Mac Attack: Choose Your Own Adventure; Pt 2.
8:36 pm in Painting And Mods by Andymac

THE LIGHTER SIDE OF – BLOOD FOR THE BLOOD GOD!
Andy Mac
Ok so if you haven’t already read over ‘Choose your own adventure’ part one then now is probably the time to do it. However if you couldn’t care less about the limp wristed, boot polishing do-gooders of the warhammer world…then I can’t blame you. Ahead of you is a brief look at the nastiest, evilest, and pointiest armies in the warhammer game, put together to help gamers everywhere decide just how they are going to ravage the Old World next tournament season.
THE FORCES OF DARKNESS.
Army: WARRIORS OF CHAOS

Overview:
The warriors of chaos are the human champions of the dark gods. The kind of iron clad, spiky clubbed jocks that play keep away with your warhorse. These blood-craving lunatics live only to do battle and win favour in the eyes of their insidious masters. Each chaos warrior is a match for a dozen of his fellow humans. Mages twist and terrorize the enemies of the dark gods while mighty warlords, almost gods in their own right, bellow challenges to enemy lords in an endless search for glory.
Difficulty:
Easy – A player on his first day could fling fist after fist of dice at the table with his eyes closed and still expect to cause some serious mayhem with this army. High strength, toughness, and armour make this army all but fool proof for close combat loving players.
Pro:
The basic Chaos Warrior possesses a stat sheet that looks more like a hero choice for most other armies. The Warriors of chaos can throw down with the best of them and in a straight fight will make short work of anything they come up against. And that’s before you get to the chosen warriors and chaos knights. Add in some hellishly scary characters, vicious mages, and a good smattering of giants and shaggoths there’s not many people who can truly stuff up this army.

Con:
The Warriors of chaos used to have a real issue with ranged attack, but with the addition of the Hell Cannon, and their already impressive mages and armour saves, this really isn’t much of a problem anymore. Likewise the Warriors of Chaos once suffered from quite small army sizes, their troops being so expensive, but again this was overcome with the arrival of Marauders and Hounds. The only real con that remains with this force is that if you’re a player who likes subtlety and finesse there’s is not much they can offer you. If you like tearing opponents new chaos gateways though, these are the guys for you.
Why I would choose this army:
For a new player this army is great for winning games. I would be careful using them to pound too many inexperienced players though, or you’ll find that pretty quick no one feels like challenging you anymore. On the other hand if I didn’t have much prep time but still wanted a win, these are the go to guys to deliver.
Army: DAEMONS OF CHAOS

Overview:
Daemons of Chaos are the nightmares and fears of every living creature in the warhammer world given shape by the twisting winds that escape the chaos gate at the tip of the world. Warped and reviling these are not mere illusions that will go away when you shut your eyes, they’ll tear your left arm off and beat you with it, whether you believe in their existence or not.
Difficulty:
Easy – I know that’s the second chaos listing in the easy pile but lets face it, if you know the basics of the game (i.e. get into combat and kill stuff) then their aren’t many armies that do it quite like the Daemons do.
Pro:
The Horrors are spell casters, the Bloodletters are the bane of the enemies elite units, the Daemonettes are swift with plenty of attack and the plague bearers are one of the most resilient units in the game. Throw in a Deamon Prince or Greater Daemon and winning a game is really up to your opponent now. This army has something for gamers, painters, converters, and collectors alike.

Con:
Units in this army are quite expensive as far as points go. In 99% of games your daemons will be outnumbered, and once you are at the point where you can truly call your collection complete, it will be a rare occasion that you’ll be fighting a battle big enough for you to bring ALL your favourite models.
Why I would choose this army:
This army is what I would call in collecting terms a ‘quicky’. You don’t need five or more units and three characters to put on your first real game. Points wise you’ll be lucky to fit four units plus all your characters in an average match. For this reason the army is quite ‘quick’ to organise and get gaming with. (And who needs psychology tests anyway)
Army: ORCS AND GOBLINS

