• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

8th Ed. Chaos Warriors Tactics - Fulfilling the plans of the Old Ones...

They are among the top three armies. Typically High Elves, Warriors of Chaos and Dark Elves are named as the very best armies in the game.

I ran a poll on the Eighth Edition for Life forum on the subject of the strongest armies: https://eefl.freeforums.net/thread/763/armies-represent-upper-power-level




On the topic of fighting the DP, I made a detailed analysis a year ago that may be of interest to you: http://www.lustria-online.com/threads/discussion-how-to-beat-the-daemon-prince.22137/#post-256168

Nice! I'm checking that now.
 
I’ve also had another thought for fighting the Daemon Prince - perhaps shooting him with a Bastiladon with Solar Engine could work?

This would be an especially useful tactic against flying Daemon Princes as you would just need to get within 24” range rather than having to charge him, and given that Bound Spells like Beam of Chotec don’t require that many power dice to successfully cast, you could cheekily slip it in near the end of the Magic Phase (as by then your opponent will have probably used up most of, if not all, his dispel dice against any Lore of Metal spells from your Slann and Heavens spells from your Priests to protect his Warrior units).

Like the Steg’s Impact Hits the Beam inflicts automatic hits, and as long as you roll a 4+ you’re likely going to do more damage with them than with an Ancient Steg’s Impact Hits (you’re a lot more likely to roll a 1 on a single D6 for the Impact Hits than a 2 on 2D6 for the Beam of Chotec - the Sharpened Horns upgrade would give you Multiple Wounds D3, but you could roll a 1 or 2 on your D3s).

Furthermore, a Bastiladon is a good bit cheaper than an Ancient Steg (150 compared to over 200), so given you’ve already bought 2 Stegs to use to double team Warrior units, a Bastiladon with Solar Engine would be a relatively cheap addition to specifically use against Daemon Princes, freeing up your Stegs to use for the role you originally intended.

Funnily enough, I just bought a Bastiladon for exactly that kind of a purpose so I'll give it a try along with Wandering Deliberations and focus spell-attacks on him and then the chaos knights.

Cheers! Hopefully I'm playing on 11 Jan so will reorient the army list.

To quote my Old Blood:

"RAARARHRAHGAGAAAHHHHHH"

I think he makes the point quite clear personally ;)
 
I have yet to find a consistent way to bring down DPs.

My favorite technique (which still works less than half the time) is to take Focus of Mystery. I use the spell that nixes magical items at every opportunity. When I swap out spells, I get Searing Doom ASAP.
 
I have yet to find a consistent way to bring down DPs.

My favorite technique (which still works less than half the time) is to take Focus of Mystery. I use the spell that nixes magical items at every opportunity. When I swap out spells, I get Searing Doom ASAP.

Yeah, I thought about that and that’s a great tactic for the chaos Lord, but unfortunately most of the DP’s nasty stuff (mark of Nurgle, flying, WS 8, high initiative) won’t be affected by that. I guess it’s fair that he can only take Magic items up to 50 points.
 
I have yet to find a consistent way to bring down DPs.

My favorite technique (which still works less than half the time) is to take Focus of Mystery. I use the spell that nixes magical items at every opportunity. When I swap out spells, I get Searing Doom ASAP.

The funny thing is that in my last game against WoC between my Skinks and one Ancient Steg with blowpipes, the Nurgle DP was down to 1 wound before he entered combat... He still didn't die for the rest of the game, due to Lady Luck not only not smiling on me but spitting in my face as well (sigh). Anyways was amusing at the time just for the look on the other players face.
 
My favorite technique (which still works less than half the time) is to take Focus of Mystery. I use the spell that nixes magical items at every opportunity. When I swap out spells, I get Searing Doom ASAP.

Yeah, I thought about that and that’s a great tactic for the chaos Lord, but unfortunately most of the DP’s nasty stuff (mark of Nurgle, flying, WS 8, high initiative) won’t be affected by that.

