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- 12.1 The Threat of Chaos 134
- 12.2 The Cracks in the Chaos Armor 134
- 12.3 Dangers of Chaos 135
- 12.4 Tactics 136
- 12.5 Troops 139
- 12.6 Missile Troops 139
- 12.7 Artillery 139
- 12.8 Chariots 140
- 12.9 Magic Items 140
- 12.10 Combinations 142
- 12.10.1 Black Amulet and Master Rune of Spite 142
- 12.10.2 Black Amulet and Golden Helm of Atrazar 142
- 12.10.3 Rune of Breaking and Master Rune of Flight 142
- 12.10.4 Banner of Defiance and Battle Banner 143
- 12.11 The Foes of Chaos 143
- 12.12 One on One 145
The combined armies huddled around their campfires in silent misery.
They had fought Chaos Hordes three times, and three times they had
failed. Wurtbad had been taken, and Karak-Harz was reduced to ruins.
After some of the most bitter fighting in the history of the Old World,
the walls of Stavrosgrad in Kislev were brought down. The coming day
would bring their final chance to stop the tide of Chaos. If they
failed, the route to the Free Lands would be open, and the World would
end in baptism of Chaos and Blood. And they knew they could not stand
the terrible onslaught that awaited them.
Dimitri's weary eyes scanned the campfires, looking for some
consolidation, but finding only bitter men who knew that they would
face death tomorrow. Then he noticed a hooded man, who carried a round
shield with a symbol of a broken eightpointed arrow, the rune that was
made to be the bane of Chaos. He suddenly became aware that men around
him had stood up, and a glimmer of hope was evident in their eyes.
"Who is that?" He asked from Erich who was standing next to him. "He
is known as Longsword, a sworn enemy of Chaos. Our generals had sent
outriders to look for him. It seems that they have found him."
Suddenly Dimitri felt that the tide had turned.
The danger of Chaos lies first and foremost in their astounding ability
to dish out wounds in melee. Both their characters and their rank and
file are dangerous to the extreme, far surpassing any opposing army.
The only thing that can stand in their way are Undead Characters, Dwarf
Lords with wagon loads of Runes and very few Special Characters like the
Deathmaster Snikch. Many troops Chaos fields also cause fear, and far
too often they are unbreakable, frenzied, or similarly boosted. So are
they undefeatable? No! Read on.
The thing that rings true to most Chaos troops is that they are very,
very costly in the terms of points. A single Bloodthirster demands a
Chaos General to dish out 800 points! The points of the Chaos troops are
usually well spent, but even so the numbers will probably be on your
side, and you must use this to your advantage. Your units should always
have at the full 3 extra ranks, and champions and standards. If you
think that you can not afford them, think again! If your Chaos opponent
can afford a Chaos Lord, surely you can afford a champion?
The other weakness of Chaos is of course their predictability. They
will charge headlong towards you screaming "Blood for the Blood God!",
so blame yourself if you did not come prepared.
Thirdly, there are the characters. I hear you screaming "WHAT?!", but
think about the point concentration they represent. Chaos can rarely
bring more than 1 wizard to field. Deal with him, and the superiority
in the Magic Phase is yours. If your opponent likes to bring a Chaos
Lord mounted on a Chaos Dragon to the field, his army will be mortally
crippled if you kill him/trap him with the Black Gem of Gnar. This
advice may sound strange, but I see Chaos Characters as the main pray
for my army, not as a thing I should excessively fear.
See where the danger lies and deal with it.
I have listed here some of the most common tricks Chaos players use, and
my solutions to counter them.
One of the most typical tricks for a Chaos Player is to use their
Greater Daemons to attack your units. As these things are not
Characters, your opponent does not have to worry about challenges form
champions. Since these things can cause immensive damage, they are quite
capable of routing whole units. Expensive units that lack enough rank
bonus, like knights, are especially vulnerable to this.
Dragon Ogres are one of the most powerful units around when compared
to their relatively low point cost value, and should never be taken
lightly.
Dragon Ogres, as well as many other Chaos Creatures have multiple
wounds, so Rendering Sword, Slayer Sword and any other weapon that
causes multiple wounds is usually a good buy against Chaos. Cannons and
Large Stone Throwers are also ideal, having strength 10 and causing
D4-D6 wounds per hit.
Chaos has some real armor save monsters, especially the Chaos Knights.