Overview: Orcs and Goblins are the big green dudes that everybody knows about. They travel in nomadic warbands all across the warhammer world but particularly in the badlands south of the Empire of man. Greenskins as they are collectively know are a crude lot, preferring brute force to any kind of finesse. In fact it is harder for an Orc to string a sentence together than it is for him to pillage an entire town on his own, and why talk when you can pillage? The Goblins are the smaller and necessarily sneekier part of the warbands, useful for building whatever crude machines and weapons the Orcs may need, and in numbers they can also be a force in their own right.
Difficulty:
Easy – Simplicity itself. The big guys are good at wailing on enemies in close combat, the small guys are better in numbers. And pretty much everyone enjoys a good melee. A few rules to remember like animosity tests, but nothing too stressful.
Pro:
This army has two very big pro’s, firstly you get the widest range of units in any other list, secondly just look at the units and even a noob will know what to do with them, there’s no intricacy here. Orcs are big, get them in combat. Black Orcs are bigger, get them in combat too. Goblins are not so big, so make sure you have three times as many of them and THEN, say it with me, get them in combat. Giant spiders, trolls, chariots, giants, boarboyz etc etc. It doesn’t take a rocket scientist to use this army. But then again like other armies an experienced player can also make it quite challenging for himself with the variety available.

Con:
They’re greenskins and many would argue this army has been done to death. It’s hard to keep these guys exciting and fresh after so many years. But that’s just my opinion. On the field the main stumbling block for the greenskin player is low ballistic and weapon skills, and a general lack control. Low leadership and failed animosity tests can really tip the game in your opponents favour in a few bad rolls.
Why I would choose this army:
This army always has, and always will be a staple of the warhammer world. I would have to say if I were to collect them however I would go the opposite way to the easy mob strong horde and make things as complicated as possible. Rock lobbers and doom divers that misfire, squigs and fanatics that go haywire, trolls and pretty much all other greenskin units not doing what they’re told all seems a lot of chaotic fun. No matter what your opponent is doing you can have a perfectly engrossing war against your own army on your side of the board. It has certainly given me no end of fun watching it unfold for my opponents in the past.
Army: DARK ELVES

Overview: The Dark Elves were once part of the same race that made up the High Elves. However at some point in the distant past some High Elves became a little too interested in pursuing their own interests, which largely involved pleasure and debasement and not a lot of do-gooding. Thus a great rift divided Ulthuan, and after a catastrophic civil war these Elves were forced by their High Elf cousins to flee to the shadowy lands of Naggaroth. Ever since they have bent their insidious minds to the complete destruction of their upstart relations.
Difficulty:
MEDIUM – Just not quite the army their High Elf cousins are. Don’t get me wrong; they still pack a punch, but it takes a little more guile to master this lot.
Pro:
Dark Elves are High Elves on heroin. These guys don’t get the always strikes first or extra rank bonuses that their High Elf bretheren do but they make up for it with some wicked special units. Hydras, cold one riders and the old fashion favourites the assassins make this army death on legs; nimble elven legs. Hatred, powerful magic and a menagerie of monstrous creatures make this army truly lethal, while the intricate aspects such as repeating crossbows and witches make them just plain fun.

Con:
While the basic principle of the army seems simple enough, there core units are almost identical to high elves, I seldom feel the same apprehension going into a game against these guys as I do their snow white counterparts. In fact I can honestly say I’ve never really felt any apprehension at all. The fact is that although they look like a meaner elf, out of the High or Wood elves they are a quite delicate force, a player needs to really snatch the momentum in a game and keep it, and I have yet to meet a player who has been able to put the fear of the Witch King in me thus far.
Why I would choose this army:
The reason I would pick this army has to boil down to curiosity. I have spent many years staring at ranks of executioners, repeating crossbows (come on! they’re like arrow spitting oozy’s!) and winged nightmares arrayed against my various beastly armies, only to watch these death dealers get mauled in some of my easiest wins. The ingredients are there, skilled elfish warriors meet terrifying beasts. These guys deserve to be feared, and in the right hands they could be the stuff of nightmares.
Army: SKAVEN

Overview:
The Skaven dwell underneath the old world in a network of vast, interconnecting tunnels. The creatures are a horrid mutation of man and rat, though which is more prevalent nobody truly knows. Viscous and scheming their only thoughts are of rising up from the sewers and swamps and taking the world for themselves. Arcane technologies and stealthy assassins the Skaven don’t care what it takes to get on top, though the more destruction along the way the better.
Difficulty:
Medium – The Skaven army is basically a horde army but numbers alone can’t win you the game here. You’ll need loads of cantankerous machines, hideous mutant beasties, and cunning to show those top dwellers whose boss.
Pro:
The Skaven have lots of ‘fill the hole’ units with very specific purposes that a player can take advantage of. Basically once you have a couple of big block units (and make them big to avoid leadership woes) just look at your opponent’s army and see what you need. They got big ugly trolls? You got ratogres. They got well-armoured knights? You got jezzails and warp cannons. They got giants? You got hellpit obominations, the list goes on. There’s something to counter everything in the Skaven army.

