Preferred Enemies – Warriors of Chaos
Fighting for the glory and favour of the Dark Gods, these
battle-hardened killers slaughter in the name of the Ruinous Powers. Their dark deeds and nefarious schemes do
nothing but cause agony and despair to whomever is in their path. The tide of chaos must be stopped…
Daemonic Attacks –
these attacks are obviously magical and affect or rather negate the Forest
Spirit Ward Save.
Eye of the Gods – models
with this special rule benefit from rolling on the Eye of the Gods table
whenever the defeat a character or champion in a challenge. The Chaos champion/character must also always
issue a challenge when possible. The
benefits of the Eye of the Gods are permanent
and range from gaining +1 toughness, ballistic skill, armor save, weapon
skill, initiative, attack, or strength.
They model could be allowed to reroll one hit or wound roll, gain a 6+
ward save or be turned into a Chaos Spawn or Daemon Prince.
Marks of Chaos: The Warriors of Chaos are able to “mark”
their units/characters signifying that this unit is dedicated to a specific
dark power. Each mark yields a specific
benefit to the unit:
1. Mark of Khorne: Models with this Mark
have the Frenzy special rule. – This is
both handy and annoying to Wood Elf Players.
While the unit is immune to psychology and therefore can not be panicked
by inflicting heavy casualties, they unit can be lead around by a fast cavalry,
an eagle or another fast moving unit and hopefully kept out of close
combat. The standard configuration for a
unit marked with Khorne is to give them two hand weapons which will yield 4
attacks in the front row which can be devastating. You want to really try to avoid combat with
Khorne marked units until they have been reduced to a manageable size.
2. Mark of Tzeentch: Models with this mark
have a 6+ ward save, or if they already have an existing ward save it betters
it by 1 up to the maximum of a +3 Ward Save.
It also allows casters to re-roll channeling dice rolls of 1. – This mark aids the Warriors of Chaos units
the most out of the army as it now grants them a 5+ parry save if they are
equipped with a sword and shield. This
mark however does not confer immunity to psychology so it is easily combated by
ranged attacks and spells that may cause panic tests.
3. Mark of Nurgle: This mark confers a -1 penalty to hit
models “blessed” with this mark in close combat. This mark is arguably the best mark of the
four gods. It pretty much ensures that
the entire unit will be hit on 4’s at the very best and more often than not
they will be hit on 5’s. Models marked
with Nurgle should generally be handled with ranged attacks as to not diminish
the close combat capabilities of your forces.
4. Mark of Slaanesh: Models with this mark will automatically
pass any Fear, Terror or Panic tests that it is forced to make. This however does not mean the unit is immune
to psychology nor does it mean they pass all Break or Rally tests.
M WS BS S T W I A LD
Chaos Lord 4 8 3 5 5 3 7 5 9
Exalted Hero 4 7 3 5 4 2 6 4 8
A canny Wood Elf general will not seek to battle a Chaos Lord in close combat unless they absolutely have to. It is generally thought of as “ill-advised” to enter into a duel with a Lord of Chaos and expect to come out with a positive combat resolution. If you are going to engage the Chaos Lord you have few real options - synergy and duels.
A. Synergy
– You will want to augment any unit engaged with a Chaos Lord in close
combat. This means you are hitting them
with Lore of Life’s – Flesh to Stone spell granting them +2 T or +4 T. The ideal would be +4 T making your standard
Eternal Guard – T7 or your Treekin T9.
If you are able, hitting your unit with Regeneration or having a Ward
Save in the unit (Rhymer’s Harp comes to mind) will prolong its longevity in
close combat with the Chaos Lord.
B. Duel
– You may also seek to isolate the heavy hitter in the unit by issuing a duel
to the Chaos Lord or by accepting the duel with a unit champion. You will always want to try to engage the
Chaos Lord in one of two ways:
1. Highborn/Noble
with Annoyance of Netlings and Glittering Scales. This option provides you with a -1 to be hit
in close combat (much like the Mark of Nurgle) by models attempting to strike
you. The Annoyance of Netlings states
that you may only be hit on a roll of a 6 when engaged in a duel. Augment the character’s unit with Flesh to
Stone for +4 tough and you will have a model that requires 6’s to hit and is T7
in close combat.
