Warhammer/Tactics/8th Edition/Warriors of Chaos

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Why Play Warriors of Chaos

If you're new to Warhammer Fantasy, they are a great army for beginners. Their strategy is simple, and you don't have to spend as much time and money on models since they don't use too many. Plus they look awesome. And also; CHAOS WORSHIPING VIKINGS!!!

Unit Analysis

Lords & Heroes

Named Characters

Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.

  • Archaon, The Everchosen, Lord of the End Times: Holy fuck, probably one of the most expensive characters but an outrageously deadly one at that. Can at any time double his attacks for the rest of the game (on a character with a WS and I of 9; S, T and A of 5 - scary shit), but will strike himself, or his unit (your choice), on a to-hit roll of 1. Did we mention he has 3+ ward save, magic resistance 3, ignores armour with his attacks, causes terror, counts as a wizard and cannot be wounded on better than a 3+? Also, that isn't a complete list of his abilities. Still, taking him will eat the entirety of your Lord choices. Needless to say, you're probably never going to see him on the table. But if he does appear, oh boy will he wreck shit, shame about the enormous fire magnet taped to his shoulders. Note that you can now hide him in a unit of chosen or something, because the Everchosen may once more walk the ground.
  • Galrauch, The Great Drake: Take a dragon. Split his head (this means also his breath weapon). Make it chaos-y. Make it a level 4 mage who knows the Tzeentch lore (he no longer has Loremaster sadly). Make his stats all 6, except discipline 9. That's Galrauch. Too bad he haves to take a LD test every turn, and if he fails, 3 of his attacks have to harm him. Fuck. If you use him, try to keep him near a BSB for those 'Spirit of Galrauch' tests, otherwise use him the way you would use a lord of change. For combat charge him into infantry and cavalry (as long as he charges them and not the other way around) in CC. With his 3+ scaly skin, breath weapons, he's tough to shift in combat (and is the ultimate wizard to put on a fulcrum in Storm of Magic. T6, 6 wounds, 3+ scaly skin and 2+ ward saves on a Level 4 wizard anyone?). This is a shame because the model is awesome (though VERY hard to put together).
  • Sigvald, the Magnificent: Pretty goddamn slick and cost effective. Ignores terrain penalties and can always march WITH A SQUAD, all but immune to psychology, always strikes first, a 1+ armour save with regeneration and 2 bonus attacks. His only drawback is his stupidity (although the reason behind his stupidity is so fabulously awesome he gets a pass. He's so distracted by his own good looks that he calls his mirror-shield-bearers to him and stands around blowing himself kisses and poncing around.) But he's fucking stubborn and Ld 10 so big goddamn deal! He is T5 now so everyone who was scared of using a T4 lord can suck his divine penis.
  • Kholek Suneater: A Shaggoth. But way bigger and more badass. Kholek no longer comes with any armour, so all you get is 4+ Scaly Skin. He has the same resistance to lightning-based effects as dragon ogres. He wields a magic weapon which has Multiple Wounds (D3). While he got significantly cheaper in the new rulebook, he also lost his Heavy Armour that let him redirect lightening-based effects within 12" of him. This means he's much more vulnerable to S3/S4 ranged weapons before he gets into close combat, and he's still just as vulnerable to war machines. If you can get him into combat with a couple of his 8 wounds remaining, he'll be devastating to your opponent, but it's not hard to lose 8 wounds when your only defense is Toughness 6 and a 4+ scaly save.
  • Valkia the Bloody: A not-quite daemon prince(ss), she can fly, strip an attack from her opponents, has killing blow and a stat line halfway between a daemon prince and a chaos lord. She always gets +1 strength from eye of the gods. -1 Strength to all attacks includes shooting, so unless your opponent is running cannons, feel free to fly her around solo bitchslapping war machines, 5 man knight units, and 4 man demigryph units: with 6 S7 AP attacks on the charge, she can and will flank and run down 4 mournfang; just don't go in from the front. Can and will beat down any solo character, up to and including that irritating Dark Elf Pendant Lord on his fancy-schmancy Pegasus. The only possible drawback is now if any friendly chaos units in 12' fail a Break test, they take D6 S6 hits. Not a major problem, but you should be aware of it.
  • Vilitch The Curseling: A level 4 Tzeentch wizard with an improved statline and little protection outside his armor save. Failed enemy casting attempts turn into dispel for him, while failed dispels turn into more power dice. Having Loremaster Tzeentch is nice. Pricy though. Better in a themed army.
  • Festus The Leechlord: Festus is a mixed bag. Being a level 2 Nurgle wizard is meh. Having no save other than regen is also meh. The main reason why people take him is because he gives 5+ regen and poison to his unit. Which, if it is, say, a 50 man marauder horde, is fucking brutal. No longer suffers from only pursuing 1D6, but you also no longer get the benefit of double victory points. He gets some potions that can heal wounds to him and his unit, and take them off enemies. Pricy, like Vitlich, and bettter in a themed army.
  • The Troll King Throgg: A troll with better stats. Incredible for his cost. Lets you take trolls as core, lets all trolls, ogres, dragon ogres and warhounds use his Ld (8), gives said units re-rolls to their Ld if he is within 12 inches, and gets D6 vomit at S6(actually, he has a strength 5 breath weapon that ignores armour saves). Outrageously deadly when you put him in a unit of 17 trolls.
  • Wulfrik The Wanderer: One of two named characters frequently taken to lead a unit of Marauders, Wulfrik does two main things. The first is his ship, Seafang, which is essentially the Outflank rule from 40K on steroids. The second is his Gift of Tongues rule, which both forces the opponent to accept his Challenge and lets you pick who accepts. You take him to get a unit of Marauders into the enemy's backfield to wreck artillery, mages and other squishy units. His stats aren't bad, particularly against the target of his Hunter of Men ability, but if you're looking for a pure combat character you're better off with a properly kitted out Exalted Hero. Take him for Seafang instead.
  • Scyla Anfingrimm: Huh, he actually got usable. M6 and D6+2 S5 attacks with Fury and Unbreakable make him sable and can take a bit of punishment with T5, W4 and a 5+ save. He is in fact your cheapest Hero choice in the book, but he's vulnerable to ranged fire (as a Monstrous Beast he cannot join units) and will die pretty quick. Should not be your first choice, unless you are looking for a low point LEADERSHIP 10 general which is quite rare for warriors of chaos.