They may have "only" Toughness 4 and 1 wound but can easily have an
armor save of 1+! Even very powerful heroes will struggle to penetrate
their armor. The answer is to cause wounds with no armor save! Some
magic weapons (like the Runefang) will do the job, and so do most
War Machines. A Deathsword combines two admirable qualities that are
necessary when fighting Chaos: (1) It grants high strength to wound the
Chaos Troops (2) Gives a -7 armor save modifier!
As the main strength of the Chaos armies is hand to hand, a very usual
tactic for a Chaos General is to equip his Chaos Sorcerer with a Chaos
Familiar, Warpstone Charm and the Chalice of Chaos that will end the
magic phase 1 time out of 3, thus saving Chaos Troops from a lot of
magical bombardment.
Chaos Battle Standard bearers are especially dangerous foes, as they
benefit both from a magical standard and the advantages of a Hero of
Chaos. Normally such Characters should be challenged with champions, but
as Chaos Battle Standard Bearers can carry a battle-resolution boosting
banner and a potent magic weapon, your unit might be embarrassingly
routed. A better way is to put your hand to hand character against him
(are you sure he has a Black Amulet), and try to slay this very costly
character. Hardy as he is, the Battle Standard is still easier to deal
with than a fully boosted Chaos Lord.
Chaos armies often rely very heavily on flyers. If the Chaos army
opposing you seems to have more than half of it's troops with the
ability to fly, it is a wise idea to move your troops further afield.
This enables you to flee from combats that seem hopeless, and allows you
to open fire on the landed flyers (with slightly surprised expressions
on their faces), and since you are not near to the edges of the field,
you'll have a chance to rally your troops.
Don't let the Chaos steamroller get to you! Run away from a fight you
are sure to lose, keep your distance. You'll win if you do not have to
enter melee.
There are several options to slow down the Chaos armies. White Dragons
have a breath that freezes units altogether. It is great when you
compare the cost of a normal Dragon (450) to that of a fully-flexed unit
of Chaos Knights. (800+!)
War Dancers with their Shadow's Coil dance are also excellent for
holding up units that are too powerful in hand to hand, but not
altogether reliable since they can still be shot at or frightened with
Terror Tests.
I feel that all good armies should include a Dwarf with the Master Rune
of Dismay when fighting Against Chaos. Leadership checks all around or
else you are frozen on the spot for one turn!
There are also many suitable spells to hold the Chaos Horde while you
pound it with every long range attack you've got. Wind Blast, Crimson
Bands, Writhing Worm and Manacle of Caloe can seriously hinder the
advance of Chaos. I recommend them heartily.
Fleeing is however all too rarely an option since a Chaos Army includes
great many options for taking flying creatures, and far too many
lightning-fast ground troops. Daemonettes on Steeds of Slaanesh,
Centaurs, Harpies, Disk Riders, Juggernaut Cavalry (gasp!), Chariots
pulled by Disks of Tzeentch or Slaaneshi Steeds etc. generally means
that you will not outrun the forces of Chaos.
But most importantly, remember that the attackers who charge from Flying
High WILL NOT BE ABLE TO PURSUIT! The classic Chaos Tactic is to mount a
Khornate Lord on Manticore or equivalent give him sword of Destruction
or Slayer Sword, Regeneration, and Black amulet and get this monstrosity
to accompany a Bloodthirster as it charges a hapless unit. If they are
coming from Flying High? You have two options.
- Die very messily, as the Chaos lord beats anyone challenging him and
the Bloodthirster demolishes your unit.
-
Flee! And then target those cheese dripping things with all artillery
you got.
Well, actually there are variants:
Carrying the Amulet of Ravensdark is perhaps the best one: Challenge the
Chaos Lord with your Champion, and you shall win the combat by many,
many points as the Bloodthirster can't hit you, and even the Chaos Lord
will score with natural 6's only! If they break, pursue them and cut
them down. Even if they make the test, they will still be driven off!
Scarecrow banner is another option, though it is less secure. It does,
however, make your troops immune to the Terror tests caused by all
flying Monsters, and this includes Bloodthirsters and Lords of Change!
When shooting at the Dread Hordes of Chaos, it is easy to panic: All
troops seem equally intimidating, and one easily just looses his arrows
towards nearest target to increase the chance of hitting something. This
is often disastrous. Chaos Knights will not bow down to Crossbow fire,
and Repeater Bolt Throwers will not penetrate the ranks of Beastmen
because of their 2 wounds. Pick your targets and concentrate your fire,
both with the War Machines and the regular missile troops. Even Chaos
troops fail their panic tests sometimes, and every missing rank in their
formation means difference of 1 point in Combat Resolution. It might
save you.
