Tactica Pandemonius




Mustering the Troops

A wise warrior once said that the key to winning a battle is to know oneself, and one's enemy. In this spirit we will take some time to examine the character and troop options available to us. We need to use a critical eye, and be aware of each unit's strengths and their weaknesses. We also need to establish the purpose and missions that are suitable for each. In this tactica, I will focus on the chaos warrior army. I will briefly discuss daemon and beastmen units. I intend to cover them in more detail later.

Characters:

Chaos characters, as with most chaos troops, are expensive, but very good at what they do. There are a host of character types to choose from, but if you spend too many points on leaders you they won't have a significant force to lead. If you are considering a horde army, or one with expensive troop choices, you might want to consider forgoing a Lord choice entirely and just having hero level characters. What you lose in leadership you make up for with numbers.

I am from the old school as far as chaos armies are concerned, and I just can't resist having a powerful Lord at the head of my army, personally kicking ass and taking souls. I do not necessarily festoon him with magical weapons and armor (I rarely take the full points allowed for magic items), but I just love the fear and awe he inspires as he cleaves through flesh and units alike. In the end, it is a personal choice you have to make.


Lord of Chaos: This is the big one, as far as humans are concerned. A warrior that has sold himself to the forces of chaos in return for power and might. He is super-human. This is a superb choice to lead your army. With a Lord of Chaos as your general, all chaos warrior troops will be core, and all daemon troops will be special choices.

Stats: By far the best the humans can offer. Weapon Skill, Strength, Toughness, Initiative, and Leadership are all well above normal.
Special Rules: Chaos Lords can have marks of chaos, which are specific to their god, and confer even more abilities. A word of caution: The marks can be expensive, and will limit your troop choices. If your Lord has a specific mark, then characters and units in his army are limited to that mark or none at all.
Equipment Options: The Lord has his choice of weapons and armor, including up to one hundred points in magic items. He also has his choice of mounts. Chaos Steed, Daemonic Mount (if he has the appropriate Mark), Chaos Dragon (the only one who can), or chariot are all at his disposal.
Purpose: Command the army, lend leadership support, fulfill combat role.
Mission: Shock Melee, Sweeper (when alone…NOT recommended).
Teams: Best when placed in an offensive unit. Alternatively place him in an attrition unit and use his leadership to its full effect.
Notes: A great addition to your army. Protect him well, and let him rip the opposition to shreds.


Exalted Sorcerer of Chaos: This is one of the least useful units in the chaos army. If you take a Sorcerer as a Lord Choice you obviously want a magic heavy army, in which case you would be better off going with a Chaos Lord with the Mark of Tzeentch. He has better stats all around and is actually cheaper. The only drawback is that you are limited to taking Tzeentchy spells (aww shucks). If for some reason you want to have a big sorcerer with another spell choice, this is your man. With a Sorcerer of Chaos as your general, all chaos warrior troops will be core, and all daemon troops will be special choices.
Stats: Not so great, but you got him for the magic, not the stats, right?
Special Rules: Chaos Sorcerers can have marks of Slaanesh or Nurgle. Khorne hates magic, and Tzeentch uses warriors for his sorcery. If your Sorcerer is your general and has a specific mark, then characters and units in his army are limited to that mark or none at all.
Equipment Options: The Exalted Sorcerer is limited to basic weapons and armor, but if you want to give him something exotic or with some punch, go with magic weapons and armor. He also has his choice of mounts. Chaos Steed, Daemonic Mount (if he has the appropriate Mark), or chariot are all at his disposal.
Purpose: Command the army (if the general), limited leadership support (the only unit that will benefit is marauders), Magical support (missile attacks, etc).
Mission: Missile and magical support.
Teams: Best when placed in an attrition unit for protection. The Exalted Sorcerer has little combat value.
Notes: In my opinion not worth the points, the lord slot, or the effort. A total waste.

