Chaos Warrior Tactica
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The tombs contained herein will ever be expanding as the Chaos Wastes territory grows... |
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Tactics and analysis of the forces of Chaos |
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In December 1997 games workshop released a new version of the Realms of CHaos (RoC) |
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in order to adapt this race to the new 5th Edition rules and to make it more |
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chaotic and give it a better background. All in all Tuomas Pirinen (the |
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headauthor) gave Chaos much of flavur and colour back it had lost when Rick |
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Priestly had written the 4th Edition Armybook which was very weak as far as |
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flavour and colour go. This is especially true if you are a long time player |
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like me who simply addored the 3rd Edition Chaos Armybooks which were all |
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flavour. The new RoC achieves to give Chaos some of the flavour back and |
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clarifies many questions and on the other hand limits the army composition |
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choices drastically. It splits the all in one 4th edition army into three |
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different ones under the theme of warbands. Imho this is very good. However |
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there is one big weakness, especially as far as he Marauder background is |
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concerned, it lacks a map. If you are familiar with maps about the chaos wastes |
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you happen to wonder about the location of those Marauder tribes. This article |
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will try to give a detailed analysis about this new RoC and give some hints on |
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tactics. I will discuss each of the three different armylists seperately. Every |
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RoC army is divided into a Warlord section and a followers section. In addition |
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you can have 25 percent of your army either from the Monstrous Hordes section |
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or other RoC army sections or you can have "real" allies in form of Undead, |
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Chaos Dwarfs, Orcs. Imho to call creatures from the other RoC armies allies is |
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not a good idea for it will create much debating on whether to see them as |
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allies , which means you can't have them in grand tournaments, or some special |
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allies , which means you can use them in grand tournaments, or not. Tuomas |
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Pirinen and Jervis Johnson will , i.e. GW , will allow such "allies" from other |
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RoC armies in grand tournaments. Especially as Tuomas cleared that up in a |
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letter directed to the Warhammer mailing list. Still not all Warhammer players |
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do have access to said mailing list and giving many players attitudes it will |
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not cause much good to call other RoC armies allies. Poor wording from GW (as |
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usual as i may say so :(). Remember that you now have to buy each warlord a |
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retinue of at least the same points costs. In addition it is entirely up to you |
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which of your characters will be your armies general. This gives you a lot of |
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freedom to design your army and the possibility to avoid expensive characters |
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in low points games. |
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1.1 The Marks of Chaos |
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Only humans and Daemonprinces may have Marks of Chaos. Human sorcerers will have the |
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Mark of the god they follow automatically. Non sorcerers and Daemonprinces must |
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buy one of the marks if you want them to follow one of the chaos gods. |
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1.1.1 The non sorcerer marks: |
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Khorne: |
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As usual a Khorne character is subject to frenzy. Being frenzy is a risky business. |
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On one hand it makes you immune to psychology and gives you up to 10 attacks |
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which , with the right magic items /chaos rewards, will turn your character |
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into a killing machine. On the other hand given the new 5th edition rules for |
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frenzy characters having to test to keep their attacks it can lead your |
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character in having less attacks than even a champion. The rule of thumb that |
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applies here: The less turns the game has the better - the more turns the worse |
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for your khorne characters. In grand tournaments a khorne character surely is a |
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bargain. |
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Slaanesh: |
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Being immune to psychology and being unable to break is being underestimated by many |
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players. Not having to ever have to test on your Ld values means you can use |
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slaanesh characters to attack and tie up whole units on their very own without |
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proper support. They only have to survive the hth rounds. |
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Nurgle: |
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Nurgle gives its champions +1 to their T value. Aleays keep in mind that getting +1 |
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on your T means your opponent gets a -1 on his to wound roll. This means you |
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can easily create nurgle characters being immune to normal S3 attacks. |
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Tzeentch: |
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This is the only mark that has been changed. From a +4 dispell ability to a 1 reroll |
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per battle with a +1/-1 adjustment. Such reroll is a very powerful ability |
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indeed. The only drawback is that you only have one such reroll in a whole |
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battle. This results in the player to make a tough decision whether to use that |
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ability or not. Still such an ability can be a battle winner, you just have to |
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choose the right moment. The longer lasting the battle is the tougher your |
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decision will be. |
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Always keep in mind that you do not have to buy a mark at all if you do not want to. |
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You can always go chaos undivided. Though this will limit you in magic items |
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you might want to use and robs you off some useful abilities. |
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1.1.2 The sorcerer marks. |
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A sorcerer does not have to buy his mark. YOu just decide to which chaos god he |
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prays and he gets this gods mark. If he doesn't follow any particular chaos god |
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he gets the mark of chaos undivided. |
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Khorne: |
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There is no such thing as a sorcerer of Khorne :) |
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Tzeentch: |
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A sorcerer of tzeentch has the same mark a non sorcerer has. |
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Slaanesh: |
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This is probably the most powerful mark a sorcerer can have. Nobody will neither |
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shoot or cast spells at him within 12inch. This makes a chaos sorcerer of |
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slaanesh a very powerful enemy wizard killer and perfectly suited to tackle |
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shooting units. To improve this ability it is best to mount him onto a steed of |
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slaanesh which will improve his range to up to 24inch. You can even protect |
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units from certain spells and in some cases from shooting. |
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Nurgle: |
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The mark of Nurgle is more tricky. No enemy wizard of lower level will cast any |
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spells and you have the chance to dispell enemy spells which are in effect |
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within 6 inch of your nurgle sorcerer at the start of your magic phase on a 4+. |
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This gives you somewhat of an additional dispell and can be very useful to |
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cancel out hands of glory for example. You will only rarely face wizards of |
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lower level though. |
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2.1 General |
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The monstrous hordes are not an armylist on their own. This list comprises all large |
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monsters you find in a typical armybook and several other creatures that |
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originally have been part of the real armylist like Dragonogres, Harpies or |
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Trolls. Your army can be comprised of up to 25percent from the monstrous hordes |
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list and any characters like Dragonogre lords and such are part of these |
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25percent. YOu do not have to buy them a retinue - instead you are only allowed |
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to field a type of character depending on the total number of creatures you |
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choose to take. I.e. field 3 Dragonogres and one can be a champion. |
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2.2 Harpies |
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The use of Harpies is severely limited now. Human armies can never field more than |
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one Harpy unit. The same applies to Daemon armies. Only Beastmen armies can |
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take more units. AT first glance and for 15pts with 4 4 0 4 4 2 2 1 6 Harpies |
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seem to be a bargain. ON second glance you will soon realise that fielding |
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Harpies is risky. Thisis because of their low leadership and the inability to |
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test on any character - not even the general of your army - Ld values. The fact |
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that Harpies are fighting in ranks makes up for the lack of Ld a bit. As it is |
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right now fielding Harpies against armies whose warmachines cause fear is very |
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risky and not the way to go. You will fail any fear test more often than not. |
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Against other warmachines with standard crew Harpies are very effective. Use |
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them wisely and pray you inflict casualties or otherwise your Harpies will be |
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gone for good as their Ld is so low and you will only rarely rally them. Using |
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Harpies against other type of stuff like units is nothing i recommend. The only |
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useful function they have then is to charge the flank and negate any rank boni. |
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Again anything that causes fear / terror is a bane to any Harpy. |
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2.3 Chaos Trolls |
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The only type of Trolls a chaos army is now able to field are Chaos Trolls. They |
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cost the same 65pts - have no special abilities like the Stone - or River |
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Trolls but their Ld is 7 and their A is 4. Additionally you can equip them with |
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double handed weapons which turns them into dangerous creatures given their |
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regeneration ability. The additional attack and the Ld of 7 even gives you the |
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chance to field those Trolls without assorted character to boost their Ld. |
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Still 7 doesn't mean that you will pass all stupidity tests. The possible |
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double handed weapons turn chaos trolls into real heavy cavalry killers. The |
