Warcry/Tactics/Slaves to Darkness

From 1d4chan

All the generic Warriors of Chaos, The bargain price of this however is fewer bodies and effectively no ranged units. That being said, there are plenty of fast attack options to bog your enemy down, a fair amount of fodder.

Faction Overview[edit]

Pros[edit]

  • Surprising Mobility: Thanks to the presence of Marauder Horsemen with their 10" move, the SoD can be a faster than expected warband, that can pick at exposed flanks.
  • Tough Elites: This is obvious, but your Chaos Warriors and Chosen are going to demand your opponent's attention before they die.

Cons[edit]

  • Everything that's fast is soft: Marauder Horsemen are actually comparative tougher than in other tabletop incarnations, but you lack any way to improve their survival, and they will most likely for being too far forward from the rest of the warband.
  • Everything that's tough is slow: With no way to speed up your Chaos Warriors/Chosen expect a crafty opponent to kite them down. Having a base move of 4" is a small concession for the fact your opponent will try and keep dancing at 2"-3" with reaching weapons.
  • No range attacks: The Marauder Horsemen with a javelin can only throw it with a Doubles, and only 6". Truth be told, if they just had a regular range attack it would result in just Marauder Horsemen spam whittling down enemies while kiting them.

Abilities Overview[edit]

  • [Double] Imbued with Dark Power : Until the end of this fighter's activation, add the value of this ability to the Strength characteristic of attack actions made by this fighter that have a Range characteristic of 3 or less.
    • Fighter Commentary
  • [Double] Throw Javalin : Pick a visible enemy fighter within 6" of this fighter and roll a dice. On a 3-4, allocate 1 damage point to that fighter. On 5-6, allocate a number of damage points to that fighter equal to the value of this ability.
    • Fighter Commentary
  • [Double] Shield Ram : Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter and roll a dic. On a 4-5, allocate 1 damage point to that fighter. On 6, allocate a number of damage points to that fighter equal to the value of this ability.
    • Fighter Commentary math breakdown of average damage per value: value 6 avg - 1.3; value 5 avg - 1.16; value 4 avg - 1.0; value 3 avg - 0.83; value 2 avg - 0.66; value 1 avg - 0.5; with this in mind, take the following recomendations if choosing between this and onslaught after one move action: for chaos marauder: use shield ram if value is above or equal 3 and opponent's toughness is greater than 3. for chaos warrior with shield: use shield ram if value is above or equal 4 and opponent's toughness is 5 or more. In other cases, stick with onslaught or "[Double] Imbued with Dark Power". Another use is using it after two move actions in case you can't catch up with your target in just one move, but desparately need to deal that last point of damage. Javelin is more reliable for the same task, though, but it requires a different fighter.
  • [Triple] Trampling Hooves : Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
    • Fighter Commentary
  • [Triple] Champion of Darkness : A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by this them this activation. This fighter makes a bonus move action. then they can make a bonus attack action.
    • Fighter Commentary
  • [Quad] Lead the Slaughter : A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by this them this activation. Until the end of the battle round, add half the value of this ability (rounding up) to the Attack characteristic of attack actions made by visible friendly fighters while they are within 6" of this fighter.
    • Fighter Commentary

Fighter's Overview[edit]

Leader[edit]

Marauder Chieftain[edit]

  • Stats: Movement 4"; Toughness 3; Wounds 20; 140Pts.
    • Runemarks: Leader
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 4; Damage 2/5
    • Fighter Commentary The cheapest leader option. For his cost, packs a punch, but is squishy and will fall unless you screen him well, which may be hard as all your cheaper options aren't fast, and a plenty of marauders have range 3 attacks which prompts them to stay a bit farther than 1".

Horsemaster[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 30; 225Pts.
    • Runemarks: Leader, mount
    • Weapons:
      • Axe-Range 1"; Attacks 3; Strength 4; Damage 2/5
    • Fighter Commentary The first solid and reasonable leader choice. t4 w30 will let him stay for some time, while his speed can let him spend more actions in combat than wasted on movement (it's rather likely to spend 4-5 out of 6 average actions in combat, dealing damage. That can even make him better in overall damage output than the Exalted Champion, who is a combat monster, but is likely to spend most of the actions on movements). He also has his advantage for using his "leader" ability, as his bonus move action is far more likely to bring him in touch with another target to deliver the bonus attack, although the attack itself is not as devastating as Exalted Champion's one.

Aspiring Champion[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 25; 225Pts.
    • Runemarks: Leader
    • Weapons:
      • Axe-Range 1"; Attacks 5; Strength 4; Damage 2/5
    • Fighter Commentary Middle ground between horseman and Exalted leaders. Not as tough or killy as exalted, so take the horseman for the same points instead.

