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WARHAMMER WARRIORS OF CHAOS PDF

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Warriors of Chaos - 7th - Download as PDF File .pdf) or read online. Warhammer Army Book 7th edition. Warhammer Aos Warriors of Chaos En - Free download as PDF File .pdf), Text File .txt) or read online for free. Warhammer Fantasy - Warriors of Chaos. “From the harsh snow lands they come. Blonde of hair they are, and blue of eye, and tattoos upon the arms and face.


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Warhammer Age of Sigmar © Games Workshop Ltd. CHAOS A unit of Chaos Ogors has 3 or more models. mortal wound as warriors are driven. #PaintingWarhammer. Tag your Instagram posts and you could see your miniatures here! Warscrolls Compendium: Warriors of Chaos (PDF). £0 ibookstore. Warriors of Chaos - Download as PDF File .pdf), Text File .txt) or read online. from the Warhammer rulebook. races and race insignia. and Chaos Chariots.

From the far north come the conquering legions of Chaos, led by the Champions of the Dark Gods and the immortal Daemon Princes. Alessio Cavatore brings you a complete army list to get you by until the release of the new Warriors of Chaos book. Immortality and ultimate power are the rewards for those who are strong, while mutation and madness await the weak. In keeping with the new Daemons of Chaos army book, this list is designed as a set of completely self-contained rules. It does not refer to rules With the arrival of the Chaos Daemons list for in either the Daemons of Chaos or the Beasts of Chaos Warhammer, we have a new approach to dealing with the army books, with the temporary exception of the Chaos different armies of Chaos, with each army being treated Giant who has too many rules to print here! As a result, the Although the forthcoming Chaos release will feature a old Hordes of Chaos list is no longer valid. Phil Kelly is number of new plastic sets to go alongside the existing currently hard at work on a new list for Chaos Warriors Chaos Warrior and Chaos Marauder kits, you can rest that will see the light of day in the not too distant future.

But if he does appear, oh boy will he wreck shit, shame about the enormous fire magnet taped to his shoulders. 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 all the Tzeentch lore. Make his stats all 6, except discipline 9. That's Galrauch.

Too bad he haves to take a D test every turn, and if he fails, 3 of his attacks have to harm him. Sigvald, the Magnificent: Pretty goddamn slick and cost effective. 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! Bear in mind he is only T4 so he will die easier compared to a regular lord. Kholek Suneater: A Shaggoth.

But way bigger and more badass. Kholek comes with a nice suit of Heavy armor which redirects all lightning-based attack against him, and wields a great weapon which inflicts D3 wounds. Essentially impossible to kill without lore of metal, cannons or Pit of Shades.

Will destroy most things in combat, and could actually edge Archaon in hand to hand. Valkya 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 also lets you re-roll on the Eye of the Gods table if you wish. Can and will beat down any solo character, up to and including that irritating Dark Elf Pendant Lord on his fancy-schmancy Pegasus.

Vilitch The Curseling: A level 4 Tzeentch wizard with an improved statline and little protection outside his armor save. Can store way more power dice than he should. Having Loremaster Tzeentch is nice. Pricy though. 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. Which, if it is, say, a 50 man marauder horde, is fucking brutal.

Only pursuing 1D6 is bad, but on the off chance you do, you get double victory points for that unit. 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. Generic Characters[ edit ] Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.

Warhammer - Warriors of Chaos

Daemon Prince: A trap. He's the most expensive of your Lord level characters by far, the only state upgrade his from a Chaos Lord is an extra wound, has no decent defenses and can't join units. Made all the worse by only being able to take Gifts, not magic Items which means for all the fluff about Daemon Princes, a Chaos Lord will likely slaughter one in actual gameplay , and the WoC Gifts tend to be very situational.

It does fare a little better if you give it magic levels, as then it becomes a sorcerer with terror, fly, Tendrils of Tzeentch, higher toughness, strength, WS and attacks as well as thunderstomp.