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resulting S7 combined with 4 attacks is mathematically much better than the 1 |
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automatically hitting vomit attack with a S5. Even though the vomit attack |
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negates any armour saves.To sum it up Chaos Trolls are quite a bargain, even |
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though you will have trouble to field many of those given the fact that they |
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are part of the monstrous hordes list and the crux for any chaos player is what |
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to use for the 25percent. The choices are simply too many and i myself can |
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think of many more important things to field. |
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2.4 Dragon Ogres |
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Well there is not much to say about Dragon Ogres. They haven't changed. Even though |
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they are expensive for those 87pts they are awesome. Equip them with additional |
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hand weapons - give them light armour and they have 4 S5 attacks and a 4+ save. |
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Their rather low Ld7 means you should have the army general near (or with) the |
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unit or one of the Warlords of you army should lead them. Still if i have the |
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choice between dragon ogres and chaos trolls i choose dragon ogres. WIth a T5 |
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they have some great staying powers and it turns them into prime targets. Used |
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wisely you can get your opponent to concentrate too much on these creatures and |
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leave your real "killers" alone until it is too late. Unfortunately Dragon |
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Ogres are now part of the monstrous hordes and therefore rather difficult to |
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field, given the many choices you have and the gaps you have to fill. |
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2.5 Chaos Spawn |
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The rules for chaos spawn changed completely. There is now only one type of generic |
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chaos spawn. For 70pts you get a 2D6 3 0 4 5 3 3 D6 10 with a 4+ daemonic save |
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and cause fear. In addition you cannot break chaos spawn. Even though the |
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movement is rather unpredictable with 2D6 it is fast enough. The D6 attacks hit |
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automatically and given the S4 and T5 it turns chaos spawn into something that |
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can dish out a lot of damage and that has an awesome staying power. Especially |
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as the spawns wont break. Direct SPawn against the usual SKaven Plaque Censer |
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Bearer screen and these rats wont cause any trouble. CHaos Spawn are my number |
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1 choice from the monstrous hordes list. Or use them to stop the typical |
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Bretonnian charges. You will see the ways to use SPawn are numerous. |
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2.6 All the rest |
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All Monsters like Dragons and swarms are also part of the monstrous hordes list. Not |
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much to say about that as it is the same for every army. |
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Together with the Chaos boxed set you also get a set of 12 so called Chaos Gifts. |
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Just rol 2D6 for the amount of Cards you can use in each battle. Compared to |
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the old Chaos Gifts these new ones are greatly reduced in their effects on your |
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own or your opponents army. |
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3.1 Winds of Chaos |
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A typical and truely chaotical gift. Depending on your 1D6 roll either you or your |
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opponent receives the odd winds of magic card or you reduce (or add) the number |
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of cards rolled by 1. Generally its effect on the game is not great. |
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3.2 Mutations (2 Cards) |
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There are two different Mutation Cards. Depending on your 1D6 roll it affects one of |
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your own units (no characters). Only a 1 gives you a slight malus (either -1WS |
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or -1M). 2 has no effect and 3+ gives you something good that remains for the |
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whole battle. A Chaos Warrior unit with +1S and halberds isa devastating force. |
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3.3 Stench of Nurgel |
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This is one of the cards you play on one of your opponents units. You reduce this |
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units movement by 1 inch. This effect can be huge. Just consider that any |
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Dwarfen unit now moves just 2 inch. Or heavy cavalary that just moves 5 inch. |
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If played well and on a big battlefield this can be the reason for your |
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opponents battle plan not working as he is either too slow or his battle line |
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breaks apart. |
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3.4 Storm of Chaos |
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With this card you inflict 1D6 S4 on any opposing unit or warmachine. On the first |
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look this doesn't seem to be dangerous. But on the second it is! Rule of thump |
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- the smaller the battle the more devastating the effect of this card. It |
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turned out to be especially useful against opposing flying units or |
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warmachines. Use it wisely and never use it on big enemy units. |
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3.5 Changing the Ways |
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This card gives you 1D3 of your opponents winds of magic cards once during the |
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battle. On big battles the effect usually is not that great but in any tourn |
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restricted game and tounrament the effect can be huge, like giving you the |
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chance to virtually rule one magic phase. Combined with the powerful chaos |
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spells this card can decide a whole battle. |
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3.6 Eternal Labour |
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With this card you can get 1D6 wounds back (and your opponent as well). You can only |
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play that on rnf troops. All in all ths card is pretty much useless and just |
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has some kind of fun factor. It certainly wont decide any battle in any way. |
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3.7 Bless of Gods |
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With this you give your armies general and any other character who follows the same |
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god as your army general a +1 on their save. Any character that follows a |
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different god has his save reduced by -1. Of course this card favours "one god" |
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armies on the other hand you usually do not have that many chaos characters |
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anyways and what if your other characters are wizards? These mostly do have |
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chaos armour but also rarely need it because of some ward or other kind of |
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save. Therefore a reduction of the normal armour save usually is not that bad. |
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3.8 Eye of God |
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This is one card you do not have to play if you do not want to. Depending on 1D6 one |
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of your characters you nominated before either turns into a spawn (1) or cosmic |
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duell (2) or gets one of his characteristics increased by 1 (3+). This is |
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either S T or W. If you want some true chaotic feeling then play this card. |
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3.9 Fury of Khorne |
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This card effectively counts as a free dispell scroll. Even though this rarely is a |
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battle winner you can never have enough dispell scrolls. |
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3.10 Allure of Slaanesh |
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With this card you reduce your opponents first Ld Test by 1D3. Can have some nice |
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effects but unfortunately you cannot really control this card as it has to be |
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played on the first test. On the other hand if you are lucky you can halfway |
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count on your opponent failing his first panic or terror/fear test as this can |
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never be higher than 7. Not bad - but also not great. |
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3.11 Feud of Gods |
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This card lets you have one round of hth combat between two of your armies characters |
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which follow different gods. Both only have one attack. As long as you do not |
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insist on using the magic weapons you equipped your characters with this card |
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is not that dangerous given the stats and other equipment you usually give your |
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chaos characters. |
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There are of course some magic items which are chaos only and which can be taken by |
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any chaos character except daemons. Although some are restricted to followers |
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of a specific god which means beastmen cannot use them. This however does not |
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apply to chaos magic standards. Weird isn't it ? |
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4.1 Weapons |
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- Chaos Tomb Blade: This sword gives you 1 wind of magic card per wound caused. Not |
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a bad item if you base your tactics on magical superiority. You have to make |
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sure however that you will cause wounds with tha weapon. This means the more |
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attacks the better. Given to a Khorne character would be ideal but on the other |
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hand it is a bit out of flavour (Khorne and magic !). For 75pts i consider it |
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rather expensive. |
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- Chaos Runesword of Grungni Ironheart: For a 65pts this weapon gives you a +1 on |
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WS S and A. This is a nice weapon to improve your chaos sorcerers or other |
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characters. No bad but also not useful in such a way that you can base some |
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tactics on it. It certainly is not a weapon for your Lord level characters. It |
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lacks the real bite and is too expensive. |
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- Chaos Daemon Sword: This is the 60pts chaos version of the Venom Sword. Having |
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the chance to multiply any wound into 1D6 wounds and giving no armour save , |
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except magic armour certainly is devastating. On the other hand of you roll a 1 |
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when determining the number of wounds you take that wound by yourself in good |
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old chaotic fashion. If you want to have flavour take this instead of the Venom |
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Sword. If you want to walk to secure path take the Venom Sword. In any way this |
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sword is most dangerous. Just make sure that the wielding character has enough |
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attacks and at least a S5 (hero level and up) you can use it to open any |
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tinhead and kill him. Combined with potion of strength this sword also makes |
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short work of any multiple wound monsters like slaan or treemen or dragons etc. |
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- Sword of Change: For a mere 50pts this sword raises any true chaos players |
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heartbeat. With the potential to kill and turn into chaos spawn any living |
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creature that takes at least one wound by 33% this sword _is_ it. Combine it |
