Chaos Warrior Tactica

 

 

The tombs contained herein will ever be expanding as the Chaos Wastes territory grows...

 

 

 

General Stuff - By Gerd Hug

 

 

Monstrous Hordes - By Gerd Hug

 

 

Chaos Gifts - By Gerd Hug

 

 

Magic Items, Chaos Only - By Gerd Hug

 

 

Chaos Spells - By Gerd Hug

 

 

Human Armies - By Gerd Hug

 

 

Chaos Human Tactics - By Gerd Hug

 

 

 

Tactics and analysis of the forces of Chaos

 

1.0 General Stuff:

 

In December 1997 games workshop released a new version of the Realms of CHaos (RoC)

 

in order to adapt this race to the new 5th Edition rules and to make it more

 

chaotic and give it a better background. All in all Tuomas Pirinen (the

 

headauthor) gave Chaos much of flavur and colour back it had lost when Rick

 

Priestly had written the 4th Edition Armybook which was very weak as far as

 

flavour and colour go. This is especially true if you are a long time player

 

like me who simply addored the 3rd Edition Chaos Armybooks which were all

 

flavour. The new RoC achieves to give Chaos some of the flavour back and

 

clarifies many questions and on the other hand limits the army composition

 

choices drastically. It splits the all in one 4th edition army into three

 

different ones under the theme of warbands. Imho this is very good. However

 

there is one big weakness, especially as far as he Marauder background is

 

concerned, it lacks a map. If you are familiar with maps about the chaos wastes

 

you happen to wonder about the location of those Marauder tribes. This article

 

will try to give a detailed analysis about this new RoC and give some hints on

 

tactics. I will discuss each of the three different armylists seperately. Every

 

RoC army is divided into a Warlord section and a followers section. In addition

 

you can have 25 percent of your army either from the Monstrous Hordes section

 

or other RoC army sections or you can have "real" allies in form of Undead,

 

Chaos Dwarfs, Orcs. Imho to call creatures from the other RoC armies allies is

 

not a good idea for it will create much debating on whether to see them as

 

allies , which means you can't have them in grand tournaments, or some special

 

allies , which means you can use them in grand tournaments, or not. Tuomas

 

Pirinen and Jervis Johnson will , i.e. GW , will allow such "allies" from other

 

RoC armies in grand tournaments. Especially as Tuomas cleared that up in a

 

letter directed to the Warhammer mailing list. Still not all Warhammer players

 

do have access to said mailing list and giving many players attitudes it will

 

not cause much good to call other RoC armies allies. Poor wording from GW (as

 

usual as i may say so :(). Remember that you now have to buy each warlord a

 

retinue of at least the same points costs. In addition it is entirely up to you

 

which of your characters will be your armies general. This gives you a lot of

 

freedom to design your army and the possibility to avoid expensive characters

 

in low points games.

 

 

 

1.1 The Marks of Chaos

 

Only humans and Daemonprinces may have Marks of Chaos. Human sorcerers will have the

 

Mark of the god they follow automatically. Non sorcerers and Daemonprinces must

 

buy one of the marks if you want them to follow one of the chaos gods.

 

1.1.1 The non sorcerer marks:

 

Khorne:

 

As usual a Khorne character is subject to frenzy. Being frenzy is a risky business.

 

On one hand it makes you immune to psychology and gives you up to 10 attacks

 

which , with the right magic items /chaos rewards, will turn your character

 

into a killing machine. On the other hand given the new 5th edition rules for

 

frenzy characters having to test to keep their attacks it can lead your

 

character in having less attacks than even a champion. The rule of thumb that

 

applies here: The less turns the game has the better - the more turns the worse

 

for your khorne characters. In grand tournaments a khorne character surely is a

 

bargain.

 

Slaanesh:

 

Being immune to psychology and being unable to break is being underestimated by many

 

players. Not having to ever have to test on your Ld values means you can use

 

slaanesh characters to attack and tie up whole units on their very own without

 

proper support. They only have to survive the hth rounds.

 

Nurgle:

 

Nurgle gives its champions +1 to their T value. Aleays keep in mind that getting +1

 

on your T means your opponent gets a -1 on his to wound roll. This means you

 

can easily create nurgle characters being immune to normal S3 attacks.

