Warhammer Army Project/Warriors of Chaos
- 1 Warriors of Chaos: Warhammer Army Project, 9th Edition Tactica
- 2 Why Play WAP Warriors of Chaos?
- 3 Notable Changes from 8e
- 4 Army Special Rules
- 5 Magic
- 6 Equipment
- 7 Army Units
- 8 Building Your Army
- 9 Character/Unit Builds
- 10 Tactica
- 11 Exapmle Build
- 12 External Links
Warriors of Chaos: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt to give many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.
Why Play WAP Warriors of Chaos?
- You play the most Elite army in all of Warhammer with a lot of Hero Customization.
- Eye of the Gods is a lot less restrictive on who must challenge. However, you have no means to contest becoming a Gribbly/Daemon Prince.
- Opposite marked units treat each other as expendable.
- Character and chosen units have armour, so hard empire knights only rival that.
- tons of options for Army and character customizarion.
- Your elite troopers are all either costly and fully armored or cheap and barely protected. A good unit with plenty of lightning attacks will wreck your day for the former, and any competent anti-infantry and anti-cav will mow down the latter.
Notable Changes from 8e
- Greatly expanded Chaos Mutations opens up the door for some broken characters.
- Roster expanded, and most rares have gotten cheaper.
- The universal fullplate armour buff makes your units have a better save than ever.
- Mark of Nurgle is back to increasing Toughness by 1. Making your already tough and armored troops/characters even tankier.
- Parry saves now stack with Mark of Tzeentch, making the magic worshipers also very tanky.
- Almost all of your characters have gotten cheaper. And have a slightly higher chaos mutation allowance.
- Pretty much your whole army will re-roll failed panic test.
- With the universal buff to BS based shooting, your units will have a harder time crossing the table against a shooty list.
- Mixing marks is a no-no. Units can only use inspiring presence and hold your ground if they're the same mark.
- mutations come out of magic funds
Army Special Rules
- Eye of The Gods: Your trademark rule. A nice sidegrade that may happen once or twice a game. You can't refuse challenges, but if your character scores the kill on a character or deals the finishing blow on a non-expendable unit through any means, you roll for a result. Unlike the last edition, this isn't absolutely shoved into every unit. Now only your HQ units and Chosen are subject to it, and they're the best kitted for it.
- 2 - Damned by Chaos: Become the gribbly. The enemy scores no VP from this.
- 3 - Aura of Chaos: 6++ Ward save
- 4 - Unholy Resilience: +1 to Toughness
- 5 - Iron Skin: 6+ Natural Armour.
- 6 - Murderous Mutation: +1 to Weapon Skill
- 7 - The Eye Opens: Re-roll one hit/wound/save roll each turn
- 8 - Unearthly Reflexes: +1 to Initiative
- 9 - Dark Fury: +1 Attack
- 10 - Slaughterer's Strength: +1 to Strength
- 11 - Command of the Gods: +1 to Leadership
- 12 - Dark Apotheosis: Become a Daemon Prince. The enemy scores no VP from this.
- Will of Chaos: Lets you re-roll failed panic tests like Mark of Chaos Undivided in previous editions. Given to pretty much all your units so you won't need to worry every time you take casualties.
- Daemonic: Pretty consistent with prior editions. All attacks are magical, and they cause Fear. Any daemons that aren't mounted gain Unstable and a 5++ ward.
- Aligned Demons: Found on the Daemon Prince and the demonic steeds in addition to Daemonic.
- Khorne: Hatred (Daemons of Slaanesh), Strength Bonus (1), and Magic Resistance 1. hits harder during the first turn and grants Skullcrushers base protection against magic.
- Tzeentch: Hatred (Daemons of Nurgle), Ward save (6+), and re-roll channelling rolls of 1 for wizards which only the prince can do so far. For Tzeentch characters mounted on disks, this grants combined 5+ ward and is a 4+ ward on Tzeentch princes.
- Nurgle: Hatred (Daemons of Tzeentch) and Enemies in base contact are -1 to their Weapon Skill. A complicated rule if you only look at the rule book table. The thing you only need to know is WS greater hit on 3s, more than double 2s, less than double the target 5s, less than double +3 6s. This will matter when fighting WS3 goons or other characters and high WS factions like deamon and elves.
- Slaanesh: Hatred (Daemons of Khorne), Armour Piercing 2.
get 3 lores based on your wizard's mark.
Attribute: Boon of Magic: For every 6 you roll when successfully casting a spell, you get another power die in the pool. Unlike 8E, this is finally available to other wizards, making this attribute, not shit.
- Signature: Blue Fire of Tzeentch: (6/9) d6 flaming Sd6+1 hits (average S4.5). Yeah, see that randomized strength? That's why this sucks. Sure, you'll never have to deal with a useless S1 fire, but that doesn't mean that your fire's actually going to hurt those monsters.
- Pandemonium: (7/14) Treason of Tzeentch under a new name. Forces the enemy to take their lowest leadership value, ignoring all Inspiring Presence and Hold Your Ground, with overcasting turning it into an aura. If you're looking to begin a domino reaction by forcing a unit to break with their shit Ld of 6, then you've got away. But Shadows and Death have similar spells and don't demand you to buy a mark. Or be Archaon, Galrauch, or Vilitch.
- Pink Fire of Tzeentch: (8+) Shoots out a flamer template and hits anyone under it with an Sd6+1 flaming hit, making it just as bad, if not worse, than Blue Fire.
- Bolt of Change: (8+) A powerful, single-shot S6d+4 magic missile acts as a bolt thrower shot, penetrating ranks and causing multiple wounds(D3). He is respectable if random strength and can chew up a unit of monstrous things. With Warpflame being no more, you can actually make use of this one without worrying about it backfiring.
- Glean Magic: (8+) Another awful spell because there is so much that can go wrong with it. If cast, you duel an enemy wizard by rolling a D6 and adding your respective wizard levels. If you win, he loses a wizard level, eats an S4 flaming hit, and you steal one of his spells. It can screw up your opponent if you steal the right spell, but the spell you nick is (say it with me) random. Also, the caster has to have a high wizard level if he wants a chance at winning the duel. Note that this spell can be hilarious against VC. Lick up tears as you pluck away Invocations from his supporting necromancers. Emphasis on 'can be.' You've gotta get the spell off, hope it isn't dispelled, win the wizard duel, and be lucky enough to get Invocation as the random spell you steal.
- Treason of Tzeentch: (14+) Now a somewhat different spell! Now you can make an entire unit hit itself, though it's not factoring anything that falls into effect during the first round of combat and fails against steeds, characters, and those immune to psychology. Sure, it can wipe out a unit of greatswords or dual-wielders, but it's meaningless against spears, lances, and bows.
- Infernal Gateway: (16+) A bigger version of the lore's signature spell. If you roll 11 or 12 for the strength, it’s Strength 10 and does 3D6 hits. Far too unreliable and not quite as threatening as its previous version, where it could nuke a unit on a lucky roll.
Attribute: Bloated with Disease: After casting a spell, roll a d6. On a 6, gain another wound. It no longer tampers with Toughness, which tampers with its value to Daemon Princes. Since they can't take CRB lores when marked, this seriously hurts.
- Signature: Stream of Corruption: (7+) a breath weapon that forces Toughness tests or take save-ignoring wounds. It will melt down mobs of light or mid infantry all the same.
- Miasma of Pestilence: (5/10) A simple augment spell that nerfs all enemy units in base contact with the target. Considering the loss to Initiative Nurgle-marked models have, this will knock enemies down to your level. You can boost the spell to cause a debuff of D3, but it’s often not worth going that far unless you really need to land your combat hits.
- Blades of Putrefaction: (8+) Makes the unit's attacks poisoned or makes the poison attacked auto-wound on 6 to hit. Considering how melee-centric you are, you'll be bound to push some wounds in there.
- Curse of the Leper: (10/13) Either add +d3 to a friendly unit's Toughness or robs an enemy unit of d3 Toughness. Either way is helpful, but since Stream of Corruption, Rancid Visitations, and Plague Wind rely on your targets failing their Toughness tests, this is a good spell to open a magic phase with if you’re heavy on the Nurgle theme.
- Rancid Visitations: (10+) This is a potentially powerful magic missile. After causing its hits, it can potentially carry on going if the target fails its Toughness test. Of course, this combos with Curse of the Leper to cause the most amount of damage possible. Makes Elves cry if you get it past their Wizards. Cast it on a block of spearelves and enjoy drinking your opponent's tears.
- Fleshy Abundance: (11/14) Nurgle’s final augment spell suffers an increase in difficulty and a reduction in effect from the last WoC book, granting 5+ regeneration to a unit for a turn. However, this time it stacks with any existing regeneration the target has, and oh, it appears Festus gives regeneration to his unit.
- Plague Wind: (15/25) Nurgle’s final spell is one of those wacky vortexes. It can go Night Goblin Fanatic through your own army if you’re unlucky, but WoC can at least withstand this one if it goes wrong. Plague Wind forces toughness tests on its victims and inflicts armour-ignoring wounds on those that fail. Get in close and fire it off into a horde for maximum carnage, but Plague Wind is overshadowed by the utility of the rest of the lore.
Attribute: Bliss in Torment: After casting a spell, roll a d6 plus an additional one for every unsaved wound you caused. On a 6, add +1 to your caster's WS/I/A until the next Magic phase. It is good on a combat mage; spam spells to try to get 6s before the CC phase.
- Signature: Lash of Slaanesh: (6+) Draws a line from the caster, and anybody under that line takes a S4 hit with armour piercing 1. Awkward to use and unlikely to affect many models, this is a rather flimsy signature spell compensated by the addition that makes a unit that suffers casualties incapable of movement. Thus, an awkward magic missile turns into a means of locking up a unit from fleeing or charging.
- Acquiescence: (7/10) Useful in and out of combat, this hex spell gives the target Always Strikes Last and Random Movement (d6"). Easily stalls an impending charge, and can severely nerf enemy units in combat, and be easy to cast.