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with a potion of strength against nasty critters like treemen and you are all |
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set. In most cases the potential S5 (or S4 for Beastmen) of your characters are |
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more than enough. Be aware however that it is a bit difficult to open tinheads |
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with this weapon. |
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- Chaos Runeblade: Just one of those nice D3 wounds weapons. In addition you negate |
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normal armour. Generally a very nice weapon (you can never have enough Dx |
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weapons) and especially good against tinheads as their awesome armour saves are |
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worth nothing. |
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- Blood Drinker: Just one of those weapons which have funny but generally useless |
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effects in a serious game. This certainly i snot a lord level characters weapon |
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and honestly 25pts are better spent elsewhere. |
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- Soul Blade: To this weapon applies the same as for the Blood Drinker - even though |
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i consider it more important to deduct toughness instead of strength. |
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- Dark Sword: Useless |
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4.2 Armour: |
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- Chaos Runeshield: What can i say - this is _the_ piece of equipment no real chaos |
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player with a winning heart should leave for battle. Something that negates |
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enemy magic weapons is especially useful against all those nasty dwarfen |
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runeweapons and turns those magically boosted human characters into what they |
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really are. The fact that you can buy that with chaos armour and it still |
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counts as one magic item is very useful for beastmen which generally have no |
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possibility to buy chaos armour as equipment. |
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- Chaos Armour: What can i say? For human army characters it is a must have |
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equipment. |
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4.3 Enchanted Items: |
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- Slaanesh's Sceptre of Domination: Not that useful as most characters Ld values are |
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just too high - maybe against Skaven it has some worth. The fact that any |
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character who passses his Ld test becomes immune certainly doesn't improve this |
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items effectiveness either. 50pts can be spent better elsewhere. |
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- Cursed Book: To have a -1 to hit item that even has a range of effectiveness can |
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have devastating effects. Just consider it with the usual banner of might |
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combination and in a unit of chaos warriors. The Ws6 of chaos warriors ensures |
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that 85% of anything they get into hth with only hit at a 5 at best and they |
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hit at a 2. This is almost cheese, especially if you have the Slaanesh Succour |
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of Chaos spell active as well. This means you hit automatically. I think you |
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get the idea :) |
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- Helm of many Eyes: An item that lets you strike first is always useful - even |
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though your chaos characters , except beastmen, have an I value of 6-9. If you |
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want to use this item carefully consider what your opponent can field on first |
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strike stuff. If they are not Dwarfs (with their first strike rune) or such |
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critters than you do not have to use the helm as your I value ensures your |
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first strikes. Whether you still strike first if equipped with a double handed |
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weapon as well is still subject of a large debate GW refuses to decide as |
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usual. |
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- Potion of Chaos: If you want to play your chaos army ina chaotical way - use this |
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item. Even though i consider its effects too little for 25pts. Since 5th |
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edition it is also 1 use only and it is absolutely not clear what you have to |
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do if you roll a 6 (i suggest you roll on one of the 2 mutations cards). |
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- Warpstone Charm: A reroll with a +1/-1 modifier for 10pts and being one use only |
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can have some effect but imho magic item slots are too important for chaos |
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armies. The larger the battle the less the affect this item has. |
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4.4 Wizard Arcana |
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- Chaos Familiar: Even though a bit expensive for 50pts it still gives you the |
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effects of a warpstone charm once per round. This can be very important for |
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chaos sorcerers. For example in a reroll of a dispell or to keep a reward or |
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item in effect etc. |
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- Chalice of Chaos: When the 4th edition was still in effect this item had a lot of |
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value if you wanted to play for magical superiority, but with 5th edition it is |
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useless, especially for 35pts (like who wants to end his own magic phase ?)! It |
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is just a typical item that needs a revamping badly. |
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- Golden Eye of Tzeentch:Generally for this item applies the same i have written |
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about the Slaanesh Sceptre of Domination. |
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- Skull of Katam: Useless item period! |
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4.5 Magic Standards: |
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- Banner of Rage: Well i think the usefulness of this banner is obvious. Even though |
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most experienced players abandon the bloody path of Khorne sooner or later. |
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- Blasted Standard: If you really want a one use Banner for 50pts that even is |
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dispellable, well..... |
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- Rapturous Standard: During 4th edition this was _the_ banner for chaos armies. |
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Now it is almost useless as you can now be broken. Even though it is still not |
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clear given the high amount of crap and contradictions GW let nicely flow into |
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the 5th edition magic items. |
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4.6 Bound Spells: |
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- Staff of Nurgle: Even though expensive for 100pts this staff is a killer and can |
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be a game winner if you prepare its use in your magic phase correctly. You can |
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even create a battle plan based upon this item. There is no other item of spell |
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that slays everything automatically if not dispelled. |
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No other magic user in the warhammer fantasy world has such a wide array of spell |
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decks to choose from. You potentially have 4 decks. Now you just decide what |
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god your sorcerer follows and thats it. Beastmen can even still combine chaos |
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decks. Chaos magic generally is very destructive and only has some very few |
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spells that help the caster of the unit. The fact that you can combine spell |
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decks by just using different sorcerers even improves that. Imho chaos magic is |
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the most devastating magic right after necromancy. |
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5.1 Dark Magic |
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Having Dark Magic gives you the useful option to use any dispel card as a power |
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card. This helps you alot with your decision about the cards you want to store |
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for your next magic phase. I.e. store dispels before any other card. On the |
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other hand dark magic is very expensive. Too many power 3 spells which are not |
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really worth it. Some of the spells however can be battle winners. For real |
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destructive power it is far better to stick with the chaos god spells. |
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- Arnizipals Black Horror |
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Even though a Power 3 spell this one is a potential battle winner. If you prepare |
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the casting of this one well it will have a devastating effect, especially in |
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close combat. As most rnf troops only have a strength of 3 this gives you a 66% |
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killing chance. Even elites with S4 only reduce the chance to 50%. The fact |
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that only magical armour may save only benefits chaos armies anywass. To sum it |
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up - this is the Dark Magic rnf troops killer. |
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- Blade Wind |
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This Power 2 spell has a range of 24'' and can be used to good effect against low |
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WS troops. It is especially useful against low WS monsters like Stegadons or |
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Zombie Dragons. Toughness does not count either and therefore your chance for a |
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wound is by 50%. Watch them Lizardmen players curse if you attack their |
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stegadons with it. |
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- Dark Hand of Destruction |
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This Power 1 close combat spell inflicts D3 wounds if you manage a successful attack |
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roll. This spell has the benefit that the caster does not have to roll to wound |
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against his targets toughness which can be very useful against such foes. On |
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the other hand if you do not manage the hth attack roll the spell is wasted. |
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And this happens happens by at least 33%. |
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- Death Spasm |
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This Power 2 spell with a range of 18'' is designed to be one of those |
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character/monster killing spells. You just need to exceed your targets |
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toughness by rolling 1D6. However just about any important target has a |
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toughness of at least 4 which gives you just a 33% chance of success in most |
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cases. In many other cases the spell is useless as your possible targets |
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toughness is 6 and more. All in all this spell is certainly not a must have |
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one. |
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- Doombolt |
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For a range of 18'' and being a power 2 spell this spell is expensive if you |
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consider the possible damage you can do. Against warmachines however it canbe |
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devastating as its strength increases to 10. Not even an empire steam tank will |
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survive long against this spell. Though inflicting just 1D6 hits is certainly |
|
not that great. |
|
- Malediction of Nagash |
|
A power 3 spell with a range of 36''. The possibility to to slow down an enemy unit |
|
far away or to reduce its shooting capabilities can be nice. The D3 wounds in |
|
following magic phases can be ignored as almost no spell stays in play for |
|
longer than 1 round. However investing 3 power cards into casting this spell is |
|
a risky bit. You usually do not have the power for this 2nd rated spell as |
|
there are far more important spells to cast. |
|
- Power of Chaos |
|
A power 1 spell that gives you the chance to draw more power cards from the pile or |
|
being sucked into the warp for 14%. This spell can be useful sometimes but be |
|
aware that a 1 will kill you and losing valuable characters is something no |
|