Generic Characters

Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.

  • Daemon Prince: Ascending from the halls of trapdom, the Daemon Prince is actually a viable choice now! He's more expensive than your Chaos Lord at only a few better stats, is rather vulnerable (4+/5++) and count as a Monster. He can take up to 25 points of magic items and 100 points of Mutations, but those are not very good. It also does not help that while his base cost is not that high he has to take a number of "options" that rack up his cost significantly: he has to be dedicated to a specific god (this is NOT a Mark of Chaos: it's a better version that includes Hatred for the opposing Chaos God), needs Chaos Armor if you don't want him to die like a bitch and needs Wings if you want him to get somewhere alive (though he has M8, everything will be aimed at this guy), making him cost AT LEAST 300 points. And NEVER make him a wizard: it's just not worth it even with his wings. Just take the Arabyan Carpet(or a Disc of Tzeenth) on a regular Sorcerer instead. Despite this, though, you should always have a Daemon Prince or two on hand, and the reason why is the Eye of the Gods: if you roll for it and get a 12, there is a chance (LD test, good chance you'll make it) that the character making the roll turns into a Daemon Prince. If this happens, he keeps all his stuff with the exception of his mount(which remains a solo model if it's a monster), his mutations, his Eye of the Gods rolls and even his title of General/BSB. The old model is then removed as a casualty (rewarding your enemy with VP, a small price to pay), but note that THIS IS DONE REGARDLESS OF IF YOU PLACE A DAEMON PRINCE. REMOVING THE CHARACTER IS MANDATORY. So do have a few on hand, m'kay? [Not True Daemon Prince can be built to be nearly impossible to kill. Get him into combat fast to stop arty focusing on it].
  • Chaos Lord: Your primary fighting lord, and a solid contender for the best generic character in the game. Stream of Corruption, Dragonhelm, Helm of Many Eyes, Palanquin of Nurgle (still infantry), Dawnstone and 40 points in whatever weapon you want. Even with S7 he will likely only deal one wound per round of combat and that means he won't have enough defense to survive your onslaught. All a vampire lord can claim is that he kills more normal troops per round, but then again your army doesn't implode if your lord dies. Also, Eye of the Gods. Has a very high statline and can equip a variety powerful weapons and armour, as well as a variety of special mounts depending on what you want to use him for, though this can really up his cost, and he's not cheap to begin with. Completely brutal on a Juggernaut because you can't be killing blowed (being monstrous cavalry). He does not sadly, as stated by the FAQ. This only makes the Juggernaut SLIGHTLY less awesome: it's still a great choice, especially if you take some Skullcrushers to allow for a Look Out Sir!
  • Sorcerer Lord: Your wizard lord, starts out as level 3 wizard, with the ability to chose from any of the battle lores, though if you give him a mark of chaos he has to use the lore of the respective Chaos god. If you plan to give him a mark, use the mark of tzeentch, his lore is generally the most useful and his mark adds plus 1 to all of your sorcerer's casting rolls, plus it means you can give him flight by putting him on a flying disc. One nasty alternative tactic is to give him the mark of Nurgle. The "Magnificent Buboes" spell causes one automatic wound with no saves, useful for sniping. Despite being a wizard, he is actually a decent fighter, but still keep away from combat if on his own and from character-hunters, due to Eye of the Gods.
  • Exalted Hero: Your fighting hero. A bit weaker stateline than the Chaos lord and fewer options with equipment, but still a very powerful fighter. Runesword makes him nearly as good as a lord for much cheaper points. Also, your BSB.
  • Sorcerer: a SOLID choice and one of the best wizards in all of WHFB. Good fighter with magic abilities to boot.

