30 Apr 2014
Hey guys
Welcome to the first enemy of the month which we'll be focusing on tearing apart the likes of the Warriors of Chaos. This is an Ogre Stronghold initiative, I'm not taking ownership of this, regardless of experience I want to hear from you, contribute no matter how minute your comment is, it matters.
I'm setting out a very basic format at first but I've no doubt over the month of May this 'living' document will change several times so if you like/love/hate it please let me know and let's work it out and make it a fantastic resource for everyone.
Remember the below is just my initial views, experiences and thoughts, if you agree/disagree then please add to the conversation, justify what you've said and add I'll continually update the main document throughout the month before immortalising our work in the 'Know Your Enemy' forum.
Enemy of the Month Warriors of Chaos
The northmen have solid stats, a wide variety of units, marks to cause all sorts of headaches and a pretty decent arsenal with the Lore of Nurgle. Flying creatures aplenty and Monstrous Cavalry that makes any enemy general cry. Let's breakdown the army:
Advantages:
Heavily armoured
With the majority of the Warriors army sporting a 3-4+ save as a minimum they can certainly be a tough nut to crack. Infantry with a 3+ save is a common sight and cavalry/monstrous cavalry will of course be running a 1+ save. The obvious counter to this is high strength attacks such as but not limited to:
- Tooled up characters
- Ironguts
- Leadbelchers
- Ironblasters
- Magical Augmentation (Bullgorger, Lore of Beasts)
- Amber Spear
Speed
With a lot of fast options available the army can be built as a very quick army. With units of flyers available and steeds/mounts capable of marching 20 it can be hard to deal with when so many units roll up in your face style. These units can be tackled with the usual shooting and magical attacks and are quite vulnerable to these as they dont tend to have the heavily armoured backup of the rest of the army. The speed issue can also be handled to a degree (ensuring theyre not flyers) with optimal Sabretusk placement.
Countered with:
- Shooting
- Sabretusks
- Magic
Solid characteristics
Sure they pay for it but across the board the entire army has solid stats. Most Initiative based spells dont pose a problem to the army (except some notables) and there good WS/S/T will see them match if not better most foes in a straight up fight. The majority of the enemy armies combat units/blocks will be hitting at Strength 5 wounding our poor Ogres on a 3+. Magic is the sure fire way to make this more difficult.
Counter with:
- Magic (Toothcracker, Wildform, Iceshard Blizzard)
- Stack the Odds (2/3 vs 1 etc)
Marks
Mark of Nurgle makes the unit -1 to hit in combat, very nasty and can turn a sure-fire victory into a rubber lance type of situation. Khorne adds more attacks and immune to psy and I guess the other notable being the Mark of Tzeentch to give a ward save which when combined with a block of Warriors gives them a hearty 5+ parry making them difficult to shift.
Variety
The list has quite a number of units and combinations to choose from. They can match our chaff with their own Chaos Hounds, they can easily go toe to toe with our core units and characters with chariots backing them up and of course they can bring their own warmachines to destroy us from afar.
Cons
Expensive
As a whole you typically wont see a large Warrior army, because of their elite nature and high points cost the army will be a very specialised fighting force. This can be used to our advantage and picked apart piecemeal all whilst dictating the flow of battle. This is certainly a key to victory, if you can separate each unit and prevent them from having mutual support victory is guaranteed.
Typical Setups
Some infamous setups you'll see on the battlefield include but not limited to the following:
Nurgle Daemon Prince
Ive listed this guy first as its quite possible the worst unit we can face. A level 4 wizard sporting either Lore of Nurgle/Death (eeep!) who can happily fly around with a re-rollable armour save and ward, perhaps hitting on a 2+, maybe even have a 2+ ward against flaming depending on the build and will probably deflect the first cannonball you throw at him due to a charmed shield. There is one thing worse than a purple sun heading for your lines, and thats when the assailant is directly on your flank completely perpendicular to your battle line. Ouchies!
However, not all is lost my round friends. The usual principles apply for taking on an enemy of this magnitude, firstly get rid of the charmed shield to ensure ye olde Ironblaster has got a chance to do some damage. Take some pot shots at it first with magic missiles/leadbelchers/shooting of choice to negate the Charmed Shield and then apply the big guns.