Daemon Prince: If a daemon army is what you seek, this is the character that should lead them. A bit pricey, but not as bad as the greater daemons. They take up a Lord slot and a Hero slot. The best part is that the Daemon Prince combines good warrior stats and the ability to use magic.
Stats: Same as Lord of Chaos, but one more wound.
Special Rules: There are more special rules for Daemon Princes than you can shake a stick at. They can have Daemonic Gifts (magic items for daemons). The good news is that they get a 5+ ward save, are immune to psychology, and all attacks count as magical. The bad news is they take instability checks if they lose a combat, and they cannot join a non-daemonic unit. Even when they join a unit, they get no benefits from it (like 'look out sir'). Daemon Princes cause terror, can fly, and are unit strength three. Daemon Princes can be up to a level four sorcerer, and can take any Mark.
Equipment Options: None. They cannot ride (they fly), and the only way to customize them is to take daemonic gifts (see above).
Purpose: Command the army, lend leadership support, fulfill combat role, force terror checks.
Mission: Shock Melee, Sweeper, Magic.
Teams: Daemon Princes are a stand-alone unit. They cannot effectively join units.
Notes: Terror and flight are good. I am not sold on Daemon Princes though, too much is left to chance.

Greater Daemons: For the sake of conserving space and words I will cover all of the greater daemons at once. They are all way too expensive (points and dollars) in my opinion to be included in any army under 3000 points.
Stats: Stats vary from daemon to daemon, but they are all generally very good. Not good enough for the points spent in my opinion.
Special Rules: Like Daemon Princes, the Greater daemons have a bevy of special rules. They have a 5+ ward save, are immune to psychology, and all attacks count as magical. They take instability checks, and they cannot join a non-daemonic unit. In addition they count as a large target (read shooting magnet). They all cause terror, some can fly, and they have Daemonic Gifts pre-selected for them. Greater Daemons can be up to a level four sorcerer (except for Khorne of course), and can take any Mark.
Equipment Options: None.
Purpose: Command the army, lend leadership support, fulfill combat role, force terror checks.
Mission: Shock Melee, Sweeper, Magic.
Teams: Greater Daemons are a stand-alone unit. They cannot effectively join units.
Notes: Terror and flight are good. Once again, not worth the points. The models are cool, but keep them on the shelf to be admired.

Exalted Champion of Chaos: An excellent choice for either your general or a combat hero. Quite a bargain, points-wise. If you choose an Exalted Champion as your general, all chaos warrior troops will be core, and all daemon troops will be special choices.
Stats: Not as good as the Chaos Lord, but for half the price they are great. The only downfall is leadership, which is not better than warriors.
Special Rules: Exalted Champions can have marks of chaos, which are specific to their god, and confer even more abilities. A word of caution: The marks can be expensive, and will limit your troop choices. If your Exalted Champion is your general and has a specific mark, then characters and units in his army are limited to that mark or none at all.
Equipment Options: The Exalted Champion has his choice of weapons and armor, including up to fifty points in magic items. He also has his choice of mounts. Chaos Steed, Daemonic Mount (if he has the appropriate Mark), or chariot are all at his disposal.
Purpose: Command the army (if the general), lend leadership support, fulfill combat role.
Mission: Melee, according to the unit he is with (shock, attrition, or flanker), Sweeper (when alone…NOT recommended).
Teams: The Exalted Champion is great in any capacity. Just put him in any unit and he will help them succeed.
Notes: Great for any role, and nice at twice the price. A good anchor for your army while the Lord is wreaking havoc in the field. A must have for any chaos army.

Exalted Daemon: The Exalted Daemon is a scaled-down version of the Daemon Prince, like the Exalted Champion is to the Chaos Lord. Still a little pricey for my taste.
Stats: Pretty good, but once again, not enough for the cost.
Special Rules: Much the same as the Daemon Prince.
Equipment Options: None, the only way to customize them is to take daemonic gifts (see above).
Purpose: Command the army (if the general), lend leadership support, fulfill combat role, force terror checks.
Mission: Shock Melee, Sweeper, Magic.
Teams: Exalted Daemons are a stand-alone unit. They cannot effectively join units.