Core Units

  • Chaos Warriors: The basic infantry unit for your army, but probably one of the nastiest infantry units in the game. They're very, very good at killing (model for model they beat most armies elite melee troops), but their cost means that you'll never be able to take them in large units. Generally used in units that are six wide to maximize the number of models in base contact with the enemy and take advantage of their 2 Attacks. There are two main set-ups for these guys. The first is Shields and the Mark of Tzeentch, with the MoT stacking with their Parry save from HW+Shield for a 3+/5++ save in close combat. Hard to kill and still pretty deadly in return. The second set-up is to give them the Mark of Khorne and Halberds. Some folks like to use Additional Hand Weapons instead, but the Halberds are mathematically just as good or better in all situations. The Mark of Slaanesh is generally useless now that Terror and Fear are nerfed, while Nurgle just doesn't have any particular synergy with any of the available weapons. That said, it is invaluable against shooting and against elite units (even most heroes have ws 6, meaning they will hit you on a 4+ instead of a 3+), as a penalty to hit is stronger than a ward save.
  • Chaos Marauders: The cheap and plentiful alternative to Warriors. You can mark them Khorne with Great Weapons (or occasionally Flails) for a massive horde of half-naked berserkers. Yes, they'll drop like flies, but at 5(not anymore) points per model you can have a lot of them in a unit and when they hit back they tend to murder the faces off most things. It's usually good to have at least one unit of these guys to handle the few things that Warriors can't handle - like High Elves and their ASF Greatweapons. The other, less frequently used, set-up is Tzeentch with Shields and Light Armour. They get same synergy with Parry saves and the Mark of Tzeentch as Warriors, so rank them them up fairly deep for steadfast and use them to hold something nasty in place while the rest of your army sets up a flank charge. Their models are considered pretty terrible though, so a lot of people don't like to use them. (note: this entry needs to be updated, bad.)
  • Chaos Warhounds: Flankers. At only 6 points a pop, combined with M7 they are excellent at intercepting enemy scouts and skirmishers, and to hunt down the crews of enemy war machines, wizards or even ranged units. They drop like flies though: at T3 with a 6+ save for an additional point, everything with something bigger than a hand weapon or a longbow will kill these pups instantly. They can be given poisoned attacks as well, but with only 1 attack each this should not make much of a difference. Finally they can be upgraded to have Vanguard, meaning they get a free 12" move before the start of the game, putting them close to your enemy and less likely to be shot down along the way. Use them if you want to, but they won't work against every army you'll face.
  • Marauder Horsemen: Cheaper than Chaos Warriors, Marauders are your light cavalry. Notable for having the only non-magical ranged attacks in your army (throwing weapons), you can give them flails and light armor, combined with a Mark of Khorne to break enemy infantry units and run them down (3d6 dice + a reroll if needed? Yes please.) Again, with only T3 and a 5+ save they die like bitches to handgunners, so use their speed to keep them behind cover before you charge. They're not often used: if you want cavalry, Chaos Knights nearly always are given this task. But if you absolutely need you some poor bastsrds taking those Fanatics out or want a mono-chavalry army, these are your friends.
  • Forsaken: Another trap. Their stat-line is considerably worse than that of a Warrior, but they cost more points. When in B2B with an enemy they get a (randomly determined) special rule, from Armor Piercing to Killing Blow. Fast and with great potential, but just not worth it compared to regular Chaos Warriors. I've seen some players attempt to use multiple small units of Forsaken, but your points are better spent elsewhere. On the plus size, the parts from their sprues make for excellent conversion fodder for Chaos Warriors, so if you were wanting to spruce up a unit of those...
  • Chaos Chariot: Pretty damn good as far as chariots go: T5 with 4 wounds and 3+ armor save is nothing to be sneered at for its low-ish cost. This bad-boy will pump out an ungodly amount of S5 attacks if you mark it with Khorne: D6+1 impact hits, then 3 attacks each from the halberdiers on the back. And now they are Core you can considerably upgrade your hitting power with but a small unit.

