Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
SIGN UP FOR ARTICLES BY POSTING IN THIS THREAD. ONCE YOU'VE WRITTEN THE ARTICLE, POST IT HERE FOR COMMENTS AND FEEDBACK. ALL CONTRIBUTORS TO AN ARTICLE WILL BE CREDITED IN THE FINAL PRODUCT. A MOD WILL MOVE POSTS AS THEY'RE COMPLETED UNTIL WE REACH THE END.
Red - Needed
Blue - Spoken For
Green - Finished
1.1.1. Chaos Lord (Ku'gath)
1.1.2. Sorcerer Lord
1.1.3. Daemon Prince
1.2.1. Exalted Hero
1.2.2. Chaos Sorcerer (Ku'gath)
1.2.3. Exalted Hero Battle Standard Bearer
1.3. Marks on Heroes
1.3.1. Mark of Khorne
1.3.2. Mark of Nurgle
1.3.3. Mark of Slaanesh
1.3.4. Mark of Tzeentch
1.4. Special Characters
1.4.5. Prince Sigvald
1.4.10 Scyla Anfingrimm
1.5.1. Chaos Dragon
1.5.2. Chaos Steed
1.5.3. Daemonic Mount
1.5.4. Disc of Tzeentch
1.5.8. Steed of Slaanesh
2.1.1. Chaos Warriors (timk1111)
2.1.2. Chaos Marauder
2.1.3. Marauder Horsemen (Ku'gath)
2.1.4. Chaos Warhounds
2.2.1. Chaos Knights (Pinkus; timk1111)
2.2.4. Dragon Ogre (Pinkus)
2.3.1. Chaos Spawn
2.3.2. Chaos Warshrine
2.3.4. Hellcannon (timk1111)
3. Magic Items
3.1. Magic Weapons (dapredator66, partial)
3.2. Magic Armour
3.3. Talismans (dapredator66, partial)
3.4. Arcane Items (Ku'gath)
3.5. Enchanted Items (Ku'gath)
3.6. Magic Banners (dapredator66, partial; DavidWC09)
4. Chaos Gifts
4. Chaos Gifts (Pinkus)
5. Chaos Magic
5.1. The Lore of Nurgle (Pinkus; Archnomad)
5.2. The Lore of Tzeentch (Hasulaman; timk1111)
5.3. The Lore of Slaanesh (dapredator66)
6. Marked Armies
6.1. General Comments
6.2. Khorne Armies
6.3. Nurgle Armies
6.4. Slaanesh Armies
6.5. Tzeentch Armies
7. General Army Builds
7.1. Balanced Armies
7.2. Infantry Armies
7.3. Cavalry Armies
7.4. Strong Magic Armies
7.5. Monstrous Armies
A. WHFB Stats (pdf)
B. Break Tests with the Rapturous Standard and BSB (dapredator66; jpeg)
C. Spellcasting with Monte Carlo Hammer Generator v1.2 (dapredator66, xls97-03)Article Template
Items of Note:
- Follow standard capitalization as seen in army rule book or main rule book.
- Use numbers followed by periods if needed as opposed to numbers followed by parentheses as the latter sometimes produces an accidental smilie.
- Bulleted or numbered lists might be appropriate.
- Avoid colored text and smilies. They cause visual clutter in a lengthy document like this.
- Punctuation after tactica section heading but not after article section heading or article item.
- See post #24, Pinkus's entry on Chaos Knights
2.2.1. Chaos Knights tactica section heading (size 3, bold)
Equipment article section heading (bold)
Lances article item (underlined, numbers followed by period helpful for something like spells)
Entry follows below heading.
Entry for ensorcelled weapons.
5.3. The Lore of Slaanesh
The Slaanesh lore is clearly not the best lore in term of destructive power. The average casting difficulty is 8.2 with a standard deviation of 2.3. It is maybe the trickiest lore to use since most of the spells require cunning strategy and a synergy with your units. Because of the first spell (Lash of Slaanesh) a lvl2 Slaanesh sorcerer is a poor choice (except if it is a scroll caddy). For maximum effect, a Slaanesh sorcerer lord should be select (ideally with a familiar to get the last spell). The gift Third Eye of Tzeentch is also a must since many spell will not affect ItP units (this will potentially give you other more useful spell). Note that against daemons the Ecstatic Seizures spell is incredibly deadly since it wounds on a failed toughness test (T3/T4 on their main troops) and it does not allow regen./ward save! Note also that according to the WOC FAQ, if you do give your sorcerer a steed of Slaanesh you will be affected by the fast cavalry rules and hence get a 360 degrees line of sight and you can also move in the turn you rally.
