+) and a 5++ parry instead of 6++. Of course you can build better lords, but he is an outstanding Chaos Lord on a budget, with good versatility. Your main problem is that he's going to waste a lot of combats overkilling unit champions - not much you can do about that. Being unmarked, you can plonk him in with whatever flavour of Chaos Warriors you want. The Glottkin (End Times: Glottkin expansion) - the first (and biggest) of the Chaos End Times monsters, the Glottkin are a massive investment at 810 points but roll a combat Lord, level 4 caster, and giant monster into one. Their combined stats are good - though the only really exceptional one is their 12 Wounds; however, Initiative 1 is a massive risk against Purple Sun, Pit of Shades etc. Mark of Nurgle, 4+ armour and 4++ regen makes the Glottkin hard to take down, and the Lore of Nurgle attribute can add Wounds/Toughness to make them even more of a nightmare. Damage output is prodigious - D3 Impact Hits, D6+5 Poisoned Attacks at S6, one of which is upgraded to S10 with Multiple Wounds (D6), Thunderstomp, plus they also have a S3 armour-ignoring Breath Weapon that can only be used in combat. Oh, and Nurgle's Rot (extremely good with their massive base). Finally, Lords of Nurgle means the Glottkin + friendly Nurgle units within 12" re-roll failed charge ranges (yay!) and get the Aura of Chaos result if they ever roll on the Eye of the Gods table (a ward save; they have regen already, but I guess it's useful against Flaming Attacks). A massively powerful model, your only real issue is that you've got all your eggs in one very expensive basket - that could be lost to a miscast, Initiative-test spell, or tarpitted to irrelevance by a hundred Skavenslaves/Zombies or suchlike, or beaten in combat by one of the other super-nasty End Times monstrosities. Otherwise, plonk it in the middle of a Nurgle-dominated army and charge forward, smashing everything beneath your blubbery feet. Do combi-charge otherwise Eye of the Gods means you waste a round of combat squishing a measly unit champion into a diseased pulp. Orghotts Daemonspew (End Times: Glottkin expansion) - the first of a trio of combined-profile "Maggoth Riders", Orghotts is the most combat focused one. With 9 WS8/I7 Poisoned attacks hitting at S8, he puts out a lot of damage and unlike the other two he gets to hit at Initiative. Mark of Nurgle, Toughness 5, a whopping 9 Wounds, and 3+/6++ are a solid defence, plus anyone who wounds him in combat must take an Initiative test - if failed they take a S4 hit. His mount, Whippermaw has a pretty rubbish 6" range shooting attack that you'll almost never use. At 430 points he's the most expensive of the Maggoth Riders but a very solid combat-focused beatstick. Movement 6 is a bit too slow for flanking, so field in the middle as your general - helped by Ld 9, and smash into anything with a high Toughness/armour save. He's not invulnerable, and the ward save isn't great, so watch out for cannons etc. - but 9 wounds should last you a while. Bloab Rotspawned (End Times: Glottkin expansion) - the wizard of the trio, Bloab is a level 3 Lore of Nurgle caster; straight off you're almost certainly sacrificing having a Level 4, which is frustrating. Doombells kind of makes up for being a level 3, adding 1 to his casting values and subtracting 1 from casting results of enemy wizards within 12". Also has a 24" range stone-thrower attack, albeit S3(4) with no armour saves allowed - good at mulching large infantry blocks, plus Daemon Flies that inflict some S3 attacks on units within 6". He's a funny choice as a support unit, costing 415 points - a large part of which is for his still extremely good combat prowess, which you can't use alongside the ranged attack. In combat he's got 6 ASL (great weapon) S8 attacks at a mere WS5. Has the usual Mark of Nurgle, 3+ save (no ward though) and T5 to keep him safe, and 8 Wounds. More versatile than the other choices but suffers in that you can't make use of all his threats at the same time. Less of a General with Ld 8 so you may want to look elsewhere for a character to lead your army. Bloab is probably kept just behind the front line, shooting and magicking stuff, but ready to charge into combat when needed. Morbidex Twiceborn (End Times: Glottkin expansion) - the cheapo Maggoth Rider at 385 points, he struggles in a WoC list (as against a Legions of Chaos one) as one of his abilities buffs Nurglings, which obviously you can't take. He's a better combat character than Bloab, though not at Orghotts level. However, with Mark of Nurgle, Toughness 5, 8 Wounds, 3+ armour, 6++ ward and Regeneration he's the toughest of the trio. With a great weapon he puts out 7 WS7 S8 attacks albeit with ASL, plus Nurgle's Rot inflicting a S1, no armour saves allowed, hit on any model in base contact at the start of each Magic phase. His mount Tripletongue has a 6" ranged attack that's about as bad as Orghott's - you may use it once if standing and shooting, and that's about it. With Leadership 8, again he's a poor General. Use him as a budget Orghotts who is very hard to kill, but best of all take Legions of Chaos instead and surround him with Regenerating Nurglings. Gutrot Spume (End Times: Glottkin expansion) - only 12 points more than a Chaos Lord with great weapon/MoN/Nurgle's Rot, Spume benefits from an extra Wound and a crucial Leadership boost to 10. He has special rules to benefit him/his unit in water/river areas of the battlefield - highly situational but great if you have enough of that on your table, and Flailing Tentacles gives him an extra D3 attacks. Those benefits are all definitely worth the cost - but the downside is that he's on a 40mm base (much more vulnerable to incoming attacks - though Nurgle's Rot will get more hits) and can only be mounted on a Warshrine (bad idea as he has no ward save). He's obviously intended to hang around with some Putrid Blightkings, but Nurgle Warriors may be a better match as your unit will be larger so you have a better chance of a Look Out, Sir! roll. Unfortunately, the stuff he's great at killing (heavy cavalry, monsters) will generally hit before him and also put some serious hurt on him (remember he's still Infantry so can be Thunderstomped). Festus Empowered (End Times: Glottkin expansion) - better Festus for an extra 130 points. Now a Lord, and with better stats to match, in particular a crucial boost to Toughness 5 and 3 Wounds, and his Initiative goes from 2 to 5 so you don't need to worry about characteristic-test forcing spells so much. As well as his old special abilities (see the Hero entry below), he's now a Level 3 wizard so you get more spells, and gains "Gardener of Nurgle" - all enemy units treat difficult terrain as dangerous terrain - great for really screwing around with your opponent's movement on a terrain-heavy table. Destined for Daemonhood is unlikely to come into effect (he still shouldn't be in challenges), Shroudlings is a situational spell that means friendly models within 12" count as being in hard cover - useful against shooting heavy armies like Dwarves, Wood Elves and Empire but not so much use against Vampire Counts. The Hero version is good but the Lord version is exceptional - the Gardener and Shroudling abilities are excellent, and his main issue of survivability is much improved. Use him much like normal Festus (in a block of Nurgle Warriors) but you can afford to take more risks as to where you throw the unit. Skarr Bloodwrath (End Times: Archaon expansion) - 300 point Khornate infantry Lord on a 40mm base, obviously intended to be fielded alongside Skullreapers/Wrathmongers. Skarr has standard Chaos Lord stats minus 1 Ld to 8. Offensively, he's got paired weapons that give him +2S in the first round of each combat and D3 Impact Hits, plus of course MoK to bring his attacks up to 7. Defensively he has just Chaos Armour and Magic Resistance (1) plus Immune to Psychology (mostly redundant as he has that when frenzied). His special "thing" is Bloodborn - keep a count of the number of opponents he's killed in a challenge or monsters ("Blood Tally"); if he's killed roll a D6 and add this number. If you get a 4+ then he's reborn within 6" with D3 wounds, no bonuses/effects from before (except for Eye of the Gods ones) and with his Blood Tally reset to 0. Clearly you need to throw him into challenges and monsters for this to be worthwhile - but then killing off a few unit champions for the sake of being reborn later on doesn't really seem a worthwhile return on his points cost. Tamurkhan, the Maggot Lord (Tamurkhan expanion) - making Archaon look cheap, Tamurkhan has two version - "Sargath" at 645 points, and "Tyrant" at 835 points (depending on whether he's occupying the body of a mere Slaaneshi Lord or an Ogre Tyrant); in either case he rides Bubebolos the Toad Dragon. Unless you're playing End Times Lords/Heroes allowances, you're only fitting Tamurkhan into really high points value games. The Sargath variant's stats are a bit weak (a watered down Chaos Lord) but at least has a magic weapon with Armour Piercing and Multiple Wounds (2); the Tyrant version is much more interesting as a Monstrous Infantry model with T6/W6 plus a great weapon that forces wounded models to take a Toughness test - if failed they lose -1T permanently. For both, Mark of Nurgle and Chaos Armour helps to keep them safe, though neither has a ward or regen. However, in the event he dies (unless to an insta-kill effect such as Purple Sun rather than one that inflicts wounds) he can try to possess a nearby infantry/monstrous infantry model (friend or foe) within 6", which if successful (which is likely to be the case unless they have a particularly high WS) they are slain outright and Tamurkhan possesses a new body and any weapons/armour it had - with some stats changes. While this may result in a rather puny Tamurkhan, it makes him near impossible to kill off unless you can isolate and destroy him at range. For that reason, keep a source of friendly fresh bodies within 6" of Tamurkhan early on; once he's in combat with the enemy he can then possess one of them if slain. Bubebolos is ridiculous, with S8, T7, 10 Wounds, 3+ Scaly Skin, Mark of Nurgle... and can only be wounded by attacks of S4 or greater (sorry, poisoned Witch Elves) and never on greater than a roll of 4+ (sorry, cannons) - oh, and any spell/effect that would slay him outright instead inflicts D6 wounds (sorry, Purple Sun). With only 4 attacks plus a rather puny Tongue Lash one (S4, Poisoned, ASF - though causes a -1 To Hit for that round of combat if the victim is wounded, which combines really well with those Marks of Nurgle) most of the toad's damage is from its 2D6 Thunderstomp hits - which favours infantry models though that's a waste of S8. Of course, there's a breath weapon too: any model hit takes a Toughness test at -1 and suffers D3 wounds if failed, with no armour saves. Ridiculously good. As a pair, they're virtually immune to the normal threats for ridden monsters (warmachines, insta-kill spells) and even massive tarpits won't last long against them. Field Tamurkhan front and centre - ideally in Tyrant form, and charge into your enemy lines. As long as you've got some nearby models for him to possess, you'll be near-impossible to finish off, and can smash anything in your path. Sayl the Faithless and Nightmaw (Tamurkhan expanion) - a Level 3 Sorcerer Lord with some extra abilities. Straight off, it's disappointing he's not a Level 4 - when you're paying for a Lord-level caster, you almost always want a Level 4. He's got a pip of extra WS/I/Ld than a regular CSL, and can choose spells from either Lore of Shadow or Lore of Heavens (unique to WoC), plus always knows his unique spell Traitor's Mist - this Augment casts on a 6+ and allows Sayl to make a Fly move; any model in base contact at the start of the move suffers a S3 hit with no armour saves. A normal Fly move wouldn't let you leave combat, but that second bit of text does... agree it with your opponent first, but I think it's intended to allow him to do so (the FAQs say nothing) - this is a useful way of evading a combat that's going to go wrong, or to line up another spell (Penumbral Pendulum down your opponent's front line?). Lore of Shadow is the better lore, and Sayl could work well with the Lore Attribute - however, he's the only way to get Lore of Heavens, so an interesting choice - that lore offers a little protection against ranged threats, which WoC hate. He re-rolls failed characteristic tests (highly situational, and his characteristics are good enough anyway), channels power dice on a 5+ (marginal), and can inflict a single miscast per game on a friendly model within 12", even if non-wizards - this is extremely useful for risking a 6-dice roll. Finally, he has Killing Blow and a 5++ ward, which you'd think would make him useful in combat, except Forge World neglected to give him Chaos Armour, so he's useless there - far too vulnerable. Sayl also lets you take his pet Spawn Nightmaw, which is a better spawn (not saying much), but 105 points. Nightmaw is harder to kill with a 3++ Regen and -1 To Hit for shooting attacks, but even with ASF is useless at killing stuff with S4. I can't really recommend Sayl, and definitely not Nightmaw - but if you do take Sayl then make sure you've got a plan to either make use of his manoeuvrability for Shadow Magic (or take a Daemon Prince...) or Lore of Heavens. Throw more dice at spells because you can risk a miscast more than a conventional Level 4 could. Use Nightmaw like a regular Spawn. Lords - generic charactersChaos Lord - the best generic combat character in the game, save perhaps the Daemon Prince; even Vampire Lords can't match a Chaos Lord. He's actually the least commonly taken of the three WoC Lord options as taking one generally means you don't have points for a Level 4 wizard, and the Daemon Prince is ridiculously good. However, the Chaos Lord is an incredibly reliable combat beatstick with extremely good stats and mount options. You can either make him virtually unkillable or an offensively-focused killing machine. A couple of popular builds are below, and more can be found in this thread: Hortennse the Unkillable - Halberd, MoT, Disk of Tzeentch, Dragon Helm, Talisman of Preservation, Crown of Command, Flaming Breath, Soul Feeder, Third Eye of TzeentchThe rage causing unkillable flying disk lord with 2+ armour, 3++ ward or 2++ vs flaming attacks (re-rolling 1s in either case), and can heal himself via Soul Feeder. Flies to wherever you want it, and is also Stubborn, S6 and has a breath weapon to rub further salt in the wound. Ties with the Nurgle Daemon Prince for the most hated option in the book. Works well babysitting a Chimera; also good for when you want a double breath weapon a deathstar. Chuck Norris - MoK, Shield, Sword of Strife, Dragonhelm, Talisman of Preservation, Flaming Breath, Soul Feeder
