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whats your preferred playstyle?
For Marauders:
Tzeentch for spears on flanks - help soak initial charge damage
Khorne dual vs early chaos factions - bonus vs infantry
Undivided vs Dwarves - two handed AP damage
Nurgle vs Lizardmen and Orcs - need to lower their damage with poison
For Warriors:
Khorne vs Empire, Dark Elves, Vampires, Lizardmen (Saurus and Skink), Wood Elves - lacking AP but bonus vs infantry and flaming attacks.
Nurgle vs Dwarves, High Elves, Tomb Kings, Skaven, Orcs and Lizardmen - Wont die and their shield or AP damage will make difference
Tzeentch vs Cathy - you need speed and barrier vs their archers, but in melee you dont need to be overpowering. Unless terracota.
For Chosen:
Doesnt matter, they god tier infantry. Buff them with 1 or 2 Aspiring Champions and melt enemy away.
For Marauder Horseman:
Avoid. Its easier to upgrade Marauder into Warrior into Knight, than Horseman into Knight.
For Chariots:
I dont really find them useful and they cant compare to knights.
For Knights:
Nurgle, his knights are basicly Warriors with 60 speed.
Or Tzeentch for Doom knights.
Avoid Khorne. Skillcrushers are bad, they feel as a downgrade from Undivided Knights.
For Forsaken:
Tzeentch for extra barrier or Slaanesh for extra speed.
Avoid Nurgle - you lose speed which is one of 2 main reasons to go Forsaken.
For Spawn:
Slaanesh - They redice MA and MD
Tzeentch - They reduce armor, so put them vs Dwarves
Khorne - lacks MD. Spawn are unbreakable and last very long, losing MD takes it away.
Nurgle - lose speed and their flies work in melee. Generally very strong position holder, but when you want to attack, worst option.
Undivided - meh
But generally, go for Undivided, Archeon gets so much upkeep reduction...
As for the rest of his forces, he can confederate with every other LL so he pretty much can field armies from all of the monogods, or mix them up too, heroes can help with authority if you need it, and keep in mind that they keep something from their previous form when you mark them, IE: If you make a fire mage, then give him the mark of tzeentch, he will have the passive +20% to fire damage as a bonus too, which is neat.
At the end of the day you'll just want to focus on making a ton of vassals and finishing the entire research tree before the 100th turn, at a certain point you'll be finishing all techs in a single turn each, which means tons of chaos gifts and very OP aspiring champions, mix them with your regular infantry in every army and they should beef up your frontlines, they are also pretty great fighting at the walls.
tl;dr don't be afraid to experiment, in my current campaign I got armies from each one of the gods, and some mixed forces too, they all work.
then a slaanesh whip line wont budge for basically anyone
combine it with some rearcharge cavalry or even tzeentch marauder horsemen and you have an effective army
an effective army with dwarf levels of micro
Means you should build with armoured Chaos Ttrolls, several Undivided/Nurgle Chaos Knights, and fill with Halberd warriors to deal with large.
for archaon himself? undivided Chosen backed up by 6 chaos knights
bet he tested the charge reflect unit by charging it into something