army , especially not chaos, can afford. |
|
- Soul Drain |
|
Even though the power 3 make this spell expensive, its range of 24'' and the chance |
|
to gain additional wounds even above the stats value make this spell really |
|
useful. Especially if you consider that the template is 2'' and no armour save |
|
is allowed. A good spell against tincans. |
|
- The transformation of Kadon |
|
A nice spell that can tranform a potentially weak level 1, 2 wizard into a fearsome |
|
creature. For level 3,4 wizards i consider this spell wasted unless said |
|
wizard is really low on wounds and magical equipment. You usually cannot afford |
|
to lose a level 4 wizards casting abilities. |
|
- Witch Flight |
|
What can i say. Tranportation spells are always useful and given that chaos sorcerers |
|
usually are killing machines compared to the average sorcerers of most other |
|
races this spell can be a battle winner. |
|
|
|
5.2 Tzeentch |
|
Tzeentch spells are very cheap to cast. The deck only has one power 3 spell and you |
|
are likely to find a good use for each of the spells in this deck even if this |
|
is only to draw dispels from your enemy using the cheap but still rather |
|
powerful spells in order to successfully cast the one killing blow. |
|
- Blue fire of Tzeentch |
|
A power 1 spell with a range of 18'' that inflicts 1D5 S4 hits is nice to draw |
|
dispells and/or to whittle down lightly armoured enemy troops. It makes up a |
|
bit for the lack of shooting power in a chaos army. |
|
- Bolt of Change |
|
A power 2 spell with a range of 12'' that has the potential to kill everything as |
|
there is no save at all against it undoubtly is a battle winner and perfect to |
|
crack even the toughest of dwarfen characters. To roll equal to or less then |
|
your toughness on 2D6 is something not even Vampires manage easily. Consider a |
|
highly mobile chaos sorcerer on a flying disk positioning himself to cast this |
|
spell - a perfect assassination. |
|
- Boon of Tzeentch |
|
A good dispell drawing spell that, if cast successfully grants you D3 additional |
|
magic cards, is always very useful. |
|
- Touch of Tzeentch |
|
One of the few close combat spells for the usually cheap 1 power card. It inflicts |
|
1D6 S4 hits with no armour save. At least against human armies or the average |
|
champion/hero this spell has its uses besides drawing dispells. |
|
- Glean Magic |
|
Stealing one of your opponents spells for 2 power cards and from a maximum range of |
|
24'' is nice, even though you must return it to its owner when dispelled and |
|
you have to draw it randomly. At least sometimes you will draw one of thsoe |
|
spells you really want your opponent not to have. |
|
- Incandescent Assassin |
|
This spell is designed to attack characters or multiple wound large creatures. |
|
Unfortunately most possible character targets's WS is quite high and therefore |
|
the spell is most likely not effective. Against monstrous critters like the |
|
stegadon (WS2) this spell can be devastating however. |
|
|
|
- Pink Fire of Tzeentch |
|
Just another useful 1 power spell. Its range of 6'' is mostly useless and turns it |
|
into a close combat spell. It targets single models with a strength from 5 to |
|
10 which means it is capable of giving almost all high toughness creatures a |
|
hard time to survive. |
|
- Shield of Fire |
|
For just 1 power you can cast the only self protecting spell from the tzeentch deck. |
|
It is very useful and i almost always try to protect my sorcerers with it - if |
|
they draw it of course - It's potential to destroy your opponents magic weapons |
|
is a very useful benefit as well. |
|
- Gift of Chaos |
|
For just one power you get the chance to add one of the mutations listed in the two |
|
mutation chaos gift cards to your sorcerer permanently. This is nice but it |
|
only comes to bear in long battles. In tournaments with their 4 turns this |
|
spell can't show its full potential. |
|
- Tzeentch Firestorm |
|
This is the only power 3 spell in the tzeentch deck. It gives you the chance to |
|
raise pink horrors if you only manage to inflict enough wounds. Unfortunately |
|
the template is just a mere 2'' one which means you have to choose your targets |
|
wisely. Still it is a useful spell. |
|
5.3 Slaanesh |
|
The Slaanesh deck doesn't seem to be too powerful on first glance but on second |
|
glance it can have more potential than the Tzeentch deck. At least against |
|
opposing armies with low Ld values. |
|
|
|
- Acquiescence |
|
A power 1 spell for hth purposes. Even though it is nice to have your opponents |
|
characteristics halved it is quite difficult to achieve as you have to roll |
|
equal to or less than your I on 1D6. Even dwarfen generals have I of 5. Not |
|
quite a spell one would like to have. |
|
- Beam of Slaanesh |
|
A power 2 spell with a range of 24''. If you fail a Ld test on 3D6 your |
|
characteristics are all halved. Not bad to slow down tough enemy units. The |
|
failing rate for the Ld test is high enough to make it a nice spell even |
|
against high Ld enemies. A nice spell to support your own army. |
|
- Bondage of Slaanesh |
|
A very dangerous and useful spell for 2 power. Unfortunately the range is only 12''. |
|
If successful cast one opposing unit can do nothing. This spell can be a battle |
|
winner even though it has a supporting character. |
|
- Cacophonic Choir |
|
A close combat power 1 spell with great, even though somewhat fickle, destructive |
|
power. It is especially useful against opposing cavalry units as this spell |
|
does not permit any kind of armour save. One of my favourite. |
|
- Chaos Spawn |
|
A power 3 spell with a range of 24''. What is to say against a spell that has the |
|
power to kill everything. Imho it is _the_ character killing spell, especially |
|
as you do not need to have a line of sight and even creatures like Vampires can |
|
fail a T check on 2D6 quite easily. |
|
- Cursed Caress |
|
This is another hth spell with great killing power. There are not many characters |
|
which have more than 3-4 wounds. And not even a ward can save you. |
|
- Lash of Slaanesh |
|
A power 1 spell with a range of 8'' that inflicts 2D6 S4 hits. Unfortunately it |
|
permits armour saves and therefore you need to choose your targets carefully. |
|
- Pavane of Slaanesh |
|
Another power 2 supporting spell with a range of 24''. Unfortunately the required Ld |
|
test is on 2D6 which means you need to cast it against low Ld enemies in order |
|
to have acceptable success with it. Though if you manage to successfully cast |
|
it the chosen enemy unit/character is in deep trouble especially if in hth |
|
combat. Skaven beware! |
|
- Slicing shards of Slaanesh |
|
Just like the lash of Slaanesh except that it costs 2 power and has a range of 24''. |
|
Not bad but also not that great. |
|
- Succour of Chaos |
|
Another power range 12'' supporting spell which is very useful. Given the high WS of |
|
many chaos troop types it ensures that you hit most opposing stuff on a 2+. |
|
|
|
|
|
|
|
5.4 Nurgle |
|
Also the Nurgle spells are quite powerful. There is not much to say compared to the |
|
other chaos spell decks. |
|
- Cloud of flies |
|
A power 1 spell that prevents an opposing unit to either move or shoot. Unfortunately |
|
it's range is only 12'' which means that ideal targets like archers are not |
|
that ideal targets at all. Still the supporting character of this spell can be |
|
quite handsome in order to get your units to charge what they want to charge. |
|
|
|
- Fly Swarm |
|
A power 1 spell that gives the Nurgle sorcerer some surviving power against nasty |
|
opponents equipped to the teeth with nasty weapons/spells. It even gives you |
|
the chance to survive instant death stuff. |
|
- Miasma of Pestilence |
|
Another power 2 spell that can be cast on the sorcerer only and which supports him |
|
to a certain degree. Unfortunately this spell affects any modell within 6'' of |
|
the caster friend and foe alike. Only nurgle characters are unaffected. |
|
therefore you need to be careful with casting this one. |
|
- Pillar of Putrefaction |
|
A power 1 spell that works like the high magic coruscation of finreir spell except |
|
that you cannot move to up to 24''. Not a bad spell for sorcerers but utterly |
|
useless for Plaguebearers. |
|
- Pit of Slime |
|
A power 2 spell with a range of 12'' which is imho useless. The rate of success for |
|
this spell is at 33% at best. One has more important things to do in his magic |
|
phase. |
|
- Plague Wind |
|
This is the only power 3 spell in the Nurgle deck and has a range of 24''. It has a |
|
lot of destructive power and works best against targets with low T. It is |
|
additionally useful that you can raise Plaguebearers with that spell if you |
|
only inflict enough wounds. This additional effect, besides that it does not |
|
allow armour saves (which makes it a good spell against tinheads), can disrupt |
|
your enemies plans quite easily as it binds hopefully important enemy units in |
|
hth combat for at least one round. Additionally this spell can be devastating |
|
against characters out on their own. |
|
- Rancid Visitation |
|
Just the typical useful power 2 spell with a range of 18'' that inflicts 2D6 S4 hits |
|
with no armour save. Almost a must have. |
|
- Shrivelling Pox |
|
A hth combat spell for 1 power. It can be quite useful if you only manage to roll |
|
high enough. Quite a useful spell against creatures with many wounds. |
|
- Stench of Nurgle |
|
Another power 1 hth combat spell with some supporting character. However here applies |
|
the same as for Miasma of Pestilence. |
|
- Stream of Corruption |
|
A nice power 2 template spell especially useful against low I opponents as they are |
|
killed outright. Especially a 6 kills regardless of I. Unfortunately GW reduced |
|
the template down to a small one which only affects 3-4 enemy modells. Greater |
|
Daemons however , having this spell as their Daemonic Reward can still use the |
|
old huge flamer template. |
|
|
|
|
|
|
|
|
|
Human armies are one of the 3 aspects a chaos army can have. Apart from the now |
|
applying Warlord - Retinue picking they didn't change the human stats or |
|
equipment possibilities except for one notable difference. You can now buy |
|
Chaos Armour as equipment for 10points. This means chaos sorcerers and human |
|
characters not aligned to khorne wont have to sacrifice a valuable magic item |
|
slot in order to wear such armour. And you can never have enough saving throws. |
|
Another benefit is that you can now field multiple Lord level characters and |
|
these do not even have to be your armies general. In fact any character can be |
|
the nominated general. I.e. with these new rules the average chaos characters |
|
and the average chaos army becomes even tougher than before. More about army |
|
composition later. |
|
6.0.1 The Chaos Rewards |
|
Human characters can be given so called chaos rewards. These are given in the same |
|
way as normal magic items but have some advantages. First such rewards cannot |
|
be negated by any! means. This means you have not to worry about spells like |
|
deadlock or weapons like the destroyer or sword of destruction. Unfortunately |
|
you cannot combine the SOD with rewads either as per WD222. |
|
- Nurgle Rewards: |
|
Nurgle's fould Odour: |
|
For 50pts this reward reduces the ws of any enemy unit fighting the bearer and unit |
|
he is with. Imho this item is far too expensive as a -1 on your ws rarely also |
|
changes the resulting to hit roll. And the to hit roll is what counts. |
|
Nurgle's Rot: |
|
For a mere 35pts this item gives any enemy in base to base contact with the bearer |
|
1 wound on a D6 roll of 6. This means the chances are 16%. This is not much and |
|
makes this item more or less useless and should only be taken for flavour or if |
|
you really have no 35pts to spend elsewhere. |
|
Nurgle's cloud of flies: |
|
For 30pts this item gives anyone fighting the wearer a -1 on their to hit roll. |
|
This is a very nice item as it affects the to hit roll. Given the high WS of |
|
chaotic characters this means any enemy has a 33% to hit at best. If you |
|
combine that with some other items that give a -X to hit like the cursed book |
|
for example this means the wearer can only be hit on a 6. Imho you get the |
|
point. |
|
- Khorne rewards: |
|
Collar of Khorne: |
|
Having an item that will destroy enemy magic weapons if you only manage to make a |
|
successful saving throw om behalf of your chaos armour and that gives you and a |
|
unit you are with a 4+ dispell against spells sounds nice , on first glance. |
|
However given the fact that magic weapons used to fight a chaos army usually |
|
either disallow armour saving throws or/and modify any possible armour saving |
|
throw in a way that it is 5-6+ at best and the additional fact that this item |
|
is 100pts make this item pretty much useless. |
|
Axe of Khorne: |
|
For just 75pts you get a weapon that has the effect of a frost blade. Even though |
|
that a 6 on a D6 renders this weapon useless it is still worth its points. This |
|
is because you usually only ned magic weapons when fighting enemy |
|
characters/creatures with multiple wounds. Just never forget to equip your |
|
characters with non-magical weapons as well. |
|
Battle fury of Khorne: |
|
For 50pts you get an item that increases your attacks by 1-2, being frenzy it |
|
doubles to 2-4, giving a khorne lord character a total of 6-7 (11-14 when |
|
frenzied) attacks. As long as you are frenzied you can be sure that your total |
|
number will drop dramatically after the first few hth combat phases. Of course |
|
such a reward can be nice if combined with cheese stuff like an exectutioners |
|
axe or if you want to have a character capable of slaying a whole unit in one |
|
round of hth combat but given the pts cost and the fact that these additional |
|
attacks wont last longer than 2 rounds you have to ask yourself whether this is |
|
really worth it or not. Rule of thumb, the shorter the battle the worthier it |
|
becomes. Imho the up to 10 attacks are enough for any purpose already and you |
|
need to fill your magic slots with more important stuff. |
|
Praise of Khorne: |
|
For just 25pts you get the chance top reroll any armour save. This may be nice for |
|
as long as you do not face many of the armour save negating weapons. If |
|
combined with the chaos runeshield it can be even be a great reward. |
|
- Tzeentch rewards: |
|
Destiny of tzeentch |
|
For some 40pts you get a special save that works at least once, if not more |
|
depending on your D6. This is another item to make a 1W champion live at least |
|
twice as long or other characters living much longer as well. |
|
Fortune of Tzeentch |
|
For some 35pts you get the ability to reroll any one dice roll once per turn. Of |
|
course this item will burn out on a 1 but this is effectively the Mark of |
|
Tzeentch working not only once per battle. This can be very nice and even a |
|
battle winner sometimes. Even though you should not depend on it. |
|
- Slaanesh rewards: |
|
Allure of Slaanesh |
|
For just 50pts you get a reward that lets any opposing figures do a Ld test on 3D6 |
|
in order to strike your character. This comes in very handy and the chances for |
|
even high Ld races not making that Ld test are at 30% which is quite a bargain. |
