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==Units== ===Generic Lords=== *'''[[Chaos Lord]]:''' Cheap melee lord. Can take a poison mace if you want this lord to be supportive. He can also be put on a flying mount for manticore gooning. They have been reworked and are now a solid melee lord though somewhat lacking in AP. Can take Marks of Khorne or Slaanesh. Better marked usually and a good way to build towards a demon prince. Unmarked is the only version that can mount a chaos dragon however, Khorne gets a horse, chariot, or Juggernaut. Slaanesh can only get a Horse or Chariot. You probably should plan on turning any of the marked ones into demon princes eventually though. Really wish they let the marked lords ride a marked dragon, especially with the big buffs dragon got to their mass/melee stats with Patch 2.0. Unmarked is perfectly viable as well and has the advantage or not needing souls to upgrade and not losing any levels, plus being able to use the dragon mount. *'''[[Chaos Sorcerer Lord]]:''' A hyrid lord which is often preferred in multiplayer for cost efficiency. One of the few non-elf lords to get a dragon mount. Can be given the Mark of Tzeentch or Nurgle. (Lores of Tzeentch and Metal for Tzeentch or Nurgle and Death for Nurgle) Marked lords CANNOT mount a chaos dragon however, they get either a warshrine, or for Tzeentch a disc instead. too bad if you wanted a dragon. Marked lords can be upgraded into demon princes though which don't need a mount, in campaign you'll probably use these as a stepping stone to demon princes eventually, unless you prefer to leave them just marked. Unmarked is perfectly viable also, lets you use the awesome chaos dragon. *'''[[Daemon Prince]]:''' Come in a variety of types, including an Undivided option and one for each of the four Chaos Gods. All of them are versatile melee and caster hybrids, except for the Khorne prince who is melee only. Check the Chaos Gods' pages for details about the Daemon Princes for each of them, as they are the same as those accessible to the WoC roster. The Undivided Daemon Prince has the Lore of Fire plus some melee buff abilities, including a particularly good one that gives Immune to Psychology to nearby allies. Probably worth it in general at least in campaign, but costs a ton of souls. Fairly expensive in Multiplayer as well. Do note they aren't as heavily armored as the mortal lords, instead relying more on their Daemonic physical resistance. ===Heroes=== *'''[[Exalted Hero]]:''' Melee hero, often a part of the manticore goon squad. their stat line is honestly kind of absurd for the price, as they can beat pretty much any other standard melee hero in a one on one fight. Definitely one of the better melee bodyguard heroes. Can be given the Mark of Khorne or Nurgle. They can specialize in army support or dueling with a choice of different mutually exclusive skills, in particular they can boost demonic authority for either undivided or their mark choice. Unfortunately marked hero's lose access to a flying mount, Nurgle only gets a normal horse or chariot, Khorne gets that and a juggernaut also. Marking isn't bad but you may prefer unmarked in order to fly. Nurgle hero's get an awesome AoE heal skill. *'''[[Chaos Sorcerer]]:''' Tankier than the traditional wizard as they have a large amount of armour and are a low-end melee character. Not the best option for melee grinding, but they also make a great goon squad participant when on a mount. Comes in Death, Fire, Metal, or Shadows. Can be given the Mark of Tzeentch or Slaanesh (Slaanesh gets lores of Slaanesh and Shadows). Marked sorcerers can ride a chaos warshrine or the Tzeentch can ride a disc also if a flying mount is preferred. ===Melee Infantry=== *'''[[Chaos Marauder|Chaos Marauders]]:''' Your budget line, but you often fill up your numbers with them given how expensive everything else is. They are how you go wide in WoC. Posses low armor but can still cause some more expensive units to struggle against them. They have pretty good stats as far as melee chaff go, so they should earn back their cost fighting other low level troops. **'''Chaos Marauders (Great Weapons):''' Cheap Ap Damage but not as good as Chaos Warriors (Great Weapons) since the Marauders are very fragile with trading away what little defense a Marauder gets. **Can be given any of the marks, each come with an additional weapon variant. Khorne gets Dual