- Pavane of Slaanesh: (8+) CV8+, This spell targets a single enemy model and forces them into a LD test on a 3D6. If they fail, they take a wound with no armour saves. Good for attacking enemy characters and sniping unit champions, but you might wonder why WoC have this spell when they're so geared towards challenges. (
Well, this spell allows you to kill a unit champion outside of combat, thus stopping the Eye of the Gods rule forcing your Chaos Lord into a challenge with some single wound sergeant when you’d rather he go rampaging through the unit or having that chump accept a challenge instead of the character you want to kill, so it’s more useful than it looks.) No, this doesn't apply since unit champions cannot fight in a challenge in Warhammer Army Project anymore.
- Hysterical Frenzy: (8+) Like Curse of the Leper, Hysterical Frenzy can be cast on your unit or an enemy unit, granting Frenzy and a small number of hits at the end of each magic phase. The hits the spell causes really shouldn’t bother a WoC unit so that you can Frenzy up non-Khorne units. Hysterical Frenzy stacks with existing Frenzy too. So why would you want to give Frenzy to an enemy unit? Firstly, it can force a unit into charging you, great for pulling in units of shooting guys that would rather stay out of combat. Cast it on a war machine crew for Maximum Fun. Thirdly, D6 S3 hits might not sound like much, but they will cause trouble for small flimsy units like the average fast cavalry or skirmisher unit. Note that because the hits are not melee attacks, they will roll to wound against a War Machine's Toughness, not the Toughness of its crew. Unfortunately, since these hits are caused after the spell is cast, this spell does not count towards the Lore Attribute.
- Slicing Shards: (10+) Slicing Shards functions in the same way as Rancid Visitations. The target takes a few S4 Piercing 1 hits, then has to pass a LD test or take some more. Not quite so effective as Visitations as the target will likely have their General and/or Battle Standard nearby, but these spell combos with Phantasmagoria below or Tzeentch's Pandemonium. Catch a unit of zombies or other undead away from their general and laugh as he loses that meatblock until he manages a roll of double ones.
- Phantasmagoria: (10/20) Essentially inflicts a unit with the opposite of the Cold-Blooded rule. They roll an extra D6 when taking LD tests, discarding the lowest dice. Very helpful at breaking enemy units, this spell can be boosted, so it hits all enemy units within a certain distance of the caster. As the Lore of Slaanesh is Leadership focused, consider using this spell first to get the most out of your spells. Actual Cold-Blooded units (aka Lizardmen) will be rolling 4D6 for their LD tests and discarding both the highest dice and the lowest dice if they're affected by this spell.
- Cacophonic Choir: (15/18) Holy shit, this is powerful. A hex spell, the Choir, can cause quite a lot of damage even when the caster is in combat. It causes a bunch of hits that wound on a 4+, regardless of toughness, and ignore armour saves. On top of that, the target is slapped with Acquiescence’s effects too! Bliss in Torment gets the most use out of this spell. It can often finish a game by itself and will totally cripple units hit by it. Get it on a Sorcerer Lord and start yelling.
- Ensorcelled Weapons: Magical +1S hand weapon, like a polearm but can be used with a shield to parry or get another one to be used as pared weapons.
- Marks of Chaos: This is the trademark upgrade of Chaos. A unit can't have mixed marks and if a wizard takes one, they must take the lore of the corresponding god.
- Khorne: Gain Frenzy
- Go aggressive and hard to control, perfect for paired weapons or great weapons.
- Nurgle: Gain +1 to Toughness but take -2 to Initiative
- Your boys become as slow as dwarfs, but Human polearms only wound you on 5s and other weapons on 6s.
- Slaanesh: Gain Immunity (Psychology) and Stubborn
- Despite the better defense and leadership, chaos often loses to the numbers advantage and this makes it less of a problem. Only take on already tanky units if going for tarpitting the tarpit.
- Tzeentch: Gain a Magic Resistance(1) and 6++ ward save.
- A better alternative to the Nurgle defense. Not only do you parry on a 5++ but also can shrug off magic assaults on 5s.
- Khorne: Gain Frenzy
Chaos Mutations and Powers
Several of your units can afford to be a little extra blessed by the Dark Gods. Each one of a kind and come out of magic item funds.
- Mantle of Chaos: 55pts. Reduce the strength of any non-magical projectiles by d3. Note that this doesn't say missiles, so you might have a slightly better chance of withstanding war machines. What it does mean, however, is that you can laugh at all the arrows and guns.
- Chaos Familiar: 10pts. The wizard learns an extra spell. With the nerf to wizard levels, will save you 25 points if you only need 3 spells (signature Plus 2 from #1 to #3) from your lore.
- Terrifying Appearance: 35pts. You now cause Terror.
- Wings: 25pts. Gives a footslogging model Fly(10). No longer exclusive to Daemon Princes, but this is a hefty cost.
- Flaming Breath: 30pts. An S3 flaming breath weapon. It's far from what the trolls or dragons have. Only bother with it against Empire or Elf armies who might be threatened by it. It might have a better chance in a challenge, as all those hits are now directed on the enemy champion, but it's still not as likely.
- Distendable Maw: 20pts. Exchanges all attacks to force one enemy infantry to test Initiative or die immediately. Luckily you have many ways to tamper with Initiative using Slaanesh. However, it does mean that you now have a Chaos Lord with a lizard diet, dwarf, and zombie.
- Fearsome Aura: 20pts. Deals -1 Ld to all enemies within 6".
- Diabolic Splendour: 20pts. All panic, fear, and terror tests caused by the model take a -1 modifier. Pretty easy to find at least Fear with all the daemon mounts.
- Soul Feeder: 15pts. 1/6 chance of recovering a wound for every wound you inflict.
- Burning Body: 5pts. Gain flaming attacks and immunity to the same. Laugh as you incinerate all the mummies and treemen.
- Bestial Visage: 20pts. If you can't afford a steed, this'll make do for 15 points less than Terrifying Appearance.
- Scaled Skin: 5pts. A 6+ natural armour save. A cheap and decent way of upping your armour by 1.
- Extra Arm: 15pts. Pretty much a ghetto Ogre Blade; 5 points cheaper than an Ogreblade for -2i and -1 str rounds of combat after the first. Let's you carry a two-hander and a shield. Greatweapons and Shields? How horrifying. Can't give you a free tentacle, however.
- Tentacle: 5pts. Sacrifices one hand (thus banning shields and two-handers) to rob an attack. Against certain smaller champions, this might be a penalty, but it's not the same as removing them, period.
- Unholy Strike: 5pts. Lets the model exchange all its attacks for a single one at double the strength and with MultiWound (d3). Pretty much a guarantee that you fucked that monster over.
- Poisonous Slime: 10pts. Gain poisoned attacks and immunity to them. Not quite the same as Festus, but it's close.
- Horns: 5pts. Adds Impact Hits (1), but is only for footslogger units.
- Cloven Hooves: 5pts. Adds +1 Movement. Can't combo with Serpentine Body.
- Acid Ichor: 5pts. All unsaved wounds in cc inflict an S4 hit in return. The lack of an Initiative test to evade this makes it a more reliable way of giving an edge. If you have a regen, then it'll help even more with locking in a fight.
- Bloodcurdling Roar: 25pts. At the start of the first round of combat, all enemies in base contact suffer deals 2d6 S2 hits that ignores armour.
- Blood Fever: 25pts. Your frenzy is now permanent and infectious. Other Khorne units can add another attack that stacks with Frenzy but still need to re-roll the Berserk Rage rolls.
- Fury of the Blood God: 25pts. Wizards within 12" take -d3 to channel rolls. No better way to challenge a casting than to shut it down before it becomes an issue.
- Collar of Khorne: 20pts. Adds Magic Resistance (2), just like Scyla.
- Deafening Bellow: 20pts. On the turn that the character charges, all enemy units in base contact suffer -1 To Hit in close combat. A minor form of protection against retaliating attacks from spears.
- Tendrils of Tzeentch: 30pts. Wizards only. May re-roll a single channeling or dispel die each turn. Considering how much you'll be needing this, including to avoid a potential miscast, you'll have a good reason to grab this.
- Protean Form: 25pts. Gain a 5+ regen.
- Conjoined Homunculus: 25pts. Wizard only. Adds +d3 to one channeling roll each turn. With the changes to overcasting, this becomes incredibly useful since this might help you push a spell into range for the improved version.
- Third Eye of Tzeentch: 10pts. Re-roll 1s on Ward Saves. Never an issue to take this.
- Stream of Corruption: 30pts. is the same kind of breath attack as the spell: hit units must pass a toughness test or be Wounded with the Ignores Armour saves. This means its usefulness tapers off with units bigger than infantry and cavalry.
- Massive Bulk: 25pts. Another wound. Hooray survivability.
- Nurgling Infestation: 15pts. Any models attacking the model get an equivalent number of S3 attacks that can happen even after death. This is best utilized on a hero that's going to get into the thick of herds, as its value drops off the moment they're stuck in a challenge.
- Secondary Jaws: 15pts. Adds another S2 attack with ASF and Ignores Armour. Don't expect it to do much besides pissing them off.
- Nurgle's Rot: 10pts. Any models in b2b with the model during the magic phase take an instant S1 hit that ignores armour. Another irritant rather than deathblow.
- Hellshriek: 50pts. Single-use immediate miscast for EVERYONE. Yes, this means that your wizards are also invited to the warp-anal rape train. Try not to put this on a wizard-heavy army.
- Word of Agony: 30pts. Single-use means to deal d6 S4 Ignores Armour hits to a model in base contact. Handy in duels.
- Serpent Body: 15pts. +1 Movement and +2 Initiative to a footslogger.
- Soporific Musk: 15pts. Fleeing models without unstable must roll 3d6 and drop the highest die. Now you're a step closer to the Seekers.
- Allure of Slaanesh: 10pts. All cc attacks towards the model must test Ld or else be banned from attacking it. Shame it's useless against a troll's vomit.
Dread Artefacts of Chaos
- Daemonsword: 50pts. Adds +d3 S and +d3 A, allowing you to be a train of pain. However, any rolls of 1 (re-rolls not allowed) deal a blow to the wielder. By GOD, is this thing going to leave a Chaos Lord broke!
Dirty tip combo this with Burning Body, so you cant kill yourself. The burning body gives you flaming attacks, immunity to flaming attacks...)With the changes to how Flaming Immunity works in Armies Project, this trick doesn't work - flaming immunity only cancels out the flaming aspect of a physical attack, not the attack itself.