|
Against low-level Ld races like Goblins or Skaven this item is almost a must |
|
for any selfrespecting Slaanesh character. |
|
Gaze of Slaanesh |
|
This item reduces the A value of any opposing figure by 1 for just 30pts. Even |
|
though thi sis not that impressive against opposing characters it is |
|
devastating against almost all rnf troop types. If you just manage to bind |
|
opposing characters with other characetrs of your own the Gaze of Slaanesh |
|
rewarded character will be dangerous to no end. It increaes the attack value of |
|
any character dramatically. |
|
- Non-aligned rewards |
|
Breathe fire |
|
Having the ability to breathe fire for 50pts is a bit expensive. However this reward |
|
can be used in hth combat as well and this means, given the size of the |
|
template, that you cover most of any opposing units. This means used right this |
|
reward can be quite useful, even if expensive. |
|
Regeneration |
|
Well what is to say. this gives you something like a special save for just 50ptsand |
|
given the fact that you rarely bump into fire based attacks it is a very good |
|
bargain especially if you consider that all non chaos rewards which a chaos |
|
player also has access to have a good chance of burning out. |
|
Iron hard Skin |
|
Just another 4+ special save like reward for a mere 40pts. A must have. |
|
Hideous Appearance |
|
Well to inflict fear (and be immune to fear then) for 35pts is a bit expensive. |
|
First of all the very high Ld of chaos characters almost ensure that you rarely |
|
fail any fear test and second half your characters are immune to fear anyways. |
|
Of course it has its uses if you want to send a lone character against a huge |
|
fear causing unit all alone and where you risk losing the combat result. Imho |
|
there are many other ways to ensure that this will not happen to any chaos |
|
army. |
|
Scorpion Tail |
|
This reward gives you one other S5 attack which negates any armour save for 35pts. |
|
Not a bad one but also not that great. Imho this reward is like a filler if you |
|
still have character points free and do not know with what to fill the magic |
|
item slots. |
|
Mace Tail |
|
This is like the scorpion tail without negating armour saves and for 25pts |
|
|
|
Many Arms |
|
For just 25pts this reward gives you either +1A or a +1 to your save. Not that bad |
|
if you want to go for rnf troops. It does not however increase the attack value |
|
if your character uses a magic weapon. |
|
Massive Horns |
|
For just 25pts this gives you an additional attack. Thats quite useful sometimes. |
|
Scaly Skin |
|
For 25pts you get an additional 4+ saving throw which is modified by strength. |
|
Not that great especially if you consider that the base is +4. |
|
6.1 The Warlords |
|
As it is with all chaos characters, human warlords are quite expensive. This means |
|
that you have to be even more careful with your character selection. You can't |
|
allow yourself to waste any points here. You wont ever have that many |
|
characters. Generally your characters are far above the average human ones. You |
|
start with a WS that no other race has which ensures you will hit at a 3+. Your |
|
S starts at a 5 and your T raises to a 5 as well. This means that most other |
|
races have difficulties wounding your characters as long as they are not mere |
|
champions and it also means that you can even try to tackle tinheads by relying |
|
on nothing else but your own S and may be a halberd. Your I is as high as that |
|
of any Elves which ensures a first strike in consecutive hth combat rounds |
|
against almost any other race. Your Ld values start at a 9 which also means |
|
that you rarely break. |
|
6.1.1 Champions |
|
For just 61pts you can have an unaligned chaos champion with a WS7 S5 T4 I7 Ld9 A3 W1. |
|
The fact that you can buy him chaos armour without sacrificing his valuable |
|
magic item slot certainly helps him to survive. His combat stats are good |
|
enough to tackle almost any other character up to the hero level with a good |
|
chance of winning would it be not for his one and only wound. Imho characters |
|
with just one wound are wasted at least if they are as expensive as a chaos |
|
champion. Also it is difficult to find the right retinue, because in order to |
|
not to waste critical character points the ideal retinue of a character should |
|
be costing as much as the character. If it costs more you are going to lose |
|
character points which you can sometimes accept but mostly not, especially if |
|
you consider combinations with troop types from the monstrous hordes list. You |
|
hardly find a retinue for a champion which is sufficient for a battle and only |
|
costs lets say 100pts. The only possible troop type would be Marauders and |
|
these must be fielded in big blocks and not in 8-10 figs. |
|
- Useful magical equipment: |
|
To find useful magic items for a champion is always difficult. You have to decide |
|
whether to take a protecting item which is mostly not worth it because most |
|
protecting items work on a 50% chance, a unit supporting item like the cursed |
|
book or ruby chalice, which means that your champion has to rely on his chaos |
|
armour only (always buy that) and on the slim chance that your opponent ignores |
|
and possibly forgets about a "lowly" champion, or you go for an offensive item |
|
like magical weapons which is the worst idea you can have imho. Best equipment |
|
for a champion would be the halberd if you have to tackle tinheads or just his |
|
handweapon and possibly an additional one if you have to fight standard troops. |
|
In any case you can say the shorter the battle is the more valuable and |
|
survivable a champion becomes. |
|
|
|
- possible equipment: |
|
Mark of Tzeentch, additional hw, jade amulett, cursed book, ruby chalice, |
|
halberd |
|
Gives you a reroll, actually gives you 2 wounds because of the cheap jade amulett |
|
and 4 attacks. I think you can figure the stats out for those other marks on |
|
your own. The cursed book would give any enemy a -1 to hit on your character |
|
and any other chaos troops within 6''. The ruby chalice would even protect you |
|
from missile fire even though it is a bit expensive and therefore whether to |
|
put it onto a 1 wound character or not is questionable. |
|
- my personal view: |
|
I never field champions, the disadvantages outweight any possible advantage i can |
|
think of. It may also be that because i only face experienced generals who |
|
usually do not ignore a champion. |
|
|
|
6.1.2 Hero like character |
|
For just 163 points you get an unaligned character that has WS8 S5 T5 W2 I8 Ld10 A4. |
|
The high WS almost assures an at least 3+ to hit against almost everything else |
|
the warhammer world has to offer. The high toughness means that about 80% of |
|
any other races characters will need a 5+ to wound and his S5 means he wounds |
|
about 80% of any other races characters on a 3+. His A4 means he is having as |
|
many attacks as any other Lord level character (with some exceptions of course |
|
:)). His I8 is only equalled by elven races and assures the 1st strike in any |
|
consecutive rounds of hth combat. His W2 mean that he will survive much longer |
|
in combat and his Ld10 makes him an ideal leader. Of course he costs as much |
|
(and more) than most other races generals but considering his stats he is more |
|
than worth it. Of course his high cost also means that you have to try to make |
|
him as survivable as possible. So always buy him chaos armour and a shield and |
|
either an additional HW or preferably against tinheads a halberd. This gives |
|
him either 5 S5 attacks or 4 S6 attacks. His high cost also come in handy if |
|
you consider the necessary retinue. For the average 200+ points you can always |
|
have a nice big block of marauders with assorted banner. More on unit |
|
composition later. |
|
- possible magic items: |
|
The hero like character has two magic item slots free. You usually should think of |
|
either 1 protecting item and one attacking item or one protecting item and one |
|
unit supporting item. The high costs of this hero means that you have to |
|
protect him well. Otherwise your points have been wasted. Checking on his stats |
|
means that this character usually does not really need a magical weapon - at |
|
least against most other races and therefore a unit supporting item should be |
|
preferred. If your character is not acompanying a unit or you have to face some |
|
really nasty stuff (monsters, vampires, ttoads etc.) he should probably have a |
|
magic weapon. You should however always consider the purpose first as his stats |
|
make many and most of the cheap magic weapons obsolete. |
|
- combos: (always buy chaos armor and shield and additional HW or halberd and |
|
consider a possible mark. The mark should be chosen based upon the task this |
|
character has to fulfill - of course this is for hardliners and not for the |
|
poets who prefer themed armies :)) I think you can figure the purposes of the |
|
different marks by yourself. Also remember that his stats mean that he can deal |
|
with any sort of rnf troops without any magic weapon and therefore a possible |
|
magic weapon should be chosen with the "how to kill opposing |
|
characters/multiple wound creatures" in mind. If you check out the magic |
|
weapons list you will easily find the perfect weapon for the specific task |
|
without having me to point that out. If you think your hero needs a magic |
|
weapon then his second magic item should preferably be some ward like save. |
|
Imho this is mandatory as your hero is far too expensive to risk him easily. |
|
You may also , however go for the Chaos armour/chaos runeshield combo and mount |
|
that character on a barded steed (1+ save) or a steed of his chaos god (2+ |
|
save). Since the chaos runeshield negates any magic weapons your character |
|
might have to face this 1+ save is almost like a special save which is only |
|
reduced by your opponents strength. Again many armies with their S4 maximum |
|
this works very well. If not for that go for a special save should you decide |
|
to equip your character with a magic weapon. Should you decide that a magic |
|
weapon is not that necessary (which is in almost 70% of all battles) then you |
|
should go for s unit supporting item like the cursed book or the ruby chalice |
|
or any other assorted item that helps your assorted unit to win a round of hth |
|
combat. Mounting your hero can be quite effective as it does not only increase |
|
your armour save to 2+/1+ it also makes this character extremly fast. Even more |
|
if he is riding a disc of tzeentch or a slaanesh steed. Speed always is a |
|
battle winner as it gives you the chance to choose your fights on your own |
|
terms. If you decide to let this characters retinue to be mounted as well |
|
however, this will be very expensive pointswise and your unit will be a small |
|
one. It is mostly far better to let such a mounted character run on his own. |
|
Another way of mounting such a character is to let him ride on a chariot. this |
|
does not only increase any charge by 1D6(+2 in case it has scythed wheels which |
|
i highly recommend) S7 hits which is enough to wipe out or at least severely |
|
hurt almost anything else you might have to face in the warhammer world it also |
|
protects your character on a varying degree both from missile and hth attacks. |
|
An added bonus is that the chariot is then part of this characters retinue. |
|
Such a setup becomes even more dangerous should you decide to let your |
|
characters chariot being towed by the steeds of your characters chaos god. this |
|
ranges from the rather slow but awesome and multi woundedjuggernauts of khorne |
|
(check out those beasties stats.) over 24'' ranged discs of tzeentch to the |
|
also 24''ranged steeds of slaanesh (T5) which do also increase your characters |
|
attacks by 2. Beasts of nurgle are nothing i would recommend for towing because |
|
of their compulsery movement. Lastly even if you only use "mere" chaos steeds |
|
this gives you steeds which have a S4 WS4. More on chariots later. Now without |
|
any further comment here are some working and tried combos for hero characters. |
|
Be aware however that these can only be some of the myriad useful combinations. |
|
|
|
- Mark of Slaanesh, Halberd, Chariot towed by steeds of Slaanesh, CHaos armor |
|
,Allure of Slaanesh, Iron hard skin. |
|
Now this character is the perfect rnf killer and can even attack tough cavalry. His |
|
mark means he wont break. His halberd gives him S6 attacks which are 6 in |
|
total. 4 hitting on a 3+ (against 96% of any opposition) and 2 hitting on a |
|
4-5+ due to the two steeds of slaanesh. The allure of slaanesh lets any opposin |
|
g figure first have to pass a Ld test on 3D6 in order to strike your chariot. |
|
This is very difficult for most rnf troops and even characters. The iron hard |
|
skin gives this character a 4+ special save. If this character charges in his |
|
chariots it adds D6+2 S7 hits. And lastly this chariot has a charge range of |
|
24'' which makes it as fast as anything can go in the arhammer world. In |
|
addition this chariot causes fear and wont ever break. You can also just |
|
replace the armour of brilliance for standard chaos armour and add a magic |
|
weapon. Of course this means you lose the "to hit" protection the armour of |
|
brilliance offers. On the other hand you get 2 additional attacks with your |
|
magic weapon. Of course you can change the marks of this character as well. |
|
Just make sure you add the steeds of his chaos god then. This character surely |
|
runs on his own and should therefore be placed and moved carefully. always let |
|
him sit back behind rnf units. His charge range means that he wont have any |
|
problems with any charge from such a position. |
|
A cheap variant of this is to just mount that character on the steed of his god. |
|
This only takes the D6+2 S7 hits and one attack away. |
|
|
|
- Any mark, chaos armour, steed (either the one of his god or a chaos steed) with |
|
barding (not possible for steeds of the chaos gods), chaos runeshield, an |
|
assorted magic weapon (like sword of heroes against dwarfs), additional hw. |
|
This character has a save of 1+ (chaos steed with baridng) or 2+ (steed of the chaos |
|
god) to start with which cannot be negated by any magic weapon. This means his |
|
save can only reduced by the personal strength of any opposing enemy. Against |
|
humans this means he has something like an unmodifiable 2+ save (3+). His magic |
|
weapon means he can strike pretty hard. Again always remember that such mounted |
|
characters are vulnerable to missile fire. More about tactics for lone |
|
characters later. |
|
Characters which are to accompany units should preferably have a unit supporting item. |
|
This however is not always necessary - it just depends on what kind of enemy |
|
you are going to fight. Generally the only unit supporting items such a |
|
character can have is something that decreases the to hit chance of any |
|
opposition or protects the unit from magical attacks. (Cursed book or |
|
spelleater shield for example). Imho a character that is not mounted must be |
|
placed in a unit. Of course giving such a character a unit supporting item |
|