Aspiring Champion of Chaos: A low-budget hero, with the added option of being the Battle Standard Bearer. I often use these heroes to lead my marauder units, replacing the now defunct marauder chieftain. Cannot be the general.
Stats: Not as good a deal as the Exalted Champion, but cheap. Average leadership.
Special Rules: Aspiring Champions can have marks of chaos, which are specific to their god, and confer even more abilities. They can be the Battle Standard Bearer, but then are limited in their equipment and magic options.
Equipment Options: The Aspiring Champion has his choice of weapons and armor, including up to fifty points in magic items. He also has his choice of mounts. Chaos Steed, Daemonic Mount (if he has the appropriate Mark), or chariot are all at his disposal.
Purpose: Lend leadership support (as battle standard bearer), fulfill combat role.
Mission: Melee, according to the unit he is with (shock, attrition, or flanker), Sweeper (when alone…NOT recommended).
Teams: Put him in the unit of your choice.
Notes: The Aspiring Champion is a good utility unit. If you use a Battle Standard then you need one. If you are looking for a combat hero think about spending the extra twenty points and get yourself an Exalted Champion.

Sorcerer of Chaos: If you don't want to go magic heavy, but still want a little sorcerous punch, get yourself a Sorcerer of Chaos. Much more economical than their exalted cousins, these Chaos Sorcerers can provide a much-needed magical boost, and not eat up all your valuable troop points. If you want an effective offensive sorcerer then you want to level him up to two. If all you are looking for is some defense against enemy magic, then get the level one sorcerer and spend his fifty points in magic items on dispel scrolls (commonly known as a scroll caddy, very effective).
Stats: Not so great, but you got him for the magic, not the stats, right?
Special Rules: Chaos Sorcerers can have marks of Slaanesh or Nurgle. Khorne hates magic, and Tzeentch uses warriors for his sorcery.
Equipment Options: The Chaos Sorcerer is limited to basic weapons and armor, but if you want to give him something exotic or with some punch, go with magic weapons and armor. He also has his choice of mounts. Chaos Steed, Daemonic Mount (if he has the appropriate Mark), or chariot are all at his disposal.
Purpose: Limited leadership support (the only unit that will benefit is marauders), Magical support (missile attacks, etc).
Mission: Missile, Magical Defense.
Teams: Best when placed in an attrition unit for protection. The Chaos Sorcerer has little combat value.
Notes: The best way to go for Chaos magic. Economical and effective in whatever magical capacity you choose.

Mortal Units:


Chaos Warriors: The stalwart Warriors of Chaos are the cornerstone of the Chaos Warrior Army. They are the anchor that holds your line, and the point about which you rally. They are the ultimate utility unit, able to take on nearly any role depending on how you equip them. They should be fielded in units of sixteen to twenty-five, depending on the role. No Chaos Warrior army should be without at least one unit.
Stats: A solid stat line. Should be able to defeat any foe with similar unit strength.
Special Rules: May have Marks of Chaos. May carry a magic standard. One unit in the army may be upgraded to Chosen status.
Equipment Options: A wide choice of hand-to-hand weapons, should never take the field without shields.
Purpose: Anchor the line, cause mass casualties.
Mission: Attrition melee, or possibly Shock melee if they are Chosen and have great weapons.
Teams: Best when teamed up with a flanker. Might get the job done alone if they are Shock melee. May be used as a flanker if necessary, but not the best use.
Notes: Whether or not you take the Chosen option is a matter of choice. Regular Chaos Warriors are a great attrition melee unit, but if you want that extra punch, then spend the points and watch them wreak havoc on your enemy.

Chaos Marauders: The new key player in the Chaos army. They are strictly an attrition unit that should never confront an enemy alone. A cheap but effective unit that will fill out your roster and can turn the tide of battle if used correctly. Best when fielded in units of twenty to forty.
Stats: Your basic human stat line, but with an extra point of weapon skill and initiative. A bargain that should help them win against normal human opponents.
Special Rules: None. These guys are no-frills.
Equipment Options: Can use flails or great weapons. Although that gives them needed extra punch in combat, it makes them more costly and less durable (can't use shields in combat). May have light armor and shield. If you want an attrition melee unit, then they have to maintain ranks until they get into combat to be effective. Light armor and shield are a must. Plus, if you forego the weapon options it gives them a 4+ save in combat, for extra durability.
Purpose: Take a charge, hold, wait for the flanker.
Mission: Strictly Attrition Melee.
Teams: MUST be teamed up with a flanker, pretty useless otherwise. May be used as a flanker if necessary, but not the best use.
Notes: In my opinion they are a great unit. Make them defensive, durable, and cheap. Make them the anvil and then bring the hammer down.

