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=====Lords===== *'''Khazrak the One-Eye:''' Costing in at 270 points, Khazrak is still one of the better beastman special lords - though that's more because of how crap the beastmen tend to be in general. With stats that are pretty good, if not as killy as a vanilla Chaos Lord, the ability to forgo his normal 4 attacks to make a number equal to the number of models in the opponent unit's front rank, negating enemy magical weapons and a 2+ save, he's a fairly decent combat character. His special rule makes him most useful in an army where you have a lot of beastmen (make sure to give them marks) with the Beastmen Ambush rule. If you know that your opponent is taking Tyrion, Avatar of Khaine, just take him. Immediately. No ifs of buts. See how your opponent likes it when Tyrion is just a guy with S4,a nd the widowmaker loses all of its power. 3+ to hit with re-rolls, the 5+ to wound. Tyrion be dead. *'''Malagor the Dark Omen:''' When it comes to being a disrupting wizard, Malagor's actually pretty good. Can cast from one of four lores (Wild, Death, Shadow, Beasts), level 4 wizard, gets a cumulative +1 to all casting rolls for each spell successfully cast, gives Frenzy to other beastmen, can fly, and negates the ability to use the general's leadership for anything within 6" of himself. Pretty good if you get spells that target leadership and you're fighting an army that generally relies on its general's leadership. Of course, you're paying 350 points for this... *'''Taurox the Brass Bull:''' Coming in with a near dragon statline but still 5 points more than an actual dragon and nowhere near as useful, there are better things to spend your points on. Yes he's capable of wiping out heavily armoured units on his own, but a properly kitted out Lord in a unit can still do the job just as well and if your opponent manages to roll 6s both To Hit and To Wound, he dies if he fails his armour save though the odds of it aren't likely (it'll only happen about 7.40% of the time against normal and Strength 4 Spearmen Hordes, and 5.55% of the time against normal S3 and S4 hordes). *'''Skarbrand:''' He can't fly, but at M8 that's not so bad. With maxed out WS and Initiative, 6s in Strength and attacks, and 6 Toughness 5 Wounds for survival, he's a monster in a melee. Add in the fact he ignores armor with his attacks, his S5 Breath Weapon, permanent Frenzy and inducing Hatred in every unit on the table, friend or foe, and you got someone who guarantees bloodshed. *'''Kairos Fateweaver:''' The absolute best daemonic spellcaster in the game, hands down, who starts with '''ALL''' Daemonic Tzeentch spells and 1 spell from '''EACH''' of the main Battle Magic lores. Only downside is you have to choose which of his two heads is casting each phase (Left Head knows Life, Metal, Light, Heavens, Daemonic Tzeentch, while Right Head knows Death, Beasts, Shadow, Fire and Daemonic Tzeentch) and you may not have enough power dice to get the best out of him if you haven't loaded up with Horrors of Tzeentch. Oh, that not enough spells for you? Well, with the rules option/update for [[End Times Spells]], you can take a Kairos into battle who knows '''sixty fucking four different spells''', of which he can potentially try to cast thirty six each magic phase. That's nine lores for six spells apiece, the nine End Times Spells granted by having those nine lores, plus Summon Arcane Fulcrum, which each head knows. *'''Ku'gath Plaguefather:''' The only reason you'll take this guy over a regular GUO is his S5 (no armour save) stone thrower ability, and while it can and will destroy every unit it hits, you're paying out the ass for that ability and a slightly better statline (250 fucking points for that, +1 Wound, +1 Attack). How much he's worth it depends on how much shooting you plan on having to counter horde/archer spam lists. *'''Archaon:''' Whoa boy... what to say about the big daddy of all Warriors of Chaos? He's an unholy rape machine in a vanilla WoC army and he certainly doesn't lose that trait in an LoC army as well as being one of the four characters in your entire army with LD10. If you're going to take a special character, you can do a hell of a lot worse than Archaon. *'''Galrauch:''' What's scarier than a Chaos Dragon with 6s in '''everything''' and Leadership 9? When it's also a level 4 wizard with the Mark of Tzeentch and with Fumes