Con:
Leadership is horrid in a Skaven force! You’ll see plenty of 5’s or 6’s here. It is a real juggle of large units, generals, and battle standard bearers to keep this force on the field, which can really be a headache for new players. Also there is the tendency for Skaven machines to do more damage to their own troops than the enemy. For an inexperienced player this may be a learning curve that’s a bit too steep, unless they really want a challenge and don’t mind getting trounced a few times along the way.
Why I would choose this army:
I just love the idea of Skaven as a customizable force. The array of machines, beasts and a few assassins here and there really can put the fear in your enemy. They do tend to run away a lot, and their machines tend to fail catastrophically, but if your smarmy enough to think you can still pull off a win in spite of this (and love pointing it out to your opponents “hey all my clansmen fled in turn two, but I still wiped you out with rattling guns!”) then this force is definitely for you.
Army: OGRE KINGDOMS

Overview:
From the far east of the old world come the clans of the Ogre Kingdoms. These brutish creatures of muscle and fat stand head and shoulders over their enemies. They live for only two things, eating and battling, both of which they excel at. A Single ogre is a match for a whole unit of enemy soldier. An army of Ogres is to be well respected.
Difficulty:
Medium – They may seem simple enough. Big guys… bash them into the enemy… win. But the economy of force (your only looking at about 15-20 models on the bored –no one counts gnoblars) means you have to watch your game and keep away from missle fire and hardcore magic’s.
Pro:
The army in essence is a fairly straightforward affair of getting to grips with your opponent. Few units make this army easy to collect and paint up ready for the next tournament season. Although brutish this force is not without it’s missile and magic units. Personally I would be reviewing my battle plans if I was facing a greenhorn player with this army. Up against a warhammer veteran I could foresee some serious doubt amongst my troops.

Con:
The force you’ll be dealing with here will be a small one (obviously numbers wise not height). They can dish out death by the barrow full, but the trick is getting them to your opponent who will be shooting, ducking, weaving and magic blasting all in an effort to make sure none of your force gets to combat. Although you do have certain amounts of magic and missile troops expect to be outclassed in both of these by most opponents. You trump card is your combat, it’s not fancy, but its what you need to win.
Why I would choose this army:
Lets face it this is not the most serious army in the game. Gnoblar scrap launchers, butchers for shamans, and ninja ogres! It just plain ridiculous. And that’s the beauty of this force. From models to army book this force is meant to be a bit of fun, a break away from the serious rank and file, and artistic magic. They eat, they fight, they look like they could all use a Tony Ferguson diet shake or two. So if you’re over the serious ‘warhammer at ten paces’ games you’ve been having of late, bust out an ogre army and have a chuckle next battle.
Army: BEASTMEN

Overview:
The Beastmen were once men themselves, twisted by chaos when it first flooded over the world these men were force, or fled themselves, from their tribes into the dark corners of the old world. Now roaming the shadowy forests in great warbands the beastmen mix animal instinct with human cunning as they hunger to tear down all that is civilized about the world. The beastmen are the true followers of chaos, unlike their human warrior counterparts, who choose to follow the gods for favours and glory, the Beastmen are born with an innate sense of their dark creators, and worship them from birth.
Difficulty:
Hard – Once upon a time these guys had 2 wounds each and were just plain unstoppable. Now however, low armour and fairly middle of the road stats means victory rests entirely with the general fielding them.
Pro:
Beastmen are built for combat with minotaurs, bestigors, chariots and a host of giant sized beasties. Ambush rules make this army flexible in the deployment phase and can really confound missile heavy opponents. With fairly cheap troops large horde units can be fielded along side cheap but effective chariots, as well as some huge scarey creatures. The magic is also fairly solid as shamans play a big role in Beastmen society.