 

Tzeentch:

 

This is the only mark that has been changed. From a +4 dispell ability to a 1 reroll

 

per battle with a +1/-1 adjustment. Such reroll is a very powerful ability

 

indeed. The only drawback is that you only have one such reroll in a whole

 

battle. This results in the player to make a tough decision whether to use that

 

ability or not. Still such an ability can be a battle winner, you just have to

 

choose the right moment. The longer lasting the battle is the tougher your

 

decision will be.

 

 

 

Always keep in mind that you do not have to buy a mark at all if you do not want to.

 

You can always go chaos undivided. Though this will limit you in magic items

 

you might want to use and robs you off some useful abilities.

 

 

 

1.1.2 The sorcerer marks.

 

A sorcerer does not have to buy his mark. YOu just decide to which chaos god he

 

prays and he gets this gods mark. If he doesn't follow any particular chaos god

 

he gets the mark of chaos undivided.

 

Khorne:

 

There is no such thing as a sorcerer of Khorne :)

 

Tzeentch:

 

A sorcerer of tzeentch has the same mark a non sorcerer has.

 

Slaanesh:

 

This is probably the most powerful mark a sorcerer can have. Nobody will neither

 

shoot or cast spells at him within 12inch. This makes a chaos sorcerer of

 

slaanesh a very powerful enemy wizard killer and perfectly suited to tackle

 

shooting units. To improve this ability it is best to mount him onto a steed of

 

slaanesh which will improve his range to up to 24inch. You can even protect

 

units from certain spells and in some cases from shooting.

 

 

 

Nurgle:

 

The mark of Nurgle is more tricky. No enemy wizard of lower level will cast any

 

spells and you have the chance to dispell enemy spells which are in effect

 

within 6 inch of your nurgle sorcerer at the start of your magic phase on a 4+.

 

This gives you somewhat of an additional dispell and can be very useful to

 

cancel out hands of glory for example. You will only rarely face wizards of

 

lower level though.

 

 

 

2.0 Monstrous Hordes

 

2.1 General

 

The monstrous hordes are not an armylist on their own. This list comprises all large

 

monsters you find in a typical armybook and several other creatures that

 

originally have been part of the real armylist like Dragonogres, Harpies or

 

Trolls. Your army can be comprised of up to 25percent from the monstrous hordes

 

list and any characters like Dragonogre lords and such are part of these

 

25percent. YOu do not have to buy them a retinue - instead you are only allowed

 

to field a type of character depending on the total number of creatures you

 

choose to take. I.e. field 3 Dragonogres and one can be a champion.

 

 

 

2.2 Harpies

 

 

 

The use of Harpies is severely limited now. Human armies can never field more than

 

one Harpy unit. The same applies to Daemon armies. Only Beastmen armies can

 

take more units. AT first glance and for 15pts with 4 4 0 4 4 2 2 1 6 Harpies

 

seem to be a bargain. ON second glance you will soon realise that fielding

 

Harpies is risky. Thisis because of their low leadership and the inability to

 

test on any character - not even the general of your army - Ld values. The fact

 

that Harpies are fighting in ranks makes up for the lack of Ld a bit. As it is

 

right now fielding Harpies against armies whose warmachines cause fear is very

 

risky and not the way to go. You will fail any fear test more often than not.

 

Against other warmachines with standard crew Harpies are very effective. Use

 

them wisely and pray you inflict casualties or otherwise your Harpies will be

 

gone for good as their Ld is so low and you will only rarely rally them. Using

 

Harpies against other type of stuff like units is nothing i recommend. The only

 

useful function they have then is to charge the flank and negate any rank boni.

 

Again anything that causes fear / terror is a bane to any Harpy.

 

 

 

2.3 Chaos Trolls

 

The only type of Trolls a chaos army is now able to field are Chaos Trolls. They

 

cost the same 65pts - have no special abilities like the Stone - or River

 

Trolls but their Ld is 7 and their A is 4. Additionally you can equip them with

 

double handed weapons which turns them into dangerous creatures given their

 

regeneration ability. The additional attack and the Ld of 7 even gives you the

 

chance to field those Trolls without assorted character to boost their Ld.

 

Still 7 doesn't mean that you will pass all stupidity tests. The possible

 

double handed weapons turn chaos trolls into real heavy cavalry killers. The

 

resulting S7 combined with 4 attacks is mathematically much better than the 1

 

automatically hitting vomit attack with a S5. Even though the vomit attack

 

negates any armour saves.To sum it up Chaos Trolls are quite a bargain, even

 

though you will have trouble to field many of those given the fact that they

 

are part of the monstrous hordes list and the crux for any chaos player is what

 

to use for the 25percent. The choices are simply too many and i myself can

 

think of many more important things to field.