Each spell has been rated with a results from 1 to 10, 1 being a spell that does nothing and 10 being something like Infernal Gateway.
1. Lash of Slaanesh
Basic missile spell with S3. On the damage efficiency point of view, this spell is useless but it can be used to slow and control some of the enemy movement. Out of the three lores, it is probably the weakest spell since S3 hits are so weak that the march blocking effect is not reliable against armoured foes. Considering the low strength value, lash is best use on fast cavalry/skirmish unit trying to march block or flank the chaos army and even against those your chance of success are not particularly good.
Hellshriek can be use like terror bombing. It is best used against horde armies and units with low LD. Ideally, one would want to apply as many LD modifiers as possible. Numerous items and spell can confer those modifiers: Diabolic Splendor, Doom Totem and the Lore of Death spell Doom and Darkness.
3. Hysterical Frenzy
This is one of the best spells in the lore. You can either use it on your own unit and benefit from the frenzy attacks and immunity to psychology or you can use it on the enemy and force them to move in the direction you want by using baits.
Tactics to be used on your own unit
The spell work very well on the chaos knights or chaos warriors as it transform them into "Khorne" unit. With their high saves, the knights and warriors should not be bothered by those S3 hits and can ignore them. It can also be used on trolls, ogres and dragon ogres to make them fight harder. Other units that can benefit from frenzy but that have weak defences can also be targeted with this spell as long as you do not forget to end it after the combat round (for example: Marauder horsemen with flails).
Tactics to be used on the enemy
Frenzy is a double edge ability and one of its drawback is that you are forced to charge enemies in range. Using this fact, you can easily bait your enemy by using warhounds. You can also use it on enemy harassing units and force them to charge you (or to make sure they do not flee from your charge). Another drawback is that you always go after your enemy if they are fleeing from close combat. If circumstance allows it, you can cast it on the enemy unit (provided that they are going to annihilate you in the next combat round) to drive them away or ensure a counter charge. Do not forget to remove the frenzy before fighting a close combat round against the enemy.
4. Titillating Delusions
Titillating Delusions allow you to force a unit movement in any direction you want at the beginning of the Remaining Move phase. The unit can however declare a charge since this precedes the Remaining Move phase. This spell is also useless against ItP units.
There are two main tactics that can be used with this spell: you can either move shooting units to disable their shooting attacks or simply move units out of position.
Tactics against shooting unit
The most straightforward use is to force a movement on a war machine and hence disabling it for a turn. You can also do more cunning movements with the war machine. If faced with crowded war machine units, you can put units in front of each other to block line of site. If the machine is on top of a hill or near an obstacle, move it down or behind the obstacle so that it will take two turns to move it back into position. The same tactics also apply to shooting units: you need to block their line of sight with either obstacle or other units. It is also worth noting that shooting units are weak in close combat, so you can move them toward one of your units, engage the enemy, rip them to shreds and advance on another unit.
Tactics to move unit out of position
The goal here is to wreck the enemy plan and put unit into bad position so that they either get charged, never see any action or slow another unit. Against dangerous unit (not ItP) it is always preferable to send them as far as you can or into difficult terrain. If an ItP unit is near a non-ItP you also have the possibility of putting one unit in front of the other and hence slow both unit. Against flying creature, you could try to put them in wooded area since they can not fly out of a wooded area. This tactic however might be easier said than done, as Jmanj said: ... my point was that they would charge something with their flying movement before they were forced to go into the forest .... If planned correctly the spell is also great to set up flank charge by moving the unit to the side. Another interesting tactics by Black_katZ this time is to use Titilating Delusions on a non-Itp chariot and send it into Impassable Terrain.
5. Aura of Acquiescence
Aura of Acquiescence can do the classic terror bombing attack (unit need to cause fear in the beginning, effect about the same as Hellshriek). Big units can also take advantage of the fact that the enemy will flee if defeated by a more numerous adversary in close combat. Once again, against ItP units, this will not work. Note that since all ItP army cause fear, this spell can effectively be used as a psychological defense against fear and terror (let say you are afraid of auto breaking or you have just failed that fear test in close combat).
The second use of this spell is to force the enemy to take a LD tests to allocate their attacks (one test per attacking model). This can help improve their chance of breaking low LD enemies. The good thing about this part of the spell is that it WILL affect ItP units. Undead units without the general's LD are prime targets for this (combine this with Pandaemonium). Daemons can also have a nasty surprise since they have a lot of LD7. Other ITP units also tends to have LD8 (Dryads for example).