Special Units

  • Chosen: 4 points more expensive than a regular Warrior, gaining +1 WS and the The Rewards of Chaos rule, granting a free roll on the Eye of the Gods table. For the rest they have the same options as a unit of Chaos Warriors, except shields are more expensive for them and can take more expensive magic banners. Removing Favor of the Gods hurt them quite a bit, but this is made more than up for for two reasons: The Rewards of Chaos is done on 3d6 of which you may discard one, potentially allowing you to choose between three different Gifts, and when paired up with a Warshrine this adds yet ANOTHER die to roll with, giving you even more flexibility. With this ability your units of Chosen can quickly become very powerful, and will serve as a good block of heavy infantry for your army.
  • Gorebeast Chariot: Chaos Chariot with a purple ape and Killing Blow on impact. Their speed is their big downside, but they are ridiculously tough and hit like an unstoppable rape train with no brakes. If possible I'd take these guys over a regular chariot any day of the week.
  • Ogres: Opinions are mixed on these guys. They're cheaper, but less deadly and durable, than Dragon Ogres. But they are Monstrous Infantry and get the Ogre Charge rules, which you WILL notice. The Mark you should probably take is the Mark of Khorne; combine with a weapon of choice depending on what you're up against (I2 will mean you hit last against nearly anything anyway so don't be shy about Great Weapons but remember their cost), use 4-6 of them and let 'em rip. The other Mark you should consider is that of Nurgle: being only WS3 they will be rather easy to hit. And their champion is allowed to roll for Eye of the Gods, potentially creating an Ogre Daemon Prince. And for the love of Khorne, don't buy the metal Ogres. Use the plastic boxes, get a Spawn of two and glue on some tentacles. It'll save you a LOT of money.
    • On Chaos-ifiying Ogres: As far as I can tell, there is no reason why you couldn't use dragon ogre arms and heads to chaos-ify the normal ogres. Combine that with extra spawn bits as above and you have perfect ogres.
  • Dragon Ogres: More expensive than regular Ogres, hitting at S5 without using Great Weapons will bring the pain upon any lesser unit you'll face. They're fast to: at M7 you can slam them into your enemy's juicy units with ease. They're immune to lightning-based attacks as well, use this to troll gun-heavy Skaven armies. Don't waste these guys on regular infantry: maul your enemy's biggest units, countercharge knights, slay monsters, and kill anything worth a lot of points. Be careful though, these guys are tough, but not invincible.
  • Trolls: Trolls are... eh. Cheaper than Dragon Ogres but with near-equal stats and Regenerate, Trolls are what you'll want to kill heavily-armored enemy models. In lieu of their regular attacks (3 at S5), all trolls in base contact (changed, the second rank can do it now too, and the third if they're horded) with an enemy unit inflict a S5 hit that ignores armor. This *will* kill nearly anything without multiple wounds, but remember that this is very ineffective against larger units. Again, knights are a prime target for this attack, but it's always a good idea to have something charge alongside the trolls, preferably something that can deal a finishing blow against the enemy. Also remember that trolls have Stupidity, so don't let them wander off on their own. Taking King Throgg makes them Core, and having him in a big unit of them makes for ultimate trolling. (I see what you did here)
  • Chaos Knights: Until recently the deadliest cavalry unit in the game, Chaos Knights have the works. A 1+ armor save, S5 magical attacks, 10 attacks from a basic 5 man unit and a statline you'll normally see on lesser Heroes, a sizable unit of Chaos Knights is a game-changer. Give them either the Mark of Tzeentch for a 1+/5++ save in combat(I thought cavalry can't benefit from HW/Shield parry rule?), or the Mark of Khorne to make them even deadlier. Don't bother with lances: always having S5 is preferable to S6 on the charge, followed by S4 for the rest of combat. Their downside is of course their cost: at 200 points bare bones you will want to be VERY careful about what you do and don't with them, both in points and on the battlefield. An obvious bodyguard to your General, these guys will break nearly anything you throw them against. Be careful of concentrated fire: giving them the Blasted Standard(5+ ward against shooting, stacks with the Mark of Tzeentch)(Standard is now 2+ Halves strength of hit before rolling to wound, on a 1 doubles the str max of 10) is a good idea when facing more dakka armies.
  • Hellstriders of Slaanesh: Hellstriders are a good deal more expensive than Marauder Horsemen, being one point more than a fully kitted out Warrior. What you're getting for that extra points is M10, Fear, Armour Piercing magicial POISONED attacks for the mounts, Mark of Slaanesh, Spears, and the ability to take ASF in the first round of combat for peanuts. The main thing you have to be careful of is avoiding being shot. Sure, you're fast, but you will go down hard if you aren't careful. Remember, they are just as easy to kill as normal horsemen (until you get their bonuses [see below*]). The best way to use them is in a similar way to Empire detachments. Have them back up a large unit, so when that unit charges or is charged, they can get the enemies flank. Then, when the enemy breaks and flees, restrain the large unit and send the Hellstriders to run them down. Their special rule means they receive a benefit for each unit the run down (*Devestating charge, stubborn then a 4+ ward save). If you have the models of the old seekers of slannesh with the old daemonettes instead of GW's new androgynous abominations, it'd be a novel idea to use them as Hellstriders, employing the 'Counts As' rule to save on money and let classic miniatures see the light of day again.
  • Chaos Warshrines: Now a bound spell, gives d3 models a roll on the eye of the gods, and they can roll 3 dice and drop one, so you can increase the odds of demon princing a cheap model vs your expensive ones, random attacks make it a a little worse, but still can get a 3+ invul, still imo worth it, and can be a mount
  • Chimera: A nice beastie. Because it can fly it is one of your fastest units that is not a mount. 6 strength 6 and d3 random attacks are nothing to scoff at, even when coming at WS4 and I2. At T5, W4 and a 4+ save it can take some ranged fire, but cannons WILL kill it dead. Though it's a bit expensive to hunt war machines and wizards it is undeniably very good at it, and when those are all gone it is more than capable of piling in with other units to kill big blocks of infantry. Regeneration is a mandatory upgrade, as it can save you from those inevitable cannonballs you'll be taking. Also, for some reason its random attacks gain +1 To Hit when being attacked from the rear. But if that happens you are using your Chimera wrong.