Be prepared to take on a lots of Fear/Terror causing creatures. In this
respect the Chaos Army is almost as dangerous as an Undead force, so
prepare accordingly. Try to make all your leadership test on 10, and if
possible, try not to take them at all. The Sword of Fortitude is feeble
in hand to hand, but almost essential in your main unit.
The actual strategy that I have found to be the most effective one is
to divide my power between several units, disrupt the advancing columns
of Chaos, shoot them with high-powered missile/War Machine fire, and
concentrate my hand to hand units on one unit at a time.
I often take a risk and field very small (5) regiments in the front of
my best hand to hand units. As these will die to a last man as the Chaos
troops charge them, your enemy will not be able to pursue, and thus will
be a sitting duck to your countercharge! Thus far this tactic has worked
almost every time, though there is a risk as a wiped-out unit causes a
panic test.
As you will probably be doing lots of fleeing (via charge reactions
if you are wise or via break tests if you are headstrong), so try to
deploy all your troops so that on a average roll they will not be able
to leave the field if they flee. (8 for infantry/7 for Dwarfs and 11 for
cavalry).
Since generally you simply can not make as powerful hand to hand units
as Chaos, it is worth considering an army that has it's power base
laid out evenly between units. Think of this: If you put your Mage
Lord, General, Battle Standard Bearer and 20+ of your most expensive
troops in same unit, you'll lose the game when this block of points is
charged by a Chaos Lord, Dragon Ogres and a Bloodthirster. On the other
hand, if you decide very carefully how you spread your characters, any
(inevitable) defeats in hand to hand will not cripple you.
Unbreakable troops like Slayers, Dwarfs with Rune of Courage, units with
the Crown of Command and Flagellants and Skeletons are all good against
Chaos armies that can not afford to have their units tied in futile
combats. Chaos must win in hand to hand, and win fast, or the fight will
turn against them.
Chaos Troops generally have good to excellent toughness and plenty
of wounds or high armor save, so bows, crossbows and such are not
as effective as against most other armies. If you do take them, I
recommend crossbows and hand guns, and picking targets with reasonably
low toughness (4 or under) and low armor save. Repeater Hand Guns are
also good, provided you'll have enough of them. The most important thing
to remember is to concentrate your fire! This is important in Warhammer
Fantasy Battle in general, but against Chaos, there is no excuse of not
doing this.
This is one of the best ways to take out the Chaos threat. Dwarfs and
the Empire especially excel in this category, being able to field
numerous and effective War Machines. Organ Gun with the Rune of Disguise
is perhaps the best anti-Chaos weapon: Chaos troops can attack it before
it has fired, it has High Strength, and causes multiple hits that cause
multiple wounds, and it allows no armor save, just for 90 points!
I don't always recommend taking Hellblaster Volley Gun against Chaos:
you might find yourself facing an army with too high toughness or armor
save that your precious toy is next to useless!
As a rule of thumb, a war machine that allows no save is a good war
machine against Chaos.
My motto when fighting against Chaos is: the more war machines I've got,
the better!
Chariots are something I almost always take when facing Chaos. Since
Chaos Armies are not heavy on missile troops, these rumbling things
capable of causing D6+2 Strength 7 hits can actually reach the enemy
intact.
Against Chaos I must urge the maxim "everything counts by large
amounts". Some chariots will fail the inevitable Terror tests. Some
will fall prey to the Harpies or those dreaded Chaos spells. But if you
got enough of them, some will get through, and believe me, you will be
rewarded for your patience!
An essential when fighting against Chaos. There is hardly a model in
their army that is not worth locking out of the time with your champion.
As a variant, take Level 1 Mage, mount him on a Flying Monster, and go
looking for the most inviting target, like a Bloodthirster, Sorcerer
Lord or a Greater Daemon. Just hope you make those terror tests.
This is a perfect tool against Chaos, turning their own advantage (hand
to hand) against them. Highly recommended for anybody who is liable to
see lots of hand to hand combat.
Have you ever wished you could have the same statistics as Chaos
Characters? With this item you can! A Hydra Sword is a good addition
to this weapon, as it allows you to cause multiple hits with your
opponent's strength. Sword of Swift Slaying isn't bad, either, as your
suddenly boosted combat statistics would allow you to slay your opponent
before he can even attack.