Axes, Tzeentch gets Spears, Nurgle gets Great Weapons and Slaanesh gets Hellscourge Whips for additional Melee Defense. *'''[[Chaos Warrior|Chaos Warriors]]:''' The spiked anvil of Chaos. High all-around in offensive and defensive stats except for speed. In general, Chaos Warriors in this faction are much more well rounded than their Monogod cousins. They are better defensively than Khorne, faster than Nurgle, more offensive than Tzeentch and more durable than Slaanesh. They're the nice in between that allows them to fill a wider variety of roles. Often beat out other line infantry in the grind. They Lack AP, so not effective against other high armour targets. **'''Mirror Guard(RoR):''' A strong point used in Marauders and Warriors. Moves faster, higher defense, and don't falter against Fear or Terror. **'''Chaos Warriors (Great Weapons):''' your AP troops effectively upend other armored infantry like Dwarfs. **'''Chaos Warriors (Halberds):''' Your Anti-large infantry out classes Great Weapons if facing Cavalry and Monsters. **Get all their marks and weapon variants for Marauders, though the Tzeentch version gives up spears for halberds. Khorne can also get halberds for some reason, but chosen of Khorne canβt have halberds. *'''Aspiring Champions:''' [[Awesome|Not-large monstrous infantry with magical attacks]]. They fill a role as support units, having the Encourage ability which gives extra Leadership to your lines, being a moral anchor if your lord is way from your front lines. The magic attacks are also a cheap way to crush enemies that rely on Physical resistance for protection. **Immortal empires buffs their statline to be more like monstrous infantry, while getting an insane number of buffs from the Warriors of Chaos tech tree. With the buffs from all 4 god tech trees they are a contender for most powerful unit in the game, they have insane melee killing power, regeneration, barrier, and the ability to summon a unit of pink horrors each. How strong they have become compared to the 2 last games is completly insane. They also have very high health per model so as such are basically immune to most AoE damage spells, with only things like Spirit Leach and Final Transmutation being effective against them. Ironically though they are the easiest elite unit to recruit also, often spawning in normal recruitment pools while Chosen have to be grinded all the way through. They are great for any of the 4 monogod warriors of chaos but they are truly shining on undivided factions, with the stacking of buffs from the tech tree and the choices to pick any bonus from a specific god like Tzeentch's barrier. **'''The Severed Claw(RoR):''' A more defensive variant of Aspiring Champions with halberds, charge reflection, and Tzeentch barriers. *'''[[Forsaken]]:''' A niche, fast damage dealing unit, being both fast and having good armour. Good at mulching through low armor units and used as foot flankers. They don't do well against Armor-piercing or elite infantry. Generally going to be way better used against low armor factions like Beastmen or Skaven and kept away from high armor stuff like Dwarfs or Lizardmen. Can get all Marks. **'''The Daemonspew:''' Blessed by Nurgle, they have poison attacks and melee attack debuff aura. A supportive unit to mix with your line blob to make an elite unit easy to handle. *'''[[Chosen]]:''' Oh my. Pound for pound, chosen are probably the best heavy melee infantry in the game and unlike other contenders like black orks, they also come in Great Weapon and Halberd variants. They will never run away, their stats are terrifying, and they are absurdly tanky. They are every bit as scary as their reputation makes them out to be. Like any heavy elite infantry, they are slow with low model counts, so they will suffer severely from being targeted by artillery, magic, or AP missiles. Can get all marks and separate variants same as Chaos Warriors. In campaign the biggest issue they have is that they really cant compete with Aspiring Champions once the tech buffs are online, seriously there is no competition, Aspiring Champions are actually cheaper and they have a 10% chance of being recruitable from the get go on Chaos controlled territory. ===Beasts=== *'''Chaos Warhounds:''' Cheap and fast harassment unit, shutting down skirmishers, cavalry, missile units, and artillery crews that target your slower-moving warriors. These doggos are a good way to chase