I believe the proposed strategy is to use Arcane Unforging to take out the DP's Dragonbane Gem / Dragonhelm (which gives the DP a 2+ Ward Save against spells from the Lore of Metal). Once that item has been removed, Searing Doom will wound your typical DP on a 2+ and ignore its armor save. With only a 5+ ward save, the DP will fall quickly at that point.

I guess it’s fair that he can only take Magic items up to 50 points.

Only 25 points of magic items [and 100 points worth of Chaos Mutations and Powers].
 
I believe the proposed strategy is to use Arcane Unforging to take out the DP's Dragonbane Gem / Dragonhelm (which gives the DP a 2+ Ward Save against spells from the Lore of Metal). Once that item has been removed, Searing Doom will wound your typical DP on a 2+ and ignore its armor save. With only a 5+ ward save, the DP will fall quickly at that point.



Only 25 points of magic items [and 100 points worth of Chaos Mutations and Powers].

Yoinking this
 
Okay, so I've looked over the list and have adapted as follows (game should be this coming weekend as long as everything goes to plan):

Slann, Becalming Cogitation, Harmonic Convergence, Focus of Mystery, Channeling Staff, Soul of Stone, Ironcurse Icon
OB, CO, Armour of Destiny, Dawnstone, Other Tricksters Shard, GW
Skink Priest
SV, CO, LA, GW, Sacred Stegadon Helm, Seed of Rebirth
SV, CO, LA, GW, Tricksters Helm
(decided to skip ward saves on the two of them so that I don't accidentally nerf myself with the OTS, but gave them stuff which should help them survive any direct attacks and still have the 1+ save)
2 Blocks of 29 Saurus with Spears (paired with Stegs below to give them 6+ ward)
10 Skink skirmishers to protect priest
27 Temple Guard to go with Slann
5 COR to go with OB and both SV's
2 ancient stegs with EotG and Sharpened Horns (in case they get get a go at Trolls or the DP)

Still the same plan to tie up the units with the SW and TG, then flank with Stegs. Go after the Chaos Knights with CO unit and use high magic to go ethereal, flank them and over-run into other units. Use High Magic spells like tempest first and then get Searing Doom and then Shem's Burning gaze.

@NIGHTBRINGER @Karnus @Lord Agragax of Lunaxoatl @Scalenex

You are currently my think-tank and would appreciate any more input.

Cheers mateys
 
Okay, so I've looked over the list and have adapted as follows (game should be this coming weekend as long as everything goes to plan):

Slann, Becalming Cogitation, Harmonic Convergence, Focus of Mystery, Channeling Staff, Soul of Stone, Ironcurse Icon
OB, CO, Armour of Destiny, Dawnstone, Other Tricksters Shard, GW
Skink Priest
SV, CO, LA, GW, Sacred Stegadon Helm, Seed of Rebirth
SV, CO, LA, GW, Tricksters Helm
(decided to skip ward saves on the two of them so that I don't accidentally nerf myself with the OTS, but gave them stuff which should help them survive any direct attacks and still have the 1+ save)
2 Blocks of 29 Saurus with Spears (paired with Stegs below to give them 6+ ward)
10 Skink skirmishers to protect priest
27 Temple Guard to go with Slann
5 COR to go with OB and both SV's
2 ancient stegs with EotG and Sharpened Horns (in case they get get a go at Trolls or the DP)

Still the same plan to tie up the units with the SW and TG, then flank with Stegs. Go after the Chaos Knights with CO unit and use high magic to go ethereal, flank them and over-run into other units. Use High Magic spells like tempest first and then get Searing Doom and then Shem's Burning gaze.

@NIGHTBRINGER @Karnus @Lord Agragax of Lunaxoatl @Scalenex

You are currently my think-tank and would appreciate any more input.

Cheers mateys

And @ASSASSIN_NR_1 (sorry mate, you've definitely been helping me as well)
 
I think at this point you've got the matchup down pretty well; Maybe some more redirectors could be nice, but I it depends on how your opponent is playing.

I think you should just go with this as is now, see how it goes and report back if you want, possibly with a battle report, maybe listing what your opponent's army consisted of.

If you are afraid of trolls, the flaming banner on your Temple Guard could be worth it.
 