 

 

 

 

 

2.4 Dragon Ogres

 

Well there is not much to say about Dragon Ogres. They haven't changed. Even though

 

they are expensive for those 87pts they are awesome. Equip them with additional

 

hand weapons - give them light armour and they have 4 S5 attacks and a 4+ save.

 

Their rather low Ld7 means you should have the army general near (or with) the

 

unit or one of the Warlords of you army should lead them. Still if i have the

 

choice between dragon ogres and chaos trolls i choose dragon ogres. WIth a T5

 

they have some great staying powers and it turns them into prime targets. Used

 

wisely you can get your opponent to concentrate too much on these creatures and

 

leave your real "killers" alone until it is too late. Unfortunately Dragon

 

Ogres are now part of the monstrous hordes and therefore rather difficult to

 

field, given the many choices you have and the gaps you have to fill.

 

 

 

2.5 Chaos Spawn

 

The rules for chaos spawn changed completely. There is now only one type of generic

 

chaos spawn. For 70pts you get a 2D6 3 0 4 5 3 3 D6 10 with a 4+ daemonic save

 

and cause fear. In addition you cannot break chaos spawn. Even though the

 

movement is rather unpredictable with 2D6 it is fast enough. The D6 attacks hit

 

automatically and given the S4 and T5 it turns chaos spawn into something that

 

can dish out a lot of damage and that has an awesome staying power. Especially

 

as the spawns wont break. Direct SPawn against the usual SKaven Plaque Censer

 

Bearer screen and these rats wont cause any trouble. CHaos Spawn are my number

 

1 choice from the monstrous hordes list. Or use them to stop the typical

 

Bretonnian charges. You will see the ways to use SPawn are numerous.

 

 

 

2.6 All the rest

 

All Monsters like Dragons and swarms are also part of the monstrous hordes list. Not

 

much to say about that as it is the same for every army.

 

 

 

3.0 Chaos Gifts

 

Together with the Chaos boxed set you also get a set of 12 so called Chaos Gifts.

 

Just rol 2D6 for the amount of Cards you can use in each battle. Compared to

 

the old Chaos Gifts these new ones are greatly reduced in their effects on your

 

own or your opponents army.

 

3.1 Winds of Chaos

 

A typical and truely chaotical gift. Depending on your 1D6 roll either you or your

 

opponent receives the odd winds of magic card or you reduce (or add) the number

 

of cards rolled by 1. Generally its effect on the game is not great.

 

3.2 Mutations (2 Cards)

 

There are two different Mutation Cards. Depending on your 1D6 roll it affects one of

 

your own units (no characters). Only a 1 gives you a slight malus (either -1WS

 

or -1M). 2 has no effect and 3+ gives you something good that remains for the

 

whole battle. A Chaos Warrior unit with +1S and halberds isa devastating force.

 

3.3 Stench of Nurgel

 

This is one of the cards you play on one of your opponents units. You reduce this

 

units movement by 1 inch. This effect can be huge. Just consider that any

 

Dwarfen unit now moves just 2 inch. Or heavy cavalary that just moves 5 inch.

 

If played well and on a big battlefield this can be the reason for your

 

opponents battle plan not working as he is either too slow or his battle line

 

breaks apart.

 

3.4 Storm of Chaos

 

With this card you inflict 1D6 S4 on any opposing unit or warmachine. On the first

 

look this doesn't seem to be dangerous. But on the second it is! Rule of thump

 

- the smaller the battle the more devastating the effect of this card. It

 

turned out to be especially useful against opposing flying units or

 

warmachines. Use it wisely and never use it on big enemy units.

 

3.5 Changing the Ways

 

This card gives you 1D3 of your opponents winds of magic cards once during the

 

battle. On big battles the effect usually is not that great but in any tourn

 

restricted game and tounrament the effect can be huge, like giving you the

 

chance to virtually rule one magic phase. Combined with the powerful chaos

 

spells this card can decide a whole battle.

 

3.6 Eternal Labour

 

With this card you can get 1D6 wounds back (and your opponent as well). You can only

 

play that on rnf troops. All in all ths card is pretty much useless and just

 

has some kind of fun factor. It certainly wont decide any battle in any way.

