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G'day my fine lords and ladies; I hereby present this thread to you all for use in the playing of Chaos - Hordes and Daemons. This is to be used in whatever way you all seem fit but the idea I have behind this is...
A tactica type thing. All generals are welcome to post here any tips, tactics, unit break downs, do and don't of the armies, army themes, colour schemes, conversions and all list break downs (note - not army lists but maybe a skeleton list used to build off etc)
Well that's the idea, I hope it works. I will be watching these and any abuse of thread or things I decide that are not to be in here will be deleted without warning.
Well I see that this has not caught on and I even got a warning befor I posted. But the Idea was a great one and I think it just needs to be started. So as a new player, who plays 40k I cant seem to find the rule that says what marks you can take on specific units for example. So for my lord if he is undivided and I take a sorcerer
1 the lord is still the "General"
2 I can give the sorcerer a mark of say tzeentch
3 I can give my troop units different marks correct. So a unit of marauders with flails can have nurgle and a unit of warriors can have the mark of khorne.
And finally any tips for beating High elves. I was thinking lots of attacks or strong ones to mess with their cover. and a few wel placed fear causing units. Is it worth it trying to compete with the magic.
Thanks guys in advance and lets start using this.
In order to give a CHAMPION a mark of Tzeentch, you must have one unit inside your army that also has a mark of Tzeentch. For High Elves, rain upon them with magic, then smash into your line with Chaos Warriors. They will do a hell of a lot of damage as they will modify the Elves armour save, and the Elves are only T 3.Originally Posted by Deek
Hope that helped.
Yes, since Lords have Leadership 9, they can always be the General if they are included in the army (as the leadership of other characters will either be the same or less than the Lord).Originally Posted by DeekNo, sorcerers cannot have the Mark of Tzeentch. For mortals, only Lords, Aspiring Champions and Exalted Champions can have that mark. Sorcerers may only be Undivided, Nurgle or Slaanesh.Originally Posted by DeekYes, as long as your General is undivided, you can mix and match the marks on your troops however you like. While this does extend to characters too, if you have a character that has a mark other than Undivided, you must also have a unit with the same mark as that character (they kind of represent his bodyguard or personal warband).Originally Posted by DeekNo, in a normal chaos army, Marauders may NEVER have Marks of the Gods at all, they are an unmarked unit (like Warhounds). Only marauders in an army led by Crom the Conqueror can be marked, and even then they can only have the Mark of Chaos Undivided.Originally Posted by Deek
"Peace, through superior firepower."
Oh gotcha so no marks on the marauders - (damn thats like my entire army) and Why can the sorcerer hav ethe mark of teezetch the have a spell list for that. (I must consult my army book) Darn now I must repaint some units. At least now I have a reason to get some warriors now. So marauders are as is. Why cant the armybooks be as simple as codecies:realmad: .
Actually all marauder lists have quite some potential. A marauder with light armor and shield is the exact same as an empire swordsman, and everyone knows how freaking many of those guys you can get on the table, and how good they perform in large groups.
The advantage comes in that while you will have a few large units of HW/shield marauders, your other weapon options make them much more diverse than swordsmen. Your army is also backed up by much more powerful characters and magic. A tidbit less shooting though sadly.
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Sorcerers can't have the mark of Tzeentch because they aren't powerful enough to deserve it. Tzeentch only grants his favour to his champions. Although there may be many Sorcerers that follow Tzeentch, only those who also have the potential to be great warriors can become his champions. That's the point of Tzeentch characters, they are excellent warriors just like other chaos champions, but since they follow the God of Magic, they are also potent wizards.Originally Posted by Deek
The Lore of Tzeentch contains the spells used by the champions of Tzeentch. If you'd read the army book properly, you'd have noticed that under the Marks of the Gods part, it says that the Mark of Tzeentch on a Hero or Lord makes that character a wizard (who can then use the spells from the Lore of Tzeentch).This isn't meant as an insult or anything, but the army books are as simple as the codices if you read them properly (and fully. Don't just look at the summaries and assume that's the extent of the rules!). This is why you made the error with giving marks to the Marauders, the army book is quite clear on who can have which marks.Originally Posted by Deek
Like I said, I'm not having a go at you, but many questions can be answered by checking through the army book first, of course if you still can't find the answer you need, then by all means ask away and we'll help!
"Peace, through superior firepower."
I see it has everything available in the armylist section. I take back m previous statement it is really easy to use the hoards of chaos armybook. For some reason I was trying to make things more complicated by looking inthe unit descriptions. My Bad.
So that brings me to the question is it a good idea to include a unit and a chapion of tezetch or just go with the normal sorcerer and more marauders.
Basically the exalted champion is a pretty amazing hero, one of the best IMO and giving him a mark of tzeentch makes him a lvl2 sorcerer, obviously this gives you extra power dice and dispel die plus either magic missiles or some protection magic is always useful if you want to make him a "lone-rider".
and its easy just to take a chariot of T for about 140 pts, which is quite good anyways.