Having a flying enemy is always going to be difficult to catch and a canny general wont send him in alone unless the situation calls for desperate measures. Built around the Lore of Death the Daemon Prince (especially against us) can inflict much more damage out of combat then inside of it so dont expect it to charge your blocks unless its backed up with hearty reinforcements.
Summary:
- Magic missiles/shooting to negate Charmed Shield
- Ironblaster/Amber Spear
- S6 attacks
Un-killable character
This is a very tricky build and mildly annoying to face. Exalted Champion, BSB, mounted on a Daemonic Mount with barding taking him to Toughness 5, Talisman of Preservation for a 4+ ward, Mark of Tzeentch taking it to a 3+ ward save and Third Eye of Tzeentch to practically give the model a 2+ ward save. Add in the fact the character is sporting a 1+ armour save and youve still got points to add in a 2+ save against flaming in case Lore of Metal is facing them and it becomes a case of avoiding the character or throwing absolutely everything you can at him to try and dispose of. I find with most builds like this often victory can be secured one of two ways, totally ignoring them (the game can be won without the need to engage/kill said character) or winning the fight via combat resolution and breaking them.
Summary:
- Choose to ignore or engage early
- Win via Combat Resolution
Skullcrushers
I havent seen many lists that dont have the obligatory Skullcrusher build. That is a unit of 3 strong with a musician and Ensorcelled Weapons. The basic scoop is a fast frenzied unit pumping out 9 x S5 attacks (hitting on 3s) followed by the Juggernauts 9 x S6 attacks (hitting on 3s again). Heres the real kicker, just like our Ogres however they need to take 3 wounds before any loss of attacks is noticed, with a 1+ armour save its not the easiest thing to do in combat so simply put dont let them get there. Use of Sabretusks is essential here to dictate these frenzied warriors into an optimal position to open up with an Ironblaster/Amber spear. This has been a successful method Ive employed in a few games but take note of any units that will prevent/block an overrun into a terrible position for the Skullcrushers. A canny general will position Chaos Hounds/Character on Disc to prevent the Skullcrushers from running 14 off on their own separated from the rest of the army. The following diagrams are very basic and of course extremely subjective however you get the point:

Basic positioning

Sabretusk moves into position
Skullcrushers charge exposing flank

Ironblaster goes to work
Summary:
- Sabretusk positioning
- Ironblaster/Amber Spear/Bonecrusher
- Flank charges only
Warrior Block of Nurgle
A staple unit in nearly every warriors army Ive come across and for good reason. A ranked unit with high offensive capability armed with Halberds (S5) and being -1 to hit all day. Well be hitting these guys on a 5+ so as you can imagine its going to be a grind fest. Secondly it will normally house some key characters which can increase the units damage output effectively. Running 6 wide the unit will be spitting out around 19 attacks. Keep an eye out for the Lore of Nurgle giving these guys a boost turning them into Toughness 7 warriors or giving them regeneration (5+). Dont engage the unit unless theyre stranded on their own as you can bet if you face them full strength and allow a chariot/chimera/unit of choice to help them out your Ogres are dust. These guys can not only take a fair amount of punishment, its the amount they dish out before hand that is the concern to the Ogre Kingdoms.
In previous battles against this block Ive focused on removing the support elements first (Chimera/Chrariots/Skullcrushers) before using everything in my arsenal to inflict ranged casualties on the unit (Leadbelchers/Ironblasters/Magic missiles) before finally committing to combat on my terms. Keep in mind with a base movement of 4 they arent the fastest moving threat the Warriors army will produce so time is on your side.
Summary:
- Mutual Charges only
- Ranged attacks
Chimera
A flying terror causer capable of some rampant destruction coupled with a breath weapon and regeneration (4+). Ouch. A similar train of thought can be seen with the Chimera as our Ironblasters, the competitive lists tend to run two of these tooled up and for good reason. However looking beyond the offensive capability there are some chinks in their thick hides. Firstly their Initiative value is 2 making them vulnerable to Purple Suns and of course meaning were either striking first or at the same time. Also its worth mentioning they only have 4 wounds and an extremely low leadership meaning theyll generally hang around with the army general to feed of the higher leadership until they need to commit or they commit together in an orgy of death and destruction. Looking past all of that, the simple rules apply to dealing with this foe. Flaming attacks to counter the regen and then go to town with shooting attacks. Even if you can effectively put 2-3 wounds on it youll make the enemy general second guess himself in terms of putting him into a combat that hed normally win.