 

3.7 Bless of Gods

 

With this you give your armies general and any other character who follows the same

 

god as your army general a +1 on their save. Any character that follows a

 

different god has his save reduced by -1. Of course this card favours "one god"

 

armies on the other hand you usually do not have that many chaos characters

 

anyways and what if your other characters are wizards? These mostly do have

 

chaos armour but also rarely need it because of some ward or other kind of

 

save. Therefore a reduction of the normal armour save usually is not that bad.

 

3.8 Eye of God

 

This is one card you do not have to play if you do not want to. Depending on 1D6 one

 

of your characters you nominated before either turns into a spawn (1) or cosmic

 

duell (2) or gets one of his characteristics increased by 1 (3+). This is

 

either S T or W. If you want some true chaotic feeling then play this card.

 

3.9 Fury of Khorne

 

This card effectively counts as a free dispell scroll. Even though this rarely is a

 

battle winner you can never have enough dispell scrolls.

 

3.10 Allure of Slaanesh

 

With this card you reduce your opponents first Ld Test by 1D3. Can have some nice

 

effects but unfortunately you cannot really control this card as it has to be

 

played on the first test. On the other hand if you are lucky you can halfway

 

count on your opponent failing his first panic or terror/fear test as this can

 

never be higher than 7. Not bad - but also not great.

 

3.11 Feud of Gods

 

This card lets you have one round of hth combat between two of your armies characters

 

which follow different gods. Both only have one attack. As long as you do not

 

insist on using the magic weapons you equipped your characters with this card

 

is not that dangerous given the stats and other equipment you usually give your

 

chaos characters.

 

4.0 Magic Items Chaos only

 

There are of course some magic items which are chaos only and which can be taken by

 

any chaos character except daemons. Although some are restricted to followers

 

of a specific god which means beastmen cannot use them. This however does not

 

apply to chaos magic standards. Weird isn't it ?

 

4.1 Weapons

 

- Chaos Tomb Blade: This sword gives you 1 wind of magic card per wound caused. Not

 

a bad item if you base your tactics on magical superiority. You have to make

 

sure however that you will cause wounds with tha weapon. This means the more

 

attacks the better. Given to a Khorne character would be ideal but on the other

 

hand it is a bit out of flavour (Khorne and magic !). For 75pts i consider it

 

rather expensive.

 

- Chaos Runesword of Grungni Ironheart: For a 65pts this weapon gives you a +1 on

 

WS S and A. This is a nice weapon to improve your chaos sorcerers or other

 

characters. No bad but also not useful in such a way that you can base some

 

tactics on it. It certainly is not a weapon for your Lord level characters. It

 

lacks the real bite and is too expensive.

 

- Chaos Daemon Sword: This is the 60pts chaos version of the Venom Sword. Having

 

the chance to multiply any wound into 1D6 wounds and giving no armour save ,

 

except magic armour certainly is devastating. On the other hand of you roll a 1

 

when determining the number of wounds you take that wound by yourself in good

 

old chaotic fashion. If you want to have flavour take this instead of the Venom

 

Sword. If you want to walk to secure path take the Venom Sword. In any way this

 

sword is most dangerous. Just make sure that the wielding character has enough

 

attacks and at least a S5 (hero level and up) you can use it to open any

 

tinhead and kill him. Combined with potion of strength this sword also makes

 

short work of any multiple wound monsters like slaan or treemen or dragons etc.

 

- Sword of Change: For a mere 50pts this sword raises any true chaos players

 

heartbeat. With the potential to kill and turn into chaos spawn any living

 

creature that takes at least one wound by 33% this sword _is_ it. Combine it

 

with a potion of strength against nasty critters like treemen and you are all

 

set. In most cases the potential S5 (or S4 for Beastmen) of your characters are

 

more than enough. Be aware however that it is a bit difficult to open tinheads

 

with this weapon.

 

- Chaos Runeblade: Just one of those nice D3 wounds weapons. In addition you negate

 

normal armour. Generally a very nice weapon (you can never have enough Dx

 

weapons) and especially good against tinheads as their awesome armour saves are

 

worth nothing.

 

- Blood Drinker: Just one of those weapons which have funny but generally useless

 

effects in a serious game. This certainly i snot a lord level characters weapon

 

and honestly 25pts are better spent elsewhere.

 

- Soul Blade: To this weapon applies the same as for the Blood Drinker - even though

 

i consider it more important to deduct toughness instead of strength.