Effectiveness of the spell vs XLD
LD9: fails a test around 17% of the time (0.85 model out of 5).
LD8: 28% (1.4 model out of 5)
LD7: 42% (2.1 model out of 5)
LD5: 72% (3.6 model out of 5)
6. Ecstatic Seizures
This spell is just deadly. It cannot beat the 11, 12 results with Infernal Gateway, but it is more reliable to do massive damage against low toughness units. You can even do a combo with Curse of the Leper (take Festus to make sure you get the spell). It is also very useful against units with ward saves since the spell does not allow them. Just for this spell consider giving your sorcerer lord a spell familiar for a better chance at getting it. Against daemons, this is probably the deadliest spell against their main infantry (T3/T4) of all three lores (it can potentially wipe half of any bloodletters/horrors/deamonettes units and 1/3 of any plaguebearers since it does not allow regen./ward save).
Examples of Casting Strategies
Spell 1 can safely be cast on 2 dice, spell 2 on either 2 or 3 dice, spells 3, 4 and 5 are better on 3 dice and finally the last one on 4 or 5 dice. In the following lines we are using a lvl4 sorcerer with 6 PD.
- Ecstatic Seizures on 4 dice followed by Hysterical Frenzy on 2 dice (targeting a WoC charging unit)
- Aura of Acquiescence on 3 dice + Hysterical Frenzy on 3 dice (on a single critically WoC charging unit).
-Movement disturbance: Hellshriek on 3 dice + Hysterical Frenzy on 3 dice (on an enemy unit) or Tittillating Delusions on 3 dice.
-Terror bombing: Hellshriek on 3 dice + Aura Acquience on 3 dice (on a fear causing target)
Against Heavy Magic Defense Opponent
- Ecstatic Seizures on 5 dice (+ Lash of Slaanesh on 1 dice if no lvl2 present).
- Other spell should still be cast on 3 dice (except Lash of Slaanesh which you should just forget).
Titillating Delusions and Hellshriek are useless. Lash of Slaanesh is however a little better because daemons don't have armour. All the combos in the Aggressive Tactics works really well. Do not underestimate the power of Aura of Acquiescence against daemons. Other stuff that might work:
- Lash of Slaanesh on 2 dice + Aura of Acquiescence on 2 dice + Hysterical Frenzy on 2 dice
- Ecstatic Seizures on 5 dice
Last edited by dapredator66; August 7th, 2009 at 12:29.
5.2. The Lore of Tzeentch
1. Flickering Fire of Tzeentch
A basic magic missile that is rather random as you can do anywhere from 2 Strength 2 hits to 7 Strength 7 hits. Still pretty good as it's the easiest spell to use. Much better than the Nurgle and Slannesh first level spells.
2. Baleful Transmogrification
An Excellent spell to use on Goblins and Skaven. Technically it can be used on Undead and ItP units, since it does not state that undead or any units immune to psycology are unaffected. So pick a unit outside the general's range and cast.
If you really want to screw over your opponent, get another wizard to get this spell off as it's remains in play; then use Baleful Transmogrification. It negates the leadership of characters including the general and, I think, the BSB. Plus, it allows a miscast on any double. Great against magic-heavy armies that like to use a lot of power dice.
4. Treason of Tzeentch
I really like this spell. I used it on executioners and they nearly wiped themselves out. It doesnt work on ItP units though. Still, there are many normal units it can work on.
5. Call to Glory
I'm not a fan of this spell. It's not only remains in play, but the champ only has a regular hand weapon and, I think, a shield. I can think of better things the sorcerer can do instead of this spell.
6. Infernal Gateway
Ah, this spell has been on every chaos player's lips. The ability to wipe out an entire unit if you roll an 11 or 12 on Strength. Even if you don't get an 11 or 12, if you get over a 6 on hits and/or strength, that unit will be hurting. It's still worth it for the fact you have a decent chance of bombarding your oopponent with up to 12 Strength 10 hits without getting the 11 or 12. Should you get 11 or 12, the unit and everybody in it, characters included, are gone, period. Removed from play, no saves of any kind allowed. Worth the risk, in my opinion, just for the high number of hits.
Last edited by DavidWC09; February 15th, 2009 at 23:33.
If a Million Guardsmen die, that's a statistic. If one marine dies, that's a tragedy.
OK, I wrote what I thought about certain items (I will add other if nobody thinks I am crazy). Please be advise that English is not my first language.