- Hellfire Sword: 35pts. One of the best trolling weapons against anything with high armour, regeneration, many wounds, or some combination of the three (yes, Hell Pit Abominations, I am looking at you). On average, the main downside is you'll be taking a wound for every model you cause to explode (make sure to get a Ward Save). Some of the effects of this weapon can be recreated by taking unholy strike and burning body but for 20 points cheaper, but if you combine with the Soul Feeder ability, you should have a Lord who regains more wounds than they lose.
- Rending Sword: 45pts. Re-rolls to wound and d3 wounds. Okay, okay, nothing scandalous.
- Crimson Armour of Dargan: Full plate that negates KB and multiple wounds as well as a 6++ Ward Save. For 25 points, this is quite the steal. EDIT: The immunity to KB/MW is only in close combat. Won't save a lord on a monster from a cannon shot.
- Helm of Many Eyes: 20pts. 6+ Armour that gives ASF and Stupidity. With your good Ld scores, the latter shouldn't come into play often, while the former is well supported by the good I scores.
- Crown of Everlasting Chaos: 50pts. Grants a 4+ Regen and grants a 6" range of Inspiring Presence (Or boost a General's IP by 6"). All quite impressive for a Leaderly or a supporting hero. If you're using a Daemon Prince or Lord/Sorcerer Lord on a Dragon or Manticore, this is almost mandatory. A 24inch radius inspiring presence is game-breaking.
- Book of Secrets: 40pts. Adds a spell of Fire, Shadow, and Death, while unable to select any Signature spells. It also adds +1 to the casting rolls of all spells, which can be awesome in the right setup.
- Chalice of Chaos:: 10pts. Far too random, and while the results seem good at first look, any character worth their points should already have a good Ward Save (so results 4 and 3 are out), leaving you with only a 50% chance to get something useful (or for Daemon Princes, 33% chance).
- Banner of Wrath: 25pts. A bound spell that deals d6 S4 lightning attacks, which can scare the pants off knights.
Expansion Magic Items
- Aethersword: 30pts. 5 more than an OBSIDIAN BLADE to ignore armour and also ignore parry saves from shields.
- Berserker sword: 30pts. Mark of Khorne only. Model on foot only. +1 attack for every mode in base contact (only +1 during challenges). Since it's a given your a chaos lord with frenzy your definite mulch all in context especially when on a big base.
- Blade of Blood: 30pts. For each hit, the wielder may make a Strength test and regains or loses a wound bass on passing. Take on a Chaos Lord that needs no deadly weapon.
- Whip of Pleasure: 30pts. Mark of Slaanesh only. +1 attack and ASF during the first round of CC. Given you are usually faster than most things that are not a big name or elf, then he is rerolling his hits.
- Glaive of Putrefaction: 20pts. Mark of Nurgle only. Polearm. Each unsaved wound caused the enemy model to lose -1 Strength and Toughness permanently. Nasty vs monsters and duals.
- Whip of Subversion: 25pts. Mark of Slaanesh only. An Enemy character or monster that takes wounds that turn must attack allies if they have not yet gone.
- The Father of Blades: 20pts. Counterattack master, with All hit rolls of 1 against you, hit the attacker instead.
- Soul Cleaver: 10pts. for each wound enemy suffered, must pass Toughness test or suffer another wound that ignores saves.
- Armour of Morrslieb: 40pts. Full plate. 4+ ward against non-magic attacks.
- Skinhidden plate: 35pts. Full plate. +1 Tougness
- The Bronze Armour of Zhrakk: 25pts. Full Plate. Immunity (Psychology, Killing Blow, Multiple Wounds) but can't share his ld.
- Armour of Tortured Souls: 20pts. Full plate. +1T agent non-magical attacks. Cheaper alterative to Skinhidden.
- Collar of Khorne: 25pts. Mark of Khorne only. MR(3)
- Gaze of the Gods: 30pts. 4+ ward, but turn into a spawn if flee.
- Infernal Puppet: 35pts. may choose to modify any rolls on the Miscast table made by any Wizard on the battlefield by up to D3 each time.
- Staff of change: 65pts. Mark of Tzeentch only. Strong casting item. Can reroll any cast or dispel dice (even Miscast and Ultimate Power) but Staff breaks if reroll cause Ultimate Power.
- Rod of Corruption: 30pts. Mark of Nurgle only. Lv3 Bound spell, direct damage that causes a unit within 12" to suffer D6 S2 Armour ignoring hits that don't affect Animated Constructs.
- Sceptre of Domination: 35pts. Mark of Slaanesh only. LV 4 bound Pavane of Slaanesh.
- Blasphemous Amulets: 35pts. Every CC phase, enemy models in base contact must pass a Toughness test or suffer an Armour ignoring wound (no effect against Animated Constructs). If mounted on a monster, it can easily clear chaff.
- Rod of Torment: 35pts. Lv3 bound 18" 2d6 S3 magic missiles.
- Faithless Charm: 30pts. Have ASF and KB but get replaced with ASL and Permanent Frenzy if they fail any LD tests.
- Bindings of Slaanesh: 25pts. Mark of Slaanesh only. Enemies can't refuse your challenges and gain ASL during them.
- The Black tongue: 10pts. Mark of Khorne only. One use only. When a wizard fails a casting, they suffer a Miscast, and the user suffers a wound that ignores saves.
- Favour of the Gods: 5pts. +/-1 on Eye of the Gods table rolls, don't affect results of 2 or 12.
- Doom Totem: 40pts. -1 LD to all enemies within Line of Sight. (no effect Immunity to Psychology)
- Banner of Rage: 25pts. Mark of Khorne only. Make their Frenzy Permanente and re-roll break tests.
- Blasted Standard: 25pts. Mark of Tzeentch only. when the unit is hit with a Shooting attack (don't affect attacks that don't roll to wound or auto wound) roll, and on a 2+, the attack's Strength is Halved or is doubled on a 1. Turning most attacks into S1/2s is good.
- Fastering Shroud: 25pts. Mark of Nurgle only. all enemy models in base contact must pass a Toughness test or suffer an armour ignoring wound. (no effect on Mark of Nurgle or Animated Constructs) More nurgly chaff removal.
- Rapturous Standard: 25pts. Mark of Slaanesh only. Gains Unbreakable. Warriors of Chaos often lose because they don't get a reliably high combat score and only need to fail one break test before running like pansies. They are now an anvil to hold to the plate mailed superman.
Lords & Heroes
- Archaon the Everchosen: 580/630pts. Rules are mostly unchanged; he can still double his attacks (and that means 10 S5/WS9/I7 attacks that ignore all armour saves). However, much like Kharn, if he rolls a 1 to hit in this state, he hits himself or a friendly unit (your choice). He is completely fucking indestructible thanks to his 1+ armour save (0+ if he's mounted) and the fact that he can't be wounded on anything less than +3, so he even attacks that wound on +2 or wound automatically have no guarantee of hurting him. In addition to this, he gets to reroll any Eye of the Gods result and is a Level 2 wizard (though he's only able to use Tzeentch Lore). It should be noted that despite bearing every mark of Chaos (and gaining immunity to poison and psychology as well as magic resist 2), he technically counts as undivided for his BSB choice - and as a mandatory warlord with 18" IP, you will never get a shot at a marked BSB. He can upgrade a single unit of Varanguard into the Swords of Chaos, his personal Warband, which becomes immune to psychology and gain. Also, he causes Terror. Archaon has also decided that he's not too good to put his feet on the ground, so Archaon can finally marshal him without his pony. Thus, making him far cheaper and benefiting those of us who were still holding on to those old models of him was on foot. Despite this, he is still too expensive to be seen on the table in most games. When he is, he'll prove why he was made supreme leader of the Chaos. Seriously, he eats entire units for breakfast. Whole armies don't have anything to give him more than token resistance.
- On Dorghar: 915pts. For 285 more points, Dorghar Digivoles from horse to massive 3 headed dragon that Nurgle-barfs, Heals on a hero's skull, or teaches Archaon a new spell based on what he eats. He's otherwise unchanged, but you can only legally take him in 3,660+ point games.
- Vardek Crom: 250pts. A special Exalted Hero-made-Lord that makes the most out of Undivided armies. As the general, he can upgrade as many marauders as he wants to elites, but none of them can ever buy marks. However, as a warrior, he shines as he rerolls all hit and wound rolls in a challenge and switches between two different styles (+3 extra attacks for dual-wielding or a 4++ parry when shielding).
- Kholek Suneater: 465pts. A Shaggoth, but way bigger and more badass with a significant price drop. Kholek comes with 4+ Scaly Skin, and with heavy armor, he's sitting at a 1+ armour save. He has the same immunity to lightning as dragon ogres, but his armour also makes him a lightning rod, redirecting all lightning attacks towards him so you can trollface the Skyre-shits. He wields a magic weapon that has Multiple Wounds (D3). Altogether, he's plenty vulnerable to massed S3/S4 ranged weapons before he gets into close combat (he has a 1+ Armour Save, but getting 40 shots in the face per turn is not nice.), and he's still just as vulnerable to war machines. If you can get him into combat with a couple of his 8 wounds remaining, he'll be devastating to your opponent, but it's not hard to lose 8 wounds when your only defense is Toughness 6 and armour save. He also has a shooting attack that does d6 S6 hits on a 2+ or hits himself on a 1, but it's lightning-based. Hence, he gets the ward save and gains Frenzy, which is nicely useful for killing cav or small units that get in the way and try to redirect Kholek or any other units in your army. Like Shaggoths and Dragon ogres, he uses his immunity (lightning) to troll shooty Skaven armies.
- Kordel Shorgaar: 190pts. Standard Bearer for the Swords of Chaos and thus qualifies as an Undivided BSB. His Banner of the Gods causes Terror and makes his attached unit Unbreakable. If you want him to ride with the Varanguard, net him a horsy.
- Throgg the Troll King: 265pts. A troll with better stats and became tremendously cheaper. Incredible for his cost. Including him lets you take trolls as a core, and his crown lets all trolls, ogres, dragon ogress, and warhounds within 12" use his Ld (8). He also gets a legit strength 5 breath weapon that ignores armour saves and works at the range. Outrageously deadly when you put him in a unit of 17 trolls. Plus, his mutant regen is hilarious. Seriously, there will be cries of WTF!? When he turns into a daemon prince for no reason.