2. Treeman
Ancient with Annoyance of Netlings. This
is your best “duel” character if you have augmented him with spells. He has a Strength of 6, Toughness of 6 and
has enough wounds to whether the storm of attacks a Chaos Lord would
unleash. If you properly augment him he
could be T10 and keep in mind if the Chaos Lord/Hero is on foot, he gets his S6
Thunderstomps as well. You will only
run into issues with this choice if you have a Chaos Lord with the Burning Body
gift or the Hellfire sword – Flammable Treeman bad!
The other side of the coin is if
the Lord/Hero is mounted.
A
Chaos Lord may be mounted upon the following mounts:
A.
Chaos
Dragon – One of the most destructive choices that a Chaos Lord may choose and
most expensive. This creature shares a
stat line similar to an Ancient Treeman and two breath weapons (one Str 4 and
one Str 2 that allows no armor save).
The Chaos Lord benefits from the Large Target rule and if he is the army
general his Leadership bubble is 18”.
Wood Elves are no longer able to Killing Blow the Lord off the Dragon
with Waywatchers so they face a new challenge in that they must now find
different options to deal with this power combo.
a. Highborn
w/ Bow of Athel Lorn and Arcane Bodkins – you can shoot the Lord and hopefully
kill him with shots that permit no armor save.
b. Hail
of Fire – devote one or two units worth of Glade Guard fire at the unit and
hope that you score enough wounds to cause failed armor saves on the Lord.
c. Engage
in close combat with a mounted hero (Stag/Elven Horse/Eagle) that is equipped
with the Annoyance of Netlings and Glittering Scales (properly augmented). The mounted hero/lord will prevent your
character from eating Thunderstomps from the chaos dragon. The most ideal option in this instance is to
use the Highborn with the Annoyance of Netlings, Stone of Crystal Mere,
Glittering Scales and a Great Weapon.
Augmented with Flesh to Stone and you have a T8, S6, -1 to hit (6’s in a
duel), +3 ward save character that has a chance to stand toe to toe with the
Chaos Lord.
B.
Manticore – the other Monstrous option choice
for a Lord is the Manticore. The
manticore is half the cost of the dragon and yields almost as many
benefits. You may handle the manticore
riding Lord the same as you would a Chaos Dragon only no worries about the
Breath weapon.
C.
Gorebeast Chariot/Chaos Chariot – both of these
options are brutal as they provide the Lord with an opportunity to inflict
Impact Hits upon a unit and also his mounts are incredibly tough. The best way to deal with a Gorebeast/Chaos
Chariot is to either shoot the Lord/Hero off his ride or shoot the ride out
from under him. More often than not
since the Gorebeast chariot is T6, you will have a difficult time trying to
kill that in close combat without using augmented Treekin or a Treeman. Also keep in mind that the Impact hits on the
Gorebeast chariot have Killing Blow.
D.
Chaos Warshrine – not an option that you often
see as the Chaos Lord is better suited for other roles in the army, the
Warshrine can still be a difficult adversary to deal with. The warshrine will provide the Chaos Lord a
ward save and will ensure that he is in the very center of the army. The best way to deal with it is to hit the
unit with Treekin on one side while the Annoyance of Netlings Hawk Rider hits
the other flank.
E.
Daemonic Mount – the Daemonic Mount comes in
five flavors. Your standard Daemonic
Mount is a Monstrous Beast that turns your Hero into a 3 wound, T5 model. On the lord it becomes a fairly cost
effective mount for fitting into cavalry units or charging down the field.
a. Base
Daemonic Mount – Daemonic Attacks, Fear
b. Mark
of Khorne – Juggernaut - +2 Armor save, Daemonic Attacks, Fear, +1 Str on
Charge, Fear.
c. Mark
of Nurgle – Daemonic Attacks, Fear
d. Mark
of Slaanesh – Daemonic Attacks, Fear, Fast Cavalry, Armor Piercing and Poisoned
Attacks.
e. Mark
of Tzeench – Daemonic Attacks, Fear, Fly.
Daemonic Mounts are best handled
or are easiest to deal with when they are in a cavalry unit or infantry
unit. You can Waywatcher strike a unit
of Chaos Knights and isolate the Lord or you may Dweller’s below the infantry unit
and pick off the remaining models with archers.
F.
Chaos Steed – your most comment and cheapest
mount option. Provides+2 armor save
(with barding) and has a S4 attack. This
option is by far the best of the cheap mounts.
The main thing to avoid when dealing with a Chaos Lord or
Exalted Hero is allowing them to do the damage that they are capable of in
combat. They are both literally wrecking
balls the moment they get into base to base contact with an enemy unit. Allowing them to run unchecked will only cause
ruination amongst your ranks.
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