Marauder Horsemen: Arguably the best new unit in the army. They are fast, flexible, pack a reasonable amount of punch, and are the only unit in your army to have ranged attacks. I never take the field without some. Best when fielded in units of five to ten.
Stats: Same as marauders. Not great, but good enough to do the job.
Special Rules: Fast Cavalry. Say it with me…Fast Cavalry. This means they can reform at any time, and as many times, as they need to during their movement (provided no one model moves more than their maximum). They can fire in a 360o arc, and can march and fire. If they flee from a charge (a distasteful prospect for any chaos general, but sometimes necessary), and if they rally the next turn (ALWAYS take a musician) they can reform for free and move in the same turn. These guys are flexible, use them.
Equipment Options: Can have spears or flails, a good idea for flankers. Can have throwing axes or javelins. If you are going to have ranged attacks, ALWAYS take the throwing axes. Javelins give you two extra inches of range, but you lose a point of strength, which makes them useless in my opinion. May have shields. It is probably a good idea to take them, to give your Marauder Horsemen some durability.
Purpose: Maneuver for flank charges, take out small march interdiction units if necessary.
Mission: Flanker. May be used as a Sweeper if you have nothing else to do with them. If heavily armed and desperation dictates, may be used as Shock melee, but don't expect miracles.
Teams: Best when teamed up with Attrition Melee units.
Notes: I love these guys. They have been the MVP of the majority of battles I have played. One word of caution: They are very vulnerable to ranged fire of any type, so be careful running headlong into a unit of handgunners or such, because they will get mowed down. This is a medium priced unit, but still too many points to throw away. Make use of their mobility and come around from the sides, avoid frontal attacks like the plague (or like antibacterial soap for you Nurgle fellows). Let the Chaos Warriors and Knights do that.

Chaos Knights: Have you ever noticed that whenever someone wants to test or compare their unit's capabilities they always do so against the Chaos Knights? Whenever anyone talks about the most powerful, over-the-top unit, the first words on their lips are Chaos Knights. Powerful? Yes. Over-the-top? Not any more. Beardy? Never, unless the general floods his army with them. These are the bad boys of the Chaos Army. Just taking the field makes enemy generals quiver. Chaos Knights have one purpose…crush the enemy. I love it. Chaos Knights are best fielded in units of five to ten, whatever you can afford. That is what keeps the mighty knights of Chaos from being too powerful, their cost. A whopping forty five points for a fully tooled up knight.
Stats: A great stat line, but average leadership.
Special Rules: May have Marks of Chaos. May carry a magic standard. One unit in the army may be upgraded to Chosen status (highly recommended). For a unit that's only purpose is to deal out damage, that extra attack and extra point of armor save is crucial.
Equipment Options: None, but then again, what more do you need? The loss of lances was a blow, but they were never really in character anyway.
Purpose: Cause mass casualties. Scare the crap out of your opponent.
Mission: Shock Melee. Shock Melee. Shock Melee!
Teams: Good as a stand-alone unit. For heavily armored and ranked opponents (like dwarves) you will want to bring along a flanker for insurance. May be used as a flanker if no other targets present themselves. Any other use is a waste of the points you spent on them.
Notes: Always make them Chosen, whether you have one unit or two (shame on you if you have more). Chaos Knights are going to draw an inordinate amount of ranged fire and magical attacks, because nobody wants to face them in combat. Make sure you protect them, but use that fact too. Let your knights take all the fire (they can ignore a good portion of it anyway) and move your other, unnoticed units in for the kill. Although they are durable, they are extremely vulnerable to attacks that ignore armor saves like cannons and bolt throwers.