Rare Units

  • Chaos Spawn: Spawn are terribad. Like, really sucky. Even less reliably than Trolls, combined with their low stats for a monster and their slow movement (7" at average, can't march or charge) makes them a joke. Even with their better interpretations of the Marks of Chaos they still are just too random to have any effect. You should buy these for only two reasons at best: conversions using the crapload of tentacles found on the sprue or using them to drag your converted Chaos Warshrines. Sadly, they are now needed, for the same reason as the Daemon Prince: although some of the marks make them a semi usable, such as giving them a breath weapon, if you roll a 2 on the Eye of the Gods table, the character making the roll has a chance to become one
  • Hellcannon: The only "war machine" in your army, it is a stonethrower that will kick your ass in combat. Needs to take a LD test at the beginning of your turn; if you fail the cannon will drive itself 3d6 closer to the enemy, so it can hit them with its spiky bits. It hits at S5, causing Panic at -1 LD, good against feeble humans and greenskins. When it misfires though bad shit goes down, from explosions to murdering its crew and mindraping every wizard within 24' inches, instead of the old "all wizards on the table" which could mean less exploding enemy wizards sadly. Temperamental at best, and with a notable price tag, the Hellcanon should only be taken by the more daring of generals.
  • Dragon Ogre Shaggoth: The big brother of the Dragon Ogres, the Shaggoth will fuck shit up. 5 attacks at S6 murders everything it runs into. Combining with either another hand weapon or a great weapon, there's nothing a Shaggoth won't murder. The obvious downside is that the Shaggoth is relatively vulnerable (T5, 4+ save and no way to regain wounds), it is the magnetic pole for shooting. Get this guy in combat fast and keep him there, otherwise he'll be headbutting cannonballs from turn 1. He is rather pricy though, so have a plan before you field this guy.
  • Giant: Giants have a ton of special rules, making them effective against both monsters and infantry/cavalry units. They are less effective against monstrous infantry, due to most of the Giant's attack being effective against only one model. The Giant is surprisingly very effective against characters, especially if you roll on the Pick Up And chart; you have a 2 in 3 chance to remove the guy from the game. They're sublime fire magnets though, and it'd be a shame to have your 200+ points model taken out by a pair of cannons. As of the new book, the Mark of Nurgle actually increases his toughness to 6, making it the ideal choice.
  • Skullcrushers: Despite suffering a significant points increase less than three months after being released (THANKS GW YOU FAGGOTS), Skullcrushers are still one of the best choices available to WoC players. 1+ Armor save, meaning that it takes a S5 hit or higher to put them on anything but 1's for armor saves. They have 3 magical S5 attacks each, cause fear, and are frenzied. In addition the juggs get stomps on infantry. They're monstrous cav so they have swiftstride and can't be killing blowed. Forget using chaos knights, these guys blow them out of the water and are cheaper and better than 2 knights put together. I recommend taking a unit of 3-4 every game, sometimes 2 units depending on how mean you want to be. These guys are ridiculously hard to kill and if you send them into the enemy's flank they'll just sit there and rampage the whole game while your opponent scrambles to deal with them and your oncomming horde of whatever else you bring.
  • Slaughterbrute: The first of two big, scary monsters. The Slaughterbrute is a powerful monster with very decent attacks, strength and toughness. While it may at first seem to suck at close combat with a pathetic weapon skill of 3, you can boost its killing ability by binding it to your Chaos Lord, a process which involves jamming a lot of sanctified blades into its back. Doing so is borderline mandatory, as it uses your Chaos Lord's weapon skill and leadership so long as he is alive, producing results like a weapon skill 8 leadership 9 monster. If that SOUNDS awesome, it's because it IS, and it'll certainly make sure that your ungodly abbatoir of a creature will live up to its name.
  • Mutalith Vortex Beast: The other big, scary monster. The Vortex Beast has a bound spell which makes you roll on a table to see how many toughness tests the enemy takes, for each toughness test they fail they suffer a wound with no armour saves allowed. This monster has great synergy with the Nurgle magic lore and it's toughness reducing spell.

