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===Rare Units=== *'''Cygor:''' What do you call a 275 point monster with T5 and no saves? The answer is utterly crap. It can't hit anything, even with it's re-rolls against wizards. Because it is WS2. That's right, it hits bugger all. It will die pretty easily and is utterly useless, even as a stone thrower. Want to know why? The Hellcannon is better in every regard, with several saves. And its tougher, and its 65 points cheaper. If you don't get the message yet, don't get the Cygor. Please, think of the children. *'''Ghorgon:''' This is what happens if you give steroids to a Doombull. Same cost as the Cygor and far better, being tougher and with more wounds. Still no armour save, but it is Stubborn with Leadership 10, so at least he'll stick around. His swallow hole rule sounds good, but losing six attacks for one killing blow is not. Even with the KB on a 4+. He still needs to hit and he has average WS. it's one of the better Beastmen monsters, but there are better rare things for you to spend your points on than this. *'''Chaos Spawn, Beastmen Version:''' Spawn are quite slow, expensive, and totally random. Possibly good against warmachine hunters but all the warmachines in this army should be able to handle warmachine hunters on their own. *'''Chaos Spawn, Warriors of Chaos Version:''' See above *'''Giant:''' 25 Points more expensive than the Chaos Giant, but better for it even though not all of its "Pick up and..." rolls kill the target. Unlike the other Giant this one is Immune to Psychology (useful if you're bringing in low Ld troops) and it can regain lost wounds with one of its attacks against big things. *'''Jabberslythe:'''Another monster with exactly the same cost as the Cygor. Except this one can fly. But still has only T5 with no save. It's almost as if someone hates beastmen. Aura of Madness is okay, it would be better if it was 3D6 because in most armies you'll only ever do 3 wounds maximum. It's range attack is pretty poor, because it's only one hit and it will probably miss half its shots. Spewing acid over things that harm it is pretty good, but it wont really deter anyone from beating it up. Keep it away from anything tough, and it will do okay. *'''Skull Cannon of Khorne:''' A great choice! A mobile cannon with 4 wounds and a 5+ Ward Save. Just watch out for those 2+ wards against flaming attacks! *'''Burning Chariot of Tzeentch:''' *'''Soul Grinder:''' Interesting choice. 250 points base, but it's 50 more for the Stone Thrower or Fire Thrower profile, and 55 for the Bolt Thrower, for 300ish, (there's not much point to getting one without one of these), a Demonbone Claw for another 10 points that shreds in melee (take or leave by preference) and Chaos Marks, (Nurgle or Khorne are probably the best, Slaanesh is free), meaning these guys can get pricey. The choice between Hellcannons, Skull Cannons, and Soul Grinders can be a bit go chew over. Skull Cannons are the cheapest of the three by a fair margin, you can get two for the price of a Soul Grinder, and have points left for something nice. It's fair enough in melee, can shoot on the run, but is handily the worst shot. The Hellcannon is the most durable of the bunch, and probably is the best shot, but is effectively immobile, and while it can defend itself, it may lurch into bad combats, and really doesn't want to be in them, even if it will probably not lose them. Meanwhile, the Soul Grinder is the most expensive, and has mediocre guns, but these guns are easily customizable to the needs of your army, and come with an extra grapeshot, they are still fast and mobile, and absolutely SMASH in melee, with the claw upgrade they can just rip a character or monster apart in a round of combat, and can grab marks of Khorne or Nurgle (or Slaanesh to stay cheap). Ultimately the choice comes down to preference and army build, and what you want out of an artillery piece. All of them perform well, all three provide a valuable service to the army, it really just comes down to preference. Cheap and fast, tanky and damaging, or expensive but fucks in all combats. *'''Exalted Seeker Chariot of Slaanesh:''' Infantry blender par excellence. Between the Impact Hits on the charge, Armor Piercing of the crew, and Poisoned Attacks of the things pulling it, anything short of Ogres, or in any numbers south of about 25, is now dead and being spread across the nipples of the crew. Probably without a chance to retaliate. It doesn't do BAD against bigger stuff, but still is best kept doing its main job of