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So I've been thinking of expanding my army a bit and grabbing two Chaos Chariots. I have recently been running 1 Warshrine + 1 Hellcannon over 2 Hellcannons. I've also dropped knights from my lists and have a bunch of points left over now. I've been looking through the Codex and have been thinking of putting in 2x Chaos Chariots. They seem really good but a lot of people (I never played 7e) talk about how bad any Chariot type things are...
What are your guys thoughts on these? How do you run them? Are they basically used for flank protection and flank charging assists? Do you mark them? With which mark normally?
I have two chariot models, but I usually use them as Warshrine proxies.
When I do play chariots, they are unmarked and for assisting charging [since they can't march]. I've tried Khorne chariots before, which are better, but also too expensive for just two extra attacks. Chariots deploy nicely along flanks where they can scare off enemy cavalry too. Chariots boost combat res. [which we don't really need], but are weak against steadfast units [which is pretty much everything].
All said and done however, they will still die to shooting before getting to charge most games - cannons don't care if u are Nurgle or not...
“If you’re in the penalty area and don’t know what to do with the ball, put it in the net and we’ll discuss the options later.” – Bob Paisley
Yep, they're just oversized artillery practice dummies. What do they do that those Knights or that extra Hellcannon didn't do even better? And you determined that you'd be fine with out the Knights or Cannon, so why add chariots?
The big problem with Chariots is the same as it's always been- Impact Hits only work on the charge. You get charged, you're dead. You fail a charge? you're dead. They were less of a gamble in 7th because you pretty knew you'd make it (no random charges, but no premeasuring) I had a regiment of Knights fail the same charge 3 times last week, if that had been a chariot, it would've been dead.
The other trouble is armor saves versus wound allocation. You don't have many wounds, and your armor save is a little lacking. As a single target, it's possible for your enemy to pile those crazy D3 or D6 multiple wound weapons on you.
It's not all bad though- I've used one as a mount for an Exalted who was pumped up for all sorts of crazy attacks, and it worked pretty well. Not as well as the block of 10-12 Knights that the unit could've been replaced by, but it was a fun excuse to field my chariot in a 3k game. Chariots are basically like Juggernauts- they have a big footprint for a single model, they take up space, take up points, and can usually be replaced by smaller-based models in most situations.
Well now I've had great fun with my chariots. I'm not sure what Sarathi means by not having many wounds, 4 seems plenty to me and so does a 3+ Save. Added with Toughness 5 it means you're basically immune to the lower str shooty weapons (bows) Handguns are fairly scary but I'd rather they blast at a T5 thing that at T4 warriors.
This durability means they're only real threat is Cannons and even then four wounds usually means it takes 2 cannon shots to take them out and if a cannon has to make 2 turns to take out a chariot then that's pretty good going.
If you don't face an army without Cannons then Chariots are awesome. Against elves they REALLY shine. Impact hits cause a LOT of harm to their small (model count), low toughness units. Against armies with a lot of steadfast then you'll obviously get stuck in the mud after the initial charge but don't rule them out then either. 2 Chariots kick out the same amount of attacks as 4 chaos Knights and against that sort of opponent Toughness 5 more than makes up for 'only' a 3+ save.
How do I use them? Well they are support units, so guess what? they support my main units. Mainly big Blocks of marauders who have a lot of ranks. The combo works really well as the chariots can cause some serious havoc on an enemy unit while the Marauders add their ranks to the mix to deny steadfast. This has worked for me for ages.
If I'm not playing horde armies then I'll use my 2 chariots as a 'unit'. Smash both of these guys into the elite of the enemy and they'll do you proud. Nothing kills Sword masters easier that 2 chariots.
The only thing that lets then down is their inability to March. Otherwise I love them.
Well I generally don't like knights because they never did much for me when they were my only fast element. I am going to try adding multiple fast elements to the list to more threaten my opponent and his flanks faster. I know Chariots aren't faster than my warriors (moving wise because of no march) but they pack quite a hit for their points cost and have a lot of wounds while still fulfilling the flank protection role. Also I think that with their lower cost vs knights they have better value to my army because now I can buff up my core units a little bit. Also they are more durable to most weapons other than cannons like Capt said because of their T5.
Here's how the list is shaping up:
http://www.librarium-online.com/foru...ml#post1852941 (2500 League List #3)
Ultimately, a possible replacement for a unit of Chaos Knights- 2 Chariots for 6 Knights. The differences are that the Chariots can't march, they HATE difficult terrain, they have longer flanks, most of their damage relies on them getting the charge, and they have no access to a banner. They've got their perks, but I think that usually you're probably better off with Knights.
Eh I suppose it's a matter of taste then really because I really can't get on with knights. Magic always seems to kill them too quickly for me and I like the Impact hits the chariots provide as striking before ASF is sometimes very, very handy.