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While the stat differences for the marks are there, the more important part (in my opinion) is that the marks has different weapon choices and upgrade options (Assuming you have the champions of chaos DLC) and once you mark them they are stuck with that mark.
All of them can run with the normal shield and sword combo, so the only difference there is the stats differences on the marks (Admittedly sometimes this can be rather impactful, like adding magical attacks to counter daemons physical resistance).
If we are talking a 1 on 1 duel then i think Nurgle with Great Weapons was the best one late game (also very good against heavily armored armies like dwarfs).
If you want to hack apart a lot of low armored chaff then Khorne with duel axes are nice.
Tzeentch has halbeards/spears for anti large (Khorne also has those, but only for Warriors, not for marauders or chosen).
Slaanesh has their weird whips, you can likely skip those but they are good if you want specialists at holding the line, i usually give them the mark of Slaanesh if i plan to make the cavalry later since chaos knights of Slaanesh gets devastating flanker and more speed.
Tzeentch marauders can eventually become doom knights, Khorne marauders can become Skullcrushers, etc.
As Be'lakor you also have the option of doing a fully daemonic army (normally Warriors of Chaos is limited to 6 gifted units for each army, not Be'lakor).
If you are using another lord then Be'lakor then you might also want to take the authority system into consideration (theme'ing your army to one/two god/s will allow you to focus on one/two type/s of authority and get bonuses in upkeep, recruitment cost, upgrade cost and replenishment).
I think once you mark them they are committed and there is no going back.
This is just my personal preference but when playing the undivided factions I tend to keep them undivided as the aspiring champions they can upgrade into just grind through everything once you get your research up to par.
Khorn for pure damage, flank units and infantry killers.
Nurgle for armor piercing, slow and durable.
Slanesh skip.
My first secondary lord is usually a Tzeentch Sorcerer lord. My third lord is usually a Korne Chaos lord or a Nurgle Sorcerer. I generally always go for Azazel and obviously give him Slaanesh stuff.
I take into consideration my Authority mechanic. Be'lakor has 10 Unidivded Authority but also gets army upkeep reduction for deamons so I give him lots of deamons as well as Chaos Giants, Feral Mantakors, Trolls, and Undivided beast type units.
As far as Marauders I like to affiliate mine with Tzeentch and give them spears. And after I fill Be'lakor out with deamons and beasts I swap my Marauders and Warriors out to my secondary lords.
Lastly, by turn ten or so I like to send a Sorcerer south into Bretonia and 'block army' an enemy lord so I can recruit a Deamon Prince later.
My horses are fire and forget.
I noticed with the skill tree upgrade they are a great cheap unit for taking out enemy arty.
Warhounds in general are great for taking out most artillery, most archers, fleeing units, etc. I say most on artillery and archers because some of them are also decent in melee and will chew warhounds up.
Oh yea, they're exceptional at running down fleeing units. I take off guard mode and let them go to town. I like to harass enemy cav with them too. I'll try to tie up enemy cav with hounds then charge them with spears.
Yes, they are great for absorbing or interrupting a charge (Especially effective against shock cavalry, since all they have that makes them effective is the large charge buff).
2. Note that there are opposing gods: Nurgle <> Tzeentch and Slaanesh <> Khorne
Researching both opposing trees will actually give -1 authority to armies dedicated to the opposing god. Even worse, Lords / Heroes of opposing god authorities actively cancel each other's benefits if placed in the same army.
That being said, Belakor is absolutely sub-par to Vilitch as direct competitor.
Notable Advantages of Belakor:
> Can build portals every couple of turns (and this is the only reason to play him)
> Can forcefully confederate other WoC Lords
> Has no restriction of 6 Gifted units per army (and upkeep reduction for those)
> Is a really strong Lord by himself (inherent flying, damage resistance, shadow caster, etc)
Disadvantages:
> Doesn't have access to any Chaos faction mechanics (Changing of Ways, Teleport Stance, Plagues, Seduction...)
> Has very limited Gift slots in terms of specializing
> Is extremely restricted in ascending his characters
> Has no specific vassal effects (e.g. spread Tzeentch corruption)
I actually wrote that Belakor cannot upgrade the T2 core daemons into Exalted versions. This is wrong, Belakor is even the specialist for this.
The ones who cannot do this are - iirc - the classic WoC lords, like Sigvald.
While he can't get as many gift slots of a single type as the champions of chaos, he is the only WoC LL that starts with one for each god already unlocked.
As you mentioned he also doesn't have a army limit on the amount of gifted units (something every other WoC legendary lord has, max 6 for each army).
He also has the unique "blood & magic" skill that buffs those gifted daemon units (admittedly just in his army) and his faction has a upkeep reduction on Daemon units overall.
So while he might not be able to gather every gifted unit of a god at the same time (for specializing as you mentioned) i'd still argue that he is the best faction for gifted daemon units.
While he doesn't start with any ascensions, he eventually has access to every ascension in the game. Compared to Vilitch that only have Tzeentch & undivided ascensions, but gets access to them right away.
He can even use one of his special mechanics to hire undivided daemon princes without having to level them up and ascending them (admittedly using said mechanic can be a bit of a pain, easiest way is to just send a hero around and do hero actions against any human army you run into).