Welcome to Librarium Online!
One of the things that drew me to Chaos was the incredible amount of flexibility and power contained within their normal troops. Core Chaos Warriors, Marauders, and Marauder Horsemen can all come in many flavors when placed on the battlefield.
My question for all of you is simply what do you find to be your favorite or most effective way of gearing up your non-hero units? Do you prefer the frenzied four attack dual wielding warriors, or a defense heavy MoN shield bearing variety? Something else? Do you strap armor and hand flails to your Marauders, or send them out there both naked and dirt cheap? As the forum WoC tactic section is a WIP at the moment, I'm sure us newer Chaos players would appreciate any tips you vets out there have.
Anything as simple as the unit name, a mark, and a list of equipment would be helpful, and a brief discription of why you favor that would be even better. Extra credit to anyone who has thoughts on special and even rare units!
In the meantime, happy slaying!
More Change for the Change God!
He doesn't have enough for the bus!
Although I'm also fairly new as a player having only played enough games to count with both of my hands I can say that I've tried several things, including all you mentioned above. As it stands I tend to go for something like this:
Chaos Warriors with marks of Nurgle.
Equipment: Halberd and Shield
Why it's awesome?: For the same price as a great weapon you get survivability and power. I fight dark and high elves often, and that extra armor and -1 to be hit for the mark have been life savers.
Marauders with mark of Slaanesh
Why it's awesome? Cheap unit, cheap mark that surprisingly does more hurt than I ever though with those flails. I've opted to give them no shield or light armor because of armor piercing is a bugger all the time (I'm looking at you bolt throwers and crossbowmen >P).
So it all really depends on who you're fighting. If I don't know who I'm facing I tend to keep the warrior set up as is and give the marauders light armor. Hope this helps!
My favourite Chaos Warriors setup:
-Shield and MoS: 2+ Sv, good amount of attacks, immune to psychology (no auto-breaking and panic).
I also add halberd if I have the extra point. Just in case I can pull out a charge.
-Shield, LA and MoS: I usually take a nice block of 25 to add bulk to my army (with full command). These guys won't hold against anything stronger than other basic unit. I still find them better than Empire troops.
-Flail or 2 Handed-Weapons: If I was to take less then 25 I would take 10 (with a musician) and use them as support unit or table quarter holder.
-LA and Flail: I usually take a group of 5 horsemen (with a musician). They either bait or attack shooting units or warmachines. If I have point left I add MoS.
I use MoS on all of my lists these days, as Khorne is much too hard to use and I don't care for Nurgle. I don't use warrior units, instead preferring huge blocks of marauders with Heros in them for massive combat res.
Chosen: Halberd, Shield, Extra Hand Weapon. Sort of like being Armed to da Teef, this setup gives (almost) maximum flexibility out of your chosen. You can tear through Witch Elves, Gobbos, or similar with extra hand weapons, mow down lizardmen with halberds, or turtle up against anything that you expect a decent counter-attack from. Include a warshrine, and often that means Str 6 attacks with the halberd (that don't strike last) or str 5 attacks that still get the parry bonus. Also, if you expect to face a lot of missile fire while running up the board, it's pretty reliable to get a 2+ armour save against shooting as well.
Marauders: Light Armour, Shield. I don't think any other setup is reliable. Some people give them flails, and if you have the points that's fine, but when you're talking about multiple units of 20-30 marauders just adding that one item per base gets expensive. They have a good weapon skill and a decent save at 4+, plus three rank bonuses and a standard, and many times outnumber, by the time they get into combat. Plop a hero in there to challenge anything too killy, and you stand a good chance of winning on round one.
Horsemen: I go for spears and shields, some people like flails or throwing axes. My horsemen are usually marching or charging every turn, and therefore thrown weapons are not usually viable for me. Flails are awesome if your horsemen are frenzied, but no smart opponent other than undead will take that charge in the flank and it's still not reliably strong enough to break a ranked unit from the front. I think the key to horsemen is keeping them cheap enough to be disposable, but armed well enough to be a use if they do get to flank something. 5 str 4 and 5 str 3 doesn't always do what I want it to, but many times they've broken the back of a key unit for me.
Knights: I keep mine cheap and little. Lances are a waste of points IMO, especially if you'll be facing undead. I only use one unit of knights, because usually people are so scared of them they focus fire or redirect them the entire game. In my setup, that's 255 points going nowhere around the board. If they do get into combat they are awesome, but if all they do is tie up my opponent's attention while the rest of my army advances, so much the better.
Thanks for the responses so far everybody! I've made sure to dole out some rep points to those who have responded. I think I'm starting to understand how to play the army I want to play and still make that work. Variable unit sizes can let me field smaller, hard hitting units for flanking what the larger, tougher, static combat res units engage. Everything in WoC is just so cool, it's hard to commit to one type of play style. Thank god there are so many plastic models...
If anyone else is interested in sharing, go for it! Opinions are the best resource, and I've got some more rep points for ya!
More Change for the Change God!
He doesn't have enough for the bus!
Shakedown, correct me ifI am wrong, but I do not believe you can bring both Halberds and extra hand weapons, only one or the other.
