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=====Heroes===== *'''Morghur, Master of Skulls:''' This guy is confused about what the hell he wants to be. He literally eats missile attacks and spells so long as he stays more than 12" away from the source, so that means he can't be shot down, which is kind of handy to get him into melee. On the other hand, he certainly isn't a unit killer by himself - between his WS6, T5 and automatic S3 Armor Ignoring hit on every enemy model within base contact you'd think otherwise, but he's only S4 and has 2 Wounds. At the same time, you don't want to stick him in a unit for protection because he automatically kills 1 friendly model within 12" every Magic phase, replacing them with a Chaos Spawn on a 3+ and just killing them on a 1-2. If you're willing to stick him in a big but normally crappy unit, like ungors or marauders, he could be worth it, since the chaos spawn are much more killy than the original creatures, but in general, avoid. *'''Slugtongue:''' Although he can only cast Lore of the Wild or Lore of Death spells, Slugtongue's not too shabby for a level 2 wizard. You want to position him in a good-sized unit to cloak him and put him as close to the enemy as you can at the game's start; his "Curse of the Famine-fiend" means you can potentially knock off D3 or even D6 Wounds from every enemy unit within ''36 inches''. It won't soften up a horde army too much, but a big force is sure to take a few wounds, and every bit helps. With Poisoned Attacks and Regeneration, he's got a decent bit of survivability to him as well. *'''Moonclaw, Son of Morrslieb:''' This guy is just... ugh; Stupidity on both the enemy and YOUR OWN GUYS within 12", only a level 1 wizard, and the ability to get a +2 to casting rolls and make D3 Stone Thrower shots during the first, second or third round of the game. Avoid like the plague; this guy shows just how stupid GW was being when they reinvented Beasts of Chaos as Beastmen. (Also probably Moon Moon in disguise.. dammit Moon Moon!) If you really want to take him though (most likely to fuck over a Goblin or Skaven player) then put him on Unbralok so you can get him as far away from your own guys as possible, and make sure the only ones he's near (if he must be near some of your guys) are Chaos Warriors for their higher Ld. ** Adding Umbralok isn't a bad idea, since that's +2 Movement, +1 Wound and +3 Attacks (at Initiative 2, yeah, but Moonclaw's I3 himself, so he's hardly one to talk) for +35 points on his original 200 point cost. At the very least, it's no worse an idea than taking this piece of shit character in the first place! *'''Skulltaker:''' Character killer nonpareil; he's always got to issue and accept challenges, but with WS 9 and Heroic Killing Blow when in a challenge, that's what you want him to do. Not too bad at mincing infantry, what with flaming attacks, killing blow, and 4 Initiative 9 Strength 5 attacks, but it's not his strong point. Beware of enemy characters who have better initiative/Always Strikes First and other decent stats, because he's only got a 4+ armor save and 2 T4 Wounds to protect him. Needless to say, shooting attacks will fuck him up. *'''Karanak:''' Another character assassin, but also good for fucking over enemy wizards. *'''The Blue Scribes:''' Seriously? Okay, the fact you can chose which of the eight default lores you cast from each Magic Phase is nice, but with randomized spells each time and no way to even get the signature spells, they're kind of useless. *'''The Changeling:''' Only useful if you're going up against a force with especially killy creatures or characters to copy. Of course, he's got to get into base contact first, so... yeah, there's better things to spend points on. *'''Epidemius:''' If only his ability worked on Warriors with the Mark of Nurgle... In an all Nurgle DAEMON army he is fantastic, but he benefits little from combining armies unless you're focusing on a lot of Nurgle daemons. *'''The Masque of Slaanesh:''' Luckily she comes with a 3+ Ward Save, because that rule about being unable to join any unit would be a killer otherwise. She's quick as greased lightning, can make mincemeat out of most common troops, and can penalize Leadership, Initiative or Strength for all enemies within 12". Not a bad little supporting hero. *'''Wulfrik the Wanderer:''' You suddenly have access to three awesome faction's core choices and you choose marauders? I mean, they aren't even good in Warriors. His ability is cool and he can rock a challenge like nobodies business, but he is unreliable as hell and, I mean, well... marauders man. Marauders... *'''Throgg:''' Trolls for core? Yes please. Even with all three factions vying for that sweet sweet 25% core requirement you are going to be hard pressed to find better core than trolls. Throgg is cheap, has good stats, and is great in zoo themed monster lists. *'''Festus the Leechlord:''' Would be amazing if he were tankier. With no armor and only regen to save him if he is in the front of a unit (where he has to be) you can bet your bottom dollar everyone will target him and he will die. His abilities are awesome as giving an entire unit a 5+ regen save and poison are awesome. If you want a deathstar he is your go to guy, but just know he has drawbacks. *'''Scyla Anfingrimm:''' He's a [[Chaos Spawn]] with +2 attacks, Hatred, a 5+ armor save, the Mark of Khorne, and the Brass Collar of Khorne (Ward Save 6+, Magic Resistance 3). There's better things to spend your points on. He's also Leadership 10. Which means there is a good chance that he'll be your general too. *'''Ungrol Four-Horn:''' For starters, you can't take this guy unless you take an Ungor Herd for him to lead - that right there should be reason enough to give him the skip. On the other hand, if you must, his stats are relatively decent, especially if he passes his Leadership test (on LD 7, don't count on it) and gets his +2 Weapon Skill and +1 Strength for the turn - nobody's expecting WS6 S5 attacks from ungors! Failing the test gives you a random Lore of the Wild Spell from a level 1 Wizard. All in all, gimmicky and tied to one of the absolute worst units the Beastmen have. Avoid. *'''Ghorros Warhoof:''' A fairly decent character in his own right, and the fact he gives +1 Leadership to all Primal Fury units if he gets killed can be useful. The big drawback is that he has to come with one of the worst units that the beastmen have, and +1 WS does absolutely nothing to improve them. He's not really worth it.
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