Building Your Army

Buying Your Army

One of the best things about this army is the low model count. The other one is that the models are, most of the time, goddamn awesome. Under 8th edition infantry has been strengthened (haha!), while other units such as chaos horsemen, chariots or the like don't see so much use as they used to have. Consequently, you should consider buying a strong core of infantry: about 30-40 warriors of chaos ("oh my god the pain!" being cried by your opponent's units is guaranteed in close combat), although some people prefer to use even less. Marauders are no longer a good choice, although they can be used MSU style quite effectively depending on your list. Having bought some Warriors, invest in some heroes, sorcerers, a unit of horseman or two and 1 or 2 hellcannons (they are AMAZING now!). One of the advantages of playing WoC as opposed to Ogre Kingdoms or another similar force is the viability of many of your choices - you can run an all-mounted force, an all-chariot force, a force made up entirely of monsters or a simply Warrior army. The choice is yours!

Army Composition

Magic Items

  • Generic Mounts

Generic mounts tend to be worse than mark-specific mounts, but the ability to be taken with any mark guarantees that they aren't obsolete, especially due to the dubious usefulness of the marks of Slaneesh and Nurgle in every other aspect (although their specific mounts do rock). A note on monstrous cavalry: at the moment, skullcrushers are the only monstrous cavalry unit in your army, which means that you won't have Look out Sir! unless you take a unit of at least 5 of them and place your hero in the unit. This is a problem especially against cannons, although stone throwers and quite a few spells can also present a danger: remember, even with a 4+ ward save two cannon balls are enough to kill a lord. Against cannons, you can protect yourself by placing a unit of trolls/ogres/whatever you want in front of the lord. Against spells and stone throwers there is nothing you can do, but they are generally unreliable (stone throwers) or can be dispelled at the cost of allowing something else to slip past (spells). All analysis of monstrous mounts assumes that you are taking this into account.