broken enemies off the field and their low cost means you won't miss them too much if they die. *'''Chaos Warhounds (Poison):''' Doggos with poison attacks. Better for catching slippery units and able to support in melee with their poison. ===Cavalry=== *'''[[Chaos Knight|Chaos Knights]]:''' your melee cav, strong and able to win lots of protracted fights. Best used in a supporting role since they're somewhat cost-inefficient compared to demigryphs/blood knights. This version is probably best used against heavy missile factions like Elves, as they will be able to block some of the incoming fire and chase them down. They're better in a grind too, though you'll have to pull out eventually (Yeah, yeah I know, insert Slaanesh joke here). Khorne and Nurgle marks enhance your prolonged melee ability offensively and defensively respectively, Slaanesh gives devastating flanker so makes them much better at hammer and anvil tactics plus physical resistance. and Tzeentch gives barrier allowing them to hit and run cycle charge without getting worn down. Which of the 3 is best? that depends. Slaanesh will be by far the best at flank charging and also get a nice 10% phys resist on top, Nurgle goes all in on the MELEE cavalry aspect and have insane MD and poison so can basically just stay in the grind no problem, Tzeentch if microed can just use barrier to avoid casualties but their offense is the worst and they may not always be able to recharge their barrier. Khorne is probably the worst, not because they are bad, but because everything they do is better done by skullcrushers which are also khorne. **'''Swords of Chaos:(RoR):''' Knights with Flaming weapons but with a smaller model count, but most useful in keeping your characters safe and letting your whole army get a temporary speed boost. *'''Chaos Knights (Lances):''' Cycle charging cav. While the shield makes them good at resisting missile fire, the tremendous charge bonus is a bit of a waste on the skirmishers on the other side. As such, best to use these guys against other cavalry, monsters, or for rear charging infantry. Just make sure that you are keeping an eye on them, while they do have tanky stats they can still crumple surprisingly quick if you leave them in a grind. Maybe don't use these as Khorne or Nurgle, Slaanesh and Tzeentch synergize much better. If going Slaanesh carefully ask yourself if the extra charge is even worth it compared to sword and board, even sword chaos knights have high enough charge with devastating flanker, and you wont always get flank charges. **Both the Lance and Sword and Board versions can take any of the marks. *'''Skullcrushers of Khorne:''' extremely tough heavy cav that can engage pretty much any unit type effectively, just don't charge them into the front of halberds and they should wreck, if you were considering khorne chaos knights maybe just use these instead. **'''Knights of the Brazen Throne:(RoR):''' *'''Doom Knights of Tzeentch:''' Oh hey, warriors of chaos finally get air cavalry. And it's a good thing too, they weren't going to win vs. Cathayan doom balloons with nothing but marauder throwing axes and manticores. Despite their lack of anti-large and armor piercing, doom knights are one of your precious few mobile units that aren't made out of wet cardboard and will be extremely useful against factions like greenskins and tomb kings who don't have much of an air force. Remember that they are weaker in melee and more expensive than normal knights, they really pay a premium for the ability to fly. For some reason they have halberds but lack both AP and anti-large, disappointing. Still a very effective unit if used right. **'''Knights of Immolation(RoR):''' *'''Hellstriders of Slaanesh:''' actual melee light cav that are much better in melee than regular marauder horsemen, but still fragile, and annoyingly they lack devastating flanker despite being Slaanesh marked. come in spear and whip version, thankfully they are the only whip unit that actually has AP. They gain damage resistance for the whole battle scaling to number of models killed. so you can start them off chasing routers and weak units before sending them in to flank charge tougher units later in the battle. the whip version has respectable melee stats so aren't as dependent on charging. Unfortunately their lack of AP and extreme fragility really holds them back in later campaign. ===Missile Cavalry=== If you