Age of Sigmar/Tactics/Old/Chaos/Everchosen

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The page is for the Everchosen battletome, which has been succeeded by the 2019 release of the Slaves to Darkness battletome.

Age of Sigmar Title.png

Chaos star.jpg Grand Alliance Chaos



General Tactics

Why play Everchosen?[edit]


  • Archaon
  • You want to play an elite army with extreme melee potential, combined with great wizard benefits
  • Allies! Allies everywhere!
  • Archaon
  • You play the biggest badasses of Age of Sigmar
  • You hate the Goldenboys and go against everything they stand for
  • Low model count overall, running under 20 models for 2000 points is very easy
  • Did I mention Archaon?
  • You get to say FUCK YOU and pull a troop of daemons from any God out of your ass


  • Their models are insanely expensive. Be prepared to start an organ trade business.
  • Prone to being sniped out first due to your combat effectiveness
  • You'll be That Guy
  • Models will be a pain in the ass to transport
  • You aren't GeeDubs' poster boys at all, so updates will be infrequent
  • Playing them as a single army alone won't be that effective
  • Each unit is expensive to field, their cheapest running at 180 points
  • Hope you like Archaon.


The Everchosen has all the Warscrolls and Battations.

  • This should be supplemented with the Everchosen Errata and Designers' Commentary from the FAQs.
  • Replace the summoning rules for Gaunt Summoner of Tzeentch with those in the General's handbook 2018.
  • Matched play points are in the General's handbook 2018.
  • Alternatively up to date warscolls can be found in the WH AoS app. Warscrolls on the GW webstore match those in the Battletome.

As with all factions you'll want:

  • The core rules are either downloadable or in the Core Book.
  • Games taking place in a Realm need the Realm of Battle rules from the Core Book.
  • In you want to take advantage of realm specific artefacts you'll need the Artefacts Of The Realms section from the Malign Sorcery book.
  • Matched play battleplans are split across the Core Book and General's handbook 2018.
  • All books should be supplemented with any updates from the FAQs.



  • Archaon: The Big Cheese himself. Let us not mince words here, Archaon is just brutal and will dominate any game you play him. You want specifics? Alright. He has several melee profiles, all of them powerful. From his damage 3 Kingslayer to his 2D6 tail swipes to his damage D6 claws, everything is brutal. The only profile that seems lacking by comparison, the heads, has some special rules to make up for it, as depending on what those heads ate, you get some bonuses, ranging from extra damage over healing to learning the spells of wizards he just ate. Nothing quite as funny as eating Nagash and then killing Arkhan with his boss' unique spell. Other than that, Archaon is fast, flies, has lots of wounds and a good save and has some more special rules. For one he can adjust Battleshock tests around him by +/-2, which is amazing, he has an extra save against mortal wounds, can damage guys who punch him and has a chance of evading attacks without ever having to save them. And to top it off, Archaon is a wizard and can cast two spells a turn, though with no unique spells initially, not that a Chaos Wizard needs any. All of this would still amount to "worse than Nagash" if it weren't for the last two tricks: His keyword list and his Command. His keyword list allows him to trigger ALL the Locus abilities of the Chaos Daemons and to be buffed by anything and everything that buffs Daemons and Mortals of each God. Finally, what makes Archaon into the ultimate force multiplier is his Command, as it allows all other Chaos Heroes to use their own Commands in an order of your choosing. No hassle with whom to make your general, you just pick Archaon and get to use all the other abilities. This also serves to make Archaon more at home in big games.
  • Gaunt Summoner of Tzeentch: A very fragile little mageling. The Gaunt summoner boasts a bad save and melee that makes your average wizard look brawny by comparison; even the Disc he rides on is awful in melee, with D3 very weak attacks and one of his trademark special rules works only if you have a Baleful Realmgate on the table. This, however, is where the suck ends. The Summoner gets a better save so long as he isn't attacked by flyers and monsters, his staff makes a decent 18" shooting attack and he can cast twice per turn, though his unique spell is quite risky, with its damage and its casting roll scaling with the Bravery of the unit he targeted, making it easier to cast at Skaven and Grots but also less powerful against those. Then, if you do have that Realmgate standing around, the Summoner can summon a new Chaos Daemon unit every turn without even wasting a casting attempt and finally, the Disc of Tzeentch grants this guy a 16" Flying Move, the highest possible movement value in the game. In other words, if the squishy Summoner ever finds himself in a position to be hurt, YOU fucked up. He's also both Mortal and Daemon, so Tzeentch Daemons doubly love hanging around him.