means that he still needs a protecting item and does not have any magic weapon. |
|
This however doesn't mean muchin most cases. |
|
- any mark, chaos armour (shield), halberd, cursed book, regeneration, in a unit |
|
that carries the banner of might. |
|
This is one of the typical -1 for the enemy and +1 for me combos. If the unit is a |
|
chaos warrior one this means it and the character will hit almost anything on a |
|
2+ and can only be hit on a 5+. The differences in the to hit roll are so high |
|
it almost ensures that you will win the combot as long as you are able to wound |
|
your opposing stuff. Therefore it is a nice idea to give that unit halberds for |
|
example. Such stuff can be even deadlier if you combine such a cursed book |
|
with a ruby chalice being worn by another character in that unit which turns |
|
the to hit rolls into 2+/6+. Of course if you need a magic weapon then you have |
|
to give up on the cursed book and this changes the to hit rolls into 2+/4+. |
|
Mounting such a character on a monster is something i do not like to do. Of course |
|
such character/monster combos usually are devastating to no end and generally |
|
cheesy, not to mention that such combos are _expensive_. |
|
|
|
6.1.3 Lord level characters |
|
Anything said about hero level characters also applies to lord level characters. A |
|
lord level character just has WS9 BS9 I9 W3 A5 and is even more expensive. |
|
However he has a 3rd magic item slot available and this means that you can give |
|
such characters a unit supporting item and a magic weapon and a protecting item |
|
all together. This also reflects the usual way to equip such a character. If |
|
you want such a character to be on his own you can always change the unit |
|
suporting item into another self protecting item like something that decreases |
|
the enemy to hit roll (which is true to most unit supporting items as well |
|
anyways) or , if your gaming group allows that, go for another protecting item. |
|
This however comes very close to cheese imho. Sure you can never have enough |
|
saves but too many unmodifiable and/or special saves just make a game boring, |
|
especially as chaos has access to several additional saving items. As for |
|
examples on how to equip such a critter just use the examples i mentioned above |
|
and add the assorted item that the above mentioned character does not field. |
|
6.1.4 The army battle standard bearer |
|
Generally a BSB would always be useful would it not be for the one fact that most |
|
BSBs only have 1 wound. This makes them extremly vulnerable and they therefore |
|
usually die asap. In order to prevent them from dying to some degree you can |
|
mount and armour him to the teeth and/or give him a protecting magic item. This |
|
means however that you sacrifice the chance to give the BSB a magic banner. |
|
Combining magic banners can be devastating for your enemy. Imho it is sad that |
|
you can have two magic banners in one unit if you use the BSB. I prefer a house |
|
rule that only allows one magic banner in any unit. A human chaos BSB differ |
|
quite some compared to most other armies BSBs. Generally BSBs have champion |
|
like stats. The chaos BSB has a mixture of champion and hero like stats. His S |
|
WS W A are those of a chaos hero. This means he has 4 attacks , a very high WS8 |
|
and , most important, 2 wounds. Of course this makes the chaos BSB expensive. |
|
On the other hand you can almsot use him as an additional hero who actually |
|
survives more than just the 1st round of hth combat. As an added benefit you |
|
can even mount this BSB onto the same chariot your army general rides, adding |
|
even more awesome destructive power. Her is a possible example: |
|
- Army general is a lord character: mark of slaanesh, armour of brilliance, |
|
regeneration, sword of change (or whatever you feel like it), additional hw, on |
|
a chariot towed by steeds of slaanesh + the army BSB having a halberd, mark of |
|
slaanesh, halberd wearing chaos armour/chaos runeshield combo. This means any |
|
enemy striking that chariot will have a -2 to hit against a WS of 9 and |
|
therefore usually hitting on a 6+ and his magic weapon will not work. He will |
|
receive D6+2 S7 hits, 5+2(steeds of slaanesh) attacks from a magic weapon and 4 |
|
S6 attacks from the BSB. Additionally the whole stuff will never break, cause |
|
fear and will have a +1 to any combat result. This is just one of the lesser |
|
cheesy combos possible. |
|
I.e. given his stats a human chaos army BSB can be a useful addition to any human |
|
chaos army. |
|
|
|
6.1.5 Chaos Sorcerers |
|
As with all sorcerers in the warhammer world there are 4 different kind of human |
|
chaos sorcerers as well. They differ in their sorcerer level (ranged 1-4) and |
|
in their stats. Of course they are quite expensive as well. Usually a sorcerer |
|
is not that much of a fighter - he is for casting spells. A chaos sorcerer |
|
however has all that is required to turn him into a supreme fighting machine. |
|
His WS is 6 (compared to the usual 3-4 most other sorcerer types have) which |
|
means that he will hit anything at a 4+ and all rnf on a 3+. Also a chaos |
|
sorcerer has one attack more than most other sorcerer types. Combined with his |
|
high S and T values of 5 and his awesome I of 6-9 (only elves are equally good |
|
with I) and his Ld of 9-10 you have all the basics to use your sorcerer for |
|
more than just casting spells. In fact i regard the spell casting abilities of |
|
chaos sorcerers to be just a goody. A sorcerer usually has 1 wound more than |
|
any comparable non sorcerer character and he can have 1 magic item per level. |
|
This means a lord level sorcerer can have 4 magic items. Equipment wise you |
|
can even give your chaos sorcerers armour. This is something no other sorcerer |
|
can have. For a mere 10pts you can give each of your sorcerers chaos armour. |
|
Now just mount him on a barded steed and your chaos sorcerer has a respective |
|
basic armour saving throw of 2+ without you having to sacrifice any valuable |
|
magic item slot. Also remember that the sorcerer marks are mostly different |
|
compared to those for the non sorcerous characters. |
|
- The different levels: |
|
First of all you have to keep one sad fact in mind. Just about every chaos character |
|
is very expensive and you therefore cannot afford to lose one or to take |
|
unnecessary risks. |
|
First level sorcerers have S4 T5 W1 I7 A2 Ld9. This means they are are already quite |
|
good , especially with their high T and A values. Unfortunately they only have |
|
1 wound and cost a whooping 84pts naked. This makes them imho far too expensive |
|
because of their fragility. I.e. tactics like any greenskin player uses with |
|
multiple cheap goblin shamans are not affordable. |
|
Second lebel sorcerers have S5 T5 W2 A2 I7 Ld9. Such 2nd level sorcerers are even |
|
better than 1st level ones as they have not only 2 wounds but they can also |
|
have two magic items which makes them much more survivable, especially as you |
|
have to remember that this type of character is a sorcerer and should therefore |
|
have some invaluable dispell/destroy magic stuff. With two items available and |
|
bought chaos armour you can give your sorcerer at least one of these items and |
|
still protect him to a reasonable degree. Give him an additional hw and he even |
|
has 3 S5 attacks which is enough for most rnf troop types and even for many |
|
opposing characters. Unfortunately he also costs some 166pts naked. |
|
Third level sorcerers have the same stats as a 2nd level except for W3 A3 I8 and |
|
the chance to equip him with three magic items in total.All this makes him |
|
equal, if not superior to most other armies lord level characters. |
|
Fouth level sorcerers are the highest level sorcerers a human chaos army can |
|
have. Compared to a 3rd level sorcerer they have W4 I9 A4 Ld10. This together |
|
with their other stats makes them most formidable foes capable of dealing death |
|
to almost everything else the warhammer world has to offer. The 4th magic item |
|
slot even increases all that. The high WS of 6 (which is as high as the WS of |
|
any other human armies Lord level characters can be) even ensures a good to hit |
|
against comparably ranked characters. The high I of 9 means that only elves can |
|
challenged him there and ansure the first strike in any consecutive hth combat |
|
phases. |
|
|
|
Summary: |
|
Apart from the fact that they are quite expensive, which applies to everything |
|
a chaos army can field chaos sorcerers are the way to go as far as characters |
|
are concerned against most armies. The only army you would have to fear then |
|
would be Orcs and Goblins because of their Banner of Mork. Apart from this you |
|
have to fear nothing. Given the fact that sorcerers are not that much more |
|
expensive compared to comparable non sorcerous chaos characters i would highly |
|
recommend to base your army around them. Sure you lose a higher WS and one |
|
attack but you gain the benefit of spell casting and the chance to add several |
|
magic items only a sorcerer can have and one additional magic item slot. This |
|
more often than not is worth the points. |
|
|
|
Personal View: |
|
I always base my human chaos armies around sorcerers. Any Hero/Lord level |
|
characters i only choose in order to field something on which i can maximise |
|
the to hit/taking hit effect or if i really see a need for a possible non |
|
sorcerer mark (Slaanesh comes in handy here). If possible i prefer 4th level |
|
characters for the reasons i mentioned above and in order to maximise the |
|
survivability of my characters within the given restrictions (i rarely if ever |
|
play "free for all magic items" games. We usually play by a 50-75pts max). This |
|
means that i usually field even fewer characters than many other chaos armies |
|
but if i combine my characters with superior speed and movement this makes |
|
usually up that lack. With the speed a chaos army can give its human characters |
|
you can always choose your fights and decide which parts of your opposing army |
|
you want to eliminate early in the game. |
|
|
|
Some tested examples: |
|
- Sorcerer Lord: Mark of Slaanesh, Steed of Slaanesh, Chaos Armor, Lance or |
|
additional HW, Allure of Slaanesh, Gaze of Slaanesh, Iron hard skin, a magic |
|
weapon. |
|
|
|
Now this character is a mighty combo of character AND rnf killing machine. He |
|
has the stats of a sorcerer lord. He rides a steed of slaanesh giving him a |
|
24'' charge/movement range and one additional attack witha WS3. The Mark of |
|
Slaanesh means that noone within 12'' will ever cast or shoot at this |
|
character as long as he is alone. Therefore just get him close to enemy archers |
|
or artillery which should be easy given his charge range and if you use |
|
possibly scenery to your advantage and you have a thorn in your enemies army |
|
that is invulnerable to most attacks either ranged or magic. You have to charge |
|
him in order to kill him. And if someone charges him (or you decide to charge |
|
by yourself) your two marks of slaanesh come into bear. Anyone attacking the |
|
sorcerer in hth loses 1 attack , which means that most rnf troop types wont |
|
ever strike at him and those who have more than one attack will have to pass a |
|
Ld test on 3D6 first. This will even fail by 40% even if you have the highest |
|
Ld value of 10. Especially low Ld armies like skaven or Orcs and Goblins will |
|
have a very hard time to kill this guy. In case something manages to hit and |
|
even wound the T5 sorcerer he has a modifiable 3+ and then an unmodifiable 4+ |
|
save. Should he charge then he will have a grand total of 5 attacks which are |
|
either S7 (Lance) in the first round and S5 in any consecutive rounds, or 6 |
|
attacks with a S5 (additional Hw), or he strikes with any sort of dangerous |
|
magic weapon (a skull wand of kaloth against low ld troops for example). Should |
|
anything survive the hth phase then you still have the magic phase with a |
|
fairly high percentage to successfully cast a destructive magic spell. |
|
Sure this sort of character is an all attack one where his magic abilities are |
|
just an added benefit. If you decide to field such a character you should add a |
|
second sorcerer with some magical backup in form of dispell/destroy scroll(s) |
|
and or items which help with your spell casting. You can also always drop one |
|
of the items mentioned above and give this sorcerer some backup abilities and |
|
he will still be a very dangerous fighting opponent. |
|
|
|
- Sorcerer Lord: Mark of Nurgle, placed in a unit of chaos warriors, Chaos |
|
Armor, Nurgles Cloud of Flies, Staff of Nurgle, Regeneration, magic weapon. |
|
|
|
Just another form of an all attack killing machine. Given the fact that the |
|
beast of nurgle is not "the mount" to use for characters you should either give |
|
him a chaos steed (range 14'' save 2+ because of barding) or place him into a |
|
unit, preferably chaos warriors. A range of 14'' is usually not enough to evade |
|
any artillery or missiles which could be trailed against such a acharacter |
|
should he be out on his own. Therefore placing him into a unit should be |
|
prefered. |
|
This character is build around the Staff of Nurgle, an item which has the power |
|
to kill everything within 12'' if you only succeed to cast the spell bound into |
|
it. The regeneration gives him something like a special 4+ save, the cloud of |
|
flies reduces any to hit by -1 and a possible magic weapon gives him character |
|
killing abilities in hth. Best it would be to assort an additional character to |
|
this unit in order to help the sorcerer to survive any possible challenge and |
|
to add additional killing power. If you do this it would be very handy to |
|
replace the magic weapon with a spell casting item or some magical backup in |
|
form of a dispell scroll. Whatever you decide to do never forget about the |
|
Staff of Nurgle. This is the item you want to use at least once (it burns out |
|
on a 1-2) against some possible opposing killing machine. Therefore always use |
|
your magic phase to prepare the spell bound in the staff. If you do that wisely |
|
you will pick out any opposing character and slay him. The fact that your |
|
character is within a unit of chaos warriors even ensures that enemy characters |
|
will sooner or later be close to that staff because a chaos warrior unit always |
|
is a target noone can ignore. Be sure if you do not want to come , they will. |
|
- Sorcerer Lord of Tzeentch: Mark of Tzeentch, Chaos Armour, Lance or |
|
additional hw, riding disc of tzeentch, iron hard skin, destiny of tzeentch, |
|
skull staff, dispell scroll (destroy) or magic weapon. |
|
|
|
This is some kind of a backup sorcerer. He is primarily used for dispelling |
|
purposes because of the skull stuff. If you just change the scroll for a magic |
|
weapon he turns into a more than capable fighter able to deal with almost |
|
anything else. The mark gives you a onetime reroll which is can be a battle |
|
winner. The iron hard skin - destiny of tzeentch combo gives this sorcerer a |
|
very high survivability rate, not to mention his 3+ armour save. |
|
|
|
Summary: |
|
As you probably know by now chaos sorcerers are awesome fighters. However you |
|