Relatively cheap at 360 points, has a 2+ armour save, 4++ ward, and 2++ vs flaming attacks - excellent for a model on foot. Also has 8 S5 attacks, plus a breath weapon, can heal himself, and fits perfectly in your Khorne Warriors or Chosen. Chaos Sorcerer Lord - your wizard lord, he's expensive at 235 points without upgrades. You'll need to spend quite a lot more to get the best out of one, both for protection, added magical prowess and probably mobility too. You've got a decent range of lores (Death/Fire/Metal/Shadow when unmarked, plus Tzeentch/Metal with MoT, Slaanesh/Shadow with MoS and Nurgle/Death with MoN) and lots of mount choices too. With the Disc or Steed of Slaanesh you can get Movement 10, which is a good route to go down. While decent in combat (for a wizard), being forced to challenge can result in you entering a fight against a challenge-monster and getting slapped down, so be careful who you engage. Some example builds are below: The Undivided - Chaos Familiar, Scaled Skin, Talisman of Preservation, Charmed ShieldA cheapish 365 points basic build on foot, you can bunker him in Warriors or Marauders so he's hard to single out, and has a decent amount of protection (1+/4++) plus a good range of lores. Led Zeppelin (Tzeentch) - MoT, Disk of Tzeentch, Chaos Familiar, Third Eye of Tzeentch, Talisman of Preservation, Charmed ShieldMore expensive at 400 points, but has excellent manoeuvrability and survivability. The weakness of the disc Sorcerer Lord is the limits of the lores - Tzeentch is unreliable, Metal is better but not one of the best around. If you're going to use one of those lores, this is the best way to do it. The Pale Rider (Nurgle) - MoN, Daemonic Steed, Chaos Familiar, Scaled Skin, Talisman of Preservation, Charmed ShieldWhile Nurgle is more normally seen on Festus or a Daemon Prince, you can still get a solid Sorcerer Lord with that mark, and both Death and Nurgle are strong lores. 410 points means he's not a cheap option, but this build combines well with a unit of Knights (and perhaps a tooled up Exalted Hero) for an expensive but powerful unit. Hellraiser (Slaanesh) - MoS, Steed of Slaanesh, Chaos Familiar, Scaled Skin, Talisman of Preservation, Charmed Shield395 points, this build has M10, Fear, 1+/4++, and a 2++ ward against your first hit. Also has access to 5 spells from either Slaanesh or Shadow, both excellent lores. He's not quite as unkillable as a Tzeentch disc version, but can be bunkered in a unit - Hellstriders are best for M10 but Marauders are a budget option. Daemon Prince - the most hated WoC unit by anyone not playing WoC. Incredibly powerful, the Daemon Prince can take on a variety of roles, whether holding units up for flank charges, acting as a primary caster, being a challenge monster, or mulching through troops. They also tend to get very expensive if you go to town on them, and you can end up paying 600 points if you're not careful. Starting at 235 points, your DP has to be upgraded as a "Daemon of X" - slightly different from marks, as it gives Hatred of the "opposing" types of Daemon, and Khorne gets +1S on the charge, and Slaanesh Armour Piercing. Comes stock with Unbreakable and a 5++, you will always want the 20 Chaos Armour upgrade, and flight at 40 points is a common choice. You can then upgrade further with wizard levels (same choices as a marked Sorcerer Lord), 100 points of Chaos Mutations & Powers, and 25 points of Magic Items. Stats are unsurprisingly like an upgraded Chaos Lord - M8/WS9/BS5/S6/T5/W4/I8/A5/Ld9, oh and it's a Monster so can Thunderstomp. The DP isn't invulnerable - a 5++ ward is good but not that good, and a Tzeentch Disclord is harder to kill. Watch out for the usual issues like cannons, which can one-shot you - target saturation and hiding behind cover will help. It's common for a DP to babysit a Chimera, which provides a useful distraction/mobile cover. The Charmed Shield is also a good way of ensuring the first cannonball bounces off your DP. Some popular builds are below: The Punisher - Daemon of Slaanesh, Soul Feeder, Flaming Breath, Scaled Skin, Chaos Armor, Helm of Many EyesA decent price at 320 points, this is the close combat focused build with no magic. Wings could be added, but aren't necessary with M8. The Relentless - Daemon of Nurgle, Level 2, Chaos Armor, Scaled Skin, Soul Feeder, Nurgle's Rot, Dragon Helm, The Other Trickster's ShardComing in at 400 points, it can fit in smaller games; can also easily be upgraded with wings/Chaos Familiar/extra wizard levels if desired. This build provides some ranged threat as well as a decent close combat output. Nurgle works incredibly well with a DP, the lore attribute making the DP extremely tough to deal with once it's had a good magic phase. Unkillable Nurgle Prince - Daemon of Nurgle, Level 4, Chaos Armour, Daemonic Flight, Scaled Skin, Soul Feeder, Chaos Familiar, Flaming Breath, Nurgle's Rot, Charmed Shield, Sword of Striking (or The Other Trickster's Shard), Dragonbane Gem
The is the ultimate troll Nurgle Daemon Prince that ties with the Tzeentch Disclord as the most annoying WoC model to face, and guarantees table flips. This version comes in at 565 points so fits neatly into an average 2,400 - 3,000 point game. You can save on cost by dropping wizard levels and/or the Flaming Breath and Nurgle's Rot upgrades. This build is just plain nasty - if you use LoN then once it's got some spells off, it gets progressively harder to kill with increased Toughness/Wounds; alternatively Death makes for some great sniping (though I think full Nurgle is the most effective). It hits most things on a 2+, and almost everything striking back will need a 5+ or 6 to even hit it in combat. The Nurgle's Rot and Flaming Breath just increase the trollage in combat, while Soul Feeder is a further way to regain what few wounds might scrape through. If you're up against ward save heavy armies (Daemons or perhaps High Elves) or tooled up challenge characters then the Other Trickster's Shard is the better choice over the Sword of Striking. Sorcerer-Prophet (Tamurkhan expanion) - To take one, you must take at least one other non-character unit of Chaos Dwarfs are taken (either Infernals or warmachines). 30 points more than a Chaos Sorcerer Lord, and you're really only going to be taking one if you have a significant Chaos Dwarf contingent in your army. Can get some very good saves making them tough to kill, and can put out a bit of hurt in combat particularly when tooled up with magic items or the Blood of Hashut. However, they're part engineer too, so you want them nearby a warmachine improving its effectiveness. Can take Lores of Fire/Death/Metal/Hashut - Death works well with Ld 10, and also ride a Great/Bale Taurus or even a Lammasu if you really want a wizard riding a wizard. You're veering more into Chaos Dwarf tactics if you take one, so I won't expand further - there's ample advice for them in the Chaos Dwarf forum. Heroes - special charactersWulfrik the Wanderer - not a particularly strong character, but has some fun tricks. His ability to force acceptance of challenges, his bonus against a pre-selected opposing character, and ability to Ambush with a unit of Marauders means he can really mess up your opponent's plans and take out any characters hiding in his backline. As ever, you can get a more all-round effective character for the points, and Marauders aren't anything special - but his abilities are unique and will unsettle your opponent. Throgg - special characters are usually overpriced and only worth taking for "fluff" reasons. Throgg is definitely an exception - he's a bargain for a super-tough (T5, 4 wounds, 4++ regen) fighty character with a great damage output (Copious Vomit is great, and he's got 5 S6 attacks), and best of all lets you take Trolls as Core, plus all war beasts/monstrous beasts/monstrous infantry/monsters within 18" use his Leadership (if theirs is lower) so long as he's not fleeing. He's a bargain at 195 points, as you can take a Level 4 caster alongside him, and opponents fear the Throgg troll horde. Take him, and bring a massive horde of Chaos Trolls as the core of your army, and don't worry about any nearby Warhounds, Chimeraes etc. running away. Your only concern is that he might turn into a Daemon Prince/Spawn because of his extra rolls on the Eye of the Gods table. Festus the Leechlord - a really useful character in a block of Nurgle Warriors, but he's a bit fragile and can get singled out and slain relatively easily in combat - I've managed it with mere Skeleton Warriors. He grants his unit Poisoned Attacks and Regeneration (5++) making a unit of Nurgle Warriors with halberds and shields absolutely terrifyingly tough. His potion can heal him or pick of enemy wizards/support characters (though if they're in combat with a Warriors unit they're probably doomed anyway). Nurgle is a solid lore, and can also increase Festus' Toughness and Wounds with a bit of luck, helping him hold out longer. Worth a look, but don't rely on him. Scyla Anfingrimm - one of very few ways to get Ld10 in your army, and that's probably why you've taken him. Unfortunately that means you've got to be careful with him, because T5, 4 Wounds and a 5+/6++ (and Magic Resistance 3) is poor. He can actually join a unit (non-Unbreakable characters can't join Unbreakable units, but the opposite doesn't apply), so could hide amongst some Ogres or Trolls for a Look Out, Sir roll. He puts out a decent but unreliable amount of damage, and has the advantage of being very cheap. Actually quite useful if you've got the right unit for him to join. Kazyk the Befouled (Tamurkhan expanion) - by himself not a great choice; you can upgrade a mounted Nurgle character to get better results for the same points. The main reason to take him is that you can upgrade a retinue of MoN Chaos Knights to become Rot Knights for +15 points per model, replacing their steeds with Rot Beasts that make them Monstrous Cavalry, and have 2 S4 Poisoned Attacks each, 2 Wounds, and 5++ Regeneration (though your armour save drops to a 'mere' 2+). Kazyk's other decent special rule is that his Corrupted Flesh means he's -1 to wound (effectively T6) except for against Flaming Attacks. For obvious reasons keep him and his unit away from Flaming Attacks. He's not bad, particularly if you want a cheaper Nurgle kind-of equivalent of Skullcrushers. Heroes - generic charactersExalted Hero - a solid combat Hero, most often used as a BSB (which you really should take; WoC units are too expensive to risk them running away) - it's less common to see non-BSB ones but they can be kitted out as combat monsters and to take challenges in a Sorcerer's bunker. When going for a BSB, survivability is generally the focus, so a good save and a ward; the Daemonic Mount is also a neat way of getting Toughness 5, 3 Wounds and immunity to Killing Blow. Tzeentch BSB - MoT, Barded Daemonic Mount, BSB, Shield, Sword of Might, Talisman of Endurance, Third Eye of TzeentchPricey at 258 points but very hard to kill with 1+/4++ (re-rolling ward saves of 1), Toughness 5 and 3 Wounds. Also puts out a lot of pain with constant S6 in combat, and works well alongside Knights with the Blasted Standard. Can be tweaked with options such as the Talisman of Preservation (if you don't have it on a Lord) for an even better save or switching over to the Helm of Many Eyes/Dawnstone/Halberd and dropping TEoT. The Outrider - MoS, Flail, Shield, Steed of Slaanesh, Helm of Many EyesClocks in at 173 points, and is a cheap addition to a unit of Hellstriders, making them much more deadly. The Standard Bearer - MoN, BSB, Biting Blade, Enchanted Shield, Talisman of Endurance, Ironcurse Icon, Soul Feeder205 points, works well in a unit of Warriors (potentially alongside Festus). Solid in close combat and even okay in challenges. Can be mounted instead if you want to up his save. Chaos Sorcerer - starting at 110 points, they're not cheap for a basic Hero level sorcerer, but useful nonetheless as a backup caster or to carry an Arcane item around (usually the Dispel Scroll, sometimes the Skull of Katam). Chaos armour gives them a save, and mounting them on a Barded Steed or Daemonic Mount and bunkering them in Chaos Knights is a good way of keeping them safe as well as having a 2+. They've got a good selection of Lores, and whether you mark them or not depends on your lore selection and bunker. Daemonsmith Sorcerer (Tamurkhan expanion) - To take one, you must take at least one other non-character unit of Chaos Dwarfs are taken (either Infernals or warmachines). Cheap wizard/engineer, 15 points less than a Chaos Sorcerer though you have the "tax" of a CD unit. If you're taking one, then they're a cheaper way of getting a scroll caddy, and can work well guarding some warmachines. Can only take Fire/Metal/Death - Fire is probably a good choice to add to your ranged threat, Death is too short-ranged. Actually a surprisingly good choice if you're bringing a warmachine or two along. Infernal Castellan (Tamurkhan expanion) - To take one, you must take at least one other non-character unit of Chaos Dwarfs are taken (either Infernals or warmachines). Less useful than a Daemonsmith Sorcerer as really you need a unit of Chaos Dwarf infantry to get the best out of these. At 5 points less than an Exalted Hero they're a bit tougher, have a better Leadership of 9 and higher magic item allowance of 75 points, but don't have the same damage output. If you've got a unit of Infernal Guard in your main battleline, take a Castellan as a sturdy BSB. MountsBarded Chaos Steed - your typical horse cavalry mount, although Chaos Steeds are a mighty S4. You take it for a cheap way to join a cavalry unit, and for the inclusive boost to your armour save. Works well for both combat characters and wizards, but you have to compare it to the Daemonic Mount, which is more expensive but adds a vital Toughness/Wounds boost (for Heroes, just Toughness for Sorcerer Lords) a pair of S5 attacks and a Stomp, plus immunity to Killing Blow, so is generally the better option. The Chaos Steed wins out only on cost and keeping your Look Out, Sir! rolls. Daemonic Mount - monstrous cavalry mount, the benefits are mostly discussed just above. It's particularly good for Hero level characters, but is worth it for most Lords too. Good for when you want a solid mount for a character who'll be thrown right into the mixer. Steed of Slaanesh - super speedy M10 mount for Slaaneshi marked characters only. It's obviously meant to join Hellstriders, or you might as well get the cheaper Barded Chaos Steed instead. Works well for beefing up a Hellstrider unit with a character who can actually kill some models (thus winning them some combats so they actually get their bonuses before all dying), but works even better for a Lore of Slaanesh caster who wants to take the enemy from behind (what Slaaneshi doesn't?). Offensive output is poor, even with Poisoned Attacks and Armour Piercing, but don't forget it causes Fear. Disc of Tzeentch - it flies. That's what you take it. It's key to the much-hated unkillable Disclords, whether combat characters buzzing around where your opponent doesn't want you, or less likely (due to poor magic lore choices) for a wizard. It also causes Fear, and gets a S4 attack. Against Skaven and their Storm Banner/Howling Warpgale, you're going to be grounded with Movement 1. Palanquin of Nurgle - a poor man's Daemonic Mount. It's slow at M4, so clearly designed to join a bunker of Nurgle Warriors/Chosen/Marauders. Turns you into Monstrous Cavalry with 4 Wounds, but no Toughness boost and lacks barding. 6 Attacks might sound fun, but they're S3, so perhaps not. You could use it to get a Nurgle Lord up to 4 Wounds whilst in a nasty deathstar alongside Festus et al... beyond that I struggle to see much point for it. Juggernaut of Khorne - expensive, but for a Khorne character it's a better option to the Daemonic Mount, as you get 3 S6 attacks on the charge, though just Toughness 4. A strong choice for an offensively-focused Lord/Exalted Hero who's joining Skullcrushers or Knights. Chaos Chariot - it's hard to recommend chariots as a mount, as it's all too easy for them to be shot out from under your Lord, and they're slow. If you were to take a chariot character, the Gorebeast is a better option as it's less likely to die and leave you footslogging, though is painfully slow. Gorebeast Chariot - as above, it's not a strong choice. If you take one, run front and centre alongside your Warrior blocks and trudge slowly towards your opponent, who won't want to come anywhere near your purple monster chariot of Lordly doom. Chaos Warshrine - slower than even a Gorebeast as it lacks Swiftstride. While it may make sense positionally to have a wizard on board as both want to be behind the front lines, I don't think combining them helps either - instead it just points a big target over the unit. Manticore - 150 points "lesser" monster, but it's a good one nonetheless. Has two excellent upgrades - 25 points for 4+ Scaly Skin and 10 points for an extra Poisoned Attack with Multiple Wounds (2), both of which should always be taken. The issues with the Manticore are 1) your character is going to get damned expensive, and 2) like all ridden monsters a cannonball can leave your expensive character footslogging. Despite this, against an army with a weak ranged threat, it's a strong choice for a super-destructive combat character (don't take it on a caster, that's just being silly). However, expect to spend the first round of every combat in a challenge against a unit champion, so bring along a fast friend to take that challenge for you (Hellstriders?). Chaos Dragon - an extra 330 points to whatever you've just spent on your Lord, this is for the biggest games where you want the nastiest boss-level character who can solo whole units. It has two breath weapons (add a third with Flaming Breath or you're doing it wrong) and 6 WS6, S6 attacks. This should really only be taken with Chaos Lords for the ultimate in killing prowess able to take on anything, and as with the Manticore bring along a friend to take the challenge. Pair it with a Chimera (or three) if you've been watching too much Game of Thrones and want to burn your opponents to ashes and dust with four (six) breath weapon attacks. Great Taurus / Bale Taurus (Tamurkhan expanion) - for Sorcerer-Prophets only, so only likely to be seen in a Chaos Dwarf heavy WoC army. Tough flyers that can be healed if used alongside the Lore of Fire, and the Bale version has a breath weapon (as if WoC don't have enough already). See the Chaos Dwarf Tactics forum for more on them. Lammasu (Tamurkhan expanion, profile in Storm of Magic) - a flying wizard monster, with Lore of Shadow/Fire/Death, can get yet another breath weapon, Magic Resistance (3), and negates magical weapons in base contact. Also increases the chances of your super-expensive Lord miscasting, and is rubbish in combat. Like with the Tauruses, see the Chaos Dwarf Tactics forum for more on them.