- Wulfrik the Wanderer: 140pts. This guy's a hardcore duelist character, utilizing the Eye of the Gods and twisting it so he can challenge whoever he wants, and they must accept. This is even better when you add in that Wulfrik chooses one character that he must duel and can reroll all hit and wound rolls against them so that you can throw him at just about anything. The other reason he's often used is because of Seafang. This lets him and a pack of Marauders gain the ambusher rule.
- Count Mordrek the Damned: 267pts. An undying and ever-mutating chaos lord, meaning that there are times where he'll only be a little stronger than the average goon because you have to reroll his stats each turn. He rides a tougher than normal Chaos Steed (S5 T5 A3). In combat, he's protected by full plate, barding, and a shield that shuts down all magic weapons in base contact, making him strong in challenges. If that's not enough, he also has a magic weapon with a 50/50 chance of turning a monster or character he kills into a chaos spawn.
- Harald Hammerstorm : 300pts. Also know as Harry the Hammer. The guy who was there from the start appeared on the first boxed set. Well balanced with full-plate armor to force enemies to reroll to hit and a shield that dishes out an S4 hit any time he makes an armor or parry save. He has a real hateboner for the Undead, going as far as inflicting Terror and making even the brainless necromantic puppets flee from his wrath. Like any good legend wild, the legendary The Hammer of Harry is a good killing weapon, especially against Undead or vampires - It's like Ghal Maraz. It negates armor and deals d6 wounds while gaining rerolls to wound and KB against Undead and Vampiric models.
- Sayl the Faithless & Nightmaw: 370pts. A level 3 wizard of Heavens or Shadow, accompanied by a pet Chaos Spawn. Sayl also has a special spell that makes him fly and indiscriminately deal S3 hits to any base contact models. He also has a staff that grants a 5++ ward and KB, as well as the ability to negate his first miscast and inflict it upon an unlucky ally within 12". Nightmaw can actually move away from Sayl and is a bit harder to hit than the normal spawn.
- Baron Ungorr the Merceless: 180pts. A General during the end of the Great war of Chaos, that defected from Magnus the Pious's side because he was a Unappreciated Genius and became a full-plated Exalted Hero. Gives his unit vanguard, Reroll a combat roll each phase, has a S8/7 Greataxe that can heal a lost wound when he makes a wound, a decent perk for being a footslogger.
- Lokjar Bjoergir: 135pts. A lightweight berserker. He's pretty offensive with KB and a shield that forces Order characters to challenge him (and with Eye of the Gods, you're practically guaranteed such a chance). He's rather modestly protected with light armor and a 4+ regen, but after losing a wound, you suffer Frenzy. His low wound count isn't as much of a liability as he will always recover at the end of a turn, but it makes hordes and enemies with Multiple Wounds a pain.
- Valkia the Bloody: 350pts. Chaos's own Valkyrie, armed with the mighty spear Slaupnir, who chooses who will fight and feast in the Realm of Chaos forever after they die. If you haven't been convinced, the Warriors of Chaos are motherfucking Vikings. A fine CQC choice, with a stat-line in-between that of a Chaos Lord and a Daemon Prince, She flies around the battlefield with her 2+ armour, 7 (with Frenzy) S7 Killing blow attacks on the Charge, and always rolls +1S from the Eye of the Gods chart. Her kit strips an attack and -1 S from any opponent in B2B. Basically, can and will beat the shit out of any solo character with the possible exceptions of Archaon, Wulfrik, and a properly kitted out Chaos Lord. Also great at killing 4-man Cavalry units and kicking the shit out of warmachines. Valkia is also incredibly useful in that she acts like a second battle standard; all friendly Khorne units within 12 inches of her get to reroll Break tests, which can potentially turn the scales of battle in your favor. This is due to how the Warriors of Chaos know that when she enters the battlefield, it means Khorne is watching, so they fight on bravely in her presence so that when they die with a sword in hand, she will carry them off to a Warrior's Paradise of fighting and feasting in the Hall of The Slain with the Blood God. However, if they should fail that test and flee, she gets angry with their cowardice, and they suffer d6 S6 attacks and are cursed never to enter Valhalla - I mean, Khorne's Halls. Basically, a flying beatstick with limited protection against gunlines and elites now that she has a 5++ Ward save.
- Scyla Anfingrimm: 105pts. He is no longer allowed to be general because he can't even think long enough to lead. He is your cheapest Hero choice in the book, but he's vulnerable to ranged fire. M6 and D6+2 S5 attacks with Fury and Unbreakable make him usable and take a bit of punishment with T5, W4, and a 5+ save. It should not be your first choice unless you are looking for a low-point Leadership 10 general, which is quite rare for chaos warriors.
- Arbaal the Undefeated: 300pts. A bruiser of a Khornate Lord riding a flesh hound. That hound gives him MR(2) and Frenzy, which works perfectly well as he deals a bunch of attacks, including an additional d3+1 attacks gifted by his axe. However, he is perhaps the most restrained by the Eye of the Gods, as he is cursed to spawndom at any time where he flees from battle.
- Skarr Bloodwrath: 260pts. The notorious butcher of Khorne from the End Times. He's got modest defenses with medium armor and Magic Resistance 1 on top of MoK and Immunity to Psychology, and he has a pair of axes with Strength Bonus 2 and deals d3 Impact Hits each turn. However, his most important rule is his Blood Tithe: every time he kills a monster or character in a challenge, he adds a point to the pool. When he dies (that is, actually dies and not being turned by the Eye of the Gods), you can place a small token where he stood. If you roll a d6 and add your tithe points, you can respawn him with d3 wounds on a 4+ but sacrifice his tithe. This can even be helpful, as it cancels out any spells or debuffs on him but keeps any blessings the Eye of the Gods granted.
- Hrothgar Daemon-Axe: 245pts. Khorne lord with a big bloodthirsty axe. Will one man murder lots of guys but will trip and fall on his murder axe every time he rolls a 1 to hit (which is likely given his 5+d3 attacks, and he's unable to reroll those 1s).
- Haargroth the Blooded One: 285pts. Another Khorne guy. He gets a shield with Magic Resistance 2 that can actually forbid the caster from ever using a certain spell again. Offensively, he has Blood Fever and can use either an axe that grants +1 S and KB or a magical talisman that deals an S8 hit with KB to all models within base contact.
- Korghos Khul: 345pts. The Mighty Lord of Khorne from AOS's first starter set. He is more of a leader than a fancy blender in the shape of a man by giving your Khorne marked units reroll to charging and hit rolls of 1. He is followed by a pet Flesh Hound for extra attacks, and a dimension splitting axe has a 33.3% chance to send you to the
shadow realmKhorne-hole if wounded.
- Vorgaroth the Scarred and Skalok, the Skull Host of Khorne: 790tps. Forge World's legendary duo of Khorne Guy and super Khorne Dragon being the apocalypse. You can threaten other Khorne guys to inspire like Valkia and eat some dudes to stop them from fleeing or just eat them for free wounds. Also will cause magical interference to the enemy Wizard's casting and Dispelling. The dragon's breath weapon is potent, being S5 AP 1 and deald d3 wounds, meaning it'll trouble tough guys like orcs and ogres.
- Khazek, the King of Ashes: 635tps. Another legendary Khorne guy on a dragon. His dragon is particularly dreadful, with a 3+ save (and gives dispels), but has a special effect each turn (S4 flaming breath weapon, 2d6 stomps, or force models in b2b to make a T test or eat an unsavable wound). The guy's only got a shield for protection, with his (unstatted) armor giving a chance for debuffs and his axe being able to potentially instakill enemies when they hit at least 2 wounds.
- Festus the Leechlord: 215pts. Festus is a mixed bag made messier by his price hike. Being a level 2 Nurgle wizard is okay. Nurgle is great at making your troops better or their units worse, and Uncle Fester is pretty much designed to do just that. Having no save other than regen, however, is meh. The main reason why people take him is that he gives 5+ regen and poison to his unit. Which, if it is, says, a 50 man Marauder horde is fucking brutal. The one thing that returns is his sad 1d6" pursuit height though you also double VP from the units caught. Festus also has potions that can heal wounds to him and his unit, and take them off, enemies. It is more pricey than a regular wizard, and taking him does mean not taking a dispel scroll, but the advantages he brings to his units are worth it. He just screams to be taken, especially in warrior units with halberds.
- Tamurkhan: 655tps. the Glottkin and the Maggoth Riders before the Endtimes was a thing. He starts the game by choosing his Sleeneshy lord (AP(1) Multiple Wounds (2)) or Tyrant body(W5 I3 and greatweapon that course surviving model to take a T or lose -1 toughness). He rides a massive Toad Dragon that is a damage dealer in its own right. Assuming his death is not caused by a cannonball, he can jump into the bodies of his killer (Assuming they are creatures of living flesh. If he's up against TK, VC, Daemons, or ZP, he's straight-up fucked).
- The Glottkin: 880pts. A big bloated fuck with his two brothers riding on top, making for an impassible wall of fat. They are a powerful asset for any Nurgle army, being level 4 Nurgle wizards (thanks to brother Ethrac) as well as letting other Nurgle-marked units within 12" reroll their charges. Brother Otto contributes rather simply, with d3 extra attacks each turn. Ghurk the fattie is the real star here, having one S10 attack that deals d6 wounds as well as an S3 breath attack that's only usable in close combat and the Nurgle's Rot mutation. You're also safe from the Eye of the Gods despite owning it, as all results will default to Aura of Chaos.
- Orghotts Daemonspew: 420pts. the chaos lord of the Maggoth Riders, having beastly twin Rotaxes, acid blood, and his monstrous mount spits KB loogies.
- Bloab Rotspawned: 455pts. Caster of the trio and still good at combat. His mount spits like a mini stone thrower. He also has an aura that passively harms enemies and muddles with their casting.
- Morbidex Twiceborn: 410pts. the Half Nurlging of the Maggoth Riders gives nearby nurglings Regeneration (4+) while his mount gives quick-firing shots. He's the best when using an allied Nurgle force.
- Gutrot Spume: 270pts. A relatively simple Nurgle Lord, gifted with a great weapon and medium armor. Alongside Nurgle's rot, he makes his unit Aquatic and deals +d3 additional attacks in melee each turn thanks to his tentacles.