should never forget to have some kind of backup that helps you dealing with |
|
opposing magic. Therefore try to field at least two. Chaos sorcerers of less |
|
rank fall into the same group even though they lack magic item slots and you |
|
have to even more carefully select what items your sorcerer should have. The |
|
less items the more specific the sorcerers role will be. You might also want to |
|
equip a sorcerer for magic supremacy by giving him skull staff, potion of |
|
knowledge etc. but i rarely find that necessary for a chaos army. |
|
|
|
6.2 Human army rnf troops |
|
General: |
|
As it is with characters human chaos rnf troops are quite expensive too. Even |
|
though they have superior stats they die almost as fast as any other weaker rnf |
|
troops of most other armies. This is because of them having only one wound. |
|
Multi wound troops you have as well but they are so expensive that you can |
|
rarely field many of them. So what does this mean. |
|
Being a chaos player you have the option to field either many small units |
|
equipped to the teeth which will have a hard time trying to survive a round of |
|
hth combat against any opponent who fields big (not to say huge) blocks of rnf |
|
troops, or you field only some few units which are composed out of big blocks |
|
and which are not equipped to the teeth (like that cursed and way too expensive |
|
chaos armour for chaos warriors) but who can stand up against other huge rnf |
|
blocks. Imho any small units tactic is doomed unless these small units are |
|
extremly fast and do not meet huge blocks of rnf. The resulting combat results |
|
usually end in your opponents favour and you cannot allow yourself to break. |
|
therefore make any block of rnf troops as big as you can possibly and |
|
reasonably do. More on that later. |
|
|
|
6.2.1 Chaos Knights |
|
Chaos Knights represent the most elite rnf troops a chaos player can possibly |
|
field. WS6 BS6 S4 T4 W1 I6 A2 Ld9 combined with a WS4 S4 horse and the chance |
|
for a 1+ save are impressive. This however is expensive. A fully equipped chaos |
|
knight costs around 80pts each. Altogether you have a knight on a superior |
|
warhorse with a 1+ save. In addition you do not have to pay extra for either |
|
musician or banner bearer. |
|
Now having a 1+ save to start with means that no S3 attack will ever hurt those |
|
knights. Even a S4 or 5 attack only reduces the save to +2 +3. This makes them |
|
vastly superior to any other cavalry especially as you still have a magic |
|
banner slot free. Of course any such unit is extremly hard hitting - imagine |
|
each warrior has 2 attacks hitting on a +3 with a S6. Thats pretty much enough |
|
to kill any opposing rnf troops which only have 1 wound. Unfortunately their |
|
high points cost mean that you never have many of those chaos knights - |
|
especially if you remember the fact that any points the unit costs more than |
|
their warlord means lost character points - and therefore (almost) no ranks. |
|
This fact can pretty much kill your expensive chaos knights. Additionally never |
|
forget that expensive means important. Even only 5 models cost you around |
|
400pts with a magic banner not included. This means they have a standing |
|
combat result of 1. Now let such a unit face a standard infantry block of |
|
imperial halberdiers with a banner of defiance. From the 10 attacks there will |
|
roughly 66% hit. Thats 7 attacka. Your S6 from the charge mean you wound on |
|
anything but a 1. With 7 hit you can be sure that one to wound roll will be a |
|
1. Thats 6 wounds if we are generous and your dice rolling is good. Ok 7 of |
|
those halberdiers die and their front rank cannot fight back but with their |
|
banner and ranks their basic hth combat result is a 7+. This means both units |
|
aree equal in hth. |
|
To sum it up your empire players blocks a very expensive chaos unit with a |
|
throw away halberdier unit and will probably tie this unit up for the remainder |
|
of the game. I.e. your few chaos knights need to break their opposing units in |
|
the first hth round or they are wasted. This means your unit may needs either |
|
an assorted character for additional killing and/or a magic banner that helps |
|
you with the combat result. Ths makes this small unit even more expensive and |
|
important. It will draw even more attention from your enemy. |
|
An additional weakness is that there are way too many magic items or spells |
|
which do not give you an armour saving throw (just check the spells). Just take |
|
one of those standard 2D6 S4 hits spells which every deck has. It means if this |
|
spell will ever be cast at your unit it will most likely be wiped off the table |
|
top. |
|
Personal view: |
|
I never field chaos knights as they are way too expensive for the uses they may |
|
have. Being expensive means i have to protect them from magic and other stuff. |
|
Of course their charge range of 14'' makes them fast but one has to ask himself |
|
if such a small unit that can die easily if your opponent knows this game is |
|
worth the efforts of additional protection you more or less must give them. If |
|
you really want to field them make sure they attack small opposing units and |
|
not your enemies big blocks. |
|
|
|
6.2.2 Chaos Warriors |
|
|
|
Chaos warriors are the elite foot troops of any human chaos army. They have the |
|
same stats as a chaos knights just without the horse and cost 31pts (33pts with |
|
halberds) with chaos armour giving them a +3 save. Additionally you do not have |
|
to pay for musician and banner bearer as well. |
|
As per weapons, given the warriors truely awesome stats you can just equip them |
|
with anything you want.Additional hw - figure 12 - 15 S4 attacks hitting on a 3+. Halberds - |
|
figure 10-12 S5 attacks hitting on a 3+. What kind of weapons you choose really |
|
depends on the possible enemy you have to fight. If it is against cavalry or |
|
other T4 troops use Halberds. If it is "weak" stuff like elves or humans use |
|
additional hw or spears. |
|
As far as armour goes you have to carefully consider if you should pay the 7 |
|
pts for chaos armour. This increases the price for each model by 25% and you |
|
only need that chaos armour when fighting missile heavy fast troops like elven |
|
for example. The T4 makes your troops much saver than additional chaos armour. |
|
If you field chaos warriors make sure that the unit is as big as possible - |
|
therefore buy them as retinue for your most expensive character. They will be a |
|
prime target. |
|
Always equip your chaos warriors with a magic standard. The best would probably |
|
be the banner of might or if you want to go cheese the banner of rage. Imagine |
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chaos warriors hitting on a 2+. If you really want to be cheesy and create a |
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powerful block then give this unit the banner of rage and add an army battle |
|
standard bearer with the banner of might. Each warrior will hit on a 2+ and |
|
have 4 attacks minimum. Thats enough to break almost anything. I cannot |
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possibly think of any other more devastating rnf troop. |
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If you add some characters to your chaos warrior unit you are even more set. |
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You just have to make sure that this juggernaut gets into hth on your terms and |
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relatively unmolested. This means - protect them with your other troops and use |
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them in a second wave for example. More on tactics later |
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6.2.3 Chaos Hounds |
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For 12pts you get something that is M6 WS4 BS4 S4 T4 W1 I4 A2 Ld6. This is not |
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bad - especially if you consider the 12'' charge range. The lwo Ld you can |
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cover with an assorted chaos warrior who will not even slow the hounds down. |
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Not bad. Unfortunately and obviously you cannot give ypur chaos hounds any sort |
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of equipment. This makes them easy pray for any sort of missile attack. This |
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lack of any save/equipment and the fact that you have plenty of additional rnf |
|
troops which are far better make your chaos hounds more or less useless. For |
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flanking and to cancel opposing units rank bonuses they may still have some |
|
use. I would however not build big units. They are just not worth it. Not even |
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as a screen are they good as they are too expensive. |
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6.2.4 Chaos Marauder |
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Now this is the troop type chaos lacked during the 4th edition time. Something |
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that is cheap and still quite powerful.For a mere 12pts you get M4 WS4 BS3 S4 |
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T3 W1 I4 A2 Ld7 which you can additionally equip with double handed weapons or |
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additional hw or flails. With flails you will have troops which have 2 attacks |
|
hiiting most opposing rnf troops on a 3+ with a strength of 6. Thats pretty |
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much davastating and enough to even tackle the most heavily armored cavalry. |
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Unfortunately only one unit per retinue may have a magical banner. If you |
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really want to you can also equip this troops with la and shield. This is |
|
however not really necessary as you can bring many and thats the key - big |
|
blocks! If you do not want such a units chaos lord to accompany said unit then |
|
you should assort it a chaos warrior for Ld purposes. This warrior also serves |
|
the good purpose to take challenges you do not want your chaos lord to accept |
|
in case he is accompanying the unit. |
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Personal view: |
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I always equip my marauders with flails and leave any armor at home. I also |
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make marauder units as big as i can possibly do without sacrificing character |
|
points. Such a marauder block can be a first class blocking unit if you equip |
|
it with the banner of defiance. More on such tactics later. All in all chaos |
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marauders are more than worth their points. |
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|
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6.2.5 Mounted Chaos Marauder |
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Mounted chaos marauders are just marauders mounted on a normal warhorse and |
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with the option to equip them with flails and/or shields. If you give them |
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everything the marauder costs a whooping 35pts and that is expensive. |
|
Additinally every such unit may have a magic banner. Even though not cheap they |
|
are much cheaper than chaos knights and can accomplish most of the tasks a |
|
chaos knight unit can do in much the same way. |
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|
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Personal View: |
|
If i field such marauders i never equip them with shields and therefore have |
|
great fast cavalry. The options of any fast cavalry far outweight any benefit |
|
you could get by giving them a shield. The flails are just like lances. Be |
|
aware however that you should possibly break any opposing unit in the first |
|
round after the charge because the lack of armor and numbers don't give them |
|
much staying power in consecutive rounds. As far as magic banners go i never |
|
give them any - this is because i usually need my banners in the big blocks. |
|
For harassing and flanking purposes such marauders can be devastating however. |
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6.2.6 Chariots |
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Well what is to say. Chaos gets two types of chariots - either marauder |
|
chariots with marauder crew and normal warhorses or chaos warrior chariots |
|
with chaos steeds and chaos warrior crew. Always equip your chariots with |
|
scythes - thats a must! |
|
WHich type of chariot you want to use is totally up to you. Be aware that the |
|
marauder chariot can accomplish 80% of the tasks any chaos warrior chariot can |
|
accomplish. The only difference is in points cost and equipment and as it is |
|
the impact hits that make chariots so dangerous the equipment is of minor |
|
importance. The role of chariots for characters is already covered above. Being |
|
able to give one chariot a magic banner can sometimes be very important. The |
|
jobs for chariot are obvious. They are something like the long strike hard |
|
hitting force a chaos army can field. Never leave the chaos wastes without |
|
them. |
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|
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Personal view: |
|
Apart from using chariots as a character ride (of course with the character |
|
typical steeds to increase the charge range and for other benefits i have |
|
already mentioned) i usually try to combine two chariots or more together and |
|
attack one unit with it. As long as this unit is not huge and stuffed with |
|
supercharacters you can be sure that this unit will break after the charge more |
|
often than not. Additionally i use these chariots for flanking purposes - |
|
removing the rank bonus - and to tackle opposing heavy cavalry. |
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6.2.7 Ogres |
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|
|
Ogres you can field in the same way as dragonogres (3 dragonogres can have a |
|
champioon etc.). For 40pts you get something that moves 6'' has WS3 S4 and T5 |
|
and A2 and Ld7. Unfortunately your ogres cannot have a magic banner but at |
|
least you can give them most types of hand weapons and up to heavy armor. The |
|
high points cost mean that you never field many of those ogres. In addition |
|
your retinue neds at least a unit of marauders or chaos warriors in order to |
|
field ogres. This can get you to waste character points quite fast as you |
|
either have to cut down on your warrior unit(s) in order to keep the optimum as |
|
many character points as unit points or you field them and lose character |
|
points. Cutting down on your warrior units is not that much of a goo didea |
|
because in close combat your warrior units are much better (higher WS Ld and |
|
numbers and magic banner) than your ogres. Additionally your ogres usually draw |
|