Con:
It can probably be said that the Beastmen army has gone through more changes than any other force in warhammer. Starting out as tough-as-nails, 2 wounds apiece warriors that marched like an unstoppable wave set to over run any force before them, they were then toned down in the next edition. Only 1 wound, and less range of magic and special weapons. To make up they were turned into an almost entirely skirmish force that could out manoeuvre a squirrel on speed. Now however, almost all the rules that made beastmen exciting and different have been removed, and you have a force that sits somewhere between Orcs and humans, with some extra giant monsters and some ambush ability to tell them apart. A general now has a pretty middle-weight force to work with, and will have to do some fancy footwork (and good ambush rolls) to make this army sucessful
Why I would choose this army:
The Beatmen models are some of the best in the game. Fierce looking creature in from the simple gors and ungors right up to the minotaurs and beastlords. The ambush rules still make this a fun army to field although they have lost a lot of their flavour over the editions. A general can really get a challenge out of this army and if that’s what your looking for than I slap you with the proverbial gauntlet and say “En-guard sucker.”
Army: TOMB KINGS
Overview:
The ancient kings of Nehekhara wage unending war against the world of the living with their hordes of sun-bleached bone warriors in their thousands at their side. From the shifting sands of their homeland these hordes of long dead soldiers replete in armour of bronze and gold also lay claim to ancient monsters and armies of chariots that will unnerve the bravest of living warriors.
Difficulty:
Hard – I have fought, and been beaten by this and other undead armies before, and even as a gamer with years of experience, sometimes the rules, magic’s and items are so complex in this kind of army, that at the end of the day… I’m not entire sure HOW I got beaten.
Pro:
This army has everything from large units of shambling skeleton warriors, to ranks of bowmen, fast moving chariots and cavalry, monstrous ushabti and even bone giants and catapults. Held together by some serious spell castors these army are tough to crack. The characters are seriously powerful mages, the troops are damn near impossible to finish off (they just keep getting back up) and unlike other undead forces these guys can be dead fast (get it?). Smash into your enemy, or play at his weak spots with magic, missile fire and fast hitting units. There’s a lot of flexibility here.

Con:
Like most undead armies there is a lot here to wrap your head around if you’re new to the game. Your army doesn’t break, sounds simple, but it means there’s other tests at the end of combat that can result in skeletons dropping lifelessly to the ground. Then of course their ways to regenerate them, spells to bring back more of the dead, or raise new units, magic items that help, and deadly spells to be cast. There is so much going on here even watching and tomb king player at work can give you a real headache. You really need to be up on your army book, magic rules, and a million other details to get the best out of this army.
Why I would choose this army:
This army is one that can literally fall apart on you if you don’t fully master all the in’s and out’s of keeping your skeletons together. Basically it’s all up to your characters. Loose these and its nighty night. The reason I would pick this army is for revenge. I have spent many games chasing down necromancers who have magic items that negate weapons, or can just fly away from my beastlords, while they casually pommel my lines with magic and resurrect the troops I just finished slaying. MY TURN!
Army: VAMPIRE COUNTS

Overview:
The Vampiric aristocracy of the eastern provinces of the old world are a constant threat. These immortal beings command armies of the undead, and supernatural creatures, and they are hell bent on making all living souls their chew toys. Ghosts, ghouls and all manner of things that go bump in the night are at hand to destroy and devour anyone foolish enough to stand in their way.
Difficulty:
Hard – Like the tomb kings this is another army I would not recommend to inexperienced players. If only to put and end to games where the living side takes 20mins to finish a turn, and the undead side a whole hour.
Pro:
Unlike to tomb kings this force has a little more give in it. You don’t HAVE to take powerful spell castors that need to avoid combat. Vampire counts can more than take care of themselves in a scrap. Again the army is scary when it comes to magic phase time, and regenerates just like the tomb kings. This army has a range of monsters, ghosts and swarms to keep your opponent well and truly on the ropes before your general and his undead infantry shamble in to finish them off.

Con:
Again, the army is just so complicated! Ethereal beings, magic items, resurrections, spells, its all just a very round about way to kill off your enemy. It’s a lot to take in, and master before your really got a game winner on your hands. And it can be all too tempting in this force to get your characters into the fray, but loose them and its back to graveyard for your troops.
Why I would choose this army:
This is the army for experienced players who are sick of playing ‘by the book’. Had enough of break tests, psychology, death even? Who needs them when you can play with a force that avoids all of these. Add some really vicious characters and dark magic and it’s the complexity of martialling this force that is its actual draw card. Again hats off to players that use this force, honestly there’s so much to it that I really cant keep up with what’s happening in their turn. I just begrudging help then turn up resurrected troops and take away my own that never seem to survive the magic phase.
SO THAT’S IT GUYS. THE REST IS UP TO YOU.
SEE YOU ON THE FIELD.



































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