In any case, if I am able to I will tailor my list, including equipment, to the army I am playing against. Some of my favorite combinations include:
The standard Chaos Knights with Mark of Nurgle and Banner of Rage. Proper placement and a 14 " charge range can really mitigate the dangers of a frenzied unit. I usually put a character in this group (usually a lvl 2 nurgle sorcerer, mounted) and enough knights to allow for one or two deaths and still having a 5-wide front rank when i do get the charge in. Enscorcelled weapons are just fine against most enemies. I will include a champion (for a challenge reply against a character that has a chance of knocking my sorcerer flat) and sometimes a Banner if I know I will be going up against an enemy with insane combat res.
Marauder horsemen with Flails and Light armor with a musician. Basically, the only reason I use them is for march blocking, frenzy exploiting or, if my opponent is too silly to let me get within range, charging on the flank. MoS if I know there will be fear and/or terror causing things in the army I am goign againt. Otherwise I will elave them without a mark.
I actually do not use regular marauders often. I don't find them incredibly effective for screening (because of their regular movement) and I don't find them as effective for combat as a normal squad of warriors. The only time would bring them is if I was constrained by points. If I do use marauders, I will give them shields and light armor. I might throw a MoK on them if I plan to actually use them as a combat unit, but generally I will just leave them with MoS or MoN (for shooty armies.)
Warhounds are awesome, and I always save 60 points for 10 of them. I don't use poison, as it usually is not worth the points, and the 6+ save is too unreliable to be worth a point each, generally speaking.
Great thread,a very good guide for beginners and even experienced players who wuld like to change tactics...
So how i play my units...
I like cavalry and never include any foot troops, not that they are not good or anything, but i like a fast game. I never know where to put my foot soldiers, and simply waiting for the charge really gets to me and i lose patience and screw up a game hat might be going well for me.
Marauder Horsemen - MoS, Spear, Throwing Axes.
They march block and they shoot. They bait and they shoot. They flank charge and are still able to hurt the average unit with str 4 attacks. They do not suffer terror so they can march block monsters (such as stegadons, carnosaurs, shaggots, and giants). But most importantly they are cheap. A unit like this will cost you 90 points
Chaos Knights - Standard bearer - Banner of Rage.
I play more than 1 unit, usually tw but also 3 if i have the points. I like them frenzied and what better way to have them never losing it even if they lose combat. Frenzied knights xan take on almost anything (which is not unbreakable) from the front and break it.
A second Mark i like on these guys is slaanesh because it is the cheapest mark, which makes them the most reliable unit in the army.
Warhounds - No items, but lots of them
If i have the points i play 4 units. SOmeone might disagree and say thet they are just good at dying. I will challenge that point of view any time. Their worth is already on at the deployment phase. You start deploying XX pt units giving you th e opportunity o study the deployent phase of your opponent. They negate ranks from flank charges. They bait charges. They screen units (like moving hedges ). They march block. They hunt warmachines or wizards and if they are still alive at the end of the game they can take quarters .
Chariots - Mark of Slaanesh
When i use these guys i like to keep them on my flanks in order to gace fast cavalry units (especially dark riders).
The best rare choice as they give a perfect rear protection and have a very good (even if a bit unreliable) ranged attack. They are monsters in close combat and most importantly they are unbreakable.
Warshrine - Mark of slaanesh/ Mark of tzeentch.
I would take the second only if there are enough points, but i believe it is the best choice is the mark of tzeentch even if its is more costy. This units woth is obviously the ability of giving blessings but they are also tough anvil units.
Here is a description of the warshrine i posted in a thread some time ago:
http://www.librarium-online.com/foru...rnement-2.html (2.000 pts list. for a tournement)
"The gifts granted by the shrine are random and might cause stupidity if you are extremely unlucky but can also give you 4+ save and stubborn if you are extremely lucky. If your luck is normal you can still get +1 attack or a +1 str, tougness,or armor save for your knights or an MR3 or make your knights terror causing.
Its profile is very good...Ws5 str 4 T6 4 wounds 5 attacks ld 8 and an INITIATIVE of 5 for the whole model. Apart from that you also have a monster with a 4+ armor save and a 4+ ward. Its only drawback if you can call it so is its limited movement, but since you are using maauders they can march along side them. If usedcorrectly they can act as hammers or anvils. They will suck a lot of shooting and will also keep any unit with a st below 6 (even str 6 and 7 at times) busy for a couple of turns in close combat."
So thats about it. I know its a lot to read but i hope it was worth while
I go along with Draag in that I have tended towards an all mounted list. Many, many hard hitting knights supported by throwing axe wielding slaaneshii horsemen. Flying sorcerers are extremely nice to have, and if you want to increase your hitting power exalteds do well.
I've been considering putting a slaanesh hero on steed with a unit of flail weilding horsemen, as an unexpectedly hard hitting fast cavalry unit.
EDIT: Only command horsemen need is a musician, for the +1 ld to rally after refusing a charge.
Last edited by phfhrockq; September 24th, 2009 at 22:14.
I field them in a unit of 25 with full command, shield, light armour and MOS
Shields,MON, full command in a unit of 15
Unit of 5 no command MOS, throwing axes and light armour