a lot of fire. This you can use to your own advantage to distract your enemy |
|
away from the real danger your warrior units pose. Their high toughness of 5 |
|
and 3 wounds make them almost ideal to take bow fire. |
|
|
|
Personal view: |
|
I rarely field ogres. If i field them then i never give them any armor as i |
|
rely on their high toughness and additional hw. I only field ogres if i take |
|
real expensive characters with me. Imho ogres cannot accomplish much in hth - |
|
at least not at all as much as any warrir unit can. |
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|
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So much about the different human chaos troop types and characters. I am sure |
|
you have learned a lot so far. Now on with the most important part - TACTICS |
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|
General: |
|
In this chapter i try to cover several tactics for a human chaos army. Be aware |
|
that i cannot discuss all possible tactis because this would blow this already |
|
big document. Additionally i only cover HUMAN army tactis and not combined |
|
chaos army tactics. The combined arms tactics you can find in my tactics for |
|
demon armies. |
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|
|
7.1 The game factors that count |
|
7.1.1 Time |
|
Time is a key factor for any chaos army. The lack of missile weapons and cheap |
|
troops you can use to draw missile fire in form of screens mean that you have |
|
to get into hth combat as soon as possible. Therefore the factor time here is - |
|
get into hth. Combined with your speed it is also - get into hth asap and at |
|
your OWN conditions. |
|
7.1.2 The terrain |
|
Due to the factor time one could say that the more open your battlefield the |
|
better for your chaos army as you can get into hth much easier (there is no way |
|
to hide). This is true if you play on a small battlefield. The smaller the |
|
battlefield the less terrain is ideal for you. Having so fast troops mean that |
|
you can get into hth in the 1st round on small battlefield. |
|
The bigger the battlefield the more terrain features even a chaos player would |
|
like. As it is terrain features are the only cover a chaos player can have |
|
against missile fire. The good use of terrain in combination with speed will |
|
save you a lot from missile fire. Hills and woods and buildings are perfect to |
|
hide fast cavalry and chariots and such characters behind. Stay away from |
|
rivers however. |
|
7.1.3 Speed |
|
Speed is also an important factor for chaos armies. You can possibly field the |
|
most mobile characters in the whole warhammer world. Use your speed to maneuver |
|
and evade missile fire and to attack the enemy on your own conditions. More on |
|
that later. |
|
7.2 Typical armies and tactics |
|
|
|
General: |
|
Now i am going to discuss typical armies and possible tactics. I do not build |
|
these armies however. Even though the tactics are based around 3000pts armies |
|
you can easily convert them into 2000pts armies. I also generally base the |
|
tactics on magic items with a maximum of 50-75pts. this should suit you well. |
|
Be also aware that i rarely field khorne characters - they are just boring. |
|
7.2.1 The general army |
|
My general army typically consists of two sorcerers (mostly lords) and one lord |
|
level character riding on a chariot. For retinue purposes there is one chaos |
|
warrior unit having heavy armor and halberds and the banner of might and two |
|
marauder units having the banner of defiance and no additional banner or maybe |
|
the banner of sorcery. If i field a khorne character than he is the one riding |
|
on the chariot with juggers (if i have the points) and of course the chaos |
|
warrior unit gets the banner of rage. |
|
The two sorcerers are one Slaanesh lord on a steed of slaanesh and one Tzeentch |
|
lord on a disc. one of those is typically equipped to fight (the Slaanesh |
|
mostly because of his steed and the slaanesh chaos rewards) and the other is to |
|
backup in form of antimagic (skull stuff , dispell scroll). My army general |
|
usually is a Lord of slaanesh on his chariot. |
|
What you can do with that army: |
|
As already said it is a general army capable to accomplish most tasks. |
|
The general with his mark will never break and can therefore tackle even big |
|
enemy units and stay there for several rounds. This you can help with by giving |
|
this character allure of slaanesh for example as this will deny most of your |
|
opposing troops to even attack this character. He therefore has quite a free |
|
reign then to wreck havoc with his additional hw or magic weapon like the sword |
|
of change (which i almost always give him) if he has to fight characters. |
|
All characters have a charge range of 24''. If you have to face missile troops |
|
use your slaanesh sorcerer to move ahead and get close (but out of charge |
|
range/arc) to your opposing missile troops and/or casters. The mark of slaanesh |
|
for sorcerers will then do its work. Also remember that once you are within |
|
12'' of opposing troops they cannot pull any charge reaction in consecutive |
|
turns then. The tzeentch wizard can even fly high and take out cannons and the |
|
like very easy. |
|
|
|
Initial setup: |
|
|
|
MMMMMMMMMM MMMMMMMMMMM(defiance) CWCWCWCWCW(might) |
|
WTZ GCH WSL |
|
this initial setup of course also depends on the game factors i have discussed |
|
above. Most important terrain. As you can see the major part of this army is |
|
the right wing. The slaanesh wizard can speed ahead can possibly cover. As can |
|
the general on his chariot. All character hang back for 1-2 inches in order to |
|
cover hide from shooting arcs. Their speed makes this not a disadvantage to |
|
them. Both the chariot and other characters can always flank charge any |
|
opposition. This has some benefits as far as challenges go etc. The chaos |
|
warriors hanging on the right flank mean that your general will usually go with |
|
his heaviest unit(s) against them. this gives your banner of defiance equipped |
|
marauders the chance to flank and use their awesome combat result. All these |
|
units should work closely together and all units should be able to cover each |
|
others flanks. If your opponent gets his best units to your right flank then |
|
charge ahead with your left wing and center as these two units will most like |
|
be more than enough to wipe off the rest - especially if you support them with |
|
one of your characters. |
|
On large battlefields where i have time i usually like to have my opponent |
|
having the first turn as this gives me the chance to see where he wants to go |
|
and then i can decide where to build my own strong point and lure the enemy in |
|
it. Even though this seems as you would let your opponent have the initiative |
|
this is not true. Be sure that,as he will have to be aware of your best units, |
|
he will quickly try to get as them. He never has the superior hth fighters and |
|
if he attacks your supposedly weaker troops he will (given the speed of your |
|
characters) always also end up tackling with your truly deadly characters. And |
|
he will soon find out that marauders are anything but easy prey. Also remember |
|
to use blocking scenery. The more blocking scenery you have the more defensive |
|
you can play. |
|
|
|
Is defensive playing possible with chaos armies? |
|
The answer simply is: Yes it is IF you have good blocking scenery. If you have |
|
blocking scenery you can use this to cover charge arcs and position your army |
|
in a way that it can wait for your opponents advance and using your own |
|
superior speed you will still get the charge. If your opposing arm yhas a lot |
|
of missiles on hills for example it could be a good idea to change some of your |
|
marauders for harpies (after you have toned down a character of course) in |
|
order to help your tzeentch wizard dealing with artillery crews. |
|
Another semi defensive tactic is to use your superior speeded characters to |
|
wipe out any opposing missile troops and after you have accomplish this you |
|
start moving your troops. This is a very able tactic on large battlefields. On |
|
small ones you only have the chance for a combined fast advance. |
|
Screens |
|
For a chaos army it is more or less impossible to field a screen. Not even |
|
chaos spawn is a good screen because of his compulsary movement. You are |
|
however perfectly able to tackly and destroy any opposing screen. This works as |
|
following: |
|
Screening troops never are elite troops. In fact they are weak and dispendable |
|
troops. In addition screens never have ranks. This comes even better if the |
|
scren is a skirmishing one (read the skirmishers chapter in the rulebook). In |
|
this case move one of your units one or two inch ahead and receive the charge! |
|
At the same time try to position your remeining units and characters for |
|
flanking charges for the main enemy unit(s). You can even use your characters |
|
to receive such a screen charge. Having the ranks and superior stats mean that |
|
you almost always will win (the banner of defiance equipped marauders are |
|
not to be used for that) the hth round by a large number and |
|
your opponent will break. YOu will of course follow and given the setup of a |
|
screen this means you will most likey just charge the opponents main unit |
|
during the follow up as he usually is very close behind the screen. This is |
|
even deadlier if you decide to take the screens charge with a character and a |
|
unit. In order to distract bow equipped screens (like skinks) use your slaanesh |
|
wizard and position him right before your receiving unit. Once the enemy unit |
|
is one turn away from charging just move your character besides the receiving |
|
unit (or attach him) and you are set. You opponent now either charges or |
|
receives a charge with your superior speeded characters. Believe me with just |
|
some thinking and carefully thought out setup you will destroy ANY enemy screen |
|
without having to suffer the usual screen consequences. |
|
If you are fighting skaven and a PCB screen use your chariot from the flank and |
|
wipe them out. Another good idea may be a shooting banner like the banner of |
|
wrath and/or some stuffs like the staff of osiris. These usually deal well with |
|
screens. |
|
How to deal with cavalry |
|
Of course this general army can also deal with cavalry of any type. The crux of |
|
any cavalry is that if they do not manage to break the target they have charged |
|
in the first round they are just weak heavily armored expensive troops hanging |
|
around accomplishing nothing. It comes even worse if such a unit gets charged. |
|
You usually have two ways to deal with such troops. First you charge |
|
them with your superior speeded characters. This can be dangerous as opposing |
|
heavy cavalry more often than not also includes some tough enemy characters - |
|
and tough they will be because they are fighting chaos. One option is to equip |
|
the slaanesh sorcerer with a cursed book and charge with him and the general on |
|
his chariot. You will most like end up being challenged and black gemed. Better |
|
is to use your maneuverability and get into such a units flank and charge that. |
|
Then you cannot be black gemed and you will most likely break that unit. the |
|
other option is to use one of your units and your characters to position the |
|
characters on your opponents cavalry unit flank and one of your units before |
|
him. This should ideally be the banner of defiance equipped unit. Believe me |
|
your opponent will think twice before running into this bag and receive the |
|
charge from your characters. Even if he breaks your marauders he will receive |
|
the charge. The other option is to have a cheap unit you can use to block such |
|
a unit and receive their charge. This works well too. |
|
|
|
But how about bretonians and their multiple heavy cavalry units? |
|
Even more easy. If the battlefield is big you can ignore his archers as he will |
|
soon block their los (line of sight) with his own knights. You form your units |
|
closely together and wait. Ignore the remaining battlefield. If the battlefield |
|
is small it works even better as your opponent will never be able to shoot more |
|
than once. As the bretonian cavalry wedges are almost never bigger than 10 figs |
|
each unit and he will never be able to stuff all his units with characters you |
|
use your superior speed and wipe out the weakest unit with your chariot(s) and |
|
general or one more character. Soon there will only be some wedges left and you |
|
can easily build a bag where if your opponent charges he will always receive |
|
countercharges in his flank/rear. This is tried and tested and works. On small |
|
battlefields this tactic is not possible however. There make sure your |
|
opponent will need two turns in order to charge you and use your own firsat |
|
turn to maneuver your speedy character in a way that they can flank. |
|
magic? |
|
Magic of course plays a big part in any chaos army as well. Having discussed |
|
all the available spells you will probably have realised how deadly such chaos |
|
magic is. The deadlines of your spells in combination with your speed and the |
|
mark of slaanesh can neutralise even magic heavy armies like all goblin ones or |
|
undead. A banner of sorcery comes in handy here. Giving your stats and possible |
|
equipment you can even play for magical superiority by removing your opponents |
|
lesser wizards or be splitting one lord into two or three first level wizards |
|
of slaanesh all riding chariots. Such an army i call cheese. |
|
|
|
|
|
So much about tactics. As you can see these are fairly general. You can use |
|
this army and switch the one ot other character around and with only very |
|
little change in form of additional chariots and several lesser characters and |
|
such you can accomplish anything as long as you bear the principles i discussed |
|
above in mind. Use your speed to dictate the fighting and maybe change one |
|
marauder unit into mounted marauders. And always keep in mind that your |
|
opponent always has plenty of units which will never stand three charging |
|
characters. This will always cause disorder and your opponent will react on it |
|
and therefore his army comes into disarray and gives your units the chance to |
|
mop up and join the fray where you want to. |
|
We here in Freiburg also play battles in which one restriction is that a |
|
character may never leave a unit and has to be attached to one all the time. |
|
This reduces the speed factor a lot but still you can win against most |
|
opponents as long as you carry in mind what i have discussed about equipment |
|
for characters in units etc. STill the above mentioned army is the most |
|
versaite one.It has no real weakness as long as you never forget about the |
|
above discussed principles. |
|
|
|
|
|
Anyways - thats it - i hope you forgive the racktack form of this article. This |
|
is because i wrote this article in german and for some fellow players who just |
|
want hard facts and no style. If you have questions or additional two cents or |
|
whatever just contact me and i will see what i can do :) You can reach me at: |
|
hug@wizard.INFRa.de |
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