- Kayzk the Befouled: 250pts. Tamurkhan's lieutenant. The man's pretty tanky, with T5/4 on his mount, a 5+ regen, and forces any attacks that aren't Flaming to take a -1 to wound. He allows you to upgrade Nurgle knights to Plague Knights, resulting in a tanky Monstrous Cavalry with T5, I2, Reg(5+) for 62 points per model.
- Valnir the Reaper: 315pts. a chaos lord of Nurgle from the earlier editions. Not only has fear and hardy with Regeneration (4+), he inflicts diseases on those in CC with him and has a flail that boosts his strength or attack for each wound he inflicted with it the last turn.
- Feytor the Tainted: 270pts. a unique chaos lord of Nurgle model that got his own name and rules. He has the poisonous Filth Mace, which gives Terror, and on the next turn, after he kills something, Multi Wound (d3). He is also well-protected from save or die abilities with his Necrotic Phylactery, which makes him flat immune to Poisoned Attacks, Lore of Death, Nurgle, and Plague don't have to roll non-leadership Characteristic tests.
- Plaguestrangler Vilestench: 280pts. another unique chaos lord of Nurgle model, but this time on a Palanquin. he downgrades to Heavy armour, but his Stench can cause most nonliving enemies to be unable to attack. Also, have a Nurglay bound spell that ignores armour and hits the enemy gain during the end of your opponent's magic phase.
- Sigvald the Magnificent: 335pts. Chaos Lord Joffrey is pretty goddamn slick and more cost-effective than ever. Ignores terrain penalties, all but immune to psychology, ASF, a 1+ armour save with Regeneration, 2 bonus attacks, Diabolical Splendour and Allure of Slaanesh, and always rolls +1 attack on Eye of The Gods. His only drawback is his stupidity (although the reason behind his stupidity is so fabulously awesome, he gets a pass. He's so distracted by his own good looks that he calls his mirror-shield-bearers to him and stands around blowing himself kisses and poncing around.) But he's fucking stubborn, and Ld 10 so a big goddamn deal! He is T5 now, so everyone who was scared of using a T4 lord can take him no problem now. That being said, you can probably put together a generic Chaos Lord just as good while being cheaper and capable of doing more to buff your army.
- Dechala the Denied One: 250pts. an Elven-snake lady that fell to Slaanesh. She is like a Dark elf then compared to other chaos lords. Frail but firing a flurry of accurate attacks. 2 out of 3 of her dances boost her durability in combat. Although she sucks at penetrating armour, that model is not doing anything next turn if a wound makes it through.
- Styrkaar of the Sortsvinaer: 330pts. Chaos lord riding a Daemonic worm with tits. His Pendant lets his Slaanesh unit take a break test with 1 less dice (practically makes them unbreakable and stubborn, so they have to roll more than a 9 with a flat d6). THier is also a save or be charmed abilities with him, having to pass his The Beguiling Gem and then ALLURE OF SLAANESH to hit him and his magic sword is also a save or die ability.
- Glutos Orscollion, Lord of Gluttony: 700pts. New guy from AOS, a powerful Caster, and Support Lord for Slaanesh on a massive chariot. His buffs get better over time. By round 2 you reroll charges for Slaanesh, and you get into combat as Unbreakable. When the Slaanesh marks attack, they raise guys from the dead.
- Garlauch, First Chaos Dragon: 525pts. The Grandfather why all GW chaos dragons models have two heads. A fusion of chaos dragon and level 4 sorcerer lord at a discount price. Make it a level 4 mage who knows the Tzeentch lore (which is a shame since Tzeentch's Lore is iffy this time). Make his stats all 6, except Leadership 9, and give him a 6++ ward that goes to 5++ with the mark. That's Galrauch. Too bad he has to take an Ld test every turn, and if he fails, he can't do anything except fight in combat, where 3 of his attacks have to harm him. Fuck. Try to keep him near a BSB for those 'Spirit of Galrauch' tests if you use him. Otherwise, use him the way you would use a lord of change. For combat, charge him into infantry and cavalry (as long as he charges them and not the other way around) in CC. With his 3+/5++ saves, breath weapons, he's tough to shift in combat. He also has the BREATH OF LULZ CHANGE. It's a breath weapon, except enemy models hit have to take a Toughness test or be removed from play with no saves of any kind allowed. REMOVED FROM PLAY WITH NO SAVES OF ANY KIND ALLOWED. Have your trollface on stand-by if you take Galrauch against High Elves, and make the biggest one possible if it wipes out any deathstar units, such as Tyrion and his Dragon Prince drinking buddies.
- Vilitch the Curseling: 385pts. He is a level 4 Tzeentch sorcerer lord with an improved statline and little protection outside his armor save. Failed enemy casting attempts to turn into dispels for him, while failed enemy dispels turn into more power dice. Unfortunately, Lore of Tzeentch isn't great Chaos lore to have Loremaster in. It is much pricier than its equivalent build from a generic Sorcerer Lord with Conjoined Homonculus. Pretty much reserved for a themed army.
- Egrimm van Horstmann: 720pts. A traitorous Tzeentch Sorcerer Lord had successfully infiltrated the empire's Order of Light wizard and made off with forbidden artifacts, secrets, and Acolytes. He is mounted on chaos dragons. What sets him apart is giving his army +1 priority for deployment, first turn, and extra power dice.
- Aekold Helbrass: 205pts. A fully-plated lord of Tzeentch. His weapon grants him several unusual effects depending on your luck with the dice (either Fly, ASF, or become a ranged weapon that makes enemies it hits take d3 S5 hits). He also has 4+ Regeneration, but that also carries to any characters he's in base contact with. Before you can ask, "WTF is this shit?" if he ever dies, he has a 50/50 chance of immediately respawning in the place of his killer, back and raring for more. This makes shooting a potential trap, as he can just respawn inside the unit that killed him and begin tearing them apart while his soldiers rush the front.
- Melekh the Changer: 390pts. The name for that Chaos Lord on Disc of Tzeentch. Mobile lv2 Tzeentch, while protected from missiles, magic casting, and discovering hidden unit attributes.
- Daemon Prince: 240pts. These guys remain the behemoths of evil and wrath slightly above the Lords they were. They can net a dedication, a super-Mark of Chaos, which includes Hatred of their opposing God. Though the roll-offs for Spawndom and Dark Apotheosis are gone, the fact that you don't give a VP for transforming your model means that you aren't forced to take him. Still nice to have him, though. He can also join a unit of Chaos Ogre or Troll for protection.
- Khorne: Strength Bonus (1) and Magic Resistance 1, which lets you at least attempt to repel a spell without needing a sorcerer. To compensate, Khorne Princes can grab 150 points worth of items, which can be unbelievable.
- Tzeentch: Same as the Mark
- Nurgle: Enemies take -1 to hit in combat.
- Slaanesh: Armour Piercing 2.
- Chaos Lord: A ten-foot-tall, four-foot-wide Viking warlord with a giant axe and an insatiable need to slaughter everything around him. He starts at 180pts, but you will likely make him more than 300pts. Your primary fighting lord is probably the best generic character in the game as his statline is nearly unrivaled by any other lord. He becomes near unstoppable if he is kitted out with the right magical items and mutations. The only generic lord that comes close to him in sheer power is the Vampire Lord, who can also be kitted out with a fair few nasty weapons (but your army doesn't turn to dust if he dies). The Eye of the Gods rule means he will be challenging enemy characters left and right, so giving him items to kill characters and boost his armour and ward saves is usually the way to go. He has access to some of the best mounts in the game like Juggernauts and Chaos dragons, but even without any upgrades or mounts, he is very pricey, and further magical items and mounts only increase his points cost, so choose wisely.
- Chaos Sorcerer Lord/Chaos Sorcerer: Remains the toughest of spellcasters ever to walk the earth. He still keeps his combat prowess alongside his spellcasting, so taking one is always good. Despite this, Your wizard lord took did take several hits, the first being that you need to buy him protection despite costing the same as before. He can choose from Death, Shadow, Metal, or Fire, though if you give him a mark of Chaos, he has to use the lore of the respective Chaos god, no questions asked. Despite being a wizard, he is a decent fighter, but still, keep away from combat if he's on his own and avoid character-hunters since you still must always issue challenges due to Eye of the Gods.
- Exalted Hero: Your hero-tier Chaos Lord. He's slightly less deadly than the Chaos Lord and lacks some of the options, but he's still badass, and he's no longer your lone BSB option, just your best.
- Slaughterpriest: Khorne decided that he had enough of being the only god without casters, so these guys got ported over from AoS. Each of them's a warrior priest that acts as a level 2 wizards for the sake of casting and dispelling and have two bound PL4 spells to use.
- Blood Boil: Deals d6 S5 armour-negating hits to any models that aren't Animated Constructs, Ethereal, or Forest Spirits. While it sucks that it doesn't work against two entire armies and a chunk of a third, what it does hit gets it pretty hard.
- Blood Bind: Moves one unengaged unit, friend or foe, with 2d6" random movement. While this won't work on units with Immunity (Psychology), it does work on frenzied units so your bloodboys can commence the killings.
- Marauder Chieftain: If all you wanted was a cheap hero that you can use as a throwaway unit, a cheap BSB, or so you can take a lot more troops. He's only a beefed-up Marauder, so he still suffers from armour, and as a hero, his allotment of magic items and mutations is pretty slim. Every other hero's base cost is double his, and funds get tight in WoC, so he does one job as cheaply as feasible.
- Chaos Dragon: Moon Dragon with an extra attack. He has an extra breath weapon that will devastate low T things and put a dent on even high T cavalry—this is your strongest mount, but also the most expensive. Unless you are tackling enemy lords or monsters, this is usually to your advantage, especially considering you are paying 50 points less for it. At 3000+ points, you can properly equip your lord. Still, at 2500 you have the bare minimum, so take the mark of Tzeentch, a talisman of endurance and a great weapon and go hunt whatever you please. Just get into combat fast before you are struck down by everything your opponent has to throw at you. Monsters are always risky to take, so don't be surprised if one game you slaughter everything in your path and the other you lose 620 points to turn 1 shooting.
- Chaos Steed: Your classic horse. Except that since you're Chaos, it's S4, so you can happily trample pathetic humans under your heels.