It will become far too pricey for what it does, but at least you will be able to barely live with yourself if you take him for fluffy reasons. Chaos Lord: Your primary fighting lord, and a solid contender for the best generic character in the game.

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. 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 statline than the Chaos lord and fewer options with equipment, but still a very powerful fighter.

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Runesword makes him nearly as good as a lord for much cheaper points. Also, your BSB. Good fighter with magic abilities to boot. Core Units[ edit ] 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. 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. 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 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. 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 can be given poisoned attacks at a considerable rise in points, which works best with big units, something of a paradox when compared to the use these dogs have.

Use them if you want to, but they won't work against every army you'll face. Yes please. 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 bastards taking those Fanatics out or want a mono-cavalry army, these are your friends. Forsaken: Another trap. For combat charge him into infantry and cavalry as long as he charges them and not the other way around in CC.

It's a breath weapon except enemy models hit have to take a toughness test or be removed from play with no saves of any kind allowed. Have your trollface on stand-by if you take Galrauch against High Elves, and make the biggest one possible if it wipes out any deathstar units, such as Tyrion and his Dragon Prince drinking buddies.

Sigvald, the Magnificent: Chaos Lord Joffrey is pretty goddamn slick and cost effective. 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 take him no problem now. That being said, you can probably put together a generic Chaos Lord just as good while being cheaper and capable of doing more to buff your army. Kholek Suneater: A Shaggoth. But way bigger and more badass.

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. 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 an armour save. Valkia the Bloody: Chaos's own Valkyrie, armed with the mighty spear Slaupnir, who chooses who will fight and feast forever the Realm of Chaos after they die.

In case you weren't convinced the Warriors of Chaos are motherfucking Vikings. Basically can and will beat the shit out of any solo-character with the possible exceptions of Archaon, Wulfrik and a properly kitted out Chaos Lord. Also great at killing 4-man Cavalry units and kicking the shit out of warmachines.

Valkia is also incredibly useful in that she basically acts like a second battle-standard, all friendly units within 12 inches of her get to re-roll Break tests, which can potentially turn the scales of battle in your favour.

This is due to how the Warriors of Chaos know that when she enters the battlefield it means Khorne is watching, so they fight on bravely in her presence so that when they die with sword in hand she will carry them off to a Warrior's Paradise of fighting and feasting in the Hall of The Slain the Blood God.

However, if they should fail that test, she gets angry with their cowardice and they suffer D6S6 attacks and are cursed never to enter Valhalla - I mean, Khorne's Halls. Basically a flying beatstick. But the lack of a ward save is a problem isn't it always?

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. Unfortunately, Lore of Tzeentch took a big hit in 8th edition, so it's probably the worst Chaos lore to have Loremaster in.

Much pricier than its equivalent build from a generic Sorcerer Lord. Pretty much reserved for a themed army. Gutrot Spume: A Chaos Lord with MoN, a Great Weapon, an extra D3 attacks every round, the ability to move through absolutely any water feature along with his unit, a Nurgle's Rot mutation and the ability to take a warshrine as mount all for pts.

Hes alright for that amount of points, have him hunt monsters as he will wreck them. He weill also wreck any hero class characters. He is the chaos warrior's pain train as he will wreck nearly anything.

Also has a 'stonethrower' with S3 4 , but no AS allowed against it for pts. Pretty good wizard, suffersfrom being only level 3. However like the other maggoth lords he is also pretty good in combat. And unlike the other two he can deal with anything ethereal with magical flies.

Take that hexwraiths! Also has Nurgle's Rot. Also gives all Nurglings within 12 Regen for pts. So basically a Orghotts with better abilities except for H2H weapons but a worse statline for a 45 pt discount. Except Twiceborn's shot dosen't have KB or Poison. The only reason to take this guys other the other two is if your planning on fielding a good amount of nurglings.