want shooting but don't want to spring for artillery, you only have skirmish cav. Like most Skirmish cav, you need to use some micromanagement to make sure a real opponent doesn't chase them out of the game and use their ammunition efficiently instead of AI autopilot everything. *'''Marauder Horsemen:''' You cheapest shooting unit. Useful in taking things out annoying units air and harass units with a low Missile resistance. Fragile with the same protection as a Marauder. Their cost efficiency makes them a go to in a lot of competitive lists. Can come with Marks of Tzeentch and Slaanesh. Tzeentch gets warpflame causing javelins in addition to the normal mark stuff, really good. *'''Marauder Horsemen (Throwing Axes):''' Trades Missile range for AP. Suited for harassing armored foes from a distance but won't take punishment well like the normal variant. Can come with Marks of Khorne and Nurgle. khorne gets flaming attacks in addition to the normal mark effects. Note that all versions are currently bugged and can fire in melee so they are ridiculously deadly right now. *'''Marauder Horsemasters:''' A slightly upgraded version of Horsemen with the most important upgrade being significantly better armor. Lets it take punishment and trade better when engaging in melee with other Skirmish units and other lesser melee units. ===Monstrous Infantry=== *'''Chaos Trolls:''' A regenerating bag of HP and AP damage. Do need some babysitting to help with their low Ld. Better for Marauder lines for that extra Damage and Monstrous mass. To be honest, probably not worth it in most situations because of that low morale and weakness to fire. **'''Chaos Trolls (Armoured):''' Pay extra, so Trolls are less likely to run when they take damage. These guys came out before CA realized we like variants that serve different purposes and aren't just straight upgrades. Still probably not worth bringing though, especially now that we got marked chaos spawn. *'''[[Chaos Spawn|Chaos Spa- those things]]:''' Line breakers, they do go down quickly from guns but are a cheap way to tie up multiple line units as they don't stop attacking until they are all dead. They can tear apart lighter infantry lines if they get their hands on them, and can really help supplement a cheaper frontline. Generally better than trolls, as while they lack AP they are unbreakable and will fight to the end. Each version comes with a Mark, Khorne gets Frenzy, Nurgle gets Regeneration, Tzeentch gets Armor sundering and Slaanesh gets Devastating Flankers as Soporific Musk. **Their Monster-Mass makes them really helpful when the opponent stack has Mammoths and other heavy-hitters. It's not the most efficient tar-pit, but they're easier to recruit than dragon ogres and they can lock them in place while your Halberds/Spears do the damage. **'''Wyrd Spawn: (RoR)''' Spawn blessed by everyone's favorite crazy [[Tzeentch|Bird]], these guys have armor sundering and Barrier, so they can actually help against armored troops and have resistance to magic on top of all that. They can also walk through trees for some tzeentchian reason. Don't ask me why. *'''[[Dragon Ogre]]:''' Your anti-large monstrous cavalry. These boys will kick the hell out of any cavalry or monster they get their hands on, although their vulnerability to missiles means they can be a bit of a risk against super missile factions. Try your best to keep them safe, probably best on the flanks where they can deal with cav and go into the back line or flank when that is done. Can send infantry flying if needed. **'''Summoners of Rage: (RoR)''' Have magic attacks and an infantry clearing bound spell. It takes out Physically resistant enemies or give you another edge in a fight. ===Monsters=== *'''Chaos Giant:''' A big infantry smasher, but easily sniped and hammered with ranged and anti-large attacks. Remove them, and they can frolic through even the heaviest of armor. Shockingly they are actually potentially really good now, there are now multiple ways to give them really high missile resistance and tons of healing, so they are now a very effective unit and are actually a good doomstack option. **'''Bilious Thunderguff: (RoR)''' An upgraded giant sworn to Nurgle. Along with poison attacks, he also comes with a violent wind bound ability where he lifts a leg and farts all over everyone around him, draining health and corroding armor. Definitely worth bringing in matchups where