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Always take a BSB. 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.
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. 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. Alternate take: Note that Marauder Horsemen, being light cavalry, have the Vanguard special rule. This means that if you have the initiative, they can charge the first turn.
Units with Vanguard cannot charge in the first turn if their army goes first. Against certain dakka armies with slow to fire weapons i'm looking at you, Empire Handgunners Empire Handgunners have move or shoot not slow to fire , a group of 5 with flails and Mark of Khorne will rip through a gunline and possibly overrun, engaging a cannon or something like that.
Think of them as a one-shot desert eagle magnum. Also good for charging lone wizards. In one of my games they almost took out an empire Great Wizard by themselves. Forsaken: Another trap. Their stat-line is considerably worse than that of a Warrior, but they cost more points.
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 Alternate take: Those small units aren't so bad. Movement 6 plus swiftstride with Mark of Slaanesh means they're not much slower than your Knights at around half the cost, and Immune to Psychology means you can field 5-man units without worrying about them fleeing after ranged attacks.
Useful as a flanking unit in support of your main blocks of Warriors, or to chase off small units such as skirmishers or light cavalry. And now they are Core you can considerably upgrade your hitting power with but a small unit.
Skip on regular infantry and you can have a stupidly fast army as a whole with these without giving up killing power and resilience. Just watch out for combat res and be sure to break steadfast. 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. Their speed is their big downside, but they are ridiculously tough and hit like an unstoppable pain train with no brakes.
If possible I'd take these guys over a regular chariot any day of the week. Remember that like all chariots, they can pivot and threaten a charge on your flanks after movement, making them excellent linebackers for your main blocks. Just turn them to face any direction you don't want your enemy moving into and they create a no man's land of pain.
Take Mark of Nurgle to have a T6 W5 brick wall that most troops will only be hitting on 5s to begin with.
This might actually be the best chariot in the game now. Ogres : Opinions are mixed on these guys. They're cheaper, but less deadly and durable, than Dragon Ogres. 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 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 download 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. Alternatively you can use the Dragon Ogre arms and heads to Chaos-ify the normal Ogres; Combine that with extra spawn bits as you see fit. Or, given the Ogres' high resistance to mutation, you could just paint some Chaos Stars on their gutplates.
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 too: 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 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 with an enemy unit and those in the rank behind them inflict a S5 auto-hit that ignores armor. 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.
Either with your trolls or in reality, it's up to you really.
Chaos Knights: Until recently the deadliest cavalry unit in the game, Chaos Knights have the works. Give them 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 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 is a good idea when facing the more dakka armies. Upgrading one to a Champion is usually a bad idea, you don't want to waste all of his expensive attacks on a single-wound unit sergeant. A Lichebone Pennant with Mark of Tzeentch will be vital if you're up against a magic heavy army with access to spells that ignore armour Lore of Metal, Curse of Years, Lore of Death perhaps?
Hellstriders of Slaanesh: Hellstriders are a good deal more expensive than Marauder Horsemen, being one point more than a fully kitted out Warrior. 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. 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. If you have the models of the old Seekers of Slaanesh 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.
With their Initiative 5, the ASF upgrade will let them re-roll misses against most things; this is a considerable buff since they only start with a single attack each. Always have a Demon Prince model on hand, especially when you use the shrine! Chimera: A nice beastie. Because it can fly it is one of your fastest units that is not a mount. 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. Same with the breath weapon, both mandatory. But if that happens you are using your Chimera wrong. Tag team with your flying Dp because it is awfully LD5, and likely to fuck off the first chance it gets. With WS6, MoN, and T5 they are hard to kill and their attack potential is clearly not lacking, but they have only M4 and seem like they will have a hard time winning combats between steadfast and rank bonus.
Also, they are infantry with 40mm bases, so forget having a horde of these unless you are playing a omgwtfholyshit-sized game. Note: They might be a decent, if not good, tarpit for hordes: 5 of them could easily tank a horde of 50 clanrats, empire state troops and the like.
The combination of high WS, MoN and T might force the enemy opposing force to roll 6s to hit and to wound. Also, a rank of 5 Blightkings covers the whole front line of a 20mm model horde. When they retaliate, they have 15 attacks 20 if you had the 2 hand weapons that will normally hit and wound on 3s. Note that this is just speculation. Maybe if you are a WoC player who fights huge hordes a lot Skaven, Empire, VC try using them and tell us what they're like.
A unit of 5 held off a 50 strong horde of skellies with spears using their shield combo for 3 rounds without taking a single wound, however, infantry worth a damn lizardmen saurus bearded midgets,empire great swords ect. I personally take a group of 10 of these bad boys into game on occasion.