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Post by sedge on Sept 27, 2018 7:48:42 GMT
Core UnitsChaos Warriors - your basic infantry, they outclass the elites of most armies but cost 14 points before upgrades. You will want to upgrade both their weaponry and marks, but beware of spending too much on them. Typically people go either 5-wide in a more sword + shield unit with MoT or MoN, or offensive 6-wide with halberds (and potentially shields - though you can't use those in combat) and either MoK or MoN again. AHW and MoK may seem attractive but against most opponents S5 is better than S4 with an additional attack. Great weapons aren't seen much as you have other options for high strength, and it's better to use halberds to take advantage of your good initiative. Hordes are rare due to the exorbitant cost - units are generally 12 - 24, with 3 ranks at 15 or 18 the most common. Musician and standard should always be taken - take a champion if you've got a character joining the unit. A popular magic standard is the Banner of Swiftness to help you get into combat sooner; the Blasted Standard works well with Tzeentch warriors. In my view it's not a true Warriors of Chaos army without Chaos Warriors - unless you're going for a heavy marauder or Throgg's monstrous horde theme, or chariot spamming. Most armies will take at least one, and usually two blocks of these guys. Chaos Marauders - a much less popular option these days; partly because the models aren't so good, but also because while they are cheap, they are not that cheap and the price quickly stacks up again with necessary upgrades. They're also mounted on 25mm bases - not ideal for cheap fodder units. If people take them, it's generally with the flails or great weapons plus MoK for suicidal high-strength attacks and no worries about panic. I can't recommend them as a tarpit due to cost and base size - but if you were to do that, MoT or MoN, light armour and shields is the loadout you want. Forsaken - more random, expensive and slightly worse Chaos Warriors, they're an unpopular option (also possibly because their kit was stupidly expensive before GW dropped it). However, I think the problem is that people inevitably compare them to a block of marked and tooled up Chaos Warriors, whereas in fact they play a very different role in your army. They key things to note are that the minimum unit size is just 5, their movement is 6, and they're Frenzied - so Immune to Psychology. I'd suggest a minimum sized unit with Mark of Slaanesh for Swiftstride - at 105 they're less than half the cost of a unit of knights yet almost as mobile, and can chase off pretty much all chaff, as well as scaring heavy cavalry with the potential Killing Blow (their unpredictability will bother your opponent at least as much as it does you, as he won't know what he can risk countering them with). You can also use them to smash into a flank, though you'll probably want more of them for that so they disrupt and MoK for the offensive output. Alternatively if you want a speedy army, you could use them as your core infantry instead of warriors, though a Throgg troll army does that better. Chaos Warhounds - your regular cheap chaff. 6 points each, and can be upgraded with Vanguard (2 points each) or Scaly Skin 6+/Poisoned Attacks (1 point each). The big concern with these hounds is they're only Ld5 and likely to run at the first sign of danger - and you don't want them causing panic in your expensive blocks. Even with poisoned attacks (don't bother unless against a monster-heavy list) they won't do much damage, but their role is more to get in the way - though they're good warmachine hunters. Vanguard is a decent upgrade, and gets them away from panicking your blocks, though don't fall into the trap of thinking you have to vanguard everything - keeping some back can help you out later on. They're worth it for the extra drops alone to dominate deployment. Most armies have 2-3 units of them. Chaos Chariots - a solid chariot that's both tough and puts out a good amount of damage, and also gives you the potential for a decent all-mounted army. MoK for once is not so recommended, as you can't flee - and sometimes you might want to, as chariots need to be charging, not being charged. MoN gives them some durability in combat, and MoS prevents them panicking - both are good upgrades, though they are one unit that functions just fine without a mark. They're good flankers to scare off chaff (chariots can't march so aren't actually that fast, but they have a big charge range that people will want to steer clear of), and can turn a combat by smashing into the flanks. If your core requirement is already taken care of, consider Gorebeast Chariots. Alternatively, you can chariot spam with an all-Chariot core, for a mobile and nasty list. Marauder Horsemen - light cavalry, and a rare ranged threat! They can get expensive and are very fragile, so watch the upgrades - and avoid light armour, as you want to stay as Fast Cavalry. A vanguarded unit with MoK and flails can put out some solid damage, but more common are units with javelins (for the range) paired with either flails or spear + shield; MoS helps to avoid panic whilst still allowing you to make use of Feigned Flight (which Khorne can't). Special UnitsHellstriders of Slaanesh - supremely fast at movement 10, but very expensive and just as fragile as Marauder Horsemen. They don't put out a great deal more damage, yet need to win combats to get their buffs - if you're ever lucky enough to get to the third level of buffs, you probably won't have more than 1 of them left. You could use them as a speedy bunker for a wizard on Steed of Slaanesh - beyond that, just get them into combat as quickly as possible and avoid being shot at. If you are taking them, the strength bonus from the spears is probably better than re-rolls to hit from the ASF hellscourges. Chosen - better Chaos Warriors, they clock in at an extra 4 points per model, with an additional pip of WS, a larger 50 point magic standard allowance, plus the Rewards of Chaos special rule - a free roll on the Eye of the Gods table that applies to the whole unit (excepting Spawndom/Daemon Princehood - those just apply to the champion). It is strongly recommended to pair this with a nearby Warshrine to get an extra dice to roll for this - as that will virtually assure you the result you want. Think of MoT sword + shield Chosen with a 3+/4++; MoN with halberd + shield and Toughness 5; MoK halberd chucking out 4 attacks per model - or 3 at S6 at their initiative! Actually you'll often want to use this roll to balance out your offence/defence better - a toughness or ward boost for halberd Chosen, and attacks or strength boost for hand weapon + shield ones. Frighteningly expensive and not from your core - generally your Chaos Warriors will do the job fine, but a block of these is obscenely powerful. Bear in mind shields cost double what they do for Warriors (at 2 pts a model) so are only usually worth it if pairing with a hand weapon for the Tzeentchian build. Chaos Knights - one of the best heavy cavalry units in the game (only Blood Knights and Grail Knights could claim to better them) - but the general weakness of heavy cavalry in 8th edition plus the strength of your other options means these aren't such an obvious auto-take. Usually given ensorcelled weapons rather than lances so they're constantly S5 and less reliant on the charge; any mark actually works well with them. Their problem is that they don't offer much more than halberd Chaos Warriors do, and you've got harder hitting options (e.g. Skullcrushers, Gorebeast Chariot, Trolls) and you can get higher strength attacks elsewhere (Ogres, Dragon Ogres). When taken, it's usually as a small 5-6 man unit with ensorcelled weapons and a mark of your choice. If going big on them, they're often boosted by an Exalted Hero on Daemonic Mount, though your casters are also durable enough to risk combat and use them as a bunker. Always remember they cause Fear. Chaos Ogres - a decent choice, particularly if you've only got 0-1 infantry blocks in your core. Great weapons are the way to go with your rubbish initiative, while MoN helps to keep them going in combat - MoK as ever is good for offensive power but a bit too unreliable on these, who really need to be in the right fight to have an impact. Usually seen in medium units of 6-9 models. Dragon Ogres - not too dissimilar to regular Ogres - they're just more expensive and a bit better. Faster, more wounds, and stronger - you could give them halberds to still strike at S6 but at initiative - but with I2, great weapons remain the best choice, because S7 will pulverise heavy cavalry, monsters and suchlike. Do watch out for heavy cavalry charges though, as Dragon Ogres are certainly not invincible. Keep them in small units, throw them into monsters as a priority, and cavalry as a second choice. Chaos Trolls - a strong choice and cheap for the damage they put out, plus tough so long as you stay away from Flaming Attacks; always take the additional hand weapons because you won't always be fighting heavily-armoured units. They need babysitting due to their Stupidity, so they should be in the middle of your lines - near your BSB and General (or if your General is a flying Daemon Prince type away from your battleline then you may need to join a character to the unit). Usually taken at around 9 models to put out a solid amount of damage, or if you're taking Throgg, then go for as big a horde as you have models for. Chimera - brilliant, the Chimera is one of the best WoC units. It puts out a great amount of high strength damage, and the breath weapon upgrade boosts its damage output further (always take that). The Regeneration upgrade is similarly useful to make your monster super-tough and protect you against warmachines. The Poisoned Attacks aren't that expensive either - you can't go wrong with all three upgrades. Your only weakness is terrible Leadership - you don't want some Warhounds being wiped out resulting in you panicking off the table. That's why the Chimera is usually paired with a mobile Lord (which is a common feature of a WoC army) to counter this. Chimeras are extremely versatile - early on use them to rush up the table to hunt warmachines and vulnerable wizards or ranged units, then turn them back for rear charges when your infantry blocks get into combat. You can also use them to smash any chaff unit, decimate weak infantry blocks, or even as a ranged threat so you get to roll some dice in your shooting phase. Gorebeast Chariot - best chariot in the game (sorry, Settra). It's ridiculously tough and puts out a stupendous amount of damage - even off the charge, you've got 7 S5 attacks, and the price is reasonable. The only downside is the plodding M6 which means you probably won't have it charging up the board like a normal one. Use it either as a guard for your backfield (what backfield, you're WoC?) or take 2-3 and treat them like a front-line unit - on the charge they can paste most units. MoN is popular for making them even tougher; MoK is the other one chosen because then their damage output will make your opponent cry. Chaos Warshrine - also a mount choice, though its use as one is covered in the mounts section, above. The WoC buff-mobile, its main weakness is that it's slow - just M6 and as a chariot, it can't march, so you're going to struggle to keep up with your front lines. It's reasonably tough, but the damage output isn't great, and it's not good enough to solo combats against the ranked units you'll find in the middle of your opponents' lines - potentially keep it just to the side of your main lines to deal with anything trying to get around you. It can be useful if you're loaded up on champions and characters, and especially if you have Chosen - both for the extra dice on the Eye of the Gods, and also the bound spell that gives D3 nearby characters rolls on that unit. If you're going to bring it, don't skimp on your champions, and have lots of Daemon Prince (and Spawn) models to hand. MoT is the obvious choice, to improve its ward to 3++. Putrid Blightkings (End Times: Glottkin expansion) - the first of the End Times "big infantry", they're mounted on 40mm bases and have 3 wounds but are still infantry. That means you still need 5 of them for a complete rank (and as a minimum unit size), they can get Killing Blow'ed or Stomped, and you only get 1 supporting attack per model for the back ranks - those are big drawbacks for such expensive models on such large bases. That's not to say they're bad - at 40 points each you get a 3 wound Chaos Warrior with WS6, 3 attacks, and toughness 5, loaded up with Chaos armour, shields, "an array of weaponry" (your choice at the start of each combat - not round - of HW + shield, 2 x HW, or GW), plus Mark of Nurgle. You can also get full command plus a 50 point magic banner. They are very hard to shift, and have good damage output - but don't expect to break Steadfast, and your unit is going to have an unwieldy frontage. Their choice of weaponry gives them a good degree of versatility, which is always useful, but other units excel at particular roles better. It's hard to recommend a unit larger than 5-6, because additional models make your unit too wide or waste attacks. Skullreapers (End Times: Archaon expansion) - another End Times "big infantry" units with the same drawbacks as listed on Putrid Blightkings. Also coming in at 40 points per model, they're unsurprisingly more offensively orientated - two hand weapons as default, but should always be upgraded to paired Ensorcelled Weapons (5 pts per model) plus MoK for 5 S5 attacks per model. Toughness is reduced to 4, though, and there's obviously no shields. They can get a Champion or Standard (plus 50 point magic banner) but obviously aren't audiophiles as they can't get a musician. They put out a lot of damage, but there are other Khorne units that do it better - regular halberd Warriors and Skullcrushers in particular, and Wrathmongers from the same kit. If you're really ambitious, take a horde of 30 with champion for a total of 71 attacks... if you can engage an enemy with a 40cm frontage. Plague Toads of Nurgle (Tamurkhan expanion) - These can be taken as Special choices if you have at least one character in your army with the Mark of Nurgle. They're a daemon with 2 wounds, T4 and a 5++ so are fairly hard to shift, but don't really justify their 24 points cost. Strangely they don't even appear to have the Mark of Nurgle, which is a bizarre oversight - with that they could have made a decent roadblock. As it is, their damage output is mediocre for their cost, even with Poisoned Attacks. If you're going to use them, take a minimum sized unit for 72 points and use them to tie down a flank or hold up chaff. Chaos Dwarf Infernal Guard (Tamurkhan expanion) - You can take one unit of "Chaos Dwarf Infernals" as a Special choice for every Sorcerer-Prophet or Daemonsmith in your army. Chaos Warriors provide a better combat block, so you'd only really take these for the ranged weapons - Fireglaives or Hailshot Blunderbusses. The latter need to be taken in units of well over 20 to get the best out of them, so are prohibitively expensive in a WoC army. Fireglaives are a more interesting choice, giving you a better range and some solid combat output. Their high Leadership could help to hold down a flank, and they're a useful addition if you're wanting to include a Chaos Dwarf contingent - but you'll have to find points for a CD character to take them, which isn't easy (see the character section above). Chaos Dwarf Infernal Ironsworn (Tamurkhan expanion) - You can take one unit of "Chaos Dwarf Infernals" as a Special choice for every Sorcerer-Prophet or Daemonsmith in your army. Tough, skilled, and hitting at S5, but so slow and expensive. Your Chaos Warriors and Chosen do it better, and can be boosted with Marks. Adding in an Infernal Castellan for Stubborn can make them a great anvil, but you'll still have to take a Prophet/Daemonsmith too. Rare UnitsHellcannon - awesome. The only "regular" warmachine in your army (though expansions allow you access to others), it's also a monster that can inflict some serious hurt in combat while taking a beating. Shooting-wise Doomfire is great, causing loads of damage and forcing Panic tests at -1 Ld (pairs well with Lore of Death), and it's virtually immune to conventional warmachine