Chaos armies fly a lot, so taking this item is heartily recommended by
old Longsword. Especially Bloodthirsters and Lords of Change will hate
this thing, as it stops their hand to hand attacks altogether!
Same commentary that applies to the Black amulet, holds true in the case
of the Master Rune of Spite. An excellent Rune against Chaos, especially
if the Amulet also has 1 or 2 Runes of Luck so you can re-roll the
rebounding saves.
Even though Chaos troops have usually high Leadership, I still feel that
it is always wise to include a horn with this Rune in your army if you
can. If you can stop even one Chaos regiment with it, it has been a good
buy.
As Chaos has an access to some of the nastiest items in the game (Chaos
Runeshield, Sword of Change), this little item can come in handy.
This item is essential against Chaos for many reasons:
- Chaos troops force you to take break tests with an enormous
modifiers. No such things when wearing this little device.
- Far, far too many Chaos troops cause fear, terror, etc. leadership 10
is the best you can get.
- There is usually at least one unit that you can not afford to lose
(that's right, the big block with your Wizard Lord in it!)
Chaos likes to send creatures Flying High a lot, so oblige them. This
thing is almost guaranteed to hit in the hands of anybody with ballistic
skill of 5+ if you are aiming at a large target, and no other modifiers.
D6 strength 10 hits. Enough Said.
Since there are lots and lots of troops in Chaos army that have
toughness 5+, this sword has thus far proven an excellent buy. +3 to
strength, D3 wounds against troops with toughness 5+? Sold.
As a final word about armor. When picking a suit of armor for your
Characters, go for the unmodified saves. Chaos troops are simply so
strong that anything modifiable will be modified to oblivion.
When fighting against a Chaos army, throw any notions about fairness
to the trash can. Here are some magic item combos I use against Chaos
armies:
For Dwarfs, this is a great way of battling Chaos: the rebounder rune
turns the strength of Chaos against itself. Especially nasty if the
Master Rune of Spite is backed up with 2 Runes of Luck so you can
re-roll the rebounding dice. On the average, the enemy will beat itself
to death.
If you are not a Dwarf, this is the second best combo: Always remember
to roll for the effect of the Black Amulet first! It is much nicer to
rebound the wound instead of nullifying it.
While my favorite combination with the Master Rune of Flight is Burlok
Damminson carrying a Hammer with Master Rune of Flight and Rune of
Smiting, you might wish to get a good effect for a little less point
cost. This hammer will hit automatically, and has a very good chance of
breaking those Axe's of Khorne and Swords of Destruction. You might even
want to try 2 Runes of Breaking.
A unit that can be equipped with a magical standard can be accompanied
by a Battle Standard Bearer. When these are equipped with the Banners
mentioned above, your Combat resolution for 4 ranks deed unit is 6 (+2
if the banners are in the first rank) +D6 without causing a single
wound! This will equalize the odds in hand to hand fights!
Here are some characters/units I have composed to be the bane of the
Four Powers.
This is one of the characters I regularly try to field when fighting
Chaos: a hero or a level 2 Wizard riding cheapest possible flying/fast
moving mount and carrying the Dark Mace of Death and the Heart of Woe.
When he charges a suitable target (a unit of Dragon Ogres led by a
Chaos Lord, for example), make sure his base touches as many enemies as
possible. Activate the Dark mace. Boom, D3 automatic wounds all around!
When the enemy lashes back and maims your poor hero, Boom! 6+ Strength
hit causing D6 wounds all around. With this you can usually get your
points back very easily.
Dwarf Special Character Burlok Damminson is the foremost foe of Chaos:
Just give him a Hammer with the Master Rune of Flight and 2 Runes of
Smiting/1 Rune of Smiting and the Rune of Breaking. Deploy him in a
unit with a Runic Standard that has the Rune of Courage in it, and the
Scepter of Norgim (increasing his strength to 8) and put him in the
middle of your troops so his 12" killing range will benefit as many
targets as possible. Dragon Ogre Lords, Chaos Dragons, anything will bow
before his Flying Hammer (TM).
These little monsters are quite expensive, but it should be noted
that each one of them has 1 chance of 6 at least to slay one target
permanently with no saves for armor once per magic phase. They are of
particular use against Dragon Ogres that have low initiative levels, and
thus are quite vulnerable to the gaze of Cockatrice.