Unfortunately the babies are special and thus share slots with other better choices And nurglings are deamons of chaos, so if unless your using the chaose horde army, you wont be seeing morbi in a chaos warriors army The Glottkin: Ooooh boy, now here are the big bad guys of the second end times book.

Three fatasses combine to make the fatass to end them all literally. Sharing the same profile the nurglebros are a monstrous creature S and T 6 with 12 wounds!

But thats not all these guys have. With regen and mark of nurgle they are tough to kill. Did I forget to mention they're a level 4 wizard? Sadly that will restrict play at higher levels. Festus The Leechlord: Festus is a mixed bag.

Being a level 2 Nurgle wizard is okay, you'll likely be running death if youre taking a Nurgle Prince, so Uncle Festus brings the Nurgle magic. Nurgle is great at making your own troops better or their units worse, and Uncle Fester is pretty much designed to do just that. Having no save other than regen, however, is meh. 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.

The new book gives Festus some neat new gifts in the form of potions that can heal wounds to him and his unit, and take them off enemies. More pricey than a regular wizard, and taking him does mean not taking a dispel scroll, but the advantages he brings to his units are worth it. Festus Empowered: Now we are talking. The thing about Festus the Leechlord is that he dies almost instantly in combat, with only a regen save and measly toughness 4 to pull his boots out of the fire.

Well worry no more because Festus now has an extra wound and a whopping toughness 5.

Warriors of Chaos | Magician (Fantasy) | Campaign Settings

Also - thanks to the lore attribute for Nurgle it is entirely possible to buff his toughness to 6 and in rare cases 7, as he is now a level 3 wizard. He also has two more nifty abilities. One - a spell that grants hard cover to all units within 12". Drink your opponents tears as they try and cross a board now covered in Nurgley goodness. 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 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. 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 a vomit attack at S5 and he has a strength 5 breath weapon that ignores armour saves.

Outrageously deadly when you put him in a unit of 17 trolls. Plus his mutant regen is hilarious seriously there will be cries of WTF!? Crunch-wise, he's also pretty good, having a stat-line roughly in-between that of a Chaos Lord and an Exalted Champion. Under normal circumstances, this still makes him a fine combat character. In short, Wulfrik is one of the best one-on-one fighters in the Warhammer world.

Also taken primarily for the Seafang, which is the outflank rule from 40K on steroids and allows him to pop up with a force of Marauders on any edge of the table and promptly begin to fuck shit up, probably the best reason for taking him, pretty godsdamned awesome for his pt cost.

Also, his model looks awesome. Scyla Anfingrimm: Huh, he actually got usable. He is in fact your cheapest Hero choice in the book, but he's vulnerable to ranged fire. 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.

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He can join units even if he has the unbreakable rule characters that are not unbreakable cannot join unbreakable units So you can hide him in a unit of monstrous beasts to "get a look out sir". Tamurkhan, the Maggot Lord Forge World : Ridiculously powerful and survivable, thanks in part to his stats, in part to the enormous Toad Dragon he's mounted on, and in part to the fact that, when killed, he can possess the body of the model that killed him, but he's far too expensive: you'd need to be playing a game of at least points to even take him, since he costs points, and that's at the reduced statline and points value!

Though thanks to The End Times he can now be taken in normal 2, point games. Has a few nifty abilities, such as the ability to reroll any characteristic test, channeling extra power dice on a 5 or 6, and most notably the ability to inflict his miscast results on any friendly model within 12". Also has a pet Chaos Spawn, which you should probably ignore. As for Kazyk himself, he's nothing special. The only real reason to take this guy is for the Rot Knights upgrade. Unfortunately, there are no models for Rot Knights yet unless you count Kazyk's.

You'll have to convert them up yourself. Generic Characters[ edit ] 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 also has Unbreakable by default, and not any of the 'gotcha' forms of Unbreakable that still cause him to die against an enemy with 5 ranks and full command. It also does not help that while his base cost is not that high, he has to take a number of "options" that increase 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 points.