I think at this point you've got the matchup down pretty well; Maybe some more redirectors could be nice, but I it depends on how your opponent is playing.

I think you should just go with this as is now, see how it goes and report back if you want, possibly with a battle report, maybe listing what your opponent's army consisted of.

If you are afraid of trolls, the flaming banner on your Temple Guard could be worth it.

Thanks. I'll definitely do a battle report as will be the first since I found the Lustria-online.com.
 
I’ve also had another thought for fighting the Daemon Prince - perhaps shooting him with a Bastiladon with Solar Engine could work?

This would be an especially useful tactic against flying Daemon Princes as you would just need to get within 24” range rather than having to charge him, and given that Bound Spells like Beam of Chotec don’t require that many power dice to successfully cast, you could cheekily slip it in near the end of the Magic Phase (as by then your opponent will have probably used up most of, if not all, his dispel dice against any Lore of Metal spells from your Slann and Heavens spells from your Priests to protect his Warrior units).

Like the Steg’s Impact Hits the Beam inflicts automatic hits, and as long as you roll a 4+ you’re likely going to do more damage with them than with an Ancient Steg’s Impact Hits (you’re a lot more likely to roll a 1 on a single D6 for the Impact Hits than a 2 on 2D6 for the Beam of Chotec - the Sharpened Horns upgrade would give you Multiple Wounds D3, but you could roll a 1 or 2 on your D3s).

Furthermore, a Bastiladon is a good bit cheaper than an Ancient Steg (150 compared to over 200), so given you’ve already bought 2 Stegs to use to double team Warrior units, a Bastiladon with Solar Engine would be a relatively cheap addition to specifically use against Daemon Princes, freeing up your Stegs to use for the role you originally intended.

I believe the beam of chotec counts as flaming attacks so would be nullified by the dragonbane gem (unless it was destroyed with high magic first) - I personally love bastiladons for their points cost.
 
I believe the beam of chotec counts as flaming attacks so would be nullified by the dragonbane gem (unless it was destroyed with high magic first) - I personally love bastiladons for their points cost.

Yeah, you're right. Forgot that. But, as you say, Arcane Unforging could help with that
 
@Karnus and @Lord Agragax of Lunaxoatl

Thanks for input. Seriously thinking about including Bastiladon now (since I also just got a model for it). I don't think he'd do Dragonbane Gem as nothing I've used so far has been a flaming attack, but I could be wrong.
 
@Karnus and @Lord Agragax of Lunaxoatl

Thanks for input. Seriously thinking about including Bastiladon now (since I also just got a model for it). I don't think he'd do Dragonbane Gem as nothing I've used so far has been a flaming attack, but I could be wrong.

"The build" of the demon Prince includes it for protection against spells from the lore of metal primarily as they also count as flaming attacks.

Remember with bastiladons that they don't have a flank or rear when it comes to charge bonus for combat res and that they get a bonus "club" attack against anyone in their rear arc - so you can "reform" by spinning them 180 after the first round.
 
"The build" of the demon Prince includes it for protection against spells from the lore of metal primarily as they also count as flaming attacks.

Remember with bastiladons that they don't have a flank or rear when it comes to charge bonus for combat res and that they get a bonus "club" attack against anyone in their rear arc - so you can "reform" by spinning them 180 after the first round.

My friends hasn't used the Dragonbane gem once, so I think I'm safe from that part of the build at least.

Yes, I love them for that and for the 2+ save. They get the special "club" attack against any side (they just need to nominate which of the attacks it is before rolling), they get a +1 to hit if they are being attacked from the rear. I hadn't thought about spinning them around after the first round, good point!
 
My friends hasn't used the Dragonbane gem once, so I think I'm safe from that part of the build at least.

Yes, I love them for that and for the 2+ save. They get the special "club" attack against any side (they just need to nominate which of the attacks it is before rolling), they get a +1 to hit if they are being attacked from the rear. I hadn't thought about spinning them around after the first round, good point!

Ah it's the +1 to hit bonus I get them confused. But yes there is no penalty to spinning it round for the bonus, or spinning them round prior to being charged
 
Back
Top