hunters, being T6 with 5 wounds and 4+/5++. You have to watch out for misfires, which can have catastrophic results such as the loss of the Hellcannon or inflicting miscasts on nearby wizard (probably yours unless you have a DP flying around the place). Ideally keep a BSB nearby to pass your Caged Fury tests, or you'll go running off when you want to be shooting. It's good in combat too: 5 S5 attacks plus Thunderstomp and your handlers, and even better - Unbreakable making it a great roadblock. It's slow and has poor initiative, but works well anchoring your front line - shooting from the start, and then either protecting your flank or smashing into one when needed. Along with Skullcrushers, these are your best Rare pick. Dragon Ogre Shaggoth - an absolute beast in terms of high strength damage output, but as someone on 1d4chan said - this should have been a Hero choice so you could get some protection on it. Storm Rage is cool, but you're only likely to make much use of it against Skaven. It has a good initiative of 4, so think carefully before giving it a great weapon - though hitting things with S8 is always fun. The Shaggoth can pulp enemy monsters, which tend to have lower initiative, will destroy chaff (and is reasonably fast, so may be able to catch it) and can even handle heavy cavalry so long as it isn't charged or gets to strike first. You want to get it into combat quickly against small/solo units so it's not getting shot at. Chaos Giant - everyone loves a Giant, but as with all the other armies that can take them, they're not particularly reliable and vulnerable to ranged attacks. It's actually good at killing monsters, and can handle characters fairly well if you're lucky enough to pick one up. Steer clear of monstrous infantry, because then you'll be attacking just the one model. High leadership and Stubborn means it works well independent of the rest of your army, so run it up a flank - it can comfortably handle most flankers who also won't have the shooting prowess to take him down. None of the marks are bad, but Nurgle is the most popular to give it some survivability, while MoS can be useful to ensure you attack before the monsters or infantry that you're targeting. Tzeentch isn't bad (or especially good - it is quite expensive for a 6++) - MoK is actually the worst as you only use your strength against smaller targets and 6 is usually enough there. Chaos Spawn - terrible, though always have some to hand in case your characters/champions end up as Spawn. It's slow, unreliable and has a poor damage output - the only thing going for it is Unbreakable - it could protect a flank or hold up some chaff for a turn by charging them (you can't flee from Random Movement). The only upgrade worth a second glance is MoT's breath weapon that could net you a load of kills and even win a combat - if you survive until initiative round 2 to use it. Or surprise someone by doing something in your shooting phase. Skullcrushers of Khorne - the reason armies without monstrous cavalry options hate monstrous cavalry. 1+ save, T4 and 3 wounds each, they also put out an insane amount of damage (with ensorcelled weapons - when charging: 4 S6 attacks from the mount (including the Stomp) and 3 S5 attacks from the rider; off the charge you've still got 7 S5 attacks per model). Don't bother with lances - your mounts can give you the S6 attacks when you charge, and the reliable S5 throughout is better for the riders. You can take a 50 point magic banner, but they're not generally necessary - you're good enough anyway. Banner of Swiftness is potentially useful to get them into combat even quicker, or Ranger's Standard if you're on a terrain heavy board and want to pull a trick on your opponent; Razor Standard will result in table flips. They're fairly expensive and Frenzy needs some management, but even so they are well worth taking (and the reason Chaos Knights aren't seen so often) and are a nightmare for you opponent to kill off. They're good enough to run in the centre of your lines (helping you manage Frenzy) where they have the toughness and damage output to manage even against big blocks. Because they're deployed in smaller units, people very rarely take champions on Skullcrushers, to avoid wasting a large portion of the unit's attacks slaying a measly unit champion. Skullcrushers are probably your best Rare choice. Slaughterbrute - massively underwhelming, it totally fails to live up to its billing as the big, bad, kills monster of chaos. Has S7 attacks, and can get a great WS/Ld when bound to a Lord but let down by a meagre 4 attacks. Sure, it can Thunderstomp too, but the units you want to target with S7 are generally cavalry/monsters that can be thunderstomped. Extra Claws is extra-disappointing as these additional attacks are just S5. It's got at least a bit of protection (T5, 5 wounds and 4+) and the high WS will help it in combat - but a Chimera is a much better choice. If you do really want to use it... make sure you've got a combat Lord with high WS to bind it to, keep that character alive or this will eat your army, and go smash some elite units. Mutalith Vortex Beast - slightly harder to kill than the Slaughterbrute with 5++ regen, but mediocre at damage dealing as its attacks are just S5 (though D6+2 of them means you will normally get more attacks from your magic support monster than your Slaughterbrute?!?). It's there for the support spell, which can inflict a few wounds via toughness tests and some random fun effects. It's really not reliable and doesn't justify the cost at all, but pairs with the Lore of Nurgle's ability to reduce toughness. I've seen suggestions that it should run up a flank taking out small support units before crashing into the flank of an infantry block - however, half of your Aura of Mutation results (4-6) are best against the larger & closer packed blocks in the centre of lines, so I'm not sold on that approach. Maybe use it to anchor a flank of your centre. Wrathmongers (End Times: Archaon expansion) - better Skullreapers (see Putrid Blightkings for more on the End Times "big infantry" issues), but upped to 55 points per infantry model! They have S5 base, plus paired wrath-flails that give them an extra attack, +1S in the first round of combat, and D3 impact hits. That means a minimum sized unit of 5 will throw out 5D3 S5 impact hits on the charge and 25 S6 attacks in the first round of combat; S5 in subsequent rounds. That will melt most targets. Again, take in a minimum sized unit, and point them at an elite unit you want to mince. Chaos Siege Giant (Tamurkhan expanion) - an extra 75 points over a regular Giant, a little slower but with better WS (for what little that's worth). Siege armour is a useful addition for a 5+ save (3+ at range). There are a couple of upgrades - Runes of Hate for Berserk Rage (okay with Ld 10) and re-rolling the number of attacks it gets, Scaling Spikes is useful in siege games to essentially use the giant as a bridge/siege tower (only once it dies though). As ever with giants, the attacks are actually surprisingly effective (so long as you don't fall over) - it's just getting there, and getting to attack that remains a problem. It's not really worth the extra cost over a regular Giant unless you're playing a Siege game. Bile Trolls of Chaos (Tamurkhan expanion) - 25 points more than a regular troll, and not worth it. They get -1WS, +1T, +1W and +1BS (wahoo!), and their regeneration bumped down to 5++. Their vomit now has Multiple Wounds (D3) and they get Poisoned Attacks plus the 7th edition version of Mark of Nurgle (-1 to hit for shooting, -1WS in combat - you can try persuading your opponent to use the new MoN rules, which is a big step up for them). The extra toughness, wound and improved vomit are all good things, but they just don't justify the cost. If you're using them, you need to find a target that you can make use of their super-vomit against - high armour save and multiple wounds; so monstrous cavalry are an ideal choice. Chaos War Mammoth (Tamurkhan expanion) - starts at a mere 500 points, and then adding a Howdah, Warshrine - which can then have Marks, pushes it up even further. It has special attacks that actually make its damage output prodigious, whether trampling infantry or goring monsters - it's like a giant on steroids, although at Initiative 1 it'll almost always be striking last. The Mammoth itself is Toughness 7 and has an almighty 10 Wounds, so you know it won't get one-shotted by a cannon - but has no saves as standard, and a poor Leadership of 5 so needs babysitting by your General/BSB. The 50 point Howdah has some funky rules that kind of makes it a rider with a separate Toughness/Wounds (both 6) and 4+ save, counts as a building, and can carry 20 infantry models (from the WoC army book only, apparently, so no Infernal Guard or Putrid Blightkings). While extremely cool, it's a waste as these models can't fight in combat - at best, a handful can throw some axes. The Warshrine is 100 points, which while still T6 has a mere 4 Wounds - but a 4+ save and both itself and the Mammoth get a useful 5++ ward, and the Leadership is boosted to 8. It also gets the Giver of Glory bound spell as per the standard WoC Warshrine. Of the Marks, Nurgle works as standard and applies to the Mammoth too - relatively useful, Khorne lets you re-roll the number of attacks you get for various of the attack types but you also have to deal with the Beserk Rage part of Frenzy; Tzeentch is great as it ups your ward save to 4++ across both models, while Slaanesh makes you Stubborn - also good. Both upgrades can be targeted separately by shooting attacks, making them vulnerable to warmachines. The Mammoth doesn't really justify its huge points cost, but that's not really why you take it... you'd field a Mammoth because it looks awesome. The Warshrine is the best upgrade, and MoT is the best of the marks - though all are decent. Smash it into a large unit of infantry and watch it squish them to bits - or take down big monsters. Just watch out for Poisoned Attacks and attacks of S6 or greater, and have a plan to tie up warmachines. Magma Cannon (Tamurkhan expanion) - a useful artillery piece that burns through multi-wound models such as monstrous infantry and monstrous cavalry, it's a decent choice. Worth making Hellbound for the additional Wound/Toughness, but only if you can afford to keep a Prophet/Daemonsmith nearby to deal with misfires. Deathshrieker Rocket Launcher (Tamurkhan expanion) - cheap and versatile, it can either do a large template of S3 panic-inducing hits (if you miss it can home in with the smaller template instead) to address big infantry blocks, or target something bigger with a single S8 hit with D6 multiple wounds. Again, a Prophet/Daemonsmith is useful, primarily for the improved accuracy in this case. Well worth taking - or take two, sharing a Prophet/Daemonsmith. Iron Daemon War Engine (Tamurkhan expanion) - extremely tough (especially when Hellbound) and Unbreakable but unwieldy, and can potentially be held up the entire game by a fast cavalry unit or similar that is immune to being goblinsund down. In combat with an infantry unit, it can hold them up instead all game, slowly grinding them down (watch out for Poisoned Attacks, ridiculous though the concept may seem). The Steam Cannonade is probably a bit more useful at picking things off while you advance into combat than the Skullcracker is. Relatively pricey, and you'll need to deal with your opponent's chaff to avoid having your Iron Daemon end up in the wrong fight. Dreadquake Mortar (Tamurkhan expanion) - needs the Slave Ogre upgrade to be worthwhile, plus a Prophet/Daemonsmith to address misfires, making it an expensive investment. Hellbound adds more cost, but most warmachine hunters will then bounce off you. It can mince even tough and heavily armoured units, as well as holding them up from moving the next turn though the Quake special rule, plus can target warmachines or monsters if needed. Other "fluffy" non-army book unitsWhile these aren't "official" Warriors of Chaos army book units, with Games Workshop having ditched Warhammer Fantasy Battles, there's more leeway for players to decide what is appropriate to field or not, and there are a lot of chaosy mutant beasts that didn't make it into the WoC book. I've listed several units from the Storm of Magic and Monstrous Arcanum expansions here that I feel would be appropriate additions to a WoC army. Of course, you will need to agree their use with your opponent first; I suggest all of them would count as Rare choices. Carmine Dragon (Monstrous Arcanum) - a death magic infused dragon, they come in standard and Emperor versions. While they both have 1 point less of S and WS than you'd expect, they have much higher initiative than dragons usually have, as well as a 2+ armour save. Their breath weapon is lethal, working a bit like a cannonball with a 12" range - choose a point within this range, then then roll an artillery dice (re-roll misfires) to determine the line of effect. Any model under that line suffers D3 wounds with no armour saves allowed. Emperor Carmine Dragons can take wizard levels from the Lord of Death, which works well with their Ld 10. Very useful in both formats, and that breath weapon will terrify your opponent. Toad Dragon (Monstrous Arcanum) - same as Tamurkhan's mount Bubebolos (see above) except -1 to WS/S/Ld and no Mark of Nurgle. 350 points it's a decent price for a monster that's extremely hard to kill and puts out a good amount of damage (particularly against anything it can Thunderstomp). With its Movement 8 and Immune to Psychology, it makes a surprisingly good flanker, and can even handle large ranked units with lots of static CR thanks to its 2D6 Thunderstomp. Incarnate Elemental of Death (Monstrous Arcanum) - a kind of suicide-bombing 275 point monster, like the other Incarnates this is Unbreakable, Unstable, and has a 5++. It Hovers, allowing it to get into combat reasonably quickly - exactly where you want it, as thanks to Amethyst Fog any model in base contact takes a wound on a 4+ (or D3 wounds if a Monster) instead of inflicting normal attacks, though it can Thunderstomp too at S6. If you destroy a unit or monster in combat (including running it down) you gain D3 wounds that can add to your starting value! Finally, it can break its hourglass to immediately cause all models in 3D6" to suffer an Amethyst Fog attack, at the expense of taking D6 wounds itself. It's not the most competitive choice around, but your opponent will focus everything they have to take it down before you reach their lines so it works well as a distraction. Incarnate Elemental of Fire (Monstrous Arcanum) - the weakest of the trio of Incarnates on stats, but that's made up for by its special rules. First off, it has Multiple Wounds (D3) for its regular attacks (not Thunderstomp) making it the bane of Monstrous Infantry. Non-magical attacks have -1 to Hit (i.e. most of them, and effectively a Mark of Nurgle) and it has a 2++ vs Flaming Attacks (shrugging off most Dwarf cannons). It can also immolate buildings/warmachines within 12" - so deploy accordingly so you don't destroy your own. This is mainly a gimmick as your opponent will do their best to engage you before you get anywhere close to their warmachines, but could be fun for blowing up some buildings in a siege type game. Finally, it can cast one of two bound spells - Cascading Fire Cloak (makes your opponent less likely to want to engage you, plus a solid Remains in Play spell) and Piercing Bolts of Burning (a decent Magic Missile and you get it with a cheaper casting value). Incarnate Elemental of Beasts (Monstrous Arcanum) - a combat beast, and actually pretty good. It throws out 6 S7 attacks, plus has D3 Impact Hits, so it's nasty in combat. It's tougher than most monsters with T6, 5 Wounds and a 5++ ward, and you can get it where it wants to be (combat) quickly with M7 Swiftstride. Howl of the Great Beast is a cool shooting "attack" forcing enemy units within 12" to take a Panic test (-2 Ld if Cavalry/War Beasts) - this combines really well with things like the Hellcannon and Lore of Death (Doom & Darkness), and also means your opponent will want to engage your monster in combat ASAP so it can't use that attack. Basilisk (Monstrous Arcanum) - a speedy M8 monster that costs 325 points. Its regular stats don't justify that at all, but the Aura of Vitriol potentially does - any