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So as a WE player, I rely a lot on core choices. Dryads and archers do a world of good. I can get by with two special slots for war dancers, though I prefer three with warhawk riders. Trying to work out the chaos book (and not have played it before), I'm curious about where you players get your punch. Do you rely on special slots for killing power? Do you go lots of core? I still see myself using lots of core models, warhounds and marauders on foot or on horseback are great, but I'm trying to figure out where I'm going to get my damage. I'm thinking one unit of knights and two chariots and then a warshrine.
To behonest it depends what theme i'm going for. For My marauder army, For Core all i have is marauders and marauder horsemen and they to behonest aren't that scary so i always chuck in some specials and rare to give them that edge in combat.
Where as for my pure warrior army i don't really need the added help of chosen as my core choices are so rock hard anyway.
If you're going for Marauders then yeah, Chariots would be a great idea, I generally pair them up though, one chariot is hit and miss against a ranked up unit. 2 is a sure win and some real pain for your opponent.
If you chuck in some Hero's into your marauder units then it gives them the punch they need, They exalted does the killing and the marauders suply the ranks etc. Although Khorne Marauders/Horsemen with Greatweapons/flails can deffinatly handle them selves in a fight but will rely on a charge to get the most out of the unit.
Chaos knights can be devastating- to the point that their fluffy reputation manifests itself in how well they do even against expectations. I'd never even consider playing less than 6 or 7 knights in any of my other armies, but even a simple group of 5 knights (if they don't get shot up supremely) can crush just about anything they come into contact with. I'd still stay away from big blocks of troops unless you can hit their flank, but theres nothing better than knights for supporting other units or taking out units of anything less than 20 models.
Another popular tactic (without needing special or rare slots) seems to be with MoK Marauder horsemen with flails. For less than 100 points you'll have a really hard hitting, ItP small unit. They'll die very fast if given an opportunity, but for the points they're potentially incredible.
I also agree that chariots will work better in pairs.
---------- Post added at 14:12 ---------- Previous post was at 14:10 ----------
I forgot to add that in my army I have a fair mix of specials and core. I think most of my really nasty stuff cones in the form of Hero slots, and at present I'm using no rare slots, and only two special slots in 2250 (one chariot and a unit of knights).
I think you are driving down the right lines. A unit of knights is truly awesome and with the support of a shrine, which is actually a pretty awesome monster, they can be used as a game winning, charge and destroy unit. You just need to keep 'em rolling into fresh foes and avoiding traps, which is why I never mark mine for Khorne.
A chariot or two to do the frontal charge sounds like pure awesomness. Which as Kung Fu Panda taught us.. is free for everyone!
If my daemonprince isn't dishing out the damage then more often than not it comes from my special slots. That is unless my opponents let my khorne/flail horsemen get into combat(they hurt things).
While I don't play WoC I have been flipping through their army book recently, and they can get their punch through core or special.
In core you have flail/khorne marauders and marauder horsemen, which could be the best punch to points ratio in all of warhammer. In core you also have the nasty new 2 attack warriors which are a meager 17 or 18 points each with sheilds and hallys, throw a mark of khorne on them and watch whatever they are fighting disinagrate.
In special they have ogres which can now be marked and given chaos armor, trolls which have more or less stayed the same, dragons ogres which are still beastly and of course chaos knights.
Basicly now that everything (well almost) can be marked with khorne + the fact that most chaos units are pretty hard to begin with means that you cant really discount anything as a threat.
It also seems like there's less need for super killy heroes as the units can dish out so much hurt. That lets me beef up magic some and have a single exalted alongside two magic users, at least on paper.
We;re lucky that way, because our heroes are so expensive if we needed to field 4 of them to keep our killingness up we'd be screwed.
I can't remember the last time I fielded 4 heroes in a 2250.
I've got 2 characters in my prospective army list. Both are sorcerors. I do have chaos ogres and dragon ogres and knights as well, but let's be honest, compared to WE a unit of khorne horsemen with flails is pretty scary on the charge. Plainjane marauders with great weapons are pretty scary as well, because for less than 160pts they can have full ranks, banner and immune to fear, panic and terror and you still have all the redirecting units you need to get a charge off.
We usually have lots of core, because it is so strong, and our special units are game breking.
In general, marauders are needed to keep up numbers, warriors should be used as elites, and warhounds and horsemen are essential, to screen and divert, and also to clinch victory with flank charges.
Knights and chariots are pretty hard, and these are commonly taken. Khorne knight units do not need command, and chariots are best when something else is there aswell.
Our rares are useful, as warshrines just let you reap the benefits, and spawn are useful as tar pits, although alternatively a warrior unit with mark of slaanesh and rupturous standard fits the bill here aswell.