I like to put my Chaos Lord in my unit of Chaos Knights, which I affectionately refer to as the Chaos Cuisinart. Have fun with these guys, and watch your opponent cringe.


Chaos Chariots: The Chaos Chariot is possibly the best buy in Warhammer. For less than the cost of ten Chaos Warriors, you get a fast, maneuverable, hard-hitting killing machine. The only drawback to this is that they have an Achilles' Heel. Any attack of strength seven or greater (read cannon-fire) will destroy them outright if it even hits. Because of this, they will draw cannon-fire like shite draws flies. I say let them. In the grand scheme of things chariots are cheap, and if they draw attention away from your Knights or Warriors, well good. WARNING: Chariots are offensive units only. They are absolutely abysmal at defending. NEVER take a charge with your chariot. It is better to charge and be out of position with your chariot than to take a charge.
Stats: A great stat line. High strength, toughness, and wounds.
Special Rules: May have Marks of Chaos.
Equipment Options: None.
Purpose: Cause mass casualties.
Mission: Shock melee only. A chariot will not cancel ranks, so it is no good as a flanker.
Teams: Best when teamed up with an attrition melee unit or a flanker. Might get the job done alone against moderately strong opponents with few ranks.
Notes: Let me repeat: NEVER let your chariots get charged. Enough said.

Chaos Hounds: The Hounds of Chaos are a difficult unit to field. They are cheap and fast, but have little to no punch. They are extremely vulnerable to missile fire. To make matters worse, they do not count toward the minimum core requirements. Best when fielded in units of five.
Stats: A shaky stat line. High move and weapon skill, but low strength, toughness, and especially leadership.
Special Rules: None.
Equipment Options: None.
Purpose: Remove ranks.
Mission: Flanker only. Chaos hounds count as Cavalry, so they have unit strength two each. This is their only saving grace.
Teams: Must be teamed with an attrition melee unit. Use them to take away ranks and let the attrition melee unit win the combat for you.
Notes: Often called the pincushions of Chaos, these units are fragile at best. Low toughness, no armor, and abysmal leadership means that hounds will panic from even moderate ranged fire. Either keep them close to the general, or make sure that they won't panic anyone else as they flee with their barbed tails between their legs. The only way I have seen them used effectively is to take several units of five (to make sure they won't cause mass panic) and flank your ass off. I have never fielded hounds, and I probably never will.

Daemon Units:

Daemon units will be covered in more detail later, but for the Chaos Warrior army I will cover one unit that is very effective.


Chaos Furies: One of the big advantages that Chaos Warriors have over other armies is their high toughness and armor saves. One of the most destructive things to a Chaos army is war machines, because they ignore armor. High strength ranged attacks like crossbows and handgunners can also do a lot of damage if fire is concentrated. Generally these units are placed in the back of the enemies field, which means our armies have to weather a hail of cannon balls, bullets, bolts, and whatever else they have to throw at us. A war machine can do an inordinate amount of damage for the points spent. Getting into that backfield and preventing those units from firing must be a priority for the Chaos general. By far the best unit to fulfill that vital role is the Chaos Furies. They are best when fielded in units of five to ten.

Stats: A good stat line. High weapon skill, strength, and initiative.
Special Rules: Daemonic, flying unit. This is the key. Furies can fly, which gets them into the backfield quickly. They have a low leadership, but that does not matter, because they are immune to psychology, so they will never panic. They cause fear, and should outnumber any war-machine crews they encounter, so if they win the combat, the enemy automatically flees.
Equipment Options: None.
Purpose: Take out war machines and ranged units. A secondary purpose is to take out small march interdiction units if necessary.
Mission: Sweeper only. They cannot cancel ranks, so they can't be a Flanker.
Teams: Furies work alone.
Notes: Furies are uniquely suited for the Sweeper role. Be aware that if they lose even one combat they are gone (low leadership + daemonic instability = poof!). Do not take on any units you do not outnumber. You may take on a unit that is equal in size, but pray you cause more casualties than they do. I like to field them in units of ten, so they can take a little fire, and still take on some good sized ranged units.







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