Total War: Warhammer Guide - Warriors of Chaos

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Fill the moat with the bodies of the companions. Climb on their carcasses to reach the stands. Break down the walls with the weight of the dead.

- Arbaal the Invite

 

Warriors of Chaos

The Warriors of Chaos are the human servants of the four Dark Gods of Chaos; many of them are born north of the Old World among the Norsmanni tribes most devoted to the Pernicious Powers, but others are citizens of one of the civilized human nations, converted and vowed to one of the four Gods to gain power, revenge, immortality or some other reason. However, most of the Warriors of Chaos live in the Chaos Wastes, the northernmost portion of the globe, completely imbued with the Winds of Magic and halfway between physical reality and the Warp, as well as the region of the world where the Dark Gods possess the major powers.



Generally the Warriors of Chaos undermine the Old World through small armed raids and the formation of secret cults infiltrating major cities, but sometimes among the warrior bands to the north emerges an Eternal Chosen, a Champion so powerful that he receives the blessing of all and four Gods of Chaos and the task of leading an immense invasion to the south, commonly called the "Storm of Chaos". Archaon is the fifth and most powerful Eternal Chosen to ever exist, and after a century of wandering for the favor of the Dark Gods, he is now on his way to the Old World.

Strategy in the campaign

Campaign Special Rules:

  • All the armies of the Warriors of Chaos are gods Order; Chaos Warriors can therefore never possess any Settlement or tighten Trade agreements.
  • Chaos Warriors cannot have no diplomatic relationship with the Human and Dwarven factions.

Special Army Rules:



  • Rivalry:
    If two or more Chaos Warrior armies from the same faction are too close to each other on the campaign map, they both suffer severe attrition.

Army Mode:

  • Marcia
  • Assault
  • Camp
  • Channeling

 

Total War: Warhammer Guide - Warriors of Chaos

 

Recruitment Mode:

  • Local (when in Camp Mode)

Settlement conquest mode:

  • Raid
  • Raze to the ground:
    A settlement Razed to the ground by an army of Chaos Warriors constantly produces Chaos Corruption in your Region and surrounding ones. The army that performs the action also receives a Population Growth bonus for one turn.
  • Awakened tribe (Norsmanian Settlements only):
    When you conquer a Settlement that the game recognizes as the capital of a Norsmanni tribe (even one that has disappeared or was initially absent from the map), after conquering it you can assign it to its original tribe (eventually making it reborn in the process) and automatically obtain a good diplomatic relationship and the Military Transit and Military Alliance treaties.

Home

As soon as you start the game, the situation can be complicated: you have a single small army, very few buildings and the growth of the Horde is relatively slow. Therefore it is a good idea to create at least one base of support, in the form of the Norsemen tribe of the Baersonlings, which you can easily conquer and Awaken. Now that you have a military Ally, your forces will enjoy reintegration even just by staying in its territory, without the need to continually enter the Camp or retreat excessively to discourage enemies to follow you.


Since the kingdoms to the south have far more resources, training bases, and men, it is suicide to leave immediately for them. You will have to consolidate your position on the Norsca Peninsula, exterminating the few Dwarves, raiding or Awakening as many tribes as possible and avoiding that one of the two major Norsman factions (Varg and Skaeling) remains hostile to you and gains too much power.


Storm of Chaos

Unlike for all other races, this second phase of the game basically starts when you want, and its development is completely free. In other words, there is no "Rise of Chaos" event, since the Chaos is you. For the same reason, there is also no "after" Chaos Storm (if there were, your game would already be over!).

 

Total War: Warhammer Guide - Warriors of Chaos

 

Before engaging in open warfare with Kislev or the Empire, you should have developed your first Horde until you can recruit Chosen and at least a couple of Chaos Knights, Chaos Spawn, Ogre Dragons, Hell Cannons, and Giants (and base the your army largely on these units, mixing them to the maximum with some Warrior of Chaos, Marauder on horseback and Hound); it would be better to have a presentable second army as well, especially on higher difficulties. Then equip yourself with some Exalted Hero, to use to nullify and kill the countless Heroes that the enemy will throw at you in an attempt to thin you out, slow you down and assassinate you.

As you begin your descent past the first border towns, prepare to be overwhelmed by at least one direction. The Norsmanni may be a nuisance to the coastal regions of the Empire, but if you push yourself too deep too fast, you will be the one to suffer the bulk of the enemy defenses. Avoid attacking half the world in a single moment, and let pre-existing conflicts continue, possibly by making temporary peace with Vampire Counts and Orcs and Goblins.


Once the larger factions have been wiped out, it's time to hunt down the last survivors. Completely annihilating some factions can be tricky if you only use one esericto, as they will potentially continue to flee and re-colonize newly destroyed territories indefinitely; instead of giving an enemy for dead too soon and dispersing your forces prematurely, therefore, finish the work when you have the opportunity.