They put out a handful of Poisoned Attacks each, and they have the Mark of Nurgle, but they won't get much done. Think of them as weaker Trolls without stupidity and the vomit, just throw them at whatever you want tarpitted down as 2 wound Daemons they aren't going anywhere and you can't go too wrong. They're much better in Daemons of Chaos where they are Core choices and you'll need at least one character with the Mark of Nurgle to even take them.
They were overpriced even as Core, but they're the only unit that the Chaos Dwarf characters can join, so only take one if you want a bodyguard for your Daemonsmith. Can be upgraded to have blunderbusses or fireglaives, giving Warriors of Chaos a proper shooting unit that isn't a war machine. Fireglaives are probably the best choice, as the points cost for taking enough blunderbusses to use them effectively is probably more than it's worth. Rare Units[ edit ] Chaos Spawn: Spawn are terribad. Like, really sucky.
Even less reliable than Trolls, combined with their low stats for a monster and their slow movement 7" on 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 download 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 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 an 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, and the model under the center of the template suffers a Str10 hit that causes D6 wounds, pretty good against monsters, too.
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 Hellcannon should only be taken by the more daring of generals. It is pretty much immune to anything that goes hunting war machines though, as it is better in combat than shooting, being a monster that decided one day that it wanted to be a gun.
Combining with either another hand weapon or a great weapon, there's nothing a Shaggoth won't murder. Get this guy in combat fast and keep him there, otherwise he'll be headbutting cannonballs from turn 1. He is rather pricey though, so have a plan before you field this guy. Should have been the hero choice version of Kholek; right now he's fighting for space vs Skullcrushers, and losing. 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.
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, Skullcrushers are still one of the best choices available to WoC players. They have 3 magical S5 attacks each, cause fear, and are frenzied. In addition the juggs get stomps on infantry. Another one was released, called Blood in the Badlands shortly afterwards it included some special scenarios and introduced rules for siege warfare.
In Triumph and Treachery an expansion that allows multi-player games of between 3 and 5 players and Sigmar's Blood a 5 scenario short campaign between Empire and Vampire Counts following the crusade led by Volkmar to destroy Mannfred von Carstein were released.
Another series of five books in , entitled The End Times, saw the appearance of every major character of the setting. The last book Archaon described the end of the Warhammer world.
Intended to simulate armies of the real world of the Ancient and Medieval periods. A science fiction based skirmish wargame using similar rules was developed as Warhammer 40, Rogue Trader by Games Workshop and released in Originally using a minor variation of the 2nd edition Warhammer Fantasy Battle rules, the two games have subsequently taken different development paths. This has since developed into the separate Warhammer 40, setting.
The first edition of Blood Bowl uses the same basic turn system and character statistics as Warhammer to simulate a fantasy American football game. Rules for ranged combat applied to ball throwing. Since the second edition of Blood Bowl the game has taken its own development path. A card game inspired by the game has also been developed. It is set in the destroyed city of Mordheim. It uses the same basic rules as Warhammer, but modified to support activation of individual models in a small gang.
It also has a campaign system which you use to improve your warband as they gain experience. The Warhammer Fantasy Battles rules led to Warhammer Fantasy Roleplay in , again using the same statistics, although presented as percentiles rather than 1—10 to give more detail and differentiation between characters than is required in a wargame. In Black Industries released a second edition and Fantasy Flight Games now owns the rights to the 2nd edition game.
In Fantasy Flight Games discontinued active support for the second edition due to the release of the 3rd edition. Dark Heresy another Role-playing game was released by Black Industries in using a variation on 2nd edition Warhammer Fantasy Roleplay. Inquisitor is a detailed, percentage based miniatures game set in the derivative Warhammer 40K setting.
Games based on the Warhammer setting, but not sharing the rules, include: Warmaster , representing very large-scale, epic battles. In , Games Workshop released a strategic wargame of empire building, Mighty Empires , intended both as a stand-alone game and as a way to manage a campaign of miniature battles.
This was followed in by Dragon Masters, an introductory game reusing some Mighty Empires assets in which players take the role of competing Elven princes in Ulthuan. Fantasy Flight Games ' Warhammer Fantasy Roleplay 3rd edition is a new game engine not derived from the earlier game mechanics. An army does not have to include Lords, it can include all of its characters as Heroes if you prefer. Many characters can be equipped with a magic item, representing ancient weapons, and other artefacts of considerable age and potency.
Where characters have this option, it is included in their individual entries. There is a minimum of units from the Core units category that you must take. Warhounds of Chaos do not count towards this minimum number of Core units.
For Special and Rare units, there is a maximum number of units that you can field. Where units have this option, it is included in their individual entries. The Mark affects all models in the unit and only characters bearing the same Mark, can join the unit or Mark of Slaanesh ride in the chariot.
Because of their arcane nature, the Marks given to Daemon Princes may confer different special Mark of Tzeentch rules, as described in their entry.