3.1. Magic Weapons
The Rending Sword is best used against infantry models with toughness 4 or less. It is, however, less useful if the enemy has a high armour save (against a fellow Chaos Warrior, a Sword of Might is better).
The Filth Mace can be used to do a terror bombing attack in the middle of combat. If used on an Exalted Hero, it gives you also the poisoned attacks skill which is useful against T6 and higher models (provided they do not have a good saving throws). Note that the Rending Sword is better against T6 models while the Filth Mace is theoretically stronger against T7 models.
It is a very good weapon for the points since chaos champions have S5. Under the right circumstance, the weapon is the combination of a Sword of Striking, Sword of Battle and Sword of Might. The bonus +1WS can be useful for the Chaos Lord since WS of 9 means enemies with WS4 and less will hit the Chaos Lord on 5+. It can also be used on a Chaos Sorcerer Lord to give him the same fighting characteristics as an Exalted Hero.
Skull of Katam
Althougth it goes against the saying do not put all your eggs in the same basket, this item can be used to give +1 casting for multiple wizard provided that they are close. It can give your sorcerer a 50% chance of casting a 5+ spell. If can also give you a fairly good chance of casting 7+ or 10+ spell with one less dice (2d6 and 3d6 instead of 3d6 and 4d6). If used to boost only one wizard, consider using 2-3 power stones instead.
3.6. Magic Banners
It is a low budget Banner of the Gods. The Rapturous Standard can be used if you plan to fight a dangerous enemy that can score high in combat resolution. If you do mathammer calculation with this standard, you will always have at least a 44% chance of making that break test (whatever the modifier). The standard is thus best combining it with the army banner standard bearer since you can reroll. There is no value in combining this standard with the Banner of the Gods since the Rapturous standard is not really useful for break tests with ld8 or more.
Last edited by DavidWC09; February 15th, 2009 at 23:53.
I was slowly writing up a tactica and was going to post it here sooner or later. Here's what I've done, steal what you like:
Great in close combat, core infantry is better than most elite infantry, great cavalry.
(Needs filling in)
No skirmishers, limited fliers and shooting, mostly expensive.
(Needs filling in)
Marks of Chaos
You can now mix marks between units and characters. Marks on characters generally don’t help the unit they’re in, but a mark on a unit will more often than not benefit a character in that unit in some way. You also need to be marked to be able to use that chaos god’s lore of magic, in fact if your sorcerer is marked, he must take that lore.
Mark of Tzeentch
Used mostly to boost a characters ward save, or to grant access to the flying disc of Tzeentch. Putting this mark on a unit may not be the best idea though; too expensive for just a 6+ ward save. Works well with the Collar of Khorne.
Mark of Nurgle
Unlike Tzeentch, this one is better on units than characters, unless you want to use the Lore of Nurgle or want to ride the Palanquin. This one keeps your units alive longer, which is nice since most your units have expensive models inside them. A common place to see this mark is on a Chaos Sorcerer or a unit of Chaos Knights.
Mark of Slaanesh
This comes with all the benefits of being immune to psychology without any of the draw backs. This mark is so cheap that it’s hard to not put it on every unit that you don’t want a different mark on. It works great with blocks of Marauders or marauder horsemen. In general, if you got a few extra points, it’s not a bad idea to spend them putting the Mark of Slaanesh on something.
Mark of Khorne
This can turn a good combat unit into a great combat unit. There are drawbacks though. You’re immune to psychology, so you can flee charges and you’re easily baited. Most common thing seen is someone forcing you to charge them; they flee leaving you wide in the open and then them getting the charge on you. Other ways around this is to get you to charge into woods or off the table completely. If you can counter all that, you’ll do some damage. Common place to see this mark in on Chaos Knights, or small units of infantry.
He is one of the most powerful lords out there. He’s got a great weapon skill with lots of attacks and can be built in a bunch of different ways. Not much can stand against him. Opponents tend to keep their characters well clear of him. It’s very easy to kit him out to be fully offensive or fully defensive, but usually a nice middle ground is used. However, he’s expensive; where some builds can be close to 400 points. He also is the max leadership you can get outside special characters and that’s a 9. Here’s an example of an offensive and defensive build:
Word of Agony
Mark of Khorne
Juggernaut of Khorne
He’ll kill everything in his path and sometimes even himself.
Mark of Nurgle
Crown of Everlasting Conquest
Not much is going to get through his defense.