Battle tactics

Strengths:

  • Many armored, specialized and high tier infantry and cavalry
  • Good melee tanks
  • Various monstrous units
  • Resistant and dangerous characters

Weaknesses:

  • Generally slow infantry
  • Very little heavy throw

 

Total War: Warhammer Guide - Warriors of Chaos

 

Use the Warriors of Chaos

The Chaos Warriors are a wall of units that, most of the time, must seek engagement in close combat as quickly as possible. They have specialized infantry of all tiers at their disposal, from cannon fodder (Marauders) to individually strongest regimented human-sized soldiers in the game (Chosen), also adaptable to take on cavalry or armored units. Cavalry follow the same false line, with light draft options (Marauders on Horseback), heavy breakthrough cavalry (Knights of Chaos) and slightly less protected but hyper-heavy monstrous cavalry (Dragons Ogre), as well as excellent chariots two tier melee.

The characters of the Warriors of Chaos are divided between fighters and Mages (even the latter, however, better in close combat than their equivalents of many other races), who can provide additional support and push to normal troops, even riding or riding. a monster. Then there are the Aspiring Champions, in fact a group of minor Heroes on foot gathered in regiments who can in turn disrupt the enemy infantry with area attacks and increase the Discipline of the surrounding friendly units.

Monstrous infantry and monsters are the last of the army's pivotal pins, ranging from pure support (Chaos Troll) to Unbreakable caps (Scion) to breakthrough units (Shaggoth and Giants). Warriors also have a single piece of artillery, the Hell Cannon, which fires slow but partially guided, large area of ​​effect shots, effective in thinning out the best and slowest units before engagement.

Confronting the Warriors of Chaos

Against Chaos Warriors generally three things are needed: anti-armor units, anti-large units, and heavy fire. Their hand-to-hand infantry are expensive, but not so effective as to withstand the brunt of an entire enemy army on their own; if you manage to eliminate or at least cancel most of the characters, heavy cavalry and monsters, then, the bulk of the work is probably already done.

The Chaos Warriors' scarce tactical flexibility makes them predictable, and this is their greatest weakness: the almost complete absence of fire leaves them very vulnerable to highly mobile armies, capable of dictating engagement and disengagement and making high use of ranged damage of all kinds. In general, the Warriors of Chaos simply have neither the versatility nor the numbers to effectively prevent the "sniping" of at least a portion of their best units before they are able to pay for themselves.

Ultimately, therefore, the Warriors of Chaos easily get into trouble both against armies capable of producing great damage at a distance, and against very rapid and dispersed armies that force them to break down and expose themselves to the targeted and intelligent elimination of their potentially more units. dangerous.

 

Total War: Warhammer Guide - Warriors of Chaos

 

Better units

Probably the most cost-effective infantry of all available to you, and a good overall middle ground that can take on multiple types of enemies without ever really getting cornered. Despite being heavily armored, the extreme slowness makes them susceptible to concentrated or mobile heavy fire.

  • Forsaken

A decent infantry, relatively mobile, dangerous and difficult to rout thanks to Immunity to Psychology. A great option for flanking in melee or chasing fleeing enemies, but still vulnerable to fire and specialized units against infantry.

  • Aspiring champions

The Champion Aspierants are a strange unit made up of a few extremely strong infantry elements, but also inexpensive and incredibly versatile. Area damage makes them an invaluable tool to support infantry, and the Leadership bonus they provide to all nearby friendly units makes them work seamlessly with Marauders, otherwise too easy to escape.

  • Knights of Chaos

Good heavy cavalry, extremely armored and capable of causing a lot of turmoil in charge. Like all heavy cavalry it is very vulnerable to artillery hits and units with high penetrating damage, but in an absolute sense it does not do badly at all, for what it costs.

  • Dragons Ogre

A monstrous "cavalry" with high impact and overall good durability, specializing in the elimination of large and armored units, but not to be thrown away completely even against non-specialized infantry. Ogre Dragons are also quite fast (if only by military standards), which combines the mobility of other cavalry options and increased resistance to heavy fire, producing a unit that gets to where it wants easily and can turn out to be a lot. annoying. Like all monstrous units with few models, however, even Dragons Ogre struggle to win alone against compact regiments, so they are excellent more than anything else as support or cavalry hunters / shooters.

  • Giant of Chaos

Much like his equivalent in the Orcs and Goblins, the Chaos Giant is a versatile and incredibly dangerous monster, capable of shattering any defensive screen and tearing apart virtually any type of unit smaller than himself. He remains fairly slow and lightly armored, and consequently vulnerable to all concentrated fire and units with strong anti-large bonuses.

 

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