turning big mobs of dudes into paste. Works well in tandem with monsters that would prefer not to drown in chaff, and can delete infantry deathstars if it gets a good hammer charge off, but it's not tough for the price you're paying for it. *'''Hellflayer of Slaanesh:''' *'''Plague Drones of Nurgle:''' *'''Hellcannon:''' This is basically a monster that decided it wanted to be a gun for a short while. You have to be careful with Hellcannons, they are quite unreliable and will like nothing more than to charge into combat and beat things with it's massive gun. Quite tough with several wounds, armour and ward saves. Plus it also has handlers in the case of Chaos Dwarfs, which are probably the only Chaos Dwarf models you'll ever see unless you have rich friends. It loses out a little with the ability to take skull cannons, but you can keep this on a flank and you'll probably hold it down, warmachine hunters have no hope of crushing this monster. *'''Dragon Ogre Shaggoth:''' Yet another monster, except this one is a Dragon Ogre on steroids. It has some armour to save it from dying, but it is a ripe target for a cannonball to the face. Unlike it's smaller cousins, you don't need to give it a Great Weapon because it is initiative 4. It's pretty quite and if it can get into combat it will do quite a bit of damage. Just keep him safe until he gets there. Different view: Expensive and has bad saves. There are much better choices around! *'''Chaos Giant:''' You get brownie points for fielding at least one. Random attacks are hit and miss, but try and get him against Infantry models, while he's pretty good against big things too, Thunderstomps make him a little better against Infantry. Give yourself a pat on the back if you manage to shove Teclis down your pants. *'''Skullcrushers of Khorne:''' Proud Warriors of Khorne, and one of the best monstrous cavalry in the game. Very rarely will you find a reason not to take these beasts. Ensorcelled weapons are generally the way to go, but Lances are cool too. Lances will give you 6 S6 attacks each on the charge. Musicians and Standard Bearers are handy, Champions are hit and miss. You have to challenge and it means you will end up chewing up a goblin champion when you could be crushing rank and file. However they are powerful enough to take out minor heroes and the occasionally lord. If you have a character in the unit, a champion is handy to soak up challenges, because no doubt your lord it kitted out for mayhem. *'''Slaughterbrute:''' The next beast on the list is okay. He binds himself with one of your lords and uses his leadership and Weapon skill. Always bind him to one of your lords, because he does more damage when he is unbound and running through half your army. You can spend some points to give him two extra S5 attacks in addition to his 4 S7 ones. But he could have done with having 6 attacks anyway. Even with Thunderstomp he doesn't do an awful lot of damage and the Vortex Beast is a lot better for his points. He does have an okay armour save, but he is quite fragile. Just try and make sure he dies before his master does. Or their will be trouble. *'''Mutalith Vortex Beast:''' And finally we have beast number 9. <s>Slaanesh BLASPHEMY!</s> Tzeentch would be proud. The Mutalith Vortex Beast is the monster that all Chaos Spawn wish they could be. He carries around a portal to the Chaos Wastes on his back and comes with a built in bound spell that causes its targets to mutate and... um... die. Plus he has an armour and regeneration save, so he is tougher than all the other beasts in the rare section. Aura of Mutation is totally random, but quite good against elves. If you are using Nurgle magic the two go hand in hand. *'''Wrathmongers''': Though launched as part of the Grand Legion of the Everchosen, Warriors of Chaos and Legions of Chaos can use these babies too. Minimum unit size of five, 55 points each, Infantry sporting a Movement 4, Weapon Skill 6, BS 3, Strength 5, Toughness 4, Wounds 3, Initiative 5, Attacks 3, Leadership 8 profile. Champion upgrade costs +10 points and he gets +1 Attack and ability to receive Eye of the Gods. They wield Paired Wrath-flails, which gives them Extra Attack, Impact Hits (D3) and +1 Strength during first round of combat. So a minimum-sized squad with a champion is dealing out 5D3 S5 Impact Hits on a charge, followed up by 26 S6 WS6 attacks in the first round and 26 S5 WS6 attacks in all subsequent rounds. Tarpits will melt away pretty quick if you can slam these babies into 'em.
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