Saturday, 22 October 2011

Warriors of Chaos unit breakdown 8th

Core:

Chaos Warriors: 8/10

These must be the core of any army. These are what make WoC better than nearly everybody else in close combat. They are overpriced by a couple of points, but so are all high and wood elves.
Units should be of 12 with full command. Mark of Tzeentch with shields is a good option, and with the 5+ ward against shooting banner (blastered standard) is very survivable. The AP banner could also be put on to make them as killy as halberd warriors. The second option is Mark of Khorne with halberds and shields. The flamming pendant is a very good option to kill pesky hydras and hell pit abominations.
Good tactics are to stay still untill your hellcannons get a couple of turns of good shooting against aggresive armies, and to run straight for the enemy against shooty armies. Mark of Tzeentch warriors are best used as an anvil against larger units, while Mark of Khorne should be faced of againt smaller units and kept away from elven elites.
The advantage of taking small units is that even with the price of our warriors we can still get multicharges, and one out of two units should reach the enemy with 10 men left.

Mauraders 6/10

On paper a horde of these look really good, but the reality is different. They just die to quick, and a flank charge ruins their day.
The best option is a horde of 50 with Great Weapons and Mark of Khorne. 50 is the best amount as many will die before you reach the enemy lines, and you will want the most attacks possible. These are our best defence against high/dark elf elites as a horde of mauraders wont care if 10 die. This just never works well though. Such a big bulky unit always get multi-charged against a good opponent and will then die.
Another good option is units of 20 with any weapon. One unit like this will do nothing but four will do wonders. One on one in combat they get slaughtered, but two or three units charged an enemy will cripple them. Your opponent will need to subject them to a lot of shooting to get them below 10 men as well.


Warhounds 10/10

 I know that many people regard these as useless but they are really great in units of five with no upgrades. They are a 30p deployment drop, that allows you to get the edge over your opponent if you bring enough.
They screen your warriors for a couple of turns, allowing your units to reach combat unharmed.
They act as redirecters.
When they get the charge  (its highly unlikely i know) you get the chance to place your unit of warriors into the juicy flank of the enemy unit.

Maurader Horsemen 7/10
A highly underrated unit. Take a unit or two for each flank. Units of five with mark of khorne and flails are a very good option. With the vangaurd move they can hopefully move out of bowmens shooting arcs, and get right up onto the flank to hunt warmachines and anything else. A flank charge from these is great when supported by anything

Special:


Knights 7/10
These are exceptionally hardy and killy. Units of 5 are the best bet, with mark of khorne. 16 S5 I5 attacks plus horse attacks is wicked. Also with a 1+ armour save they are very hardy. Just keep them away from anything with killing blow or stregth higher than 4. The best use of knights would be to charge into a weak units flank and just kill, and keep killing into they flee or you run out of targets. Combine that with a frontal warriors charge is insane. Attcaking the front of a unit is also good if they are out on the flanks, with a flank charge from horsemen.

Chosen 7/10
3p for +1WS and roll on eye of the gods. If you roll well they are insanely worth it, otherwise they are meh. WS6 isnt much better except against elite elves and the like. Take them exactly the same of Halberd warriors, but give the champion favour of the gods. Avoid the chosenstar (large unit) for the same reason you avoid large units of warriors. Three small units is a lot better than  two large ones if you play your cards right.

Forsaken 0/10
Its not that their that bad, its that you would never spend points on them instead of other stuff


Chaos Chariot 7/10
Two of these charging is very scary. Use these towards the flanks, but use them together. Two charging at one target is three times better than two. With the random charge distance they are a risk now, but they pay of well when they work.

Rare:

Hellcannon 10/10
Always take as many of these as you can. They are so good i am not going to bother writing about any other rare choice. Before when i was writing about how to take warriors you might have thought they are rubbish. Acutully anything is rubbish unsupported. The plan is to shoot the big hordes everyone has thes days with the hellcannons, to take the hordes down to sizes where your warriors can obliderate them. Also you never need waoory about warmachine hunters, as the hellcannon will eat them and is capable of eating nearly anything.


Take note that the aboves are not always the best way to run units, but are the common ways to run them.

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