Give your Wraith unit a Crown of Command, and watch as the Chaos General
gets furious. As only magic weapons can hurt the Wraiths and their
reasonable hand to hand ability combined with the special rule that
forces enemies take a break test in the end of each hand to hand round,
means that most enemies can't even hurt them, are forced to take a break
test in the end of each hand to hand round and their ranks and standard
will avail them not as the Wraiths refuse to break! This tactic works
even better if the Wraiths a led by a Vampire Lord who challenges the
Chaos Characters with Magic Weapons and just happens to have the Sword
of Destruction.
A Vampire Lord with the Sword of Destruction is a sweet way of putting
Chaos characters out of their misery. His strength, toughness and
wounds are so good that without magic items, even a Chaos Lords will
struggle to even wound him, while his strength of 7 will chop down
Chaos characters as so much grass. The worst trick is to Take Vlad von
Carstein with Isabella, get Isabella killed (with the Cloak of Shadows,
transporting her to an unwinnable combat) and then hacking away with
Vlad and Sword of Destruction with 8 attacks!
This is a dirty tactic: fight fire with fire. Just buy as much
Manticores as your monster allowance will give in (Note that 50 spare
points and 1 Manticore can be traded for a Chimera), and them let this
flock of destruction wipe out Chaos regiment after Chaos regiment in
hand to hand. It is a costly tactic as you must buy a hell lot of
miniatures, but as Manticores are the best buy in this game in many
ways (200 points for Terror, strength 7, toughness 7, 4 attacks, weapon
skill 6 and flight), they are well a match for about any unit if used in
large enough numbers. As with anything else when fighting against Chaos,
concentrate your attacks! Doing things halfway never profit you in the
end.
I have briefly gone through all the regiments of Chaos, their strong
points and weaknesses, and suggested some ways of dealing with them.
Take plenty of artillery, and put them in to places where they can draw
a good field of fire. Dragon Ogres must die before they reach your
battle line. As the things rarely go the way one wants, here is another
hint against the Dragon Ogres. Buy the Frostblade to one of your best
hand to hand characters (Savage Orc Big Boss or a Plague Priest are good
because of their frenzy), plus the strength potion. Gulp the potion when
it is time to attack the Dragon Ogres so you can wound them, and voila!
Each strike leaves 87+ monstrosity lying on the field, stark dead! If
you can kill just 2 of these things, the items you bought will have paid
themselves back!
Dragon Ogres have quite low initiative, so cast spells that are evaded
with I test, run over them with the Steam tank and set your Cockatrices
upon them.
Natural answer against these horrors are the flaming weapons. Especially
Dwarf War Machines with Runes of Burning are deadly against them,
causing great many wounds and allowing no regeneration. Picking out
their leader with Hochland Long Rifles or Black Gem is a good idea,
since the stupidity will cripple them without a good leader to herd
them.
Artillery is the answer here. Centaurs are often underestimated,
but experienced Chaos Generals regard them as one of the best Chaos
Regiment. Equipped with Lances and bows, and combined with their amazing
speed and 2 Wounds, they are perhaps the most flexible Chaos unit.
Normal Bow fire is a good option also, since they generally don't have
impossibly high armor save values.
Always target them with weapons that give NO SAVE! Repeater Bolt
Thrower was made to take out these 80 point monstrosities! In hand
to hand, your chances against them are very slim, especially if they
manage to charge you.
Just remember, "NO SAVE will win the day."
In many ways the same commentary applies to these as to the Chaos
Knights. They have very high armor save for foot troops, and almost no
infantry can beat them. If you want to kill them, take a big block of
Ogres / Rat Ogres with the Crown of Command. On the average, you'll lose
the combat rounds, but Chaos Warriors will run out of wounds before you.
Missile units of any type will stop these quickly. As they are large
targets (+1 to hit) they are also very inviting choice for your missile
troops. As they can cause huge amount of damage, and are vulnerable to
hard hits, War Machines are also good weapons to pick them on with. They
have such a large bases that a Mortar shell or a Stone thrower rock can
even deviate a bit and still hit the Chariot if your aim is true.
One of the most point-cost effective units (for 10 points you get weapon
skill 4, toughness 4, 2 Wounds), they are easily ignored by most people.
This is not the case! The problem is that they take a lot of killing. A
unit of 20 beastmen costs around 250 points and has 40 Wounds! But these
things are not as hardy as other Chaos Regiments: Strength 3 is not good
enough against troops with high armor saves, so use your heavy cavalry
against these guys.
Their low leadership and relatively puny hand to hand statistics are the
key for their defeat. A suitable Hero, mounted on a flying monster, can
intercept the Harpies and slay them without the need of putting too many
points in his Magical equipment.