- Daemonic Mount: A bigger, badder mount with +1 on everything the horse had, which is especially helpful for Sorcerers.
- Manticore: At T5, 4 wounds and no armour, this thing will die fast to shooting, melee, and magic. A shame because it can dish out the pain: 4 attacks at S5 with killing blow and stomp will put a hurt on things, but you can't expect it to survive against anything other than puny mortal infantry. Back when terror was more devastating, this was worthy of the unreliable mount, but now you are better off just taking the Steed if you need your lord to move fast across the board.
- Disc of Tzeentch: Your little floating platform gives you a means of flight and two meager S4 flaming attacks. However, what you want is the extra fast Fly(9). Whether you want to be the beatstick or need a mobile sorcerer, you'll appreciate the flight. - Also useful: A Tzeench marked character on a disc starts with a 5++ ward save before magic items. The disc itself is (1) "daemonic" and (2) a "daemon of Tzeentch" (p216), which means: (1) fear and magical attacks (but sadly no additional demon ward save, p162), (2) an own ward save of 6++. The disc's ward saves stacks with the character's mark (RB p84), which means 5++ by nature. Sadly by RAW, soccers can't re-roll channeling results of 1 because the "daemon of Tzeentch" rule is on the disk, not the wizard (p171).
- Juggernaut of Khorne: A true monstrosity of a mount. 3 S5 hits on the charge and a T5 with 6+ natural armour make this bastard a very welcome solo killer.
- Palanquin of Nurgle: Do NOT take this if you want to be cavalry because this is just as slow as your men. Build up your defenses and game the weight of attacks you're packing if you go here. This gives 8 poisoned S2 attacks on top of being a monstrous beast.
- Steed of Slaanesh: The fastest mount, bar none. Though a Lord might need his IP to think about, an independent Exalted Hero piercing flanks won't need to worry about the army and more about slamming in those poisoned attacks but can't run with Hellflayers as your mandatory Plate armor turns off fast calvery, but no problems with a sorcerer.
- Chaos Warshrine of Khorne: Slaughterpriest only. The lightly armored Priest is now on a heavily armed Shrine with lot more attacks at a discount.
- Chaos Warriors: Your OG scary as fuck Vikings. They're very, very good at killing (model for model, they beat most armies' elite melee troops), but their cost means that you'll never want to take them in large units. It is generally used in units that are six wide to maximize the number of models in base contact with the enemy and take advantage of their 2 Attacks. These guys have two main set-ups: The first is Shields and the Mark of Tzeentch, with the MoT stacking with their Parry save from HW+Shield for a 2+/5++ save close combat. Hard to kill and still pretty deadly in return. The second set-up is to give them the Mark of Khorne and Halberds. Some folks like to use Additional Hand Weapons instead, but the Halberds are mathematically just as good or better in all situations. Except when you're up against zombies, skeletons, and weak units, you'll wound on 2+ anyway... The Mark of Slaanesh allows you to ignore Fear, Terror, and Panic tests and take break tests with no negative in an already high Leadership army. The mark of Nurgle no longer makes you harder to hit with shooting attacks, but it is still invaluable against elite units who hope to pop them with their halberds. Always, always make use of the banner of swiftness on these guys. M4 is horribly slow, and Swiftstride is amazing. If you are going up against an army that loves its DAKKADAKKADAKKA, then maybe units of 18, 3x6. Never buy the champion but otherwise Full Command, but I wouldn't make the units any bigger than 18 because otherwise, points really start being used like lives in the Imperial Guard here!
- Forsaken: They remain weaker warriors with a degree of unreliability from their mutations. Slaanesh remains the best of this overall troubled lot, as Swiftstride allows them to keep up with cavalry and lets them push around smaller units without fear of panic. Having 6" move allows them to be your disposable first line to gum up the works while your bigger units move in for the kill.
- Marauders: Your basic cheap linemen of Chaos. Now that they have Will of Chaos, they'll have a better time staying in combat. They will often be used to make your front lines bigger and sponge high attrition gambits.
- Elite Marauders: Marauders with +1 S/I for 1.5 extra points. If you need slightly stronger Marauders to kill things with, you can grab a pack of these for each pack of regular Marauders.
- Marauder Hunters: Your option for skirmishing Marauders have gone here. These guys act as your ranged combat options on foot, though both throwing axes (their default), shortbows, and javelins make them rather pitifully ranged. Unlike the regular Marauders, these guys won't be able to make up for any melee with only hand weapons and light armour (and optional shields)
- Marauder Horsemen: You have basic marauders riding as light cavalry. Unlike prior editions, these guys aren't your lone ranged support, but they are better with their movement. They are cheap guys that play cat and mouse with your opponent's flank while the meat blocks get closer. They can also be promoted to elites like the footmen to make the most out of the spear or flail options.
- Marauder Chariot: In the event that you felt like you didn't have enough Marauders, you can haul in a bunch of them running in a rinky-dink chariot! While it's considerably cheaper than the classic, these are weaker in every way: Crewed by marauders, only a 5+ save, and drawn by horses. Thankfully, you have javelins for legit 360 ranged support.
- Chaos Cultists: Your other dirt-cheap, expendable unit. Their only other notable rule is Ambush, so their role is pretty clear: Throw them away in suicidal blobs to annoy the enemy while letting your other units do the damage.
- Chaos Warhounds: These remain your first line of combat. They stay pretty cheap without anything attached and are both M7 and vanguards, so they're best to send against any scouts.
Now getting into the elevated warriors, the elite Calvery(the Monstrous units also fit here as they also move fast). Note: here we start getting mostly models with 3-5 attacks, so unless your a Monstrous Infantry or Monstrous Beast, best to go only 1-2 ranks deep to maximize your attack output.
- Chaos Knights: Monster knights on monstrous horses. Each of them flaunts a 1+ Save and can afford Encorcelled weapons so you can throw in a mob for a constant S5 magical attack at 38 ppm.
- Chaos Chariot: 110pts. With Marauder Chariots being a thing, your favorite monstrous chariots are shoved into Special again. It remains every bit as hardy and fierce as it was before with T5, W4, and a surprisingly good 1+ save (barding, full plate armour, chariot (6+)). Even if a bit slow with 6" movement (in the cause of being a chariot with barding) (Ogres will keep pace with it).
- Gorebeast Chariot: 135pts. If you feel like the covering is slower than an ogre and a (mere) 1+ save is worth it to gain Fear and being pulled by a mutant Gorrila, you can bring back your Gorebeast. It is not as tough as before, but W5 and T5 are still viable options.
- Chaos Chosen: Though they lack their pre-game roll for Eye of the Gods, they still can roll it for any instance that they'd qualify for it. Always have a Champion in case of getting a free Chaos spawn or Prince. They otherwise remain on tier with the Warriors and even get better magical banners. However, they had lost their 3d6 rolls for the Eye of the Gods, so don't forget the shrine to pair them with.
- Skullreapers: Gore-crazed skirmisher berzerkers of Khorne that dual wield regular or Ensorcelled weapons. Nets you 5 attacks and 2 wounds per model. Rush them into a unit to see the death of everything.
- Putrid Blightkings: They are Chunkyer Chosen. Like other elevated champion units, they are fewer in number but their attack power and number of wounds per point are a few points cheaper than a chaos Warrior with only one weapon. Like black orcs, switch between their collection of weapons each round, shifting from defense to THW or Greatsword to adapt to the battle's rhythm. All this plus Toughness 5, while costing the equivalent of two default chaos warriors despite getting all the upgrades, is they had to be downgraded from full plate to medium armor. There are few reasons not to use their Skirmisher upgrade, which gives them an early and surprisingly maneuverable block of warriors. All combined, You could see blightkings as far more versatile and maneuverable chaos Warriors, which is relatively less durable against the usual mass high strength, AP attacks used to counter Warriors, something you don't normally associate with Nurgle. Blightkings are the distillation of chaos warriors in a smaller versatile package that gets all the skirmishers perks to help it get where it wants to be.
- Kings VS Ogres: you may ask what the difference between them or taking ogres. There are many nuances between the two, with ogres having greater speed and wounds and having the perks of being monstrous to present the enemy with less surface area, impact hits, and earn a few more combat points for being what they are. Kings still have average combat initiative. Their weapon skill is double the ogres, so a ton more attacks will land, are skirmishers, and they always have shields. If you need slow calvery meat-wall, take ogres if you want something more versatile in combat and take missile attacks better than the kings.
- Hellstriders: Hellstriders are a good deal more expensive than Marauder Horsemen. What you're getting for that extra point is M10, Daemonic, Armour Piercing POISONED attacks for the mounts, and Mark of Slaanesh with Spears or ASF (and hit re-rolls) for peanuts. The main thing you have to be careful of is avoiding being shot. Sure, you're fast, but you will go down hard if you aren't careful. Remember, they are just as easy to kill as normal horsemen until you get their bonuses from their special rule, which means they receive a benefit for each unit they rundown: 4++ Ward Save, Devastating Charge, and Unbreakable. The best way to use them is similar to Empire State troopers. Have them back up a large unit, so they can get the enemy's flank when that unit charges or is charged. When the enemy breaks and flees, restrain the large unit and send the Hellstriders to run them down.
- Flayerkin: Freaky marauder-tier slaves with scout and skirmisher. Their big draw is climbing over and attacking fortified locations, but so does a cannon. Even without walls, they are a cheap way to point-blank bodycheck cavalry and line-of-sight guns.
- Skin Wolves: They're Warhounds but a bit bigger and a greatly meaner. Not only do they gain Will of Chaos to keep them hanging, but they also possess Frenzy and a 5+ regen. They are upgrades to Ogres, exchanging Impact hits, and are +10 ppm for move speed, hitting on 3+ and better protection. On top of that, you can buy marks for them, each of which gives them something useful to their goals as slightly tougher beasts (+1 Strength for Khorne, 4+ Regen for Tzeentch, Poisoned Attacks for Nurgle, ASF for Slaanesh). Warhound distracts, Skin Wolves maul.
- Chaos Ogre: Are priced in a strange in-between of Marauder horseman and Chaos Knights and can be seen a "little" Blightking. Despite their low initiative and WS, they are fast-moving spiked-meat-wall being M6" Monstrous Infantry + 3W + have 3A + impact hits. When Fielding a lot of Monstrous Beasts, Ogres make a cheap choice.