your opponent doesn't have much ranged and has to fight him in melee. *'''[[Manticore|Chaos Feral Manticore]]:''' One of the most cost effective flying monsters in the game. It has an impressive statline for the cost so it can actually do a good bit of work diving into backlines or helping goon out enemy characters. It's big problem is Rampage, so you will likely lose control over it, though it is decently cheap so don't worry too much if it goes nuts. Often used as a mount for characters in multiplayer, but there is nothing wrong with taking this guy by himself. they can get regeneration in melee from campaign techs, which is pretty ok, they still die fast but it helps. *'''Dragon Ogre Shaggoth:''' An anti-large monster duelist. Are you scared that the enemy might have a dragon, big scary tree, crab monster or freaky rat monstrosity from hell? Throw this thing at it and if it doesn't kill it it'll get it damn close. Of course, it's also a massive bullseye for every AP missile unit on the field, so you got to make sure that it's kept safe. Often paired with Kholek to make a Dragon Ogre goon squad. the biggest weakenss they had was lack of healing, but now that sorcerer lords can have lore of nurgle they can finally be healed. Maybe the Shaggoth doomstack is back. they are hard to recruit however requiring an expensive endgame undivided gift to recruit. ironically a normal nurgle sorcerer lord can probably shaggoth doomstack better than kholek now due to healing. *'''Chaos Warshrine''': Big buffboi that buffs even better when models die around it. Consider bubble wrapping it with marauders, the gods aren't picky on whether you're sacrificing your enemies or your own troops to them. Doesn't have much offensive capability, but has enough HP to slog it out on the frontline for a long time. Can be dedicated five ways, choose Khorne for killiness, Nurgle for healing, Slaanesh for a mortis engine AOE HP drain, Tzeentch for increased spell effectiveness, and undivided for physical resist. Slaanesh may be the strongest for infantry grinds, followed by nurgle. The others are perhaps more situational. ===Chariots=== *'''Chaos Chariot:''' Standard heavy chariot. Will get absolutely dumpstered in prolonged fights but will devastate enemies on the charge. Bring against heavy armor factions that can't lock it down like Dwarfs. Each of these can come with any mark, but pledging loyalty to Tzeentch is likely your best bet since regenerating barriers is the strongest buff you can give a hit and run unit like a chariot. **'''The Sibilant Slaughtercade: (RoR)''' A Slaanesh pledged chariot that comes with poisoned attacks, increased speed, devastating flanker, and a damage resistance + charge bonus buff that increases as it racks up kills. *'''Gorebeast Chariot:''' Slower than standard chariots, but has more AP damage for fighting higher armor. Generally not a good deal thanks to the price since standard chariots can simply do what it does better. Can come with the Mark of Khorne. ===Artillery=== *'''[[Hellcannon]]:''' Big gun with homing projectiles and damage that includes a Ld debuff. It also comes with an unbreakable Chaos Dwarf crew who will keep firing until they're killed to the last man. Somewhat of an odd man out in the Chaos roster since their playstyle is more geared towards bumrushing the enemy than noob boxing around the artillery, but there are no complaints about having one to round out your army. Depending on the matchup, you can force the enemy to come to you if they can't artillery duel with the cannon. If you got the attention to spare, taking manual control of them allows you to fly the projectile. **'''The Soul of Damnation: (RoR)''' A tad beefed up Hellcannon. Stats identical, but has the addition of the Soul Devourer ability that makes it reload faster when enemies are near. ===Daemons=== * For the daemon units go look at their respective pages, the overviews there are mostly the same except that with the limited access to them you'll want to be a bit more careful before throwing your bloodthirster into a horde of skeleton spears. unfortunately your skill and tech tree's are generally lacking in ways to boost demon units, so you may be better off relying on your factions own units late game after you have tech and red tree buffs. you do get some buffs from the red tree for demons but they are pretty bad.
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