Master Rune of Dismay, and especially the Horn of Urgok are the most
effective things against them, as they force tests on leadership.
Most Chaos players feel that their base size and relatively high point
cost make them an unwieldy unit. I agree that they are not so hard to
deal with as many other regiments. Despite their outlook, you can regard
them as cavalry unit without an armor save. Missile fire and well-built
units are easily their match.
With Lesser Daemons, 1 Wounds and quite low Toughness is the norm. This
means that Crossbow/Hand Gun fire is pretty effective against them, and
if you can lay your hands on Hail of Doom arrow, lesser Daemons are
the chosen target for it! As a Magic Weapon, it negates the Daemonic
save, has reasonable strength of 4, and each arrow will slay one very
expensive model. Also, remember that Daemonettes, Plaguebearers, Pink
Horrors and all Greater Daemons apart from Bloodthirster are Wizards, so
any cheap tricks against them will work. The classic is of course the
"'Eadbang" Banner of the Orcs, which will make the heads of the Daemons
explode if they as much as touch a unit carrying this standard. Amulet
of Obsidian will negate their spell-casting abilities, and The Destroyer
will steal their spells.
Using transportation spells to move Daemons of different Gods near each
other will give you a good chance of seeing these fight each other.
Good hand to hand troops, but not that good. If you have a unit with
2+ save or better, you can fight them with a reasonable confidence
of victory. The trouble starts when the Chaos Player mounts them on
Juggernauts. Against these, artillery is about the only answer.
The Collars of Khorne and the great speed of these Hounds make
them popular amongst the hosts of Chaos. But 1 attack limits their
effectiveness in combat. Vicious enough H-T-H fighters and flyers can
deal with them.
There probably is not a one Chaos General who does not own a
Bloodthirster. Hellishly dangerous if used correctly, my usual advice
against Chaos does not hold true to this monstrosity. I say go for it
and attack it with everything you've got.
The Chaos Generals usually mount these Ladies of Death on Steeds of
Slaanesh to create the ultimately fast cavalry unit. Troops with high
armor save can handle them, but they are so fast that they usually pick
who they will fight. As they can very easily wipe out all but the most
heavily armored target, this could be very bad news.
They have your arm's length of Special Rules, but they are not very
strong. Troops with good armor save will be their bane.
Land-bound as they are, Keepers are very fast and quite dangerous in
combat. Their weaknesses include rather poor spells and vulnerability to
land-troops powerful enough to hurt them. I prefer Chariots - no need
for the leadership check as the scythed wheels don't care a thing about
the beauty of the Keeper of Secrets.
Very dangerous if you have troops with multiple wounds or lots of
Characters. The best opponents for them are the troops that have only
1 Wound, so the special rules for their swords will not gain them
additional advantages. They do have an option to mount the beasts of
Nurgle, but as this slows their mediocre Movement to 3, it is a rarely
used.
Too slow that they could usually bother you, so simply don't fight them!
Chaos army can't afford to wait for their Beasts to slumber to the
melee. They are very dangerous in hand to hand, however, so don't let
your opponent transport them in to melee via spells or such.
Not so dangerous, unless you have medium infantry in your army, which
I doubt. They do cause Fear (HOW?), have 4+ save, and against light
infantry, they can be deadly. On the other hand, they are a strange
creatures of Chaos: they are easy to wound! Troops with multiple
attacks will be able to break them.
Now this Greater Daemon is a very rare sight, because it has a
relatively slow Movement and lacks wings. It does, however have a
Monstrous toughness of 8 and 10 Wounds! To kill it, you'll need 4 Great
Cannon hits or something similar. Don't go to hand to hand with it! Just
wait as it slumbers towards your lines and shoot! Black Gem of Gnar and
the `Eadbang Banner are also good options to take him out.
Astoundingly fast foot troops, with both great missile potential as
well as a vicious hand to hand ability. Very, very dangerous, but also
very expensive. Heavy missile fire is good, since their number of
wounds is low when compared to their high point cost.
It is a good idea to concentrate a heavy barrage of missiles upon
Horrors early on, as this will turn them to Blue Horrors, which are
much easier to handle in hand to hand.
A popular Greater Daemon due it's lower price, and the ability to fly.
I normally take great pains to try and take this creature down early
on in hand to hand. True, it has fearsome statistics, but it is quite
possible for a powerful hero to take him on. Of course the Black Gem is
even better option!
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