    • Chaos Steed: Your standard barded warhorse, only since this is chaos, he gets S4 to kick people to death. If you want a mounted hero or lord, this is what you'll likely be taking. With a 1+ armour save if you take a shield and the fact that a chaos lord (and heck, most of the times the exalted heroes) will only ever be hit on a 4+ you have a great defense right from the bat. The cost for such an awesome loadout is that with cavalry being so gimped this edition you will have a hard time killing very large units if you are unable to maneuver well (and depending on the map it may be hard: losing a 40 point model to a dangerous terrain test is sad). While not bad on your general, it might be best used on a hero leading a flank.
    • Daemonic Mount: An attack-oriented chaos steed, with an extra attack at S5 and stomp. It does, however, work great on heroes and sorcerer lords, because it improves their wounds to 3, while still providing a decent offense.
    • Chaos Chariot: Yeah no. Chariots operate fine on their own, placing a character there will only turn them into the focus of all shooting, because it will become as vulnerable as a Shaggoth and just as (or more) pricy. Not only that, you replace one of the crew (so you lose attacks compared to a normal chariot) and you aren't as mobile as if you were on any other mount, because you can't march. Oh, and it's more expensive than a Daemonic Mount. If you didn't get the picture yet, don't take it.
    • Chaos Warshrine: Yes, this really is a mount now. Despite offering a great ward save and being relatively tough, the Warshrine is no longer as useful as it used to be. In addition, it hobbles along at a painfully slow pace - as in, slower than the rest of your already (mostly) slow army - hardly an ideal choice for a mount.
    • Manticore: At T5, 4 wounds and no armour, this thing will die fast to shooting, melee, and magic. Which is a shame, because it can really dish out the pain: 4 attacks (5 if you fail the leadership test, which will also make your lord frenzied) at s5 with killing blow and thunderstomp will put a hurt on things, but you can't really expect it to survive against anything other than s3 infantry (and even then, not lol 4 rows asf high elves). Back when terror was more devastating, this was a worthy, if unreliable, mount,but now you are better off just taking the Tzeentch or Slaneesh mounts if you need your lord to move fast across the board. As of the new book, the Manticore was given a substantial price discount and the ability to buy a 4+ armour save. Still a glass cannon, but with the option for other viable flying threats like a Chimera or a Daemon Prince, it can find its place in an army now as part of a multitude of fast threats.
    • Chaos Dragon: Ouch. The corrupted cousin of the Star Dragons, it has one less WS, S and W and replaces them with an extra breath weapon that will devastate low T things and put a dent on even high T cavalry, and +1I. Unless you are tackling enemy lords or monsters, this is usually to your advantage, especially considering you are paying 50 points less for it. At 3000+ points, you can properly equip your lord, but at 2500 you just have the bare minimum, so take the mark of tzeentch, a talisman of endurance and a great weapon and go hunt whatever you please, just get into combat fast before you are struck down by everything your opponent has to throw at you. Monsters are always risky to take, so don't be surprised if one game you slaughter everything in your path and the other you lose 620 points to turn 1 shooting.
  • Mark-Specific Mounts
    • Juggernaut of Khorne: An S5 mount with 3 attacks (the model and the lord are one model, so both get frenzy) and stomp that also improves your armour save by 3 and gives you magic resist? Khorne is a kind god indeed to those who would fuck shit up in his name. Now that armor can't be improved past 1+, you benefit from it most if you take a halberd or a great weapon. Alternatively, if your lord already has a talisman of preservation, you could take a hero with the armour of destiny and a shield and have a sweet 1+/4++ save on two models (if you do so, make sure to make this fact obvious to your opponent by sending your characters on lone missions against his precious inner circle knights/ white lions). Heck, you could even take the glittering scales and still have a 2+ save while only being hit on 5+ or even 6+. A very solid choice.
    • Palanquin: A mount that is considered infantry (Changed, it's listed as a monstrous beast in the army book, which makes a character riding it monstrous cavalry. I make this point because games workshop has said many a time, that Army Books out-rule the Main Rulebook. So even though the BRB classes it as Infantry, the army book outweighs it.) - chaos has it all. While not as balls-out powerful as the juggernaut, the fact that you remain infantry means that you can improve your armour save without having to join a unit of cavalry while still being safe thanks to Look out Sir! Since you have a 50x50 base, if you place your lord in the corner of a unit your opponent will be forced to allocate at least 2 attacks to him, which is to your favor. The Palanquin itself provides a respectable 6 s3 poisoned attacks, ideal against monsters and hordes designed to slow you down alike. Of course, all this is wasted if you don't make the most of your armour, so grab that dawnstone and a dragonhelm/enchanted shield. A solid choice only stained by the fact that the mark of nurgle is generally wasted on lords (unless you also take the chaos runesword, in which case ws5 heroes and elite infantry will only hit you on 5s).
    • Steed of Slaneesh: Have you ever wanted to hit something really hard, but were too far away to bash its skull in? Then the the boobed snake is for you. Of dubious usefulness in a lord (you want him close to the rest of your army to offer his leadership), this thing is spectacular on an exalted hero, because while the Disc of Tzeentch has fly, the steed allows you to join a unit of marauders and still have the vanguard move at the start of the game (which means you have all the defensive benefits of being in a unit), something your opponent will have to react to unless he wants to lose his flank. All the mounts have fear, but the fact that your hero will likely hit units in the flank (away from the BSB) makes it far more effective here than elsewhere.(in the new codex, you no longer have this for some reason.)
    • Disc of Tzeentch: Boy, aren't you just spoiled for mounts? The Disc of Tzeentch can claim two main advantages over the Steed of Slaneesh: it allows you to fly over units, and you get a far more useful mark. Without vanguard, you are better having your hero or lord join a unit of chaos knights rather than marauder horsemen, and then leave the unit when a suitable charge opportunity presents itself. As with the steed of slaneesh, it tends to be more useful on a hero, but the fact that you can be close to your army before they reach the melee (where they will be required to make far fewer leadership tests) means that it can and should be considered even on a lord. Also, great to keep sorcerers out of dangerous combat once it starts. Again, fear is more advantageous here than on the other (non-slaneeshi) mounts.
  • Weapons

(14dchan did not write this) the warrors of chaos dont exactly get a weapons section. instead, they get a chaos mutations and powers page, which is pretty good, but for some reason you can only have one of each in an army.

DAEMONBLADE: nice. magic weapon that makes the wielder have the random attacks (d6+3) special rule( so far, i have no idea if he adds these to his regular amount of attacks or what) but if you roll a 1, you hit yourself.

COLLAR OF KHORNE: grants magic resistance 3

UNHOLY STRIKE: the charecter can make a single attack thats double strength and has d3 wounds special rule.


  • Armour (note: only the last piece of armour in this list still exists)