of Chaos replaced by the Breath of Change (enemies must pass a Toughness save or '''die outright, no backsies!'''), of course! His only weaknesses are the fact he uses Tzeentch Lore (which kind of sucks) and the Spirit of Galrauch rule, which means if you fail a Leadership test (not very likely, on LD9) he can't move, breath weapon or cast spells and he makes 3 WS6 S6 attacks against himself. *'''Kholek Suneater:''' With his sizeable stat boosts compared to a regular Shaggoth, Kholek looks like a guaranteed choice, on the other hand, those 7 attacks are coming at a rock bottom initiative of 1, which means that a single Purple Sun spell and you can kiss 545 points goodbye. His attacks do D3 Wounds on a hit (which, at WS8, is pretty likely, perfect for crushing characters or other monsters), and the fact he's a Large Target with a 2+ save and 8 T6 Wounds to get through means he'll wreck a lot of havoc for everyone except gunline lists. He also gets the ability to blast a single enemy unit within 24" with a bolt of lightning if he can roll a 2+, which deals out D6 S6 hits - on a 1, it blasts him instead and triggers his his Storm Rage (he can even use this if he's in a melee) which also makes him a decent support character for killing things like heavy cavalry early. *'''Sigvald the Magnificent:''' Sigvald is weird. Awesome combat lord with Mark of Slaanesh, amazing stats, good saves, a boatload of attacks and one of four characters in the entire army with LD10. The problem is he almost has to be in a unit to prevent him from dying to cannons and few infantry blocks really benefit from the Mark of Slaanesh, so finding where to put him can be a tricky proposition. If you're just after his LD10 then go with Gutrot Spume. *'''Valkia the Bloody:''' A great killy combat lord. With 7 Str 7 attacks on the charge, good armor, and flying she is meant to get into combat immediately and murder whatever she hits. Her ability also makes her a highly mobile BSB. She also has a nifty ability where she lowers the strength and number of attacks of models in base contact with her. The reality is that you can easily get a chaos lord to do her job better for around the same amount of point. She isn't particularly tanky and she lacks a ward save. But is she cool? God yes. And there is no better lord for a Khorne themed army. Why should Nurgle have all the fun in the End Times? **Khorne's old lady is an incredible boon for Beastmen when she isn't the General; two BSBs for an army that suffers so strongly from leadership issues is a true gift of the dark gods. *'''Vilitch the Curseling:''' The biggest problem with this guy as a wizard is that he can only use the Mortal Lore of Tzeentch, which is generally regarded as being one of the worst Chaos Magic Lores, and you're paying 145 points more for a regular Sorcerer Lord for his loremaster the ability to take enemy magic dice and +1 Strength. If you really want a Tzeentch Sorcerer Lord for some reason, then you're better off with the generic one and putting him on a mount. Still, Vilitch might be useful under Khaine magic rules; watch as your opponent tries to cast a 15+ spell and is only allowed to use one dice. The casting will ultimately fail and you will immediately acquire another dispel dice. *'''The Glottkin:''' So, the [[Glottkin]] are the big character getting pushed for the Legions of Chaos, at least in their initial release. Are they worth it? Well, for starters, you're paying 810 points for a Lord choice Special Character Monster with a good staline (barring that lousy ''Initiative 1''), a shitload of extra rules, they're a level 4 Wizard (WoC Lore of Nurgle), and they always get Aura of Chaos if they roll on the Eye of the Gods. As far as support goes, Nurgle Marked or Nurgle Daemon units within 12" can re-roll failed charges and they are one of the four characters with LD10. The big problem with the Glottkin is they can't cause wounds enough to buy back their absurd point cost. The fact that they lack the spellcasting perks of [[Nagash]] makes magic use a risky proposition for something that's also intended to go barrelling into close combat. Yes, if the dice gods are kind, then a charging Glottkin can dish out ''14 attacks'', one of which is S10 D6 Multiple Wounds, but that depends on random luck, and they're too tied down by their bottom of the barrel Initiative. ''Especially'' if your opponent is packing a Wizard