model in the same combat with it (friend or foe) is wounded on a 6+ (no armour/regen saves) in the first round, then 5+ and so on down to 2+. It's unlikely you'll get that far, but it can significantly thin down a large but weedy unit, all the while holding out with Cold Blooded. Its shooting attack isn't anything special, as you'll struggle to hit, and even if you do there's a 50% chance the result is insignificant. Another fun but expensive unit. Dread Maw (Monstrous Arcanum) - they dwell in the Chaos Wastes and are apparently chaos aligned. Unfortunately it can't just appear and disappear as you'd hope from the model/fluff, but it does move much like a flyer (with Random Movement 2D6 - so no Stand and Shoot) and has some Impact Hits. At 280 points (before upgrades) it's far too vulnerable with just T5, 5 Wounds and a 4+ save. If you do get it into combat though, it can be great fun - with a couple of S6 Chomp Attacks with Multiple Wounds (D6) as well as its normal attacks, and some decent enough upgrades. Too risky and unreliable, but a fun choice regardless. Curs'd Ettin (Monstrous Arcanum) - an expensive 315 point quasi-giant but makes normal attacks instead. It has 5+ Regeneration and Toughness 6, so it a little harder to kill than a regular one, but also switches between two personalities (it has two heads, see?) that makes it hard to know how it's going to perform. There are some good upgrades, including a Leadership debuff to nearby units, 4+ Scaly Skin, Impact Hits or Lvl 1 Wizard - but you can only take one of those. It has a special Hammer Hand attack with Heroic Killing Blow that will make your opponent think twice before engaging it. It's underwhelming for the cost but potentially useful. Fimir Warriors (Monstrous Arcanum) - originally chaos worshippers they were actually abandoned by the dark gods... but kind of fit nonetheless. They're pricey 75 points Monstrous Infantry but pretty good - offensively they're throwing out 3 S6 attacks each (great weapons - don't swap for the AHW) plus a S5 tail attack per model. Defensively they have Toughness 5, 3 Wounds and a 4+ save, as well as Cold Blooded so they're unlikely to run. They're Ambushers, so they're not going to be in your main front line. They have a bound spell From the Mist that remains in play and causes ranged attacks to be a -1 To Hit and any unit charging the Fimir can be forced to re-roll the result. Starting at 225 points per unit, they aren't cheap, but can be a very worrying unit to appear behind your opponent's army so are an interesting choice. Warpfire Dragon (Storm of Magic) - a warpstone-riddled dragon, they mainly inhabit the south of the globe, but do venture north; however their main contact seems to be Skaven and possibly Dark Elves rather than Chaos. They can access Dark Magic, which allows you access to a powerful Lore. Stats-wise they're similar to regular dragons, with the options of Young/Standard/Great (but not Emperor) versions. Their Warpfire Aura damages units (friend or foe) within 3" and also causes miscasts on double 1s for spells targeted at it. It has a ranged attack that uses the small template, but potentially damages the dragon if you roll a misfire. Explosive Demise does exactly what the name suggests, so when the Warpfire Dragon is injured you can suicide-charge it into the middle of your opponent's army to troll them. You can actually add Wizard levels for any type of Warpfire Dragon, though that doesn't seem wise given the unreliability of the creature. They're expensive given their suicidal nature - it's a unit that works best surrounded by the enemy, but could be fun to play. Magma Dragon (Storm of Magic) - could be fitting for a mixed WoC army with some Chaos Dwarves in there, as they've had dealings with Magma Dragons Coming in Young/Standard/Great/Emperor versions, the Magma Dragon is one tough beast. They have an extra pip of toughness compared to "conventional" dragons, and while their armour save is only 4+, they have 5+ regeneration, plus Immune to Psychology. Aura of Heat gives them a 2++ ward against flaming attacks (combining well with their regen, and neuters those annoying flaming Dwarf cannons), and non-magical attacks have their strength reduced by 1! Their breath weapon's strength is equal to the dragon's strength (i.e. starts at 5 for the young version), and any model wounded but not slain has to take a Toughness test or permanently lose -1 T and I. Emperor Dragons can take wizard levels in the Lore of Fire, and also have Largest of Monsters and thus can Thunderstomp anything that doesn't have this rule. Throw it into anything big and scary; just watch out for massed poison attacks (e.g. Witch Elves). Skin Wolves (Monstrous Arcanum) - chaos-cursed werewolves, and a good fit fluff-wise in a WoC army. They're 45 points Monstrous Infantry with a speedy M7, Regeneration (5+), Fear and Frenzy. Stats are pretty basic MI level but with WS/I5 as the highlights. They have unique marks - MoK gives +1S and is the best option for a large unit so it can actually cause some hurt, MoT ups regen to 4+, MoN gives Poisoned Attacks that are good against monster-heavy lists, and MoS gives ASF that's probably best against chaff/light infantry but costs a whopping 10 points per model. Their best use is probably as a cheap chaff unit, though that's 135 points + mark, and you have to watch out for them failing Frenzy tests on Ld7. Bonegrinder Giant (Storm of Magic) - much like the regular Giant, albeit dialled up to 11. As with the Giant, it has some surprisingly effective attacks, meaning that if you make it to combat without being shot/falling over, and then survive to Initiative step 1 to attack, the Bonegrinder can actually be quite devastating. It also Thunderstomps everything that doesn't also have the Largest of Monsters rule, which given it's at S8 is an excellent way of crushing other monsters. Movement 10 means it's actually extremely speedy so shouldn't spend more than turn 1 outside of combat. Use it like a regular one - race it up a flank, and crush stuff. Chaos Dragon (Storm of Magic) - much like the mount version, it comes in a standard variant plus a supercharged Emperor version that adds +1S to each of the Breath Weapons. Cannot take wizard levels, sadly. Good at doing the usual dragony stuff, and not having a character on means you don't need to worry about being challenged by a puny unit champion! Chaos Spawn (Storm of Magic) - but I've already profiled Chaos Spawn, I hear you cry. Well, the Storm of Magic profile/upgrades are a little different (though still pretty rubbish). The main reason to pay attention is the Great Chaos Spawn option, which at 190 points is actually a much more enticing prospect. It's faster (3D6), has more attacks (2D6+1) and is S6/T7/W5. Basically, it's fast enough to keep up with your battleline, less likely to be shot down first (though yes, a cannon can still end its day) and actually does some useful damage in combat (it also Thunderstomps as a monster). The upgrades are also much more cost effective on the Greater Spawn - MoK for S7 is great for monster hunting, but MoS is probably the best as ASF makes up for your terrible Initiative 1. A spawn that's not bad - about time. Chimera (Storm of Magic) - an alternate profile with some funky tail/chomp attack upgrades, but doesn't have the option for Regeneration; ignore it. Cockatrice (Storm of Magic) - should've been in the WoC book from the start. 175 points for a S4/T4/W4 monster - there's got to be something interesting here. The Cockatrice has terrible stats, and the only reason you take one is its Heroic Killing Blow Sniper shooting attack. This is range 12" (you can fly so can get in position, and at least have BS5), S2 (but wounds against Initiative and ignores armour saves) and obviously has HKB/Sniper. I'm not going to do the maths, but this is obviously highly unlikely to come off. That's besides the point. What matters is whether your opponent can risk it coming off. HKB is the ultimate in Distraction Carnifex attributes, and unless your opponent doesn't value their characters/monsters, they will focus on taking it down quickly. Unfortunately with your measly Toughness/Wounds and only a 4+ save to protect you, that won't take long - so take the opportunity to hide behind any cover you can find. In combat, the Cockatrice at least has 6 Attacks, and can be upgraded fairly cheaply with Poison and a S4 Breath Weapon (more Breath Weapons!!!) - both are a decent investment, but I'm not sure that adding more points onto the Cockatrice is worth the gamble. It's best used against armies with limited to no ranged threats - fly it up a flank taking out chaff (which it can do) and then try your luck against some characters/monsters. Dark Emissary (Storm of Magic) - a mid level caster, either Lvl 2 or 3, it's a little pricier than a Sorcerer Lord but has some useful abilities stock. It has Regeneration as stock, +1 to all casting attempts (so on a par with a Lvl 4 if you upgraded the Emissary to a lvl 3) and +2 to channelling results. Uses Lore of Death or Shadow. Not a bad character, but you're better off getting a Sorcerer/Sorcerer Lord usually, which you can then customise more to your needs. Dragon (Storm of Magic) - apparently even the non-Chaos ones have Kinship with WoC, which seems unlikely. I guess this is the chance for Tzeentch haters to add a single-headed dragon to their army. Comes in a range of sizes and flavours. Fimir Balefiend (Storm of Magic) - another mid level caster like the Dark Emissary, it's cheaper. However, its only save is 6+ Scaly Skin, Cold-blooded isn't clear whether it applies to whatever unit you're bunkered in, and Eye of the Balefiend is like a Skull of Katam (without the downside at least). Again, given its Lore of Shadow/Fire, you're better off customising your own stock character. Ghorgon (Storm of Magic) - Monstrous Arcanum claims they have "Kinship" with Warriors of Chaos, but they're rubbish even for Beastmen so they've got no chance of making it into a WoC army... Great Spined Chaos Beast (Storm of Magic) - a nasty beast with some good stats plus Regeneration, plus inflicts S6 S4 hits each combat straight after Impact Hits. Can be upgraded with one of four Marks of Chaos, of which MoK and MoS are the most obvious choices. It's not a bad monster by any means, but a Chimera is better. Harpies (Storm of Magic) - cheap, flying chaff. A relatively fluffy and extremely useful addition to a WoC army that otherwise lacks much in the way of flying units. Hydra (Storm of Magic) - steal the Druchii's favourite beast, it's a nasty Regenerating monster with lots of attacks and a breath weapon... though a Chimera can fly too. Manticore (Storm of Magic) - much like the one your characters can ride, it's overshadowed by the regular army book Chimera. Trolls (Storm of Magic) - you can already get Trolls! This allows you to upgrade some to River/Stone variants, but that's distinctly un-chaosy, plus your Trolls are good enough. Wyvern (Storm of Magic) - Monstrous Arcanum claims they have "Kinship" with Warriors of Chaos, but everyone knows they're loyal Greenskin pets. Keep walking.
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Post by sedge on Sept 27, 2018 7:48:57 GMT
Magic Items and Upgrades
Chaos Mutations and Powers
All your generic characters can get these - 100 points for Daemon Princes, 50 for other Lords, 25 points for Heroes, and that's in addition to their Magic Item allowance. Aside from your already great stats, these are what take WoC characters to godlike levels and sets them above and beyond any other characters in the game.
Daemonblade (Magic Weapon) - 50 points to get Random Attacks (D6+3) but every To Hit of 1 is resolved against yourself (and cannot be re-rolled). This is far too pricey, unreliable, and also potentially deadly for you. If you desperately want extra attacks, the BRB has the Sword of Strife (40 points, +2 attacks) and Sword of Bloodshed (60 points, +3 attacks) that are more reliable. Potentially it could be okay on a combat heavy Sorcerer Lord (effectively giving them +D6 attacks) and you can kit them out with some solid saves so they're less likely to chop their own legs off. I've seen a suggestion that it could be worth it on a Daemon Prince as their 25 point magic item allowance might not leave space for a magic weapon... but they have Magical Attacks already, so really that doesn't make sense.
Collar of Khorne (Talisman, Khorne only) - same 45 points cost as the BRB Obsidian Lodestone and same Magic Resistance (3) effect - the only difference is it doesn't come out of your magic item allowance. Could be okay for a solo flying Daemon Prince, or better yet a Lord mounted alongside Skullcrushers to make them even harder to kill.
Unholy Strike - 35 points to exchange all your attacks for a single one with double Strength and Multiple Wounds (D3). You're strong enough and have enough attacks already that this generally doesn't add anything. Only potentially worth it on a Sorcerer Lord who wasn't going to do much anyway, or if you're in a Storm of Magic type game loaded up with lots of big super tough monsters. Pairs well with the +1 to Hit of the Sword of Striking.
Flaming Breath - 30 points for a S4 Flaming Breath Weapon; yes please. This is an outstanding upgrade, and should be taken whenever possible. Works particularly well on flying characters (Disclord or DP) who can get into position to maximise hits by unleashing this in the Shooting phase. Even on others it's a great way to increase your already formidable combat prowess.
Chaos Familiar (Arcane Item) - 25 points to know an extra spell and +1 to channelling attempts. For any magic heavy army you should be getting this, as it helps to ensure you have the spell selection you want. While its within the points allowance for a Hero Sorcerer, they're more normally sporting a Dispel Scroll. It's pretty good on Daemon Princes who don't usually have the magic item allowance for an Arcane Item.
Scaled Skin - outstanding, for just 20 points you get a 5+ Scaly Skin save that stacks with others. Your WoC characters should always have a 1+ save; while mounted ones can get that easily without this, Scaled Skin is good on Daemon Princes or infantry characters if you can't take the Enchanted Shield (which does the same for just 5 points).
Allure of Slaanesh (Slaanesh only) - any opponent wishing to target the character in combat must pass a Ld test first; if failed they cannot. This doesn't apply to attacks that don't roll to Hit (e.g. Impact Hits, Stomps). At 15 points it's fairly cheap, but also not reliable unless paired with Leadership affecting abilities. If you know you're facing a low Ld army, it can be okay and is a decent bit of protection for a caster. It's also more useful for models with larger bases.
Poisonous Slime - 15 points for Poisoned Attacks and a 5++ vs. Poisoned Attacks. Cheap but as you lose Poisoned Attacks if you have a magic weapon, most combat characters won't benefit from this (and should have a better ward save already). It could work for a Khorne character with lots of attacks and relying on their armour save, and also stacks with Lore of Nurgle's Blades of Putrefaction.
Acid Ichor - 10 points so that if you lose a wound in combat, the model that inflicted it must pass an Initiative test or take a S4 hit. Given the saves that WoC characters have, most things that can reliably wound you will either have a great Initiative (e.g. Vampire Lords) or have such good Toughness/saves of their own that a S4 hit in return achieves nothing. It might take out the occasional lucky infantryman that managed to wound you, but points are better spent elsewhere.
Burning Body - 10 points for Flaming Attacks and a 5++ vs Flaming Attacks. Again you lose the Flaming Attacks if you have a magic weapon, plus enemy characters can virtually neutralise your attacks through the ultra-cheap 5 points Dragonbane Gem's ++ vs. Flaming. Similarly, the ward save is something you should better anyway, and if you really want protection against Flaming Attacks take the gem or Dragonhelm. This is the fiery version of Poisonous Slime and even worse.
Soul Feeder - roll a dice for each wound caused in combat, on a 6 you regain a lost wound. At just 10 points this is brilliant, and should always be taken on your most combat focused character, especially Daemon Princes. It should help you regain a wound roughly every other round of combat.