    • Skinhidden Plate: +1 Toughness would be lovely, if it didn't cost 60 points. Skip.
    • Chaos Runeshield: For 50 points it makes your opponents magic weapons and runic weapons count as normal weapons. Have your opponent rage when his 100 point sword is useless. Of course, most lords invest at least 50 or so points in defense, so in most cases you are spending 50 points to make your opponent waste 50 points. Still, if you want to hunt down lords, this item and the aethersword on a mounted lord basically guarantee you can kill any character in 2-3 rounds of combat while being immune to retaliatory attacks, if you do not mind that you won't be very good at anything else (with the exception of hunting heavy cavalry).
    • Armour of Damnation: Amusing when used in conjunction with The Father of Blades, but your 45 points are better spent on other defensive items.
    • Crimson Armour of Dragan: Too expensive. Unlike the Bronze Armour, it can be used on your general to provide killing blow immunity without gimping your leadership, but it's simply not worth it. If you are afraid of characters, you are better off just taking a 4+ ward (or the runeshield) so that you actually have some decent defense against other attacks, while against units you have an excellent tool at your disposal already: marauders. Oh, and you can't suffer multiple wounds, but since this benefit won't extend to your mount forget about taking a lord on a dragon bearing only this as defense.
    • Armour of Morrslieb: Quite a good armor, actually. Being cheaper than the talisman of preservation comes with the cost of not working against magical attacks. It is thus best used on an exalted hero whom you want to solo units rather than on a lord who can be reasonably expected to fight enemy characters at some point.
    • The Bronze Armour of Zhrakk: 15 points, the wear can at best wounded on 3+, even if the attack is auto-wounding, and gives immunity to killing blow. Very cheap way of getting killing blow immunity, but being unable to confer leadership means it's a big no for your general. Instead, take it on an exalted hero and then kite him to hold things like grave guard on his own (but keep the bsb nearby!).
    • The Helm of many eyes: The only piece of armour in the new army book. It works the same as the old one (ASF and stupid), but now is a proper helmet so gives you an armour save boost too. Reasonable piece of kit.


  • Arcane Items
    • Skull of Katam: Simply not worth it. We already have the Mark of Tzeentch, and 50 points is far too much to pay for what you get.( actually, in this addition, this item is very good. for 15 points, you get to channel 6 dice instead of 1)
    • Infernal Puppet: A must for any wizard heavy list any list with at least one Sorcerer Lord or and even against other wizards. For 35 points it lets you adjust ANY miscast roll by d3. Any. Fucking. Miscast. Yes, especially yours. Saving your sorcerer and watching that metal lore bitch exploding for 35 points? Point and laugh (NO LONGER AVAILABLE. Dark Elf players; "HA-HA!" Warriors of Chaos players; RAGE! )
    • Blood of Tzeentch: Can be useful, but in most games you're already going to have enough casting power to make something like this redundant. If you have the spare points for this, it can swing a spell around in some games. Highly situational.
    • Power Familiar: Useful generally & more so in a game where you are outclassed magically. As with the Blood of Tzeentch, situational.
    • Warrior Familiar: Not worth it. Skip. (and now you have to, as its gone...)
    • Spell Familiar: Brilliant against most of the armies you'll face, if you have the points for it, use it.

Magic

  • Tzeentch

Completely new spells Tzeentchian spells are quite funny. They have some nice damage dealing potential, and many are underestimated. Moreover, the Mark of Tzeentch gives your sorcerer a +1 bonus to your ward save and casting rolls. There's no more +1 to casting, instead you get a slightly better shot at channeling an extra die. The main advantage of the lore is that like the lord of change itself it cannot be predicted: your infernal gateway is as likely to deal 2 S2 wounds as to destroy a unit with no saves allowed. Also gone! Tzeentch cares not for your stupid hail mary spell. Also take note that all damage spells have special rule called warpflame, which causes everything they hit to take a toughness test, if they fail they take D3 wounds, but if they pass, they gain regeneration save that gets better with each successful test the rule forces them to take, so keep in mind if get any ideas of throwing any of them at tougher units or monsters. Also keep in mind that warpFLAME is not FLAMing. Somehow.

Bluefire of Tzeentch

Treason of Tzeentch

Pink Fire

Bolt Of Change

Glean Magic

Tzeentch's Firestorm

Infernal Gateway

  • Nurgle

A lot of toughness tests or suffer more here, and plenty of augment spells. Also after every successful cast roll a d6, on a 6 ye get a wound and a toughness for the rest of the game.

Stream of Corruption

Miasma of Pestilence

Blades of Putrefacation

Curse of the Leper

Rancid Visitations

Fleshy Abundance

Plague Wind

  • Slaanesh

Like nurgle but leadership test or suffer from more attacks and for every unsaved wound caused roll a d6, attack, ws and initiative are upped by 1 till your next magic phase.

Lash of Slaanesh

Acquiescence

Pavane of Slaanesh

Hysterical Frenzy

Slicing Shards

Phantasmagoria

Cacophonic Choir

Tactics

Your main strategy as the Warriors of Chaos is always to get your army into combat as quickly as you can, in which you will generally emerge the victor. This makes them easy for beginners, but also very predictable. Always remember that your opponent is likely to want avoid fighting you up close if they can.

Be very careful about one thing though: All Chaos Models are mounted on, at the smallest, the double-sized Infantry base. While this doesn't seem like TOO much of an issue at first, it can lead to problems very quickly. You're very easy to trip up on terrain, model heavy armies tend to be hard to maneuver, you can wind up double charged, or charging against more units than you intended, etc. Games can be won or lost in the movement phase, especially in fantasy, think about how you move your army.

Shooting is always a problem for Warriors so once again, get up in their face as soon as possible to minimize casualties.