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Made in gb
Twisting Tzeentch Horror



Bridgwater, somerset

Hey guys, Iv been building up some Chaos stuff whilst I consider my Tomb Kigs options and wondered about warge


Which weapons are best for unmarked warriors?

If I take Great Weapons I figure I shouldnt be unmarked and instead go for Nurgle, Halberds seem a smart option

Should Knights have lances or ensorcelled weapons?

My thinking is a 5 man unit needs the hitting power of a lance, whereas bigger units wants a more consistent strength for protracted combat


Edit- Apologies By the way, Im sure the questions have been covered before but i couldnt find them

This message was edited 1 time. Last update was at 2013/11/28 16:05:45


   
Made in mx
Morphing Obliterator





Mexico

Getting great weapons with Chaos Warriors isn't a good upgrade, besides increasing their cost you get ASL which negates the awesome I5 that Chaos troops have. I'm fairly new to fantasy but halberds are the way to go for an offensive warriors unit, either khorne or nurgle marked. I'd go with nurgle since it avoids you going frenzy after destroying any unit you charge.

CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
 
   
Made in us
Regular Dakkanaut




GW can do work on a warriors unit. str 6 is hard to come by in a WoC list, so having it on some of your core is great.

Try Min. Sized units with MoK and great weapons... so many attacks with str 6, it's scary.

For UNMARKED units (I would always at least take slaanesh for help against panic, etc.) I would say halberds are fine as warriors are really phenomenal core already (if not expensive).
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Sword and shield warriors with shadow magic to get mindrazor I've seen cause problems. Nurgle mark, shields, very durable and then you let the spell give you all the strength.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in ie
Sniping Hexa




Dublin

Tzeench with Shield is great as well, that gives you a 5+ parry save after a 3+ AS
Indeed I would recommand Halberds rather than Great Weapons

 
   
Made in us
Killer Klaivex




Oceanside, CA

 Lord Yayula wrote:
Getting great weapons with Chaos Warriors isn't a good upgrade, besides increasing their cost you get ASL which negates the awesome I5 that Chaos troops have. I'm fairly new to fantasy but halberds are the way to go for an offensive warriors unit, either khorne or nurgle marked. I'd go with nurgle since it avoids you going frenzy after destroying any unit you charge.


Nurgle with great weapons is awesome. WS5 T4 4+ armor and -1 to be hit is really durable. S6 is so much better than S5. IMO, it's worth the ASL.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Bloodthirsty Chaos Knight





Las Vegas

Here are the ways you will generally want to run warriors (and you will always run them 6 wide!):

Mark of Tzeentch, sword and board for 3+/5++ in CC... not a bad anvil, but honestly most of WoC is an anvil on its own. If you're running really fragile units and need a solid block, maybe, but I'd prefer having more hitting power.

Mark of Khorne, Halberds. Don't get great weapons, especially MSU great weapons. Losing out on your high initiative means taking some casualties before they can strike. Halberds are the way to go in 99% of situations. Don't go AHW, don't go sword and board, don't go GW. Just get a halberd on those MoK warriors and watch them ravage entire armies.

Mark of Nurgle, Sword and Board (for anvil, but see MoT comments), Halberds, or GW. This mark is a little more flexible because it creates such a good amount of defense that you can afford to be risky with GW. Just make sure you have at least 18 in your unit (ALWAYS 6 wide!) because you'll likely take a few casualties on the way and you want to be at full power when you finally get there. You could even try AHW if you have Festus, because poisoned attacks are funny when you're rolling 24 dice.

Mark of Slaanesh, just kidding you'll never take that on warriors.

Basically you always want a mark, and Mark of Khorne or Mark of Nurgle are the two strongest, with Mark of Tzeentch having a niche role that some people have found success with.

For Knights, Ensorcelled Weapons are better 95% of the time. If there's any doubt, get EW over lances and you'll be happy you did. Even in a 5 man unit, knights are stupidly hard to kill and you'll likely get a round or two of combat. It also alleviates the pressure to NEED to charge with them.

This message was edited 1 time. Last update was at 2013/11/30 02:02:29


   
Made in gb
Twisting Tzeentch Horror



Bridgwater, somerset

Thanks Evertras thats awesome

how about command options on both units? I figured full command on warriors

Musician minimum on knights for mobility

   
Made in us
Bloodthirsty Chaos Knight





Las Vegas

Champions are really finicky for WoC. I generally only put a champion in a unit if there's also a character in there, so the champion can challenge or accept challenges while the character rampages through the rest of the unit. Otherwise it's generally just not worth it.

Musician/standard absolutely for warriors, and generally for knights too. You're not going to get the static CR of rank bonuses as much as other armies, so every point of resolution counts. Also you should consider Banner of Swiftness on the warriors if you're running other fast units, it'll help immensely in keeping them up with the rest of your army and it's not too pricey.

   
Made in gb
Twisting Tzeentch Horror



Bridgwater, somerset

So starting out with

Wulfrik ambushing with 30 Marauders with flails

Nurgle Lord 30 Warriors with shields and halberds (maybe nurgle if not unmarked)

2 units of 5 Warhounds

2 units of 5 knights with banner and instruments with ensorcelled weapons (maybe better as a ten man unit


Would I need Marauder horsemen or would the warhounds do it for me?

   
Made in us
Bloodthirsty Chaos Knight





Las Vegas

Mark your warriors! You'll be glad you did. If you need to find points, shave their numbers down a little, 24 total is a nice sweet spot.

I'm not usually a fan of marauders, but if you want to try wulfrik shenanigans, go for it. Stick with hounds for movement phase flexibility, just don't expect them to do anything in combat, and that's ok.

   
 
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