Exalted Champion[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 28; 250Pts.
    • Runemarks: Leader, Warrior
    • Weapons:
      • Axe-Range 1"; Attacks 5; Strength 5; Damage 3/5
    • Fighter Commentary The one to do the rip and tear job. Seriously, he's one of the best melee leaders in game: S5 is one of the best strength values, hittng t3 and t4 on 3+, but without sacrificing the number of attacks. His wounds value is rather weird (28? Seriously, GW? Was 30 too much? Or is someone pretending to make the balance for warcry?). Anyway his only problem is speed, you'll probably end up spending doubles to provide him +1 movement, or, if you're playing the campaign, "the pursuit of knowledge" can provide you with up to +3 movement. Chase-rip-tear.

Fighter[edit]

Chaos Marauder With Flail[edit]

  • Stats: Movement 4"; Toughness 3; Wounds 10; 55 Pts.
    • Weapons:
      • Reach-Range 3"; Attacks 3; Strength 3; Damage 1/3
    • Fighter Commentary

Rather awesome for what it costs, is a nice points-filler to build up the masses. Range 3 allows it to survive and to have a threat range just as big as much faster fighters. Can fare rather well vs similar cost units (even reach 2 ones!) due to superior range. Will fall like crops to shooty opponents or AoE abilities, though, so know when to keep them tightly packed and when to spread them wide.

Chaos Marauder With Axe and Shield[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 10; 60 Pts.
    • Runemarks: Bulward
    • Weapons:
      • Reach-Range 1"; Attacks 2; Strength 3; Damage 1/3
    • Fighter Commentary

In case you want a tougher marauder and the enemy has means to bypass the flail-marauders' reach.

Marauder Horseman with Axe and Shield[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 20; 125 Pts.
    • Runemarks: mount
    • Weapons:
      • Axe-Range 1"; Attacks 2; Strength 3; Damage 1/3
    • Fighter Commentary close to no point in picking this option over two others. The javelin-wielding one is plain better due to better crit, range and ability (your only source of over 3" ranged damage!), and the flail-horseman is both cheaper and packing a nice threat range providing it more survivability than the axe-wielding horseman.

Marauder Horseman with Flail[edit]

  • Stats: Movement 10"; Toughness 3; Wounds 20; 120 Pts.
    • Runemarks: mount
    • Weapons:
      • Axe-Range 3"; Attacks 3; Strength 3; Damage 1/3
    • Fighter Commentary the offensive horseman option. Don't expect your horsemen to deal much damage, as they're generally your Flail-Marauders with 6 extra movement and 10 extra wounds for slightly over twice the price, but exactly same attack profile. Use all your horsemen more like a tactical tool: they can be where you want them, when you want them, dealing triple ability damage and tanking some damage with plain amount of wounds, but most importantly they can relocate fast, taking or denying objectives or screening your important units with their huge bases. Also, with their speed they can make a good job if joining the "dagger", which often deploys later, but in contrary to your opponents' dagger, your dudes will be fast enough to participate even if joining as late as turn 3! Seriously, entering at late game, then rocketing 20" across battlefield to trample a key foe with a good triple may be a game-winner.

Marauder Horseman with Javelin and Shield[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 20; 140 Pts.
    • Runemarks: Scout, mount
    • Weapons:
      • Spear-Range 2"; Attacks 2; Strength 3; Damage 1/4
    • Fighter Commentary if you got the points for several horsemen, think of taking one Javelin guy and 2-3 flailers. You won't be able to throw lots of javelins anyway (you won't have that much good doubles), and flailers are better offensively.

Chaos Warrior with Paired Weapons[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 15; 145Pts.
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 4; Damage 2/4
    • Fighter Commentary one good warrior option. In warcry, chaos warriors have one advantage over stormcasts: they are cheaper. Don't expect your chaos dudes to slay golden bois good enough one-on-one, but you may have the numbers! And this one is good all-arounder for his points.

Chaos Warrior with Runeshield[edit]

  • Stats: Movement 4"; Toughness 6; Wounds 15; 170Pts.
    • Weapons:
      • Sword-Range 1"; Attacks 3; Strength 4; Damage 2/4
    • Fighter Commentary one really bad option. Whoever decided that this dude which is not striktly better than two-weapon option (this one has one mre t and a below-average ability) should cost 25 freaking points more is plain wrong. Skip it all the time unless your local meta consists exclusively of s5 hitters with no ability for improvement.

Chaos Chosen[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 18; 180Pts.
    • Runemarks: Warrior
    • Weapons:
      • Axe-Range 1"; Attacks 4; Strength 5; Damage 2/5
    • Fighter Commentary another really good option if you have the points. Also, almost a must-have if you took a horseman or marauder leader option: Chosen will be then your quad ability wielder.

Minions, Thralls, and Allies[edit]

General Tactics[edit]

Other Helpful Tips[edit]

Example Builds[edit]

Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries