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==Magic Items/Upgrades== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Beastmen Equipment/Upgrades:''' The Beastmen not only have access to a lot more Magic Items then Daemons or Warriors (and therefore can be built to certain roles better than the other two armies for fewer points), but several of their items can be used to help out the other two armies, like giving them a reliable amount of Magic Dice or allowing them to re-roll wounds made by their magic for example. <div class="mw-collapsible-content"> '''Gifts of Chaos:''' * ''Crown of Horns:'' Steadfast makes this mostly pointless unless you plan on putting your character in a unit of Warriors and/or taking on Horde armies. * ''Slug-Skin:'' Not very good, you're paying 30 points for a S3 hit on 1-3 models (unless you are on a chariot), usually the casualties don't add up enough to make the points back. * ''Many-Limbed Fiend:'' Useful on anybody S5 and higher, not so useful on others. Combines nicely with a Gorebull with an extra hand weapon for 7 S5 attacks. * ''Gouge Tusks:'' Here we go. Helpful for breaking through heavily armoured fuckers and keeping you from fluffing those important rounds of combat. * ''Gnarled Hide:'' This one is excellent, 10/10 WOULD BANG, especially when combined with existing armour. * ''Rune of True Beasts:'' Slightly more useful against the combined profile characters, but unless it's on a Doombull with the Armour of Destiny (or Glittering Scales), they are unlikely to survive against even the weaker ones or regular monsters and their rider/handlers. With that armour though they can Doombulls can kill the weaker Combined Profile characters. * ''Uncanny Senses:'' Good if you're combining it with The Swift Sword of Slaying and might face initiative 5 troops to make sure you get those rerolls. Just be sure to NOT combine it with a Great Weapon. * ''Shadow-Hide:'' If you have 5 points to burn on a Gorebull or Doombull you could do well with this to prevent archer spam against him, making him virtually impossible to hit with normal troops. '''Magic Weapons:''' * ''Primeval Club:'' Beastmen lords usually don't need help wounding, they need help hitting, not to mention this one weapon uses your Lord's ENTIRE points allowance and its effects can almost always be replicated with a great weapon or the Ogre Blade for far less. * ''Axe of Men:'' A little on the expensive side and lacks a way to make the enemy accept the Challenge, not to mention if you really want Unbreakable troops you could just include a couple Daemons. * ''Stonecrusher Mace:'' HERE we go. Great for a combat Lord, especially if you're going to face Empire and you want to see the look on your opponent's face when you break his Steam Tank. It also costs only 5 points more than the Giant Blade, and has much better effects. * ''Mangelder:'' Very pricy for very little effect. Now Terror only really sometimes stops enemies from charging you and combat is where you want to be. * ''Hunting Spear:'' This one can actually be worth it, just for it's Monster Hunting potential (big scary monsters that fly, like Dragons, are one of your worst enemies). Best for a cheap Hero, just be aware that your BS will cause you frustration. * ''Axes of the Khorgor:'' Can be good on a Doombull if you spend points on armour or gifts for him and cannot afford the Sword of Bloodshed. * ''Steel Claws:'' A good item for it's points, combine with Gnarled Hide for an effective combat Hero, or with both Gnarled Skin and Trollhide for an effective Lord. * ''The Brass Cleaver:'' Fuck Awesome. A Doombull carrying it around or a character on a chariot ''will'' mince infantry. Combine it with the Ramhorn Helm for a Horde crushing monster. * ''Everbleed:'' Considering how many attacks your Lords can get on average, you'll be getting one to three unsavable wounds per game and is only really worth if you combine it with several attack increasing items and if not, there's other things you can spend your points on. '''Magic Armour:''' * ''Blade Blunter Armor:'' Worth it considering the large increase in heroes you'll be fighting, put it on a Wargor, run him at Tyrion/Karl Franz Ascendant/Malekith to get rid of their magic weapons as your hero doesn't need to survive in order to make combat monsters a lot weaker. * ''Trollhide:'' Not a good item. The armour of Destiny outstrips it in every way, but if you've already put that on somebody else and aren't going to be up against many flaming attacks then go for it. * ''Blackened Plate:'' Fucking fantastic if put on a Minotaur who is then put in a unit of Trolls, otherwise it can still be handy given how common flame attacks are becoming. * ''Ramhorn Helm:'' AWESOME, again 10/10 would bang. Sweetness when combined with Gnarled Hide, Heavy Armour and Shield, giving you 1+ Armour Save that gives you an extra attack every time you make an armour save. Send a Doombull out on his own with this combo while he's saying "come at me bro!" and watch him decimate rank and file troops. '''Enchanted Items:''' * ''Shard of the Herdstone:'' Arguably the single best item in the entire list and it has great synergy as ALL friendly wizards are affected by it, not just Beastmen and now that Khaine magic is out this gives you a guaranteed amount of dice that won't be capped. Another thing to keep in mind is since there's no limit on heroes you can take a lot of Bray Shamans (your cheapest wizards) and stick them next to it for a massive boost to your magic phase. * ''Horn of the Great Hunt:'' Thanks to wording the extra range only affects Beastmen, but it can still be Great in a Chariot list or if you need to get into combat fast. Beastmen resist shooting damage in the same way an infant fights Mohammad Ali, you want ANYTHING that will get them into combat faster. * ''Horn of the First Beast:'' Can be worth it if combined with LD10 Lords to make sure you get Hatred in every round of combat, and the wide range means nearly your entire army will be affected. * ''Stone of Spite:'' Can get a lot of hits/wreck a lot of items given how many Heroes/Lords are in lists now, just make sure your characters are out of its range. * ''Skin of Man:'' Perfect for a Bray-Shaman who, in your opinion, should not live past turn 2. If you have some silly desire to keep your Shaman alive long enough to affect the game, you should probably skip this one. If you want to use it effectively though, get a Bray-Shaman, try to get Bray-Scream and then fuck up some flanks. Keep in mind this still works if your Shaman is mounted on a Chariot, so if you have the points try out a scouting Chariot. * ''Cacophonous Dirge:'' Since Musicians only work in combat if you've drawn (and ONLY if you've drawn) this one is limited in usefulness, but if you have the points to spare in a combat list use it to avoid drawn out combats. '''Talismans:''' * ''Eye of Night:'' [[Overcosted]] and weirdly specific in its effect. If you really want Magic Resistance then the Obsidian Lodestone does the job better but costs the same. * ''Chalice of Dark Rain:'' Fucking fantastic, nearly everything in your army favours combat over shooting and unless you KNOW you're not facing an army that's not using shooting (and it can be useful against some of those: Read it, it says that Banshees can't scream except on a 4+), you should really be considering this. '''Arcane Items:''' * ''Skull of Rakos:'' Unfortunately this only affects Beastmen Wizards, but if you're using plenty of Bray-Shaman around the Shard of the Herdstone then it'll easily make its points back. * ''Staff of Darkoth:'' Can be useful for fucking over War Machine crews, but unless you're fighting against plenty of those and want to take them down quickly you'll usually be better off paying 25 points more for another wizard unless combined with the next item. * ''Hagtree Fetish:'' Oh hell yes, since it affects ALL magic against the chosen unit you can combine it with magic available to Sorcerers/Daemons to add more punch to your spells. * ''Jagged Dagger:'' If your Great Bray-Shaman is trying to run touchdowns or getting into combat, he'll have to be built correctly or he's gonna bite it too quickly to make use of this. Keep in mind it's not actually a magical weapon, so if you want to use it effectively get a Great Bray-Shaman, put him on a chariot, Nurgle mark it, give him Skin of Man and whatever other Weapons/Armour you find is appropriate (Ramhorn Helm really helps here) and send him into small vulnerable units. '''Magic Banners:''' * ''Beast Banner:'' Really good for a unit you NEED to cause casualties and is great in Warrior, Troll, Chosen and Putrid Blightking units and is overall Great for a BSB. * ''Totem of Rust:'' Well, here we have a dilemma. -2 armour save for the unit and enemies in close combat, -1 save for all units within 6". Now you have two choices. A) give it to a BSB in a unit without armour (like a Gorebull in a unit of trolls for example). Nearly everything can soak a decent amount of damage simply by being T4 and a lot of enemies will seriously miss those two points of armour, toss in some buffs and your blender is good to go. The downside to this plan is that you miss out on being able to take the pretty solid Beast Banner listed above and since the Totem doesn't effect Scaly Skin saves your BSB really needs to be sporting that Gnarled Hide. Option B) give it to your Bestigors. Doing so will be a total waste of their heavy armour but will give you a unit that can make Greatswords go bye-bye. Definite high risk, possible high reward. Think about this item carefully. * ''Manbane Standard:'' Could definitely be worth it on the Bestigors, especially a center-field one. * ''The Banner of Outrage:'' The Beastmen unit it's on automatically get Hatred every turn and your enemies also get Hatred, just not every turn AND you lose the chance to get Frenzy from Primal Fury (at least according to the FAQ). Not worth it, your enemies don't need help killing your Beastmen and since there are LD10 characters you shouldn't worry so much about your Primal Fury rolls. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Daemons of Chaos Gifts:''' Daemons do not get access to magic items, which in 8th edition can be a bit of setback. However, they may purchase rolls on the Daemonic Gifts table, available to them in their army book and just like magic items, it's easy to go overboard with them. Remember that you can swap your gift for a points-equivalent magic weapon from the BRB. What this means is that you can actually tailor your setup based on who you are up against. For example, if you're playing against an army with high armour, you could swap your Greater Gift result for an Obsidian Blade or Ogre Blade for example, though since they are so random it's very hard (or even impossible) to get the results that will help you the most compared to Beastmen or Warriors of Chaos. <div class="mw-collapsible-content"> *'''Exalted Daemonic Gifts:''' These bad boys come in at 75 points per gift,(unlike greater and lesser you may not chose to swap these out for generic magic item of the same value) so only your Greater Daemons might be running these. As such, a bad roll on here will make you feel like you wasted 75 points. After the roll is made, you may choose to keep the roll or opt for the 0 option, just like with deciding magic spells. You cannot have multiples of the same roll, and you cannot buy more than two rolls on a table. **'''Hellforged Artefacts:''' If you don't like the result on the exalted table, you are able to swap the roll for one of these four items: ***''The Portaglyph:'' While useful in the Daemon army book, it's not at all useful here as flanking can be pulled off much more reliably and cheaply by Beastmen units. If you do still want to use it, put it on a flier and fly him over to the other side of the board to try and get them to pop out behind the enemy. ***''The Rock of Inevitability:'' Also not very good, usually you're going to be rushing towards the enemy rather than sitting behind the Bulwarks and Towers you're summoning, though if you want to make a ranged list (using units from all three books) then it can be useful to deal with the enemies Close Combat troops. ***''The Eternal blade:'' Finally, a good item. While not worth the 75 points you pay to get it, it is still a decent exchange for a botched roll on the table. ***''The Chromatic Tome:'' The best item of the four, since it allows you to alter not only the Winds of Magic but the roll on the Reign of Chaos table so that you'll never roll snake eyes again and with the Khaine book it can help you vastly increase your power dice. *'''Greater Daemonic Gifts:''' These are worth 50 points apiece, and since you can take multiples, you have a better shot at getting what you want. Overall though this table is more or less a trap, because they are either inefficient or downright detrimental to your character's well-being. Only the armour result is really worth it. **'''Weapons of the Dark Gods:''' If you don't like the result on the Greater table, you can change the roll to an item that changes depending on your alignment: ***''Axe of Khorne:'' Considering that you should always be in base contact with 3 or more models (unless fighting Monstrous Infantry) this is a good weapon, essentially the Sword of Bloodshed for 10 points less. ***''Staff of Change:'' Not quite an excellent weapon for Lords of Change or flying Tzeentch Princes as it first appears, but still pretty decent. Most of the time your targets will pass their required Toughness tests, but the times they don't will have this weapon easily earn its points back. ***''Balesword:'' Another good weapon, great for fighting Monstrous Infantry or taking on monsters (put on a Great Unclean One to deal with the lesser new monsters of The End Times). ***''Lash of Despair:'' Not a very good weapon unless equipped to a Keeper of Secrets or a Daemon Prince so that you'll get about 6 S6 shooting attacks on average, which makes it good for taking down high armoured targets like Knights before they reach you. *'''Lesser Daemonic Gifts:''' These are 25 points apiece, and cheap enough to make enemy characters think twice about challenging when a Herald is around. This is the table that you want multiples of, because it has more useful and effective results compared to the Greater one. **'''Weapons of the Dark Gods:''' If you don't like the result on the Lesser table, you can swap the result for an equivalent costing Magic Weapon from the main rulebook, or one of four weapons depending on your alignment: ***''Blade of Blood:'' Useful for giving you the edge in challenges, otherwise you can do better with items in the Main Rulebook. ***''Wand of Whimsy:'' Great for building up your Strength and Attacks, especially since the new magic rules came out and you can combine it with the Beastmen's Shard of the Herdstone for many additional magic dice to up your characteristics even more. ***''Plague Flail:'' An okay weapon, nearly everything will pass the Toughness test but the +2 Strength with no downsides can be very useful. ***''Witstealer Sword:'' This can be useful on a lot of low Initiative Monsters or against armies such as Lizardmen, Dwarfs and Ogres, otherwise there's better weapons in the main rulebook to swap for. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Warriors Of Chaos Equipment/Upgrades:''' The Warriors of Chaos focus nearly their entire magical arsenal on improving their own characters, which fits with them being Combat Kings, if the opponent has something you absolutely want dead above all else, then pick up some of these. <div class="mw-collapsible-content"> '''Chaos Mutations and Powers:''' Something to note is that while only some of these are Magic Items, they are still purchased with the points allowed to 'Chaos Mutations and Powers', and NOT your Magic Item allowance. Also since these are not Magic Items they CAN be put on a BSB with a Magic Banner. * ''Daemonblade (Magic Weapon):'' Not worth it on a Chaos Lord since he already has an impressive 5 attacks so it would be better to just take the Sword of Bloodshed witch would give him a +3 attacks for a total of 8 attacks all the time without that risk of hitting yourself on 1's. That being said it can be usefil on a Deamon Prince who has that tiny 25 magical items point limit, so grab this if you've already used up all your magic item points and still need a magic weapon. * ''Collar Of Khorne (Talisman):'' Magic is for pussies and Khorne knows this! For a 45 points your favoured champion gets his very own brass collar witch gives him Magic Resistance 3 so that he can shrug off those magic missiles and please Khorne by taking that magic wielding weakling's head for the Skull Throne!!! * ''Unholy Strike:'' Instead of lots of murderous, Ogre-strength strikes with a lot of chances to kill stuff, you get one Cannon-strength, D3 wounding doom attack that makes brick walls run home to mummy. If fighting Ogres or anything with a lot of big things it can be worth it, otherwise you'll be better off with the more expensive Bloodshed Sword. Comboes well with Sword of Striking. * ''Flaming Breath:'' All right, yet more Breath Weapons for your army (always excellent), goes great with Daemon Princes or anybody with the ability to fly and for extra fun, remember that in a challenge you can use it to cause 2d6 strength 4 hits on your opponent. All. On. Him. * ''Chaos Familiar (Arcane Item):''' An excellent item, an extra spell and 5+ channelling? With the new point allocations to Lords and Heroes you'll be hard pressed to not find at least a Hero to put this on. * ''Scaled Skin:'' This is great for Daemon Prince's for that 1+ armour save, otherwise you're not getting your mileage out of it since you can duplicate it just as well on Chaos Lords by using a mount and the Enchanted Shield, and you don't want your Wizards in combat anyway. * ''Allure of Slaanesh:'' Usually not worth it unless you have your character on a large base, and since regular Chaos Lords will get hung up in Challenges so often only one model will have to test every couple of turns it's best used on Daemon Princes. * ''Poisonous Slime:'' Gives Poisoned attack, and a 5++ against poison. the ward save is kind of useless because your Lord/hero should have a better save anyway, but the poisoned attacks can be useful if given to a Khorne lord with a buttload of attacks, and can be combined with the Nurgle spell for the buff to poison. * ''Soul Feeder:'' for every wound dealt roll a D6 and get a wound back on a roll of 6. great for your Combat lord (as if you'd have a another kind) and helps him stay alive for a while longer, since (unless you're up against that T10 Dwarf asshole) you'll be getting a wound back every two rounds of combat, or 1 round if combined with the Sword of Bloodshed. * ''Acid Ichor:'' any model that wounds the lord takes a S4 hit if they fail an initiative save. It's an all right choice, anything that attacks your lord will probably be dead in the next round of combat anyway, but every little bit helps. isn't bad if you have the points to spare. it is more hilarious than useful if you find that your lord is regening a lot of wounds through soul feeder, you can essentially solo charge a unit and they can end up killing themselves from any wounds they inflict on your lord. * ''Burning Body:'' Gives flaming attacks and a 5++ against flaming attacks. Similar to Poisonous Slime, your Lord should have a better save anyway. If your opponent has a lot of Regen saves this is pretty great, but not so great if your opponent has that oh-so-easy-to-get 2++ wards save against flaming attacks. * ''Third Eye of Tzeentch:'' Very fun on anything but a Daemon of Tzeentch, who already has it built in. Take it if you have a Tzeentch chap with a big ward save. * ''Nurgle's Rot:'' Take it on your Prince or someone on a mount as this only really shines when it's on massive bases. Getting out 3-5 free hits that kill dudes on 6s with no armour saves for 10 points? Not bad. * ''Hideous Visage:'' A cheap filler, but unfortunately doesn't make the characters unit immune to fear, just him. Being unable to give out his LD to others is very rarely a drawback, as they all pretty much share the same LD anyway. '''Dread Artefacts of Chaos:''' * ''Hellfire Sword (Magic Weapon):'' One of the best trolling weapons against anything that has high armour, regeneration, many wounds, or some combination of the three (yes, Hell Pit Abominations, I am looking at you). The main downside is on average you'll be taking a wound for every model you cause to explode (make sure to get a Ward Save) and some of 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. * ''Sword of Change (Magic Weapon):'' Although hilarious, it is a lttle overcosted for how often this will come into effect, though with the new point allocations to Heroes and Lords it can be more often than you think, and it will make its points back even if it only works once. * ''Filth Mace (Magic Weapon):'' Not that great, you can get Poisoned Attacks for half the price, Terror won't help very often (especially with your WS), the only thing that really shines is the D3 Multiple Wounds, which makes it decent for fighting Monstrous Infantry, but not too much else. * ''The Helm of many eyes (Magic Armour):'' With how high your Initiative is already you can stick it on nearly any Lord to get re-rolls on all of your attacks, and with your already high LD stupidity will only rarely come into play, and it can be combined with the Enchanted Shield on a footslogging Lord (or a mount) to get a +1 Armour Save. * ''Skull of Katam (Arcane Item):'' Can be good, IF you aren't taking advantage of the Beastmen's Shard of the Herdstone (which is overall better for some more points). Unless you're putting this on a Demon Prince, your leadership on your sorcerer should never matter outside of a few fringe cases, think of it like an extra power die a turn (6 rolls averages to 1 success). On average you should be able to use this every turn without popping your wizard. The only thing holding it back is that you can't get Chaos Familiar with it, which is usually just plain better. You could try taking an extra sorcerer as a Skull caddy, but that's a lot of points that aren't really being well used. * ''Chalice of Chaos (Enchanted Item):'' 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). * ''Pendant of Slaanesh (Enchanted Item):'' This item essentially makes your Lord character and their unit Unbreakable vs Break Tests unless you really fucked up and somehow lost by four points (or more depending on whether or not an LD 10 character is within range), gaining additional attacks is handy enough too, but given how you shouldn't be losing combat to start with, this is of dubious use. If you really want some Unbreakable units then just get some Daemons. * ''Blasted Standard (Magic Standard):'' Excellent for keeping your knights and other large blocks of units alive long enough to reach the enemy (and really cheaply too), don't worry about it's downside, on average you're still better off with the banner and getting that double Strength hit every now and again than going without it. * ''Banner of Rage (Magic Standard):'' Not that great, if your frenzied units lost combat you've normally fucked up and sent them after something that'll kill them anyway, Frenzy or no Frenzy. </div></div>
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