Third Eye of Tzeentch (Tzeentch only) - re-rolling ward saves of 1 for just 10 points. Remember that Daemons of Tzeentch (your Daemon Princes) have this already. Otherwise, this combines really well with a character who has a high ward save (3++ should be possible) to make them virtually invulnerable, and is key to the Disclord build. If you combine it with the Charmed Shield (2++ vs. first hit) it gets even nastier. Solo Tzeentch characters should always have this.
Nurgle's Rot (Nurgle only) - at the start of every Magic phase every enemy model in base contact takes a S1 hit with no armour saves allowed. Cheap at 10 points, it something useful to take if you have the points spare and a character on a large base (e.g. Daemon Prince).
Hideous Visage - 5 points for Fear, but other models cannot use your Leadership. Better on a Hero level character who has the same Ld 8 as most of your other models, and can use up a spare few points.
Army Book Magic Items
Magic Weapons
Hellfire Sword - 65 points, so a hefty investment, but has the potential to put out a huge amount of damage. Comes with Flaming Attacks, Multiple Wounds (D3), no armour saves allowed, plus after all attacks have been made in that combat, roll a D6 for each model slain by the Hellfire Sword - on a 6 it explodes, inflicting a further D6 S4 Flaming hits on the unit that count towards combat resolution. The downside (other than cost) is that at the end of all of your turns you roll a D6 - on a 1 you suffer a wound with no armour save allowed (however, you can take a ward save). This 100% should be combined with Soul Feeder to regain wounds; you will also want a ward save to protect against the self-inflicted damage. This weapon is great on an offensively focused Lord looking to maximise damage, and will rip through cavalry, monstrous cavalry/infantry, Regenerating model - and the explosions will seriously harm ranked infantry blocks too. The main issue is that it leaves little in the way of points to spend on other gear.
Sword of Change - surprisingly not Tzeentch only, this 30 point weapon does nothing to help you kill things, but in the event you do kill a character/monster in combat then on a 4+ it is transformed into a Spawn under your control. Falls into the "fun, but not competitive" category, you're going to have to be fighting some pretty low level characters/monsters to get many kills. Probably most use against armies that need to be character heavy and which tend to have pretty rubbish characters (e.g. Orcs & Goblins).
Filth Mace (Nurgle only) - 30 points gets you Poisoned Attacks, and once you've killed your first model with it you gain Terror immediately and then from the start of the next combat phase any successful Poisoned Attacks have Multiple Wounds (D3). That last bonus is just not reliable enough; this weapon is outshone by other choices.
Magic Armour
Helm of Many Eyes - 25 points for +1 to your armour save, Always Strikes First and Stupidity. This is one of your only reliable way of getting ASF, and with your high Initiative means you'll get re-rolls to Hit most the time; obviously this works better on combat characters than casters. The benefits are worth the trade-off of Stupidity, though make sure you have a BSB nearby (or are the BSB) to ensure you don't end up wasting a turn. Pairs well with Scaled Skin for a foot character bunkered with Warriors to get a 1+ save.
Magic Standards
Blasted Standard (Tzeentch only) - each time the bearer or their unit suffers a hit from a shooting attack, roll a D6. On a 2+ the Strength is halved, on a 1 it's doubled. Some people are put off by the randomness, but in this case it's usually well worth the 25 points. Fairly irrelevant against small arms fire, but great at keeping your unit safe from warmachines like cannons and Organ Guns. It works well either with Knights or a block of Warriors/Chosen. The only time you should be wary of using it is against MSU shooting armies, such as Wood Elves who may have 4+ units shooting you in a turn - they'll almost certainly sneak through a double-Strength one that melts your troopers. Pair with Magic Resistance for a unit you really want to reach combat unscathed. Note - you can only join wholly MoT'ed units (and characters without MoT cannot join the same unit).
Banner of Rage (Khorne only) - you and your unit cannot lose Frenzy, and if the bearer joins a Khorne unit that has lost its Frenzy it immediately regains it. Also 25 points, it's less worth it - your Khornate units should be winning every combat and something has gone seriously wrong if you've lost. It's an okay insurance policy but nothing special. Note - you can only join wholly MoK'ed units (and characters without MoK cannot join the same unit).
Arcane Items
Skull of Katam - allows you to build an Egrimm van Horstmann proxy Tzeentch Sorcerer Lord on Dragon. Costing 15 points, you can consult it before channeling power dice (not dispel ones) - if so, roll 6 dice instead of 1. However, doing so permanently reduces your Leadership by 1 for each 1 you roll on the channelling dice, and if you get down to 0 then you die. MoT wizards can't re-roll channeling results of 1 when consulting the Skull (lame). It's good in magic heavy lists as usually gets you an extra power dice per magic phase. It works best on a bunkered characters so their Leadership rarely matters, and is less risk on a Hero than an expensive Sorcerer Lord). The main restriction on taking it is that it prevents you taking a Dispel Scroll or Chaos Familiar on that character, both of which are potentially more useful.
Alternatively, try it on a Tzeentch Daemon Prince, as their Daemon of Tzeentch rule doesn't have the same restriction on re-rolling channeling roles of 1. You're Unbreakable already, so don't have to worry quite so much about your Leadership dropping... however, losing Leadership from your General is never good, and it also makes your key character vulnerable to Leadership snipe spells (Spirit Leech).
Enchanted Items
Chalice of Chaos - 10 points one use only item that you can drink from that the start of any phase. You then roll a D6 and get a random effect - a 1 results in a wound with no saves allowed, 2 is ASF (good unless you have the HoME), 3-4 get you regen/ward saves that your character should already have, 5 is the moderately useful Killing Blow, and 6 you take a Ld test and if passed you turn into a Daemon Prince, failed then a Spawn (if you're already a DP then you just take a wound). The 2-5 bonuses are until the end of the turn, so the two useful ones of those just aren't really worth the points cost. The chance of springing an extra Daemon Prince on your opponent is great but not to be relied on. A fun but non competitive choice.
Pendant of Slaanesh (Slaanesh only) - break tests are taken on one less dice than usual, and for each unsaved wound you suffer you gain +1 Attack. This is more restrictive than the Khorne/Tzeentch banners, in that not only can you only join a MoS unit but no other characters can join that unit. That's annoying as it could have helped to create a virtually unbreakable deathstar. Being Stubborn via the Crown of Command is usually a much better option (and cheaper - 35 points as against 50 for the Pendant). Worth noting that you gain an attack for a lost wound, but if you regain that wound via Soul Feeder, you don't lose that extra attack! Still, given your saves you're unlikely to be losing many wounds.
BRB Magic Items
I'm not going to list every item; instead I'll highlight a few under each category that are most useful for WoC.
Magic Weapons
Strength is generally the priority for most armies when selecting a magic weapon - however, WoC fighty characters have S5 base or S6 for Daemon Princes so it isn't such a priority. Nonetheless a strength boost is always useful, so Sword of Might/Ogre Blade are useful - Giant Blade is probably too expensive, if you're looking at that level of offensive prowess consider the Hellfire Sword instead. Sword of Striking is very popular with +1 to Hit almost ensuring you'll hit on a 2+ given your great WS; alternatively the Sword of Swift Slaying is an alternative to the Helm of Many Eyes for Always Strikes First (and the re-rolls to hit). Sword of Anti-Heroes isn't entirely reliable but odds are you'll be fighting characters or key units with characters. Finally, the extra attacks weapons are decent though quality of attacks generally trumps quantity, and Shrieking Blade is a cheap way to get Fear (plus immunity to it).
Magic Armour
Armour of Destiny is the auto-pick for most races - it's less good for WoC as the armour save is worse than your Chaos Armour; however it remains a good way of getting a second 4++ in after the Talisman of Preservation, and you've got other upgrades to get your 1+ armour (Scaled Skin, barded mounts). The cheap shields are great - Enchanted for boosting your save, Charmed for protecting solo characters against warmachines. Dragonhelm is another cheap boost to your save and protects you against Flaming Attacks. The Trickster's Helm is something I rarely recommend but could be useful for Chaos Lords who have a good T5 or Nurgle casters who can boost their Toughness via their Lore Attribute.
Talismans
This is your main source of a ward save, and the Talisman of Preservation is the obvious star pick, though Talisman of Endurance is decent too; also consider the Opal Amulet as one shot at a good ward save is generally better than a consistent poor one (especially when you don't have many wounds). The Dawnstone fits well with the 1+ saves you can easily get, and if you're short on points the Luckstone is a good bet. Dragonbane Gem as ever is a great way of getting virtual immunity to Flaming Attacks. The Obsidian Magic Resistance Talismans aren't great, but can be useful protection for a key unit against a magic heavy opponent.
Magic Standards
Standard of Discipline is a solid favourite, particularly when you have your General bunkered in that unit - it's a good way of getting Ld 10. The Gleaming Pennant is good for units that are out on the flanks away from your BSB (though Mark of Slaanesh is a good alternative). The Banner of Eternal Flame isn't so vital in a WoC army given your other Flaming Attacks options, but still useful if you're otherwise lacking. Razor Standard is a good choice for a big, key unit (i.e. a Warriors block). The other banners are a mixed bunch but a couple have a use - Ranger's Standard helps to pull a trick on an unsuspecting unit hiding behind dangerous terrain, and the Banner of Swiftness gets your Warriors/Chosen into combat quicker.
Arcane Items
The Dispel Scroll is the obvious must-take, as a key part of magical defence. The Earthing Rod can be a lifesaver should you miscast, and the Scroll of Shielding works well alongside a Tzeentch marked unit. The Power Stone/Scroll (note: the latter was Errata'd) can help get a key spell across the line. However, you have to weigh the BRB options up against the excellent Chaos Familiar; usually you won't have more than two casters and they'll have the Familiar/Dispel Scroll.
Enchanted Items
The kooky stuff, there are two key bits of kit here; the rest are quite situational. The Crown of Command is great for Stubborn particularly on a tough lone flying character to hold up entire units. The Other Trickster's Shard is an excellent bit of gear for a challenge character, forcing your way past ward saves (also good vs. Daemons or other ward save heavy armies). The Ironcurse Icon is useful against warmachine heavy armies, especially if paired with MoT. The various Potions have their use (Foolhardiness is a cheap extra attack/immunity to Fear etc., Strength helps to turn a crucial combat though I'd prefer the constant +1S from Sword of Might, and Toughness for a character you need to keep alive, Speed less so) and the Ruby Ring of Ruin is a good way of fitting in an extra spell when you're otherwise light on wizards.
Magic Lores
Lore of Tzeentch
While you might expect Tzeentch's own lore to be the most powerful, it's sadly proven to be a disappointment. One of the reasons for this is the Warpflame special rule - at the end of each phase, any unit that suffered unsaved wounds from an attack with the Warpflame special rule must take a Toughness test. If failed, they take D3 wounds with no armour saves; if passed they get Regeneration (6+) or a +1 bonus to an existing regen save if they already have one; this is cumulative and lasts the rest of the game. So against most opponents you've got a 50% or higher chance of them gaining from this effect. And because Warpflame for some reason isn't Flaming Attacks, you don't even have that way past the Regeneration saves. The other main issue is the random strength of attacks; magic is unreliable enough already without having a chance of rolling up S1 hits.
Boon of Magic (Lore Attribute) - when rolling to cast, each 6 you rolled will subsequently add another dice to your power pool (only usable by that wizard). Useful but if you've rolled two or more sixes, that may well be your magic phase (or wizard) over thanks to the miscast effects.
Blue Fire of Tzeentch (Signature Spell) - a cheap magic missile that can be upgraded for range, but only inflicts D6 Strength D6 Warpflame hits. It's a bad Fireball, and must be the worst signature spell out there. Take it, and you'll end up inflicting a solitary S1 hit that you celebrate somehow wounding a model, before Warpflame results in the entire enemy unit gaining a Regeneration save. This is the worst spell in the lore; don't take it.
Treason of Tzeentch - an absolutely brilliant spell; why wasn't this the signature? Casts on a 7+ for a 24" range or 10+ for a 48" range, it's a Hex that means the target unit must use the lowest Leadership in their unit for all Ld tests, and cannot use their General's Ld or a BSB's re-roll. Ensures that your opponent will run from a combat you win, or pairs well with Panic inducing models (e.g. Hellcannon or those with Terror). Cheap to cast, this should always be taken.
Pink Fire of Tzeentch - a little better than Blue Fire, it's still Strength D6 Warpflame hits, but at least you use the flame template (and move it forward an artillery dice from your caster; a misfire and it doesn't move forward) so it should get more hits. The range is short but your casters aren't so bothered about being close to the enemy. Still utterly unreliable in Strength, so it's only good by comparison to Blue Fire. Don't take it unless you have to.
Bolt of Change - a 24" Magic Missile that casts on an 8+, inflicts a single Strength D6+4 hit (Warpflame, of course, but also Multiple Shots (D3)) that ignores armour saves, and penetrates ranks like a bolt thrower. Pretty solid at taking a rank of cavalry out if you can flank them, and the range is good enough. However, the kind of targets you want to hit with a S5-10 hit are also the ones likely to pass their Warpflame test and thus gain Regeneration. Still, it's a good enough spell and worth taking especially on a mobile caster.
Glean Magic - Direct Damage spell with a 18" range that casts on an 8+. It targets an enemy wizard - you roll off with them, adding your respective wizard levels to a D6. If you equal or better their result they take a S3 Warpflame (!!!) hit, lose one wizard level, and forget a randomly determined spell that your caster then gains! This then uses the LoT lore attribute when cast. It's unreliable, but is great at drawing out dispel dice as no opponent wants to risk losing spells. If you get enough luck with this, you'll even end up with a sorcerer who has a properly good range of spells to cast! Some would argue that you'd be better off using Lore of Death to actually snipe kill the opposing wizard instead, but within Lore of Tzeentch this is what passes for a good spell.
Tzeentch's Firestorm - more expensive at 13+ to cast, it's another Direct Damage, this time with a solid 30" range - place the small round template then scatter D6". Models underneath then suffer... wait for it... a Strength D6 Warpflame hit. If you want to waste even more dice, and feel it's just not random enough for your liking, the boosted version requires a 16+ and gives you a large round template that then scatters 2D6". This is Lore of Fire's Flamestorm with the silly random strength Warpflame nonsense. While the range is nice, given the scatter you're better off with Pink Fire for a better chance of increasing hits.
Infernal Gateway - damned expensive at a 16+ to cast, but this Direct Damage spell is probably worth the cost. It has a range of 24" and the target unit takes 2D6 Strength 2D6 Warpflame hits. Roll for Strength first, and if you get an 11 or 12 then you instead get 3D6 Strength 10 hits. Yes it's still very random, but the odds are you get 7 S7 hits, which is very good. Best targeted at smaller but tougher/better armoured units (e.g. heavy cavalry, monstrous infantry, monsters).