 

- Dark Sword: Useless

 

 

 

 

 

4.2 Armour:

 

- Chaos Runeshield: What can i say - this is _the_ piece of equipment no real chaos

 

player with a winning heart should leave for battle. Something that negates

 

enemy magic weapons is especially useful against all those nasty dwarfen

 

runeweapons and turns those magically boosted human characters into what they

 

really are. The fact that you can buy that with chaos armour and it still

 

counts as one magic item is very useful for beastmen which generally have no

 

possibility to buy chaos armour as equipment.

 

- Chaos Armour: What can i say? For human army characters it is a must have

 

equipment.

 

4.3 Enchanted Items:

 

- Slaanesh's Sceptre of Domination: Not that useful as most characters Ld values are

 

just too high - maybe against Skaven it has some worth. The fact that any

 

character who passses his Ld test becomes immune certainly doesn't improve this

 

items effectiveness either. 50pts can be spent better elsewhere.

 

- Cursed Book: To have a -1 to hit item that even has a range of effectiveness can

 

have devastating effects. Just consider it with the usual banner of might

 

combination and in a unit of chaos warriors. The Ws6 of chaos warriors ensures

 

that 85% of anything they get into hth with only hit at a 5 at best and they

 

hit at a 2. This is almost cheese, especially if you have the Slaanesh Succour

 

of Chaos spell active as well. This means you hit automatically. I think you

 

get the idea :)

 

- Helm of many Eyes: An item that lets you strike first is always useful - even

 

though your chaos characters , except beastmen, have an I value of 6-9. If you

 

want to use this item carefully consider what your opponent can field on first

 

strike stuff. If they are not Dwarfs (with their first strike rune) or such

 

critters than you do not have to use the helm as your I value ensures your

 

first strikes. Whether you still strike first if equipped with a double handed

 

weapon as well is still subject of a large debate GW refuses to decide as

 

usual.

 

- Potion of Chaos: If you want to play your chaos army ina chaotical way - use this

 

item. Even though i consider its effects too little for 25pts. Since 5th

 

edition it is also 1 use only and it is absolutely not clear what you have to

 

do if you roll a 6 (i suggest you roll on one of the 2 mutations cards).

 

- Warpstone Charm: A reroll with a +1/-1 modifier for 10pts and being one use only

 

can have some effect but imho magic item slots are too important for chaos

 

armies. The larger the battle the less the affect this item has.

 

 

 

4.4 Wizard Arcana

 

- Chaos Familiar: Even though a bit expensive for 50pts it still gives you the

 

effects of a warpstone charm once per round. This can be very important for

 

chaos sorcerers. For example in a reroll of a dispell or to keep a reward or

 

item in effect etc.

 

- Chalice of Chaos: When the 4th edition was still in effect this item had a lot of

 

value if you wanted to play for magical superiority, but with 5th edition it is

 

useless, especially for 35pts (like who wants to end his own magic phase ?)! It

 

is just a typical item that needs a revamping badly.

 

- Golden Eye of Tzeentch:Generally for this item applies the same i have written

 

about the Slaanesh Sceptre of Domination.

 

- Skull of Katam: Useless item period!

 

 

 

4.5 Magic Standards:

 

- Banner of Rage: Well i think the usefulness of this banner is obvious. Even though

 

most experienced players abandon the bloody path of Khorne sooner or later.

 

- Blasted Standard: If you really want a one use Banner for 50pts that even is

 

dispellable, well.....

 

- Rapturous Standard: During 4th edition this was _the_ banner for chaos armies.

 

Now it is almost useless as you can now be broken. Even though it is still not

 

clear given the high amount of crap and contradictions GW let nicely flow into

 

the 5th edition magic items.

 

4.6 Bound Spells:

 

- Staff of Nurgle: Even though expensive for 100pts this staff is a killer and can

 

be a game winner if you prepare its use in your magic phase correctly. You can

 

even create a battle plan based upon this item. There is no other item of spell

 

that slays everything automatically if not dispelled.

 

5.0 Chaos Spells:

 

No other magic user in the warhammer fantasy world has such a wide array of spell

 

decks to choose from. You potentially have 4 decks. Now you just decide what

 

god your sorcerer follows and thats it. Beastmen can even still combine chaos

 

decks. Chaos magic generally is very destructive and only has some very few

 

spells that help the caster of the unit. The fact that you can combine spell

 

decks by just using different sorcerers even improves that. Imho chaos magic is

 

the most devastating magic right after necromancy.