  • Varanguard: The fact that these count as Troops should tell you a little something about how Elite the Everchosen's army is. They're very big models (each rider is more or less as tall as an Ogor) but thankfully they can have any unit size. Each Varanguard has the same profile as your average foot-slogging melee powerhouse Hero, with 5 Wounds and a 3+ save (in fact, in the fluff each of them is a Chaos warlord in his own right). Their mounts are almost as good in melee as a Juggernaut, while being much more mobile and they also all wear shields that protect them from enemy magic on 4+. Not just magic damage, but also unpleasant debuffs will ping right off. Additionally, if the Big Cheese is on the board (apparently, any version of him will suffice) they all hit better and if he also uses his Command, they re-roll charges. Also, each Hero Phase Archaon can make the Varanguard take on a God-specific keyword so that they, for example, don't get hurt when the Lord of Plague next to them spreads Nurgle's Rot. Lastly, they can choose to pile in an additional time once per battle, just delicious. The riders have a pick of three weapons:
    • The Ensorcelled Weapon grants each rider 6 very decent damage 1 attacks.
    • The Fellspear has 3 damage, 2 attacks and nice bonuses on the charge. If you choose this weapon, use their additional pile-in ability the turn they charge, and you'll murder anything.
    • The Daemonforged Blade only makes 4 risky swings with a 5/6 chance of dealing mortal wounds and a 1/6 chance of hurting the user instead. With Archaon and his to-hit bonus on the field, they instead get a 1/3 chance of activating the blades, so they become ideal.


Overlords of Chaos[edit]

Archaon, a Gaunt Summoner of Tzeentch and a unit of Varanguard.

Bloodmarked Warband[edit]


Plaguetouched Warband[edit]


Fatesworn Warband[edit]


Pleasurebound Warband[edit]


Archaon's Grand Host[edit]

An Overlord of Chaos battalion and 4 of the following battalions in any combination: Bloodmarked Warband, Plaguetouched Warband, Fatesworn Warband, Pleasurebound Warband.

Army Building[edit]

First of all, for an army as elite as this, your best call is to get some varanguard as battleline with perhaps a gaunt summoner to lead them. All models for this army EXTREMELY pricey, so perhaps ebay is the best bet if you want to save in excess of at least £100 for varanguard, Archaon and a gaunt summoner. With the gaunt summoner's special rule to summon in demons there is one of two obvious routes to go down. Arcahon leading demons with a gaunt summoner or two pulling them out of realmgates, or Archaon leading one (or more) of the battalions. Either is a good call really. As you don't need to specifiy where the points are going to when summoning you can essentially pull on an army of whatever is situationaly better, provided you have the models.This also means that you can still keep the varanguard as your battleine units as well and have as many points as possible for summoning.

However, the battalions all come with special rules and as they are battalions don't affect varanguard being your battleine as well. With Archaon's command ability you can then be popping off all the command abilities from the heroes or alternativley, use the summoned demons to be buffing the legions you pull on. Either way, you're essentially gonna be spending a lot and building a relativley large army given the points cost of Archaon and the Varanguard, which are pretty much staples of the army.

Allied Armies[edit]

Do whatever you like, Archaon is the boss so can take anyone and it'll still fit the fluff. However, if you want to go for a more power gamer route there are massive options available, such as taking the tallyband of Nurlge along with the overlords f chaos battalion. Really, there i s so much you can do in terms of taking allied armies that the possibilities, combos and choices should probably have a page of it's own. The best thing though, is that if taking Archaon, make sure there are heroes with command abilities to buff the all holy shit out of everyone. Nagash might summon on an army, but Archaon makes almost everyone elite as fuck with his shit. Try and bog down that rape train with chaff, Skeletor.

One really nice option in particular is to take Archaon with bloodbound. Due to the buff wagon potential of the Bloodbound, using Archaon to pop off a lot of the command abilities can be disgusting. Throw in a unit of chaos chosen with mark of khorne to take one or two of the buffs and you have an already elite unit becoming a threat capable of ruining a lot of units in the game. Seriously though, as said above, the possibilities are just ridiculous with what you wanna do with him.