(Needs filling in)
What every champion of chaos dreams of. A life completely dedicated to the chaos gods has ended with him being raised to godhood himself. He can be made into a sorcerer, or just used as a nasty combat hero. He’s expensive, but less so than other flying terror causers. He’s also the only character that has access to the Mantle of Chaos and the Tendrils of Tzeentch. He can’t carry magic items, so a common gift given to him is the Fury of the Blood God.
(Needs filling in)
(Needs filling in)
Not yet lords in their own right, but some argue they’re better off leading your army. They may not be as strong as a lord, but they come a lot cheaper and are still formidable opponents. They’re also the only character able to carry your battle standard.
(Needs filling in)
These could be the best core infantry in the game. They come with a high weapon skill, strength, initiative, toughness and attacks, not to mention they’re leadership 8. They’re expensive though. They’ll fill up most infantry heavy army.
(Needs filling in)
Cheap! Not only can you take a ton of these guys, but they can fill multiple roles: big block infantry that gives combat resolution or small flankers with great-weapons/flails to name a few. Most importantly they give an expensive army some numbers.
(Needs filling in)
These guys won’t be killing much, but they are still a valuable addition to every army. They work great in the screening role. They’re cheap enough where you don’t care if they die, but they’re fast enough to not get in the way of any other unit. Use these guys to block the view of your units, so the only place they can shoot at is the warhounds.
To start, they’re fast cavalry. The drawback is that most people like to use fast cavalry to march-block and shoot at things. Well both shooting options are kind of weak, being such short range. Don’t count this unit out though. It’s got multiple roles it can fill. You can give them the Mark of Khorne and flail and be a deadly flanker. You can give them light armor, shields and spears to become a pseudo-medium cavalry. The list goes on and on, but needless to say an army shouldn’t go without at least one unit of these. They’re most commonly given the Mark of Slaanesh since they are only leadership 7 and tend to be outside your general’s leadership. Also, don't ever forget that you can reroll persuite rolls with this unit.
Things still to do:
Lores of magic
Gifts of the gods
Special and rare units
Eye of the gods
Different overall strategies
Fill in stuff.
Last edited by DavidWC09; February 16th, 2009 at 23:07. Reason: whew, will have to finish later
5.1. Lore of Nurgle
Overall a very, very nice lore. Some nice defensive spells and some terrific offensive spells. Every spell has its place, and every spell can be used in almost any army. Never worry about rolling for spells and not getting any spells you can use.
1. Magnificient Buboes
This spell's name doesn't lie. This spell is truly magnificent. This spell gets used a lot as that spell you cast first to draw out dispel dice from a magic heavy army. It has to be dispelled or your opponent will quickly find himself without any characters. It also works great as the only spell you cast in a magic light army. You get this spell off twice in a game and all of a sudden marking your scroll caddy was worth its weight in, well, buboes. This spell is easy to cast and devastating when it goes through. There rarely is a time when you shouldn't turn one of your random spells into this. Before you start casting this against enemy lords, think how nice it'll be to half-points a BSB or bring their enemy wizards that much closer to death.
2. Fleshy Abundance
Another very nice spell. However, this one is more defensive minded than buboes. Pretty straight-forward in use. It's got an 18" range, so just cast it on a unit that you think will take a pounding, or a unit that you think a regenerated wound or 2 will push the tide of a close combat. Some people claim this spell makes the Chaos Daemonsword playable.
3. Plague Squall
A interesting little spell. You have double the chance to hurt yourself. Once with a miscast and once with a misfire. However, when this spell hits, it can hurt. The "no armor save allowed" makes this still a nice can opener and the large template and only needing to touch a unit to affect the whole unit makes scattering not that bad and sometimes hoped for. Just make sure to not keep your sorcerer in a unit of your own knights that aren't marked Nurgle. High armor and low toughness enemies should be targeted first.
4. Cloying Quagmire
Very situational spell. Almost entirely left to Dwarf killing. The fact that your opponent has to roll in your favour twice gives each model affected that much more chance to evade being hurt. It can still work against armies with bad armor or good initiative. It's just the rest of the Lore of Nurgle seems to work better, unless you're facing an army with good armor and bad initiative, i.e., Dwarves.
5. Curse of the Leper
Lots of people see this spell and think how nasty it can be, which it can be. Except that it's going to take several magic phases to kill an entire unit, meaning your opponent will have plenty of opportunities to dispel it. That doesn't make it a bad spell; in fact, it's a great spell, if used in a supporting roll. If you go into casting this spell thinking you only want it up for 1 turn, then you can be happy casting it on enemy units that you are currently in combat with. It makes them that much easier to kill and makes your army that much harder to kill. Using it on monsters or other high toughness units can make this spell a game changer.