 

5.1 Dark Magic

 

Having Dark Magic gives you the useful option to use any dispel card as a power

 

card. This helps you alot with your decision about the cards you want to store

 

for your next magic phase. I.e. store dispels before any other card. On the

 

other hand dark magic is very expensive. Too many power 3 spells which are not

 

really worth it. Some of the spells however can be battle winners. For real

 

destructive power it is far better to stick with the chaos god spells.

 

- Arnizipals Black Horror

 

Even though a Power 3 spell this one is a potential battle winner. If you prepare

 

the casting of this one well it will have a devastating effect, especially in

 

close combat. As most rnf troops only have a strength of 3 this gives you a 66%

 

killing chance. Even elites with S4 only reduce the chance to 50%. The fact

 

that only magical armour may save only benefits chaos armies anywass. To sum it

 

up - this is the Dark Magic rnf troops killer.

 

- Blade Wind

 

This Power 2 spell has a range of 24'' and can be used to good effect against low

 

WS troops. It is especially useful against low WS monsters like Stegadons or

 

Zombie Dragons. Toughness does not count either and therefore your chance for a

 

wound is by 50%. Watch them Lizardmen players curse if you attack their

 

stegadons with it.

 

- Dark Hand of Destruction

 

This Power 1 close combat spell inflicts D3 wounds if you manage a successful attack

 

roll. This spell has the benefit that the caster does not have to roll to wound

 

against his targets toughness which can be very useful against such foes. On

 

the other hand if you do not manage the hth attack roll the spell is wasted.

 

And this happens happens by at least 33%.

 

- Death Spasm

 

This Power 2 spell with a range of 18'' is designed to be one of those

 

character/monster killing spells. You just need to exceed your targets

 

toughness by rolling 1D6. However just about any important target has a

 

toughness of at least 4 which gives you just a 33% chance of success in most

 

cases. In many other cases the spell is useless as your possible targets

 

toughness is 6 and more. All in all this spell is certainly not a must have

 

one.

 

- Doombolt

 

For a range of 18'' and being a power 2 spell this spell is expensive if you

 

consider the possible damage you can do. Against warmachines however it canbe

 

devastating as its strength increases to 10. Not even an empire steam tank will

 

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.

 

 

 

 

 

 

 

 

 

6.0 Human Armies

 

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

 

chaos warriors hitting on a 2+. If you really want to be cheesy and create a

 

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

 

possibly think of any other more devastating rnf troop.

 

If you add some characters to your chaos warrior unit you are even more set.

 

You just have to make sure that this juggernaut gets into hth on your terms and

 

relatively unmolested. This means - protect them with your other troops and use

 

them in a second wave for example. More on tactics later

 

 

 

6.2.3 Chaos Hounds

 

For 12pts you get something that is M6 WS4 BS4 S4 T4 W1 I4 A2 Ld6. This is not

 

bad - especially if you consider the 12'' charge range. The lwo Ld you can

 

cover with an assorted chaos warrior who will not even slow the hounds down.

 

Not bad. Unfortunately and obviously you cannot give ypur chaos hounds any sort

 

of equipment. This makes them easy pray for any sort of missile attack. This

 

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

 

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

 

as a screen are they good as they are too expensive.

 

6.2.4 Chaos Marauder

 

Now this is the troop type chaos lacked during the 4th edition time. Something

 

that is cheap and still quite powerful.For a mere 12pts you get M4 WS4 BS3 S4

 

T3 W1 I4 A2 Ld7 which you can additionally equip with double handed weapons or

 

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

 

much davastating and enough to even tackle the most heavily armored cavalry.

 

Unfortunately only one unit per retinue may have a magical banner. If you

 

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.

 

 

 

Personal view:

 

I always equip my marauders with flails and leave any armor at home. I also

 

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

 

marauders are more than worth their points.

 

 

 

6.2.5 Mounted Chaos Marauder

 

Mounted chaos marauders are just marauders mounted on a normal warhorse and

 

with the option to equip them with flails and/or shields. If you give them

 

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.

 

 

 

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.

 

 

 

 

 

6.2.6 Chariots

 

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.

 

 

 

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.

 

 

 

 

 

6.2.7 Ogres

 

 

 

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.

 

 

 

 

 

 

 

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

 

 

 

 

 

7.0 Tactics with human chaos armies.

 

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.

 

 

 

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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