with the Lore of Death or any other spells that target Initiative; one Purple Sun to the face and it's bye-bye to 810 points. *'''Orghotts Daemonspew:''' One of the three Maggoth Riders of Nurgle, [[Orghotts Daemonspew]] is a Lords choice that costs 430 points. For this, you get a Special Character Monster with another good statline, armour save, and Poisoned Attacks. Now, this guy is going somewhere, compared to the Glottkin he's still pricey, yeah, but ''nine S8 Poisoned Attacks at Weapon Skill 8'' isn't something to sneeze at. Get him into combat, especially if you have a Nurgle Sorcerer with the Fleshy Abundance spell, and between his attacks and his Acid Ichor, he's pretty good at mowing down lower-toughness foes. *'''Bloab Rotspawned:''' One of the three Maggoth Riders of Nurgle, [[Bloab Rotspawned]] is a Lords choice that costs 415 points. For this, you get a Special Character Monster another good statline, armour save, and some great support rules. His specialty is his shooting attack (a 24" stone thrower at Strength 3(4) and Ignores armor) as well as his spellcasting, not only is he a level 3 Lore of Nurgle caster, his Doombells add +1 to his casting rolls and inflict a -1 penalty to the same to any enemy wizard within 12". Pretty good for a support character and one of the few new characters who can make their points back in nearly every game barring a bad miscasts or lucky cannon shots. *'''Morbidex Twiceborn:''' One of the three Maggoth Riders of Nurgle, [[Morbidex Twiceborn]] is a Lords choice that costs 385 points. For this, you get a Special Character with another good statline, this is the most vanilla of the Maggoth Riders and easily the worst of the three. If your army is big on nurglings he's kind of okay, but, really, there's better things to spend your points on. *'''Gutrot Spume:''' Now, what is there to say about [[Gutrot Spume]]? Well, at 250 points as a Lord choice, he's the cheapest special character that Nurgle gets in the new Legions of Chaos, for 40 points more than a generic Lord he gets +1 Wound, +1 Ld, a Great Weapon and for special rules... Nurgle's Rot, Mark of Nurgle, Flailing Tentacles (+D3 attacks in Close Combat), and the ability to hop on a Chaos Warshrine for another 125 points. His most unique ability is "At Home on Land or Sea"; Gutrot and any unit he is with treat any areas of water (even impassible ground) as being open ground and so can march, claim rank bonus and be steadfast. He's worth his points, but since he only has one mount he's less versatile as a normal Lord and a little gimmicky, he only becomes awesome if you know your opponent is going to fight you on a water-featuring board, and he's also the fourth character in the entire army to have LD 10, by far the cheapest one to get it, and since plenty of units benefit from Mark of Nurgle there's not shortage of places to put him. He's also 125 points cheaper than Sigvald (the other on foot LD 10 character), trading 1 initiative for 1 wound, definitely somebody to consider if you want a "cheap" LD10 general. *'''Festus Empowered:''' So, what happens with this beefed up version of [[Festus the Leechlord]]? He costs 320, and statwise is a Nurgle Sorcerer Lord with +1 Tougness and Regeneration. The new Festus is a great support character, His Gardener of Nurgle rule is very handy on a terrain heavy board, if you stick him in a unit they gain his Poisoned Attacks and Regeneration (5+), and the Shroudlings are great to help protect you against gunline lists or archer spam. As for combat rules his pestilent potions are handy for keeping him alive in challenges (or winning if you roll well) to help you take advantage of Destined for Daemonhood. *'''Skarr Bloodwrath:''' A new character introduced in ET: Archaon, Skarr is a frightening melee monster, with WS8, S/T5 and I7, with paired magic weapons that grant d3 S7 Impact hits and 7 S7 attacks on the charge thanks to MoK. That shit's BRUTAL. Even more hilarious, he's actively encouraged to go on killing sprees; for every challenge he wins or monster he kills, he adds to a special tally. If he dies, he gets to return on a d6+Tally roll of 4+, back with d3 Wounds and cured of any effects not caused by Eye of the Gods. If anything, his greatest weakness is his inability to mount, making him forced to footslog it along and risk dying before he can kill something big.
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