Can be up to a lvl4 wizard, depending on the mark this may or may not be worth it UNLESS you're taking Mark of Nurgle, as this gives you access to the Lore of Death, allowing you to fly up flanks and Purple Sun or otherwise take Lore of Nurgle to buff himself to extreme levels potentially scoring yourself extra wounds.

But in the end, is he worth having over a Combat Lord or Lord level Sorcerer? Of course he is!

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Because Daemon Princes can be built to be nearly impossible to kill, but get him into combat quickly to stop war machines and wizards from focusing on it. Note Even if you're not taking one, it's a pretty good idea to have a Daemon Prince or two on hand because of the Eye of the Gods chart: 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. Doesn't happen often, but never say never. Chaos Lord: A ten-foot tall, four-foot wide Viking warlord with a giant axe and an insatiable need to slaughter everything around him.

Your primary fighting lord, and probably the best generic character in the game. Stream of Corruption, Dragonhelm, Palanquin of Nurgle, Dawnstone and 65 points in whatever weapon you want. Even an opponent character with S7 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, he has Eye of the Gods and he will be killing enemy characters left and right. Has one of the highest 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.

Sorcerer Lord: Your wizard lord, starts out as level 3 wizard, with the ability to chose from any of the Chaos lores or 4 of the better regular battle lores Death, Shadow, Metal, or Fire , though if you give him a mark of chaos he has to use the lore of the respective Chaos god or its associated battle lore Nurgle - Death, Tzeentch - Metal, Slaanesh - Shadow. The Lore of Tzeentch is generally regarded as ineffective now, with a terrible lore attribute and completely unpredictable spells that are no longer game-breaking if you roll well.

Despite being a wizard, he is actually a decent fighter, but still keep away from combat if he's on his own, and avoid character-hunters, since you still must always issue challenges due to Eye of the Gods. Exalted Hero: Your fighting hero. A bit weaker statline than the Chaos lord and fewer options with equipment, but still a very powerful fighter.

Also, your BSB. Always take a BSB.

Hordes of Chaos

And Chaos warriors who run away are bad. Good fighter with magic abilities to boot. You should always bring one to tag along, even if your are going full CC with your characters. Taking entire turns of spells in the face is not nice, especially when dealing with High Elves, Dark Elves, Empire, Lizardmen etc. Make him a lvl2, fix him a Dispel Scroll, and use him to thwart enemy spells. They're decent, but the choices in the army book are just as good, if not better. Take a Daemonsmith to repair your Chaos Dwarf War Machines and stick him at the back; otherwise, pass.

Core Units[ edit ] Chaos Warriors: Vikings in scary looking armour and the reason why this army is so fucking badass. Also 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 and larger base size means that you'll never want 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. 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 the cheapest mark, as it only allows you to pass Fear, Terror, and Panic tests in an already high Leadership army.

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Always, always make use of the banner of swiftness on these guys. Never download the champion but otherwise Full Command, but I wouldn't make the units any bigger than 18, because otherwise, points really start being used like lives in the Imperial Guard here!

In a case like that, you'll probably want shields so you won't be completely pulverized by Leadbelchers. 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. The other, less frequently used set-up is Tzeentch with Shields and Light Armour. They get the 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. Their models look like He-Man's deformed viking brother, and the limited options on the spruce means that all of them adopt the same, about-to-brain-themselves pose.

If you like models who look like they come from the era before detailed casting, download marauders. If not, download the better-in-every-way Chaos Warriors. Alternate take: The strength marauders bring to the table is the fact that they bring a big block of troops for cheap points or if you read above you will notice chaos marauder with mark of khorne and flail is 10 points when playing WoC.

Also, buff these bastards with some spells, and they can become a total pain in the ass. Their main downsides are: 1 they are mounted on 25mm bases, so a horde of them will be hard to maneuver, and 2 they need support from characters. They are not like Chaos Warriors who can operate on their own; if you want them to accomplish something, put an Exalted Hero with them and buff them with some spells. Marks though can be quite effective on them, Mark of Nurgle helps them survive a lot longer in combat good for tarpitting , Mark of Khorne makes them pretty good against other core if they have Great Weapons, and Mark of Slaanesh allows them to ignore the inevitable panic tests that come from being shot at.

