Anvalous did a great job,
I mentioned the light armor and shield on the horsemen , above didn t I?
Here is
RAREChaos spawn: 1-2 can be taken as 1 rare choice so if you see a spawn you will most likely see another one nearby.
Strengths: 360 line of sight, they can attack any one near them be it pistoliers, or steam tank. They move in a strait line 2d6, so they are unpredictable, they are also unbreakable tat means you have to kill it to get rid of it for sure .Spawns work wonders as supporting units for blocks of warriors/marauders/chosen and sometimes ,even if not always needed, knights. They can take a mark something that can give them some serious benefits: like Nurgle to prevent you from shooting it, slannesh giving ASF(!), these are the most common. It is really important to pay attention to a spwans moves because it can be used as diverter or can stop a counter-supporting charge if it stands right in the middle of your line.
Weaknesses: They may have T5 but they wear no armor at all. With three wounds they are fragile to crossbow fire or a well placed cannon ball. A ranked up unit will teach it a good lesson, or a magic missile will do the job.
Chaos Warshine: It may not have a model yet but it can be really useful to every WoC player out there.
Strengths: It can grand each turn a unit the ability to roll on the EotG table. With little luck it can work wonders. It also grants EotG to unit champions, even ogre and dragon ogre champs, giving more character to the army. It is really tough wit T6 and ward +4(that can be improved to +3 if mark of tzeentch is chosen). Most popular mark of course is the mark of nurgle. It is not a chariot, it is used as a monster, so no cannonball auto kill for this fella.
Weaknesses: It can t win combat against SCR, so if a block gets it in combat, it is over, it will break. It has 5 Ws5 S4 attacks, so no harm for CR there. But if it pulls out a combined charge it can win. With+4 armor save it can be easily destroyed. Also it has movement 4 so it will run away just 2d6. Due to its high T and ward save, stank for the win, terror and a lot of impact hits and it will run ( make sure it has not the mark of slannesh before you try to terror it though, it is ItP)
Hell cannon: The only shooting power in a WoC army.
Strengths: It is a nasty war machine- daemon that spits fire and sucks souls .Well, it is used as a stone thrower and it has a S 5, every unit that suffers a casualty must take a panic test with -1 Ld, so be careful. It is also unbreakable and has T6 and W5….. 5A Ws4 S5……. Ouch .Also it causes terror and has a unit str of 5, so don t underestimate it in combat either.
Weaknesses: It is a large target, but with such a toughness you will hardly wound it. If it misfires, it can be devastating for the Chaos player, and sometimes you. From eating it s own crew on making all wizards taking a miscast table roll, it is always fun to misfire with it, most of the the times it will hurt. Also it is bound on a rule: rampage, if it doesn’t t pass a Ld test it moves 3d6 to the closest enemy. So, how to destroy it? Cannons is the answer , I have seen a lot of well placed cannon balls breaking that thing up, and you can use the cannon even if it is not on a hill, since the hell cannon is large target. Also no ward saves.
Dragon ogre shaggoth: Super cool looking giant dragon ogre that: causes terror, is ItP and has an armor save of +4, it is a large target too.
Strengths: Really good fighter, A5 S6 T5 Ws6 M7. Keep your stem tank out of charge range. With great weapon it has S8! Terror with 14 inch charge is a threat to the empire, but if you see that you cant kill it from afar, you must then sacrifice a unit for the sake of the others , NOT knights, they die as easily as all the other troops against the shaggoth. Flagellants is my choice, try to engage it with a 15-20 man mob and it will of course kill them all at the end( unless you are really lucky) but it will loose some rounds, giving you time to reconsider, make a powerful counter charge or get ready to shoot it again later.
Weaknesses: A large target with no ward save and lightly armored should fear the empire, because a concentrated fire of handguns will put that thing down in 3-4 rounds…… Not good enough, then cannons and hellblasters can do the job, and quite easily of course, cannons can put that thing down in 1-2 rounds, ha-ha Empire is great. Also a stubborn/unbreakable unit can hold it for a round or more, and if you get the charge and supporting charge maybe win with SCR , just pray it is afraid of tiny little men with banners, and it will eventually flee. Griffon banner is just great against such enemies, if not engaged in the flank auto win…..
Giant: The usual giant that a lot of armies are able to use.
Strengths: Stubborn Ld 10, large target T5, 6W,Terror, as usual the giant special attacks. The only exception is that he can take a mark, mark of slaneesh is my favorite giving ASF (!), but the most popular mark against empire is mark of nurgle just to negate the Large target +1 to hit.
Weaknesses: No armor, even crossbow bolts can put him down, of course a cannon ball is the best way to deal with multi wound terror causing large targets. If you must get in close combat try big blocks, no steam tank if he has not suffered a wound or two. Big blocks can win through SCR and hold him for more rounds like the Shaggoth. But be careful and always keep an eye on him, if he charges a unit of Knights or a steam tank, maybe war altar , don t expect to see good stuff happen. A hellblaster sounds fun too.
@anvalous
O&G tactica ? I didn t right it, it is impressive though.
I would be happy to help for it.
Next time magic items and characters.