6. Rot, Glorious Rot
At first glance you might think D6 SD6 isn't all that good. Well, it's not if you are thinking in terms of a single enemy unit. However, what this spell can do is hurt an entire army. It's got an 18" radius (read 3 foot diameter) and it has the "no armor saves allowed" rule. If your opponent has 10 units and each unit takes 1 wound, then you just caused 10 wounds. Think of this spell as an army crippler, not a unit killer. Works exceptionally great with Daemon Princes who can fly into the middle of an army and just blast away at it turn after turn. Again, don't be disappointed if whole units don't crumble to this spell (but definetely be happy when they do, because it can happen, 6 str 6 hits, yes please), but be happy with every model you kill that the rest of your army doesn't have to worry about. Things like taking off ranks and killing knights makes this spell worth taking.
Last edited by DavidWC09; February 15th, 2009 at 23:42.
3.6. Magic Banners
Banner of the Gods
First, the banner causes terror, which works well in conjunction with the Lore of Death spell, Doom and Darkness. The Chaos Gift Diabolic Splendor, which can be taken despite the magic banner as it's not a magic item, puts foes at a greater disadvantage. More valuable, though, is that it makes banner within 6" stubborn. This means that units will need to maintain a compact formation to avail themselves of the banner, but an anvil of stubborn Chaos Warriors, Marauders, Knights, or other units is powerful indeed. Pair it with units that bear the Mark of Slaanesh, and you've got units that aren't going anywhere anytime soon. As this banner can only be taken by a BSB, it precludes that bearer taking other magic items, which means you'll need to protect this guy with a shield and a mount of some sort. You really don't want to lose him. Deciding to put him in a unit or let him roam free will be a major decision, so plan wisely.
With its cost, this banner is available only to a BSB. To maximize its benefit, you need the ability to cause fear, terror, and panic tests. Consider Demon Princes, Ogres, Shaggoths, Hellcannons and the like so that you can force its use. Also, it will work wonders with Diabolic Splendour as enemies are then at -1. You will need to decide if you intend for this standard's bearer to see much combat. If he's in combat on turn 3, then he's only got line of sight to one unit instead of several, limiting its effectiveness.
Banner of Wrath
This is a powerful banner that can significantly boost a magic phase; however, it's expensive for D6 S4 hits. Also, for it to be of use, the unit or model bearing it should avoid combat. If put on a fighting unit, it will be useless once in combat. For someone looking to build a magic-heavy army, this item is worth consideration.
For a unit that you want to survive the shooting phase, this banner is a beauty. People quickly realized that on a unit with the Mark of Tzeentch, you have a very powerful item that provides excellent protection in the shooting phase. As Chaos armies tend to have a small number of models and suffer against shooting, this can be a literal life saver.
Banner of Rage
The first benefit of this banner is that a unit gains frenzy and will not lose it. Like the Blasted Standard, people quickly realized the benefit of pairing this banner on a unit with the mark of Nurgle, providing a unit the best of both worlds: shooting protection and a double whammy boost in the combat phase.
At first glance, this banner seems a bit uninspiring, but after a bit of reflection, it has the chance to be quite devastating. T3 models will suffer a wound with armor save 50% of the time. T4 models will suffer the same 33% of the time. As most units in the game are either T3 or T4, this banner could cause significant casualties, especially after several rounds of combat.
This banner is the real treasure in the batch. The cheapest of all the banners, it gives its unit a strong chance, 44.4%, of passing a leadership test. A BSB nearby makes it even more likely to work. On an expensive Chaos unit, this can be critical.
I think it might be 44.4% chance.
Die 1/die 2
That's 16 chances, divide that by 36 and it comes to 44.4%.
Making that a rerollable break test and I believe you're looking at a 69.1% chance of holding. Figured that out by taking 44.4% chance on first roll and then taking the 55.6% chance of failure and multiplying it by another 44.4% chance then adding the original 44.4%.
Needless to say that banner is awesome.
This is one of the tables I did:
Chance of successful break test with and without Rapturous Standard & bsb
Type____________________2- ___3- ___4- ___5-____6-____7-_____8-____9-
Rapturous 2d6__________44%__44%__44% _53%__56%__67%__78%__86%
Rapturous 2d6+re-roll____69%__69%__69% _78%__80%__89%__95%__98%
Last edited by dapredator66; February 26th, 2010 at 03:43.