- Dragon Ogres: Calling them Ogres can be misleading; they are the biggest Monstrous Beast you can field. Hitting at S5 without using Great Weapons will bring the pain upon any lesser unit you'll face, and being T5 with 4+ armour means they take a bit too. They're fast, too; at M7, you can slam them into your enemy's juicy units with ease. They're also immune to lightning-based attacks; use this to troll gun-heavy Skaven armies. Don't waste these guys on regular infantry; maul your enemy's biggest units, countercharge knights, slay monsters, and kill anything worth a lot of points.
- Chaos Troll: They're big, they're dumb. They are stupid Ogre with S5 and have Regen(4+). They do need a babysitter so that they can do things. They are still relatively cheap for a durable holding force that can bludgeon the heavy armour infantry or instead regurgitate armor-ignoring vomit to give you the edge in a chaos Warrior mirror match.
- Chaos Spawn: 40pts. They remain the same monstrosities of unpredictability that nobody likes. The Khorne upgrades have become even less enticing to make it even tougher to like them.
Contains the most awarded of Chaos's Champions that are not leaders best deployed in lines than in ranks, your only artillery piece, and all your monsters.
- Varanguard: Another port-over from AoS, these guys are Chaos Knights +1 and as such can be kitted out to be every bit as devastating and then some. Each rider is on tier with a Chosen, and each of them has a daemonic steed with Devastating Charge. They are more specialized when compared to Skullcrushers, overall paying less and making fewer attacks than Skullcrushers, but excelling at eliminating other elite Fullplate units like the empire knights and Ironbreakers.
- Wrathmongers: Even angrier Khorne barbarians. These guys have flails that adds an extra attack, d3 impact hits, and become strength 6 during round 1 of combat in exchange for not having parry but will reck even more face.
- Skullcrushers: Your premier heavy cavalry unit, cut above even Varanguard, granted by Khorne himself. Each Juggernaut gives a 6+ natural armour save and 3 attacks S5 plus impact hits, which combine to engender an unholy engine of murderfuckery unseen by any other army. With the loss of Eye of the Gods, hauling a Champion will no longer mean being forced to challenge anyone they face, and considering how impossible they are to pin, you want them smashing shit alongside a good combat lord.
- Fatemasters: You finally have the means to make Discs into Flying cavalry. Each of them comes armed with flaming magical polearms of awesome and 8" aura of re-roll armour rolls of 1 for friendlies. They can also cast Pink and Blue fire without robbing it from your proper sorcerer, so you have an extra means of dubiously-reliable magical firepower. They can be well-armored flankers, though throwing a fast calv or chimera would be better archers and cannon hunters. Make the most out of them escorting knights and beasts while lending melee and magic fire to that flank.
- Pusgoyle Blightlords: Rot Fly Cavalry is no longer exclusive to Plaguebringers, now ridden by the thicker Blightkings. Though Fly(6) doesn't make them quick to combat, they can possess Death's Heads, 12" S4 poisoned Quick to fire attacks that deal d3 wounds. These can find some use as a ranged harassment unit that can take a bit of a beating with 3W T5 Sv5+/5++ and decent in combat with 6 attacks (half S4 great weapons, half S4 Poison). Don't Forget the Daemons of Nurgle WS debuff from the Rot Fly, making WS 3 enemies 2+ to hits, and they can only hit you back on 5s. Even if you are fighting elite warriors, your sorcerer has access to the lore of Metal, Shadow, and Nurgle to lower it even further.
- Chaos Warshrine: 100pts. The bad news is that they're now a Rare unit, and the Ward saves got nerfed to a 5++. The good news: They remain every bit as useful as ever and gain an extra bound spell based on their dedication.
- Favour of Chaos (Undivided): One unit re-rolls 1s to hit and to wound.
- Favour of Khorne: One unit re-rolls all failed to hit rolls.
- Favour of Nurgle: One unit re-rolls all failed wound rolls.
- Favour of Tzeentch: Grants one unit a 6++ Ward Save. With the stackable wards, you don't need to worry about any units wasting this.
- Favour of Slaanesh: One unit gains Immunity (Psychology), though those marked by the Dark Prince gain Unbreakable instead.
- Giant Chaos Spawn: 195pts. They're gribblies except even bigger and gribblier. Because of randomness, they can be one of the best Unbreakable and highly mobile, and deadly monsters for the price. But other times, they will do nothing because the gods hate you.
- Giant Spined Chaos Beast: 220pts. Giant beasts are the most well-rounded of the monster category and are roughly on tier with Dragon Ogres. Though they lack lightning immunity and their melee attack will hit less often, a difference of 3 in WS can mean a lot. They do deal d6 Impact Hits and have a 5+ regen. On top of that, they can also gain marks, with some of the better ones being Nurgle or Tzeentch.
- Chaos Giant: 175pts. Giants have many special rules, making them effective against both monsters and infantry/cavalry units. They are less effective against monstrous infantry due to most of the Giant's attacks being done against only one model. The Giant is surprisingly very effective against characters, especially if you roll on the Pick Up And chart; you have a 2 in 3 chance to remove the guy from the game. They're sublime fire magnets, though, and it'd be a shame to have your 200+ points model taken out by a pair of cannons. Mark of Nurgle increases his toughness to 6, making it the ideal choice.
- Chimera: 190pts. A nice beastie that's now much more affordable at the cost of becoming a rare slot. Because it can fly, it is one of your fastest units that is not a mount. 6/7 strength 5/6 and stomp attacks, even when coming at WS4 and I2. At T5, W5, and optional 4+ save and/or regen(4+), it can take some ranged fire, but cannons WILL kill it dead. Though it's a bit expensive to hunt war machines and wizards, it is undeniably very good at it, and when those are all gone, it is more than capable of piling in with other units to kill big blocks of infantry. Regeneration is a mandatory upgrade, as it can save you from those inevitable cannonballs you'll be taking. Same with the breath weapon, both mandatory. Tag team with your flying Dp because it is awfully LD5 and likely to fuck off the first chance it gets.
- Slaughterbrute: 205pts. The first of two big, scary monsters. The Slaughterbrute is a powerful monster with 5 attacks, solid strength 7, and decent toughness. While it may at first seem to suck at close combat with a pathetic weapon skill of 3, you can boost its killing ability by binding it to a lord or hero, a process that involves jamming a lot of sanctified blades into its back. Doing so is borderline mandatory, as it uses your designated HQ's Weapon Skill and Leadership so long as he is alive, producing results like a weapon skill 8 leadership 9 monster. If that SOUNDS awesome, it's because it IS! However, it only has 5 Strength 7 attacks (with an option for two more attacks at a lower S5), so it won't do much against large units, even with its stomp. Where it excels is against small elite units, preferably with good armour, that its high WS and S will give you a good return against their meatiness. HOWEVER, it is easier to redirect than a Chimera, so keep that in mind.
- Mutalith Vortex Beast: 240pts. The other big, scary monster. The Vortex Beast has a bound spell, making you roll on a table to see how many toughness tests the enemy takes. For each toughness test they fail, they suffer a wound with no armour saves allowed, with an additional Tzeentchian buff/debuff. This monster has great synergy with the Nurgle magic lore and its toughness-reducing spell. Be aware that many of the rolls on the chart give bonuses to the target unit.
- Dragon Ogre Shaggoth: 225pts. The big brother of the Dragon Ogres, the Shaggoth will fuck shit up. 5 attacks at S6 murders everything it runs into. Combined with either another hand weapon or a great weapon, there is nothing a Shaggoth won't murder. The obvious downside is that the Shaggoth is relatively vulnerable (T5, 4+ save, and no way to regain wounds). It is the magnetic pole for shooting. Get this guy in combat fast and keep him there. Otherwise, he'll be headbutting cannonballs from turn 1. He is rather pricey, though, so have a plan before you field this guy. It should have been the hero choice version of Kholek; right now, he's fighting for space vs. Skullcrushers and losing.
- Hellcannon: 190pts. The only "war machine" in your army is a stonethrower that will kick your ass in combat. It has to test Ld each turn; if you fail, the cannon will drive itself 3d6 closer to the enemy so it can hit them with its spiky bits. It hits at S5, causing Panic at -1 LD, so it's good against feeble humans and greenskins, and the model under the center of the template suffers an Str10 hit that causes D6 wounds, pretty good against monsters. When it misfires, though, bad shit goes down, from explosions to murdering its crew and mindraping every wizard within 24' inches, instead of the old "all wizards on the table," which could mean less exploding enemy wizards, sadly. Temperamental at best and with a notable price tag, the Hellcannon should only be taken by the more daring generals. It is pretty much immune to anything that goes hunting war machines, though, as it is better in combat than shooting, being a monster that decided one day that it wanted to be a gun. Remember, on a failed LD check. It gets a FREE TURN before making its 3d6 move, meaning it will turn around and destroy skirmishers trying to kill its crew.
- Chaos War Mammoth: 325pts. what if your chaos giant was bigger and tougher, crewed by six marauders with javelins, and gifted with a 5+ Natural Armour and d6+1 impact hits. They are better expensive Giants that deal more DPS.
Building Your Army
Buying Your Army
One of the best things about this army is the low model count. The other one is that the models are, most of the time, goddamn awesome. Under the 8th and 9th edition, infantry has been strengthened (haha!). Consequently, you should consider buying a solid core of infantry: about 30-40 warriors of chaos ("oh my god, the pain!" being cried by your opponent's units is guaranteed in close combat). However, some people prefer to use even less. Marauders can be used MSU style quite effectively depending on your list. Having bought some Warriors, invest in some heroes, sorcerers, a horseman unit or two, and 1 or 2 hellcannons (they are AMAZING now!). One of the advantages of playing WoC as opposed to Ogre Kingdoms or another similar force is the viability of many of your choices - you can run an all-mounted force, an all-chariot force, a force made up entirely of monsters, or a simply Warrior army. The choice is yours!
Warriors of Chaos is a very diverse and popular supported line, not needing to mention 3d parties. However, GW still has in stock many WoC units, now almost every god has their own themed army, + you likely have many extra spikes for kitbashes while you collect chaos.
despite the prices, WoC has a very flexible list, making marauders, infantry, Calvary, chariots, or monster mash list.