Overall, this is one of the worst lores in WFB - it just isn't reliable enough, and you've got a good chance of throwing out bonuses to your opponent. The one thing I will say in the defence of random Strength is that your opponent has no better idea than you of how strong your spells will be, and if they err on the side of caution they could be drawn into using dispel dice unnecessarily (rather than taking the risk of 6 S6 hits, for example). If you're taking it, a solo flying character (Disclord) is the best to take it so they can get into position to use spells like Glean Magic or Pink Fire best. I don't think it's good for low level casters, as the signature spell is so dire and the good spells few and far between - it needs a Lvl 4 to give you the best chance of getting the spells worth taking. The four spells to aim for are Treason of Tzeentch, Glean Magic, Infernal Gateway and Bolt of Change.
Lore of Nurgle
Nurgle is a really strong lore, with no bad spells and plenty of good ones. The ranges are relatively short so it works better with a mobile caster, but that's not to say that your footslogging Festus in a block of Warriors is going to struggle to use the lore. I've seen it argued that LoN suffers in comparison to Lore of Death for Nurgle-marked characters, but you'll also find people claiming LoN is the best go-to lore for WoC. Because of the good selection of spells, it's a lore that can work on multiple casters in your army.
Bloated with Disease (Lore Attribute) - when you successfully cast a LoN spell, roll a D6 and on a 6 your caster permanently increases their Toughness and Wounds by 1. For Hero level characters this is unlikely to come up much, but for Lords - and in particular those nasty Nurgle Daemon Princes, you've got a strong chance of getting this benefit at least once, and becoming even more of a nightmare to deal with.
Stream of Corruption (Signature Spell) - a nasty template attack that casts on a 7+ and forces Toughness tests, inflicting a wound with no armour save if failed. Unlike Tzeentch's equivalent, this doesn't scatter so is far more reliable. However, the range is short and it can't be cast into combat, so it best suits a mobile caster (for Nurgle that's usually a flying DP), otherwise it's wasted - which is a bit disappointing for a signature spell. Nonetheless, this melts low Toughness troops and can comfortably hit two full ranks of heavy cavalry. Elves will really struggle against this, and it has strong synergies with Curse of the Leper.
Miasma of Pestilence - not as good as Lore of Shadow's Miasma, it's an okay spell but one of the weaker LoN ones. It's an Augment with an 18" range that results in all enemy units in base contact with the target losing -1WS and -1I. The basic version casts on a 5+, the boosted version that instead reduces both stats by D3 casts on a 10+. Given your good WoC Initiative, that part of the spell is only really good for your low I units (Trolls, Ogres) or against Elves to deny them their ASF re-rolls. The WS bit can stack well with Mark of Nurgle so you're only hit on 6s (the basic version does the job against WS3 models, but you'll need to gamble on the boosted version for WS4-5). Cheap and has its uses, but whether you take it should depend on your army composition and what race you're up against.
Blades of Putrefaction - Augment that casts on 8+ with a range of 12"; the target unit gains Poisoned Attacks, or if they have them already then Poison is triggered on a 5+ instead. While the range is short, this is very useful for your multi-attack Warriors, and stacks well with a Festus Warriors block to get them 5+ Poison. Less effective on a Daemon Prince who may be flying off away from your main units, and better on a sorcerer bunkered in or near your main combat blocks. It's therefore a good choice for your backup caster (and Festus).
Curse of the Leper - casts on a 10+ for an 18" range, or 13+ for 36" range. It's either an Augment (+D3 Toughness) or Hex (-D3 Toughness). Wow. Really versatile, really good effects, decent casting value and range - this is the stand-out must-take spell in the lore. It can keep a unit going in a tough combat, or bring an opponent (e.g. a monster) down to size for your regular troops to chop it to bits. Combines really well with the Toughness tests of Stream of Corruption/Rancid Visitations/Plague Wind, meaning it should often be the first spell you cast each phase.
Rancid Visitations - 18" Magic Missile, cast on a 10+ that inflicts D6 S5 hits. The target must then pass a Toughness test or it takes another D6 S5 hits... and then takes another Toughness test and so on. Really good against low Toughness opponents such as Elves, and if you've cast Curse of the Leper on them first, then it's goodbye to the unit. The range isn't great, and amazingly enough this is one of the weaker spells in Lore of Nurgle - but it's still very good.
Fleshy Abundance - an Augment that casts on a 11+ with a range of 18"; the target gains Regeneration (5+), or if it already has Regeneration it gets +1 to its saving throws to a maximum of 2+. A boosted version targets all (!!!) friendly units within 18" but requires a whopping 22+ to cast. Really good to make your hard-to-kill models even harder to kill, and the large bubble of the boosted version is great. Stacks with Festus' Regeneration granting to make your Warrior block even better. A very good spell.
Plague Wind - a Remains in Play Vortex cast on a 15+ for the small template or 25+ for the large one. Moves in the usual way, and models it passes over must take a Toughness test or suffer a wound with no armour save. Stacks well, as ever, with Curse of the Leper, to potentially decimate an army. Has the risk of backfiring and is expensive, but still a solid choice.
You can't go wrong with Lore of Nurgle, either on a low level caster, Lord-level one, or both! For Nurgle heavy armies, the unkillable Daemon Prince boosting his Toughness/Wounds plus Festus in a Warriors block will give your opponents nightmares. All the spells are good, but Curse of the Leper is the standout, alongside Fleshy Abundance and Blades of Putrefaction. What else you go for depends on what type of caster you have, and whether they're mobile enough to get the best out of templates and short range Magic Missiles.
Lore of Slaanesh
Lore of Slaanesh is really strong, but trickier to use than some of the others. It's a little like the other lore Slaaneshis can take, Lore of Shadow, in that a lot of the spells are about messing with your opponent.
Bliss in Torment (Lore Attribute) - when you successfully cast a spell, roll a D6 for each unsaved wound caused; each result of 6 then increases the wizard's WS/I/A by 1 until the start of their next Magic phase. Unfortunately, there are only four spells in the lore that can cause wounds, none can cause a great deal of them, and only two of those spells can be cast from combat. It could provide some small disincentive to engage your wizard, but it's pretty poor overall. Only a Daemon Prince will see a little (occasional) benefit from this.
Lash of Slaanesh (Signature Spell) - Direct Damage spell with acasting value of 6+, extend a 24" straight line from the front of the caster's base, anything that falls under this (as per a bouncing cannonball) suffers a S3 Armour Piercing hit. It's hard to get in a good position to get many hits from this (unless you can flank a horde), and doesn't hit very hard. It's cheap but other spells are better.
Acquiescence - oh my, is this spell good. Casts on a 6+ with a range of 24" (or on a 9+ for a whopping range of 48"), this Hex gives the target Always Strikes Last and Random Movement (D6). This can screw up an impending charge, and allow you to strike first in a combat (it's particularly strong against Elves). Take this whenever you can - it's cheap and incredibly useful.
Pavane of Slaanesh - the other poor spell in the LoS, this Direct Damage one casts on a 7+ for a 24" range or 10+ for a 48" range. It can target a single enemy model (characters included) who must pass a Leadership test on 3D6 or suffer a single Wound with no armour save allowed. Being capped at one wound is rubbish; Lore of Death should be your choice for sniping. Having said that, you can use it to take out a unit champion to avoid getting your characters tied up in challenges, or can be used to take out an annoying flying character. Phantasmagoria works well with this, but casting that solely to set up Pavane isn't normally worth it.
Hysterical Frenzy - a Remains in Play spell that's either a Hex or Augment, plus casts on an 8+ with a 24" range. Both versions grant the target unit Frenzy, or if they already have it the Frenzy gains them +2 Attacks instead of just +1. Additionally, they suffers D6 S3 hits at the end of the caster's Magic phase (note: as these are caused at the end of your Magic phase not when resolving the spell's effects, it doesn't trigger the Lore Attribute). The Augment is the most obviously useful, adding some extra combat punch (AHW Khorne Warriors would have 5 attacks each...), but the Hex is potentially even better. It might seem counter-intuitive to give an opponent an extra attack, but Frenzy can force them into a charge they didn't want or better yet force them to overrun out of position - use this alongside chaff to screw up your opponent's plans. Frenzy also prevents parry saves for hand weapon/shield models, so perhaps could be useful against units such as Ironbreakers that rely on those. The S3 hits are pretty minor against Chaos Warriors, but can be more dangerous for low Toughness opponents. The Hex version is probably the trickiest part of LoS to use well, but can be very rewarding.
Slicing Shards - Magic Missile with a 24" range that casts on a 10+. Inflicts D6 S4 Armour Piercing hits, and the target must then pass a Leadership test or suffer another D6 S4 AP hits... and so on (much like LoN's Rancid Visitations). Most main battleline units will be within range of their General and BSB so shrug this off... but others outside those bubbles can be very vulnerable. It obviously works much better against low Leadership armies, which can see their entire unit torn apart, but you can help yourself in that regards with a casting of Phantasmagoria first (or Doom and Darkness if you've got a Lore of Death caster along too).
Phantasmagoria - A Hex that casts on a 10+ and targets a single unit within 24", or casts on a 20+ to target every unit within 24". Affected units must roll an extra dice when taking Leadership tests, discarding the lowest result. The "bubble" effect is usually too expensive/risky for routine casting but amazing when you get it off. The standard version is great too, and combines excellently with other spells in the LoS plus other WoC special effects such as the Hellcannon's enforced Panic check. This spell can also help you break Steadfast units that you've beaten in combat.
Cacophonic Choir - Essentially Acquiescence ("incredibly useful", remember) plus some damage. Casts on a 12" to target a single unit within 12" or on a 24+ to target every unit within 12". The target(s) takes 2D6 hits that wound on a 4+ with no armour saves allowed. If at least one unsaved wound is caused (and it really should be) the unit gets ASL and Random Movement (D6) until the start of your next magic phase. This is great for the damage alone, brilliant for the "Acquiescence" effect (for all the same reasons), plus is about the only spell likely to get you anything from the Lore Attribute. The range might be short, but the casting value for the basic version is decent, and while the bubble effect one has a high value, it's really worth it. This is an outstanding spell.
I've seen some people call Lore of Slaanesh the strongest lore WoC have. I'm not sure about that, but it definitely has some of the best spells. The two main issues are that there are a couple of relatively dud spells, and some of the better ones are tricky to use. I wouldn't recommend it on a Hero level caster due to the mixed spells and poor Signature, but it can really shine on a Level 4 especially with the Chaos Familiar. The four spells to aim for are Acquiescence, Hysterical Frenzy, Phantasmagoria and Cacophonic Choir (plus Slicing Shards if you get a fifth).
Other Lores
I'm not going to profile these spell by spell, as you'll find hundreds of discussions of each of the BRB lores across the web, instead I'll look at them overall as how useful they are to WoC.
Lore of Shadow - has an outstanding signature spell and some brilliant Hexes/Augments, plus Pit of Shades is a good damage dealer. With such a range of useful spells and a brilliant signature, it works well both on low level backup casters and on your primary Lord level caster.
Lore of Death - mainly a character/monster sniping lore, the signature spell means it works well with high Leadership casters - WoC are pretty high, but not quite Ld 10. Still solid for your mobile casters (Nurgle Daemon Princes); also Doom and Darkness is an excellent spell to combine with other Leadership effects (e.g. a Hellcannon). Purple Sun is as brilliant as ever with mobile casters, and is unlikely to backfire given your naturally high Initiative. Works better on a high level caster, and this is one of the best lores WoC can take (I've seen some argue it's the best).
Lore of Metal - often cited as a way of dealing with WoC, it's not actually all about getting past high armour saves. This is only usually seen on Tzeentch casters who want to avoid their own disappointing lore. Casting Glittering Robe on sword/shield Tzeentch Warriors for 1+ save infantry is guaranteed to make your opponent cry. Final Transmutation is great against large units. Given the spells are a mixed bag, it's best on a high level caster who has more chance of getting the good ones (Chaos Familiar is particularly useful here)
Lore of Fire - a cheap to cast, long ranged lore, focused on inflicting damage. Fulminating Flame Cage and Piercing Bolts of Burning are good against large units; the signature is also very versatile. I wouldn't suggest going big on it, but in low points games or for a backup caster it's a decent one to add a ranged threat to your army.
Lore of Heavens - Sayl the Faithless only, so I'm not going to profile it much. Has some useful spells to deal with flyers, shooting armies, static ones (Comet) and MSU (Chain Lightning). 3 out of 4 of those suggest High Elves are an opponent who won't appreciate this lore.
Lore of Hashut - see the Chaos Dwarves forum for tactics on this.