Note that Mark of Khorne also makes you immune to psychology, so it's like the Mark of Slaanesh but with one more attack. A block of 20 marauders with mark of khorne and flails scares the shit out of empire gun-lines, they will shoot lead in their faces and it will only make their penises harder, and when they hit, they'll RIP AND TEAR like flamers on Grots.

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 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. Take a few units as drops so that your opponent has to place his important units first. Dont bother giving them any upgrades other than vangard. Alternate take: For 30 points naked, they're a super cheap investment in an army that otherwise has very expensive units. They give you more flexibility at deployment and make excellent redirectors. Once they run, they'll likely keep running, but keeping your outnumbered self unflanked for a turn or two can make the difference between life and death.

Don't ever consider them combat-worthy. Consider them for dominating the movement phase, protecting your own flanks by redirecting chargers, and with the side benefit of maybe occasionally doing a few wounds on something squishy.

Don't leave home without naked units of 5 in any army above , learn how to use them and you'll love them. Don't bother with any upgrades. Just get more units of them if you have the points to spare. You can also use them to dominate the deployment phase. By putting down 3 or 4 units of just 5 hounds as your first deployments, you get to see where your opponent is putting his stuff before you start deploying your important units.

Watch out for panic tests - with Ld 5, these things will run at the first scent of danger, and you don't want your expensive units of warriors to follow them off the board. Vanguard helps you get them away from your main battle line, while a BSB will reduce the chance of your important units failing their test. Yes please. In addition to this, he gets to reroll any Eye of the Gods result. Also, friendly units near him can re- roll break tests.

Essentially turning him into an extra battle- standard. Also he upgrades a single unit of Chaos Knights into Sword of Chaos, his own personal warband, which is immune to psychology and which has the Hatred USR. Also, he causes Terror the rule. Archaon has also decided that he's not too good to put his feet on the ground. So he can finally be marshalled without his pony.

Warhammer Warriors Of Chaos 8Th Pdf

Thus making him far cheaper and also benefiting those of us who were still holding on to those old models of him that were on foot. In spite of this, he is still too expensive to be seen on the table in most games. Though when he is, he'll prove why he was made supreme leader of the Vikings. Seriously, he eats entire units for breakfast. Whole armies don't have anything that can give him more than token resistance.

Be'lakor, the Dark Master: The Dark Master is a very frightening tool for you, with his best value being in trolling. Enemy units within 1. Melee- wise, he's pretty decent, with an armor- ignoring magic sword, as well as all his daemonic attacks. If you're keeping him in combat, you're not using him right.

Note, the - 2 to hit only applies in the Shooting phase, so you won't benefit from that if your opponent chooses to stand and shoot against a charge not that you should be charging a shooty unit head- on, given his lack of armor save. One of your few Ld 1. Galrauch, The Great Drake: Take a dragon. Split his head this means two breath weapons. Make it a level 4 mage who knows the Tzeentch lore he no longer has Loremaster sadly which is a shame since the Lore of Tzeentch is terrible this time.

Make his stats all 6, except Leadership 9. Too bad he has to take a Ld test every turn, and if he fails he can't do anything except fight in combat, where 3 of his attacks have to harm him. For combat charge him into infantry and cavalry as long as he charges them and not the other way around in CC. 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 1. He is T5 now so everyone who was scared of using a T4 lord can take him no problem now. That being said, you can probably put together a generic Chaos Lord just as good while being cheaper and capable of doing more to buff your army.

Kholek Suneater: A Shaggoth. But way bigger and more badass. He has the same resistance to lightning- based effects as dragon ogres. He wields a magic weapon which has Multiple Wounds D3.