A good chaos list would need chaff to chaff enemy chaff, more rounded units to win the grind, and hammers.
Choose your upgrades and equip with care: As said in the introduction, WoC tends to be outnumbered, which is NOT a tendency you should encourage. You don't need ALL of your Chaos Warriors to have marks: they can be pretty good on their own. In games under 2000pts, marks are rarely effective. You should have one to two units of marked Warriors max (generally your offensive unit, though this is not always the case against the most dakka armies, which you can break even if you build your units defensively). Remember, your Chaos Warriors unit of Doom can't be everywhere at once. An extra block of troops/flankers is better than a hugely overpriced unit that will overkill everything by causing 8+ unnecessary wounds.
- Fire: "you don't have many ways to take things out at the range.
- Metal: "Get magic discounts on your doods. You can max out barebones Warriors to 1+ save and give +1 to hit. Also, have ways to deal with the enemy's armour if you don't have enough can-openers or snipe out that annoying wizard.
- Shadow: "Widends the difference between mortals and chaos warriors, which is needed when mortals with polearms only need numbers to grind for a victory. He also gives a lot of mobility for your heroes on monsters. "Pit of Shades" is a good way to deal with a slow army like the dreaded Undead tarpits (keep away from your ogres, trolls, and Nurgle)
- Death: Another lore that helps an elite army win the hoard game, Handing out Terror and -3 Ld. It can also snipe support heroes, and "Purple Sun" serves the same role as "Pit of Shades."
- Tzeentch: mediocre lore. Besides shooting fire with Random Strength, it can be used to turn off Ld boosters, make a unit punch itself, or occupancy steal a spell + a Wizard Level.
- Slaanesh: "While Nurgle hands out buffs to your units, Slaanesh is handing out nerfs to the enemy, putting it in direct competition with the Lore of Shadow, the other option for Slaanesh wizards. Slaanesh is a little trickier than attribute nerfs and can mess with your opponent's movement to a great degree.
- Nurgle: also giving the caster more wounds, Nurgle as great buffs, debuffs and riding peaky hoards. The ability to provide Chaos Warrior Regeneration and T5 on a bad roll from "Curse of the Leper" is pretty good, and using it to make enemies worse at the many Toughness tests is also good. Blades of Putrefaction also gives a +1 to wound is cheaper than buying big weapons.
Unkillable Lord of Cheddar: Pairing Crimson Armour of Dargan, Mark of Tzeentch, Protean Form, Third Eye of Tzeentch and Burning Body, throwing in Scaled Skin, the Dawnstone, and a shield. For 98 additional points, you have a foot-lord with 1+ rerollable armour save, 4++ ward save rerolling 1s, 5++ regen, Immunity (Flaming attacks, Multiple Wounds, and Killing Blow [The last two are only in close combat]).
Flying Tzeentch Tank Lord: Chaos Lord with Mark of Tzeentch, Scaled Skin, the Crimson Armour of Dargan, Dawnstone, Daemonic mount, Third Eye of Tzeentch, The other trickster's shard, Great weapon, Poisonous slime, shield. 1+ re-rollable,
4++ 5++ (daemonic mount does not confer a ward), re-rolling 1s, Immunity(Killing blow, Mulitple wounds, Poison). We dare you to succeed in killing this fucker. He will tank them like a boss. Plus, he can dish out a heroic amount of punishment in his own right, with 5 S7 poisoned attacks, forcing opponents to reroll ward saves, for 333pts total. Seriously, I've had this guy take down two tooled up combat princes on star dragons in challenges one after another (His dragon died after the first prince, so he had to KO both the second prince and his dragon solo)
Nurgle Tank Hero: Exalted Hero with Halberd, Mark of Nurgle, Scaled Skin, Dawnstone, Dragonhelm. Enemies get a -1 penalty to hit in close combat, has a 1+ rerollable armor save, Strength 6, and a 2+ Ward save against Flaming Attacks for the inevitable Lore of Metal spells he'll get in the face. I killed a bare-bones High Elf Prince on Griffon with Dragon Armour in one of my games. You can still make him a BSB to make him even more helpful.
Nurgle Fire Lord: One nasty build is to give him the mark of Nurgle, Dragonhelm, Dawnstone, hellfire sword, shield, soul feeder, poisonous slime, and scaled skin. Put him in a unit on a barded mount, and watch as everything bounces off him. No armor saves, no regen, and every wound has a chance of hurting enemy units for additional d6S4 hits. Granted, dragonhelm or dragonbane gem can make this setup problematic, and he won't have a general ward save, so he will be in trouble if an attack ignores armour saves hits him. Even characters with S7 will likely only deal one wound per round of combat, and unless they have a ward save, they will be absolutely fucked when your lord gets his attacks.
Flying BSB: Exalted Hero with BSB, Mark of Tzeentch, Disc of Tzeentch, Talisman of Preservation, Third Eye of Tzeentch, and Enchanted Shield. Non-magic weapon: optional. 1+ armor and a 3+ ward rerolling 1s. A great BSB to stick around your more mobile units with poor leadership (Chimeras) can also help your Skullcrushers control their frenzy. Since he's going to be out by himself anyway, it's better to forsake weapons to make him more survivable or otherwise give him a flail since he shouldn't be in combat. He can't break in 1 round.
Buff Train: Useful when playing against other offensive armies who will want to get in your face (Brets, other WoC, and sometimes Dark Elves if your opponent roles melee heavy). Sorcerer (or Exalted Sorcerer if you want to get cocky) with Lore of Death/Nurgle, atop a Warshrine. Park him behind a line of 3 blocks of Chaos Warriors (and maybe a Nurgle Chosen unit), with all unit champions within the range of the Warshrine's buff spell. Hold the position and let the enemy come to you before they hit. However, use the sorcerer and warshrine to buff champions and units to the stratosphere. Works well if you manage not to get flanked. It only works against aggressive players who you KNOW aren't going to field ANYTHING shooty. (well, even if they do field anything shooty and your going to be waiting for them to come to you anyway, you may as well invest in a Hellcannon or two, it would probably be an excellent investment for this build). Beware of flying units and monsters.
Nurgle Broken Prince: Nurgle Prince with flying, Scaled Skin, Chaos Armour, Soul Feeder, Sword of Striking, Charmed Shield, Dragonbane Gem, and Spell Familiar(?). Add Magic Levels with Lore of Death. Very tough to kill and likely to ruin the enemy, both in close combat and through spells.
Tzeentch Tank Prince: Same loadout as above, only with Mark of Tzeentch instead of Mark of Nurgle. This prince is helpful when fighting armies like Bretonnians, and other WoCs since Lore of Metal can puncture even heavily armored units. It is also useful when the OPPONENT uses Lore of Metal. Since you reroll ward save results of 1, you can use your 2++ against flaming attacks twice, making it nearly impossible to kill through Lore of Metal even if he has a 1+ armor save. Also, 4++ in all other circumstances. Not shabby, but it will only work against a few selected armies or opponents that you KNOW will use Lore of Metal.
Your main strategy as the Warriors of Chaos is always to get your army into combat as quickly as you can, in which you will generally
emerge the victor RIP AND TEAR. This makes them easy for beginners but also very predictable. Always remember that your opponent is likely to want to avoid fighting you up close if they can. Advanced opponents will set you up to be flanked and outnumbered once combat begins, which is generally the only way they can beat you. Be prepared and try to outmaneuver them, to begin with!
Use terrain to your advantage: when fighting shooty armies (High/Dark/Wood Elves, Dwarfs, Empire, etc.), position your units so you can block their line of sight, use Warhounds, Cultist, and Flayerkin to soak up the enemy fire, and Chimeras/Daemon Princes to harass and annoy Warmachine crews and shooty units. Also, try to fight your enemies in confined spaces so they can't flank you. When deploying, form up your units accordingly, don't be a lazy bastard, and leave those magnetized warriors on your 5x4 base if you know they can hold a 6x3 gap without being flanked. They will dish out the pain, you'll be happy, they'll be happy, and Khorne will be happy.
Be very careful about one thing: All Chaos Models are mounted on, at the smallest, the bigger 25mm Infantry base. While this doesn't seem like TOO much of an issue initially, it can quickly lead to problems. You're very easy to trip up on terrain, model heavy armies tend to be hard to maneuver, you can wind up double charged, or charging against more units than you intended, etc. Games can be won or lost in the movement phase, especially in fantasy. Think about how you move your army.
Shooting is always a problem for Warriors, so once again, get up in their face as soon as possible to minimize casualties. A fast list with chariots, skullcrushers, knights, etc., can usually charge by turn 2, which is generally a good idea.
+++ 2000 Warriors of Chaos: VS Ogres [1,996pts] +++
+ Lords + [333pts] General: Chaos Lord of Tzeentch: Disc of Tzeentch, Hand Weapon, Shield, Burning Body, Enchanted Shield, Potion of Speed, Protean Form, Rending Sword
+ Heroes +
[213pts] Chaos Sorcerer of Tzeentch Level 2: Full Plate Armour, Conjoined Homunculus, The Book of Secrets, Lore of Tzeentch: 1. Pandemonium, 3. Bolt of Change
+ Core +
[140pts] 20x Chaos Marauders with Flails: Musician, Standard Bearer
[325pts] 15x Chaos Warrior of Tzeentch with Hand Weapons & Shields: Musician, Standard Bearer: War Banner
[190pts] 20x Elite Marauders of Tzeentch with Hand Weapon & Shield: Musician, Standard Bearer
[70pts] 5x Marauder Horsemen with Flail & Throwing Axes
+ Rare +
[260pts] Chimera: Fiend Tail, Iron-hard Skin, Regenerating Flesh, Venemous Ooze
[225pts] Slaughterbrute: Extra Claws
+ Special +
[240pts] 5x Chaos Knights of Tzeentch with Ensorcelled Weapon & shields: Champion, Musician, Standard Bearer
Creators anti-ogre strategy: would be to use his "missile Lord" + Chimera to burst ASAP his enemy's Ironblaster, followed by his Slaughterbrute and cav on a side to have a huge impact. His sorcerer will try to land the Bolt of Change and Pendulum from Shadow lore to cut through those big ogres. The rest of the army will have a classical "hold the line" strategy.
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