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Post by sedge on Sept 27, 2018 7:49:09 GMT
Army CompositionWarriors of Chaos have a good variety of builds they can access, but most are generally a variant on three sets of Core choices. The "basic" is formed of one or two blocks of Chaos Warriors, padded out if needs by Warhounds/Marauder Horsemen chaff and a Chariot or two. The "chariot" core is much as it sounds, with four or more Chariots plus some more fast moving chaff. Finally, the "Throgg" army unsurprisingly usually features a great horde of Trolls, plus a little chaff. Whereas for other guides, I've recommended things like x number of tarpits, x number of ranged units and so on, WoC are a little different - for example, you have neither effective tarpits nor much in the way of ranged units. The only general advice I will give on army composition is to try to include at least one caster (unless mono-Khorne), a BSB (your units are too expensive to have them running away) plus some chaff (vital to get your power units into the right combat). I'll post four army lists below - all are taken from the Chamber of the Everchosen's 8e Warriors of Chaos Handbook - and give an idea of the variety of builds available: Bloodlust - 2500 points
Lords - 565 points Daemon Prince, Chaos Armor, Chaos Familiar, Charmed Shield, Daemon of Nurgle, Daemonic Flight, Dragonbane Gem, Flaming Breath, L4 Wizard, Nurgle's Rot, Scaled Skin, Soul Feeder, Sword of Striking [Lore of Death] Heroes - 250 points Exalted Hero, BSB, Burning Body, Daemonic Mount, Enchanted Shield, Mark of Tzeentch, Talisman of Preservation, Third Eye of Tzeentch Core - 627 points 2 x Chaos Chariot, Mark of Nurgle 18 Chaos Warriors, Halberds, Mark of Khorne, Musician, Standard-Bearer (Banner of Swiftness) Special - 550 points 2 x Chimera, Flaming Breath, Regenerating Flesh Rare - 508 points 2 x 3 Skullcrushers, Musician, Standard-Bearer Grand Total: 2500 points Doombringers - 2500 points
Lords - 555 points Daemon Prince, Chaos Armor, Chaos Familiar, Charmed Shield, Daemon of Nurgle, Daemonic Flight, Dragonbane Gem, Flaming Breath, L4 Wizard, Scaled Skin, Soul Feeder, Sword of Striking [Lore of Death] Heroes - 250 points Exalted Hero, BSB, Burning Body, Daemonic Mount, Enchanted Shield, Mark of Tzeentch, Talisman of Preservation, Third Eye of Tzeentch Core - 725 points 2 x Chaos Chariot, Mark of Nurgle 2 x 5 Chaos Warhounds, Vanguard 18 Chaos Warriors, Halberds, Mark of Khorne, Musician, Shields, Standard-Bearer (Banner of Swiftness) Special - 550 points 2 x Chimera, Flaming Breath, Regenerating Flesh Rare - 420 points 2 x Hellcannon Grand Total: 2500 points Fast & Furious - 2500 points
Lords - 550 points Daemon Prince, Chaos Armor, Chaos Familiar, Charmed Shield, Daemon of Slaanesh, Daemonic Flight, Dragonbane Gem, Flaming Breath, L4 Wizard, Scaled Skin, Soul Feeder, Sword of Striking [Lore of Slaanesh] Heroes - 266 points Exalted Hero, BSB, Burning Body, Daemonic Mount (Barding), Halberd, Mark of Tzeentch, Talisman of Preservation, Third Eye of Tzeentch Core - 625 points 4 x Chaos Chariot, Mark of Nurgle 2 x 5 Chaos Warhounds, Vanguard 5 Chaos Warhounds, Mutant Poisons, Vanguard Special - 550 points 2 x Chimera, Flaming Breath, Regenerating Flesh Rare - 508 points 2 x 3 Skullcrushers, Musician, Standard-Bearer Grand Total: 2499 points Invaders - 2500 points
Lords - 398 points Chaos Lord, Crown of Command, Disc of Tzeentch, Dragonhelm, Flaming Breath, Halberd, Mark of Tzeentch, Soul Feeder, Sword of Striking, Talisman of Preservation, Third Eye of Tzeentch Heroes - 625 points Chaos Sorcerer, Dispel Scroll, L2 Wizard, Mark of Slaanesh, Steed of Slaanesh [Lore of Slaanesh] Chaos Sorcerer, L2 Wizard, Mark of Slaanesh, Steed of Slaanesh [Lore of Slaanesh] Exalted Hero, Armor of Destiny, BSB, Daemonic Mount, Mark of Tzeentch, Scaled Skin Core - 717 points 2 x Chaos Chariot, Mark of Nurgle 18 Chaos Warriors, Halberds, Mark of Khorne, Musician, Standard-Bearer (Banner of Swiftness) 5 Marauder Horsemen, Mark of Slaanesh, Javelins, Shields, Spears [Sorcerers go here] Special - 760 points 6 Chaos Trolls 2 x Chimera, Flaming Breath, Regenerating Flesh Grand Total: 2500 points The Monstrous Horde - 2500 points
Lords - 555 points Daemon Prince, Chaos Armor, Chaos Familiar, Charmed Shield, Daemon of Nurgle, Daemonic Flight, Dragonbane Gem, Flaming Breath, L4 Wizard, Nurgle's Rot, Scaled Skin, Soul Feeder, Sword of Striking [Lore of Death] Heroes - 620 points Chaos Sorcerer, Daemonic Mount, Dispel Scroll, Opal Amulet [Lore of Metal] Exalted Hero, BSB, Daemonic Mount, Enchanted Shield, Mark of Tzeentch, Talisman of Preservation, Third Eye of Tzeentch Throgg Core - 775 points 17 Chaos Trolls [Throgg goes here] 2 x 5 Marauder Horsemen, Mark of Slaanesh, Spears, Standard-Bearer Special - 550 points 2 x Chimera, Flaming Breath, Regenerating Flesh Rare - 508 points 2 x 3 Skullcrushers, Musician, Standard-Bearer Grand Total: 2500 points Getting StartedChaos as a whole is still very well served by Games Workshop, with many old units still available (mostly under "Slaves to Darkness" for the core Chaos Warrior types, but also some monstrous units categorised elsewhere), new AoS units (such as Tzeentch marauders (Kairic Acolytes), Daemonic Mounts (Varanguard) and more than enough Khornate units), plus more probably on the way (Marauders - "Darkoath Warriors"). Collecting a WoC army, you can be assured that GW will continue to support many of the models needed long into the future. As an iconic longstanding fantasy race and with lots of typical fantasy monsters, you can also get lots of their units from other manufacturers such as Avatars of War, Mierce and many other places. You might think that Warriors of Chaos, as an expensive elite army, wouldn't be competitive at low points levels. This isn't actually the case - while their numbers will be very small most basic troops will struggle to hurt them at all. Here's a basic 500 points starter list using commonly available models: - Chaos Sorcerer, Level 1, Lore of Fire - 110 points
- 15 x Chaos Warriors, Shields, Full Command - 255 points
- 5 x Marauder Horsemen, Throwing Axes, Spears, Shields Musician - 100 points
- 5 x Chaos Warhounds, Mutant Poisons - 35 points
This gives you a large block of Warriors, and a couple of lighter fast-moving units, also giving you a shooting attack. Your two "chaff" units should help tie up your opponent's chaff/engage their ranged units, and help your Warriors get into the right fight against their main combat unit (which it should mulch). For a bit more punch and less reliance on the Warriors, you could drop the Horsemen for a Chariot and tweak the list to this: - Chaos Sorcerer, Level 1, Lore of Fire, Enchanted Shield - 115 points
- 14 x Chaos Warriors, Shields, Full Command - 240 points
- 1 x Chaos Chariot - 110 points
- 5 x Chaos Warhounds, Mutant Poisons - 35 points
A 1,000 point could be: - Chaos Sorcerer, Level 2, Lore of Slaanesh, Barded Chaos Steed, Chaos Familiar - 186 points
- 18 x Chaos Warriors, MoK, Additional hand weapons, Full Command, Gleaming Pennant - 359 points
- Chaos Chariot, MoN - 125 points
- 5 x Chaos Warhounds, Vanguard - 40 points
- 5 x Chaos Warhounds, Vanguard - 40 points
- 5 x Chaos Knights, MoS, ENsorcelled weapons, Full Command - 250 points
Again, mostly built from readily available models, although the mounted Sorcerer will need converting (the one off the Manticore kit will fit on a steed with the robes trimmed a little first, though a head/arms swap on a regular Chaos Knight would do the job too). The Khorne AHW warriors aren't the best (halberds almost always are, but require conversion work) but will scythe through most units with 4 S4 attacks each, so long as you can deal with their Frenzy (Gleaming Pennant should help ensure they don't charge headlong into the wrong unit). The Warhounds are some useful disposable chaff, and the Knights plus Chariot hold a powerful punch that can take a flank each. Bunker the Sorcerer in with the Knights. Battlescroll Formations
Battlescrolls are a rather obscure part of eight edition, mainly known from the End Times books; however a trio of them came out with army boxes one Christmas, and one was for Warriors of Chaos. They can be taken as Allies, so you can add them to non-WoC armies. Units chosen for it do not count towards your percentage of points for each category (Core, Special etc.) - however, this isn't a problem as the one WoC Battlescroll is all made up of Special/Rare units. It is possible to field an army entirely made up of Battlescrolls - but there aren't enough to make that viable. Creatures of the Chaos Wastes
This was GW's big monster box - your formation includes 1 Mutalith Vortex Beast or Slaughterbrute, 1 Giant, 1 unit of 6 Dragon Ogres (one of whom must be upgraded to a Shartak -- champion), and 2 Chaos Spawn. That's quite a combination of weaker to terrible units. Why on earth would you consider this? Well there are two special rules - firstly the Dragon Ogre Shartak is effectively this formation's General - models in it cannot use your army's General/BSB's bonuses, and instead have to use the Shartak's Leadership 8 if within 12" -- not great for your Ld10 Giant who should be looking to escape that bubble. The second rule is the big one - the entire formation begins the game as reinforcements; on turn 2 they automatically turn up, with a1-2 seeing them arrive on the left table edge, 3-4 on the right table edge, and 5-6 means your choice of either. No turning up on your opponent's table edge, unfortunately. This can really screw up your opponent, who has to plan for the arrival of a big load of monstrous units on both sides of their army. It also potentially overcomes what is a big weakness for many of these units - warmachines - because they cannot be shot at turn 1, and could end up arriving behind enemy lines. Is it the strongest build for an army? Absolutely not - and givent the cost of these units you won't have much else beyond core and characters - but it's probably worth it for the effect it has on messing up your opponent's best-laid plans. Storm of MagicStorm of Magic is more about doing crazy stuff that you can't have in regular games - the emphasis is very much on ridiculous fun rather than being super-competitive. This section is really just a footnote to the tactics guide, and isn't going to tell you how to win your Storm of Magic games - it's more just a few words of advice on ways of enjoying them. Cataclysm Spells & Cantrips
Daemon Princes were made for Storm of Magic - lethal in combat, outstanding at magic, they're the ideal character to bring. Even your regular Sorcerers are good, having better stats and armour than other races' equivalents, and a great selection of mounts to choose from (the flying ones are particularly useful - Discs, Manticores and Dragons). A brief word on magic, as I'm not profiling all the lores - Nurgle has a great spell that potentially summons a Nurgle Daemon Prince if you inflict enough wounds, while Slaanesh lets you control an opponent's unit! Tzeentch, sadly, isn't quite so fun. Beware the Wrath of Khorne - if you miscast a Cataclysm spell from LoT/LoN/LoS then Khorne hurls a brass skull on the battlefield... on your wizard's head, which will often result in their death (if the miscast didn't manage it). But who cares - Khorne is just jealous. Remember your cantrips, which are vital for gaining control of fulcrums - which you'll need to make use of the better cataclysm spells. Oh, and to win, though that's a secondary consideration. Mythic Artefacts
They're all super-expensive and based more around fun than effectiveness. The Arabyan Puzzlebox can help you get even more spells off, but there are other more fun choices out there. The Dawnstar Sword on a WoC Lord level character is game over for whoever faces them, and you can still take your usual magic item allowance in addition to it! Bound MonstersI've detailed further up some of the "fluffy" monsters that would fit within a Warriors of Chaos army. However, virtually every monster is the way it is due to the twisting, mutating power of Chaos, and Chaos can turn virtually anything... so almost every monster could fit. Anything that flies, can cast, and is super tough + killy is great for occupying an Arcane Fulcrum; however, beware of the "Unbind Monster" cantrip that is really easy to cast and can see your expensive monster fly off, never to return. I had that happen to an 830 point Level 4 Emperor Magma Dragon that had just rampaged its way onto a fulcrum  Keep a dice or two spare for dispelling that. Sorcerous Pacts
Boost your troops with an allied Daemon, Vampire Counts or Tomb Kings army. Daemons are quite obviously the most fluffy, Tomb Kings very much not at all. Summon some Khorne daemons along to a magical party for the ultimate in Khornate rage. Unbreakable troops are a useful guard for your fulcrums, and Daemons have a few powerful units such as Skullcannons that're a very useful addition to a WoC army.
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Post by Naitsabes on Sept 27, 2018 21:22:51 GMT
I salute your efforts! Here and all over the forum. Thanks for putting in the time. Tiny edit: The Great Host gets to include LoAzgorh as per FAQ. And it might be worth checking if chaos dwarfs can be in one of the Legions. Not really the main focus of this thread but, your words will stand for eternity, so get it right!
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Post by sedge on Sept 28, 2018 7:43:22 GMT
Thanks, and good spot - I've fixed it. I remember checking the End Times books for using Chaos Dwarves in the Legions lists when I first got some CDs a couple of years ago, and they weren't in it (probably because Grimgor supposedly killed the lot of them, or more likely GW just forgot...)
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Post by sedge on Feb 5, 2019 20:49:41 GMT
I have finally got this finished. Would very much appreciate some of our resident WoC experts casting their eyes over this, as I've probably made a mistake or two.
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Post by jukei on Feb 5, 2019 21:38:44 GMT
excellent job....
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Post by Sweet_Totally on Feb 6, 2019 8:49:37 GMT
I have finally got this finished. Would very much appreciate some of our resident WoC experts casting their eyes over this, as I've probably made a mistake or two. Nice work! In regards to Skull of Katam you only lose leadership for every channeling result that is a 1.
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Post by sedge on Feb 6, 2019 10:26:38 GMT
Good spot, thanks - I've fixed that.
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Post by strutsagget on Feb 6, 2019 11:33:05 GMT
Great read! I am working my way through this book of information. 😁
Awesome work!
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Post by knoffles on May 1, 2021 10:54:26 GMT
I thought I’d also post a link to a recent warriors review that one of our forum irregulars (Bluke) has put up on you tube. He will often crop up in my battle reports, normally fielding his 3rd edition metal warriors in their eye catching colours! I’m somewhat biased but thought it was far better the the recent mountain miniature gaming book reviews!
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Bluke
New Member
Posts: 44
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Post by Bluke on Mar 1, 2022 0:31:05 GMT
Thank you Knoffles. Well, Steve is a generalist- plays loads of games and loads of armies from those games. I really only play one game properly with two armies so it would be hoped I know a bit more than him about the army I have played to death ;-)
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Post by NIGHTBRINGER on Aug 30, 2022 1:25:36 GMT
Skull of Katam - allows you to build an Egrimm van Horstmann proxy Tzeentch Sorcerer Lord on Dragon. Costing 15 points, you can consult it before channelling power dice (not dispel ones) - if so, roll 6 dice instead of 1. However, doing so permanently reduces your Leadership by 1 for each 1 you roll on the channelling dice, and if you get down to 0 then you die. MoT wizards can't re-roll channelling results of 1 when consulting the Skull (lame). It's good in magic heavy lists as usually gets you an extra power dice per magic phase. It works best on a bunkered characters so their Leadership rarely matters, and is less risk on a Hero than an expensive Sorcerer Lord (and definitely not on a Daemon Prince). The main restriction on taking it is that it prevents you taking a Dispel Scroll or Chaos Familiar on that character, both of which are potentially more useful. Great read sedge!  Lots of good stuff here! In regards to the Skull of Katam, I would not dismiss putting it on a Tzeentch Daemon Prince (if you choose to go that route, even though the Slaanesh and Nurgle variants are better in my opinion). The Skull of Katam specifically denies wizards with the MoT from re-rolling channeling results of '1' when it is in use, however the Tzeentch DP does not have the MoT, instead it has the Daemon of Tzeentch rule. The Skull of Katam makes no mention of the Daemon of Tzeentch rule. The MoT and Daemon of Tzeentch rules are not the same, but the Daemon of Tzeentch rule does still allow you to re-roll channeling rolls of '1'... even when using the Skull of Katam. This makes it significantly more reliable. Additionally, as the DP is Unbreakable, it is less reliant on its leadership. While losing leadership off of your general is never a good thing, the DP is at the very least, less affected (plus the ability to re-roll 1's means that your significantly less likely to lose leadership in the first place). If the dice gods are against you... and you find yourself within striking range of hitting leadership 0, simply stop using the Skull of Katam and your DP is still happily unbreakable.
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