These are generally priority targets as if they managed to get into your back lines or flanks you practically cant get rid of them without turning your forces and exposing your own flanks to the enemy. The Sabretusks dont really get much play here purely because the beast can fly completely over them into position so be mindful of this.
Summary:
- Firebellies!
- Ironblaster
- Leadbelchers
- Poison Maneaters w/Flaming Banner
- High Strength attacks
Nurgle Sorcerer Lord
Another classical Lord choice often sported accompanying the Nurgle Bunker Block. Several different builds however a popular one comprises of giving a ward save and the Glittering Scales providing a 6+ to hit for most enemies. Waste your attacks trying to take him out and the rest of the unit goes to work racking up the combat resolution. A familiar can be added to give the sorcerer 5 spells to play with and the Lore of Nurgle is capable of augmenting their units to make them rock solid or reducing the Toughness of our poor Ogres.
Magic Lores
Warriors have access to the following lores:
- Lore of Nurgle
- Lore of Slaanesh
- Lore of Tzeentch
- Lore of Metal
- Lore of Death
- Lore of Shadow
- Lore of Fire
Without going too much into detail I wish to post a quick review of the Lore of Nurgle as I think it is a premiere Lore if used in conjunction with several units and army builds.
Lore attribute When a spell is successfully cast on the roll of a 6 the wizard increases its Wounds and Toughness by 1 for the rest of the game.
Handy on that Flying Daemon Prince right? If youre getting off 2 spells per phase then you can probably expect to get this on average of twice per game but stranger things can happen.
Stream of Corruption Direct Damage, flamer template toughness based check attack
Miasma of Pestilence Augment spell, reducing enemy WS/I in base contact with unit
Blades of Putrefaction Augment spell, Poison attacks
Curse of the Leper - Augment/Hex, adds/minuses D3 toughness.
Rancid Visitations Magic Missile, D6 S5 hits and can continue after failed T check.
Fleshy Abundance Augment, regeneration (5+)
Plague Wind Vortex, T tests failed = 1 wound
So as you can see Curse of the Leper for us is the key spell to stop. Everything revolves around this spell. In the opening frames of the game the enemy will attempt a boosted Curse of the Leper before unleashing a Rancid Visitations/Plague Wind to inflict some casualties. Stream of Corruption is hardly seen but I could see it working with the flying Daemon Prince sneaking up to a side of an infantry block and having a friendly vomit on them.
Key Units
The following is a quick summary of what is considered competitive and a very quick counter to each unit.
Daemon Prince (as above)
Sorcered Lord (as above)
Throgg Trolls for Core, flaming attacks to counter
Chaos Chariots Good armour save and great support for warrior blocks. Ironblaster/Amber Spear/Bonecrusher before combat, Ironguts in combat. High strength impact hits can kill it remember.
Warhounds Chaff for the enemy and used the same as Sabretusks. Can Vanguard. Shoot/spell away and panic.
Warrior Blocks In different flavours, nearly always with halberd/shield combo. Engage with magic/shooting before stomping in combat. Be prepared to take casualties. Ironguts/Bulls with character support, MFC are great at doing some soaking with augments.
Marauder Horsemen Usual fast cav however can dish out some S5 attacks with malice. Shooting/magic.
Chimera Covered above.
Chosen expensive however a roll of the chart can make them specialised, treat the same as Warrior blocks.
Gorebeast Chariot The ultimate infantry support tool, treat carefully as they have higher Toughness but much slower. Usual chariot counters.
Trolls Regenerating Monstrous Infantry fire magic, flaming attacks.
Hellcannon Chaos Artillery that can chop in combat beware. Ironblaster, Irongut block.
Skullcrushers covered above
Sub optimal choices:
Chaos Lord Expensive and a tooled up lord can practically pay for another unit. Brings Leadership 9 however slap a Standard of Discipline on the bunker and that solves that problem.
Chaos Marauders Got a price hike from last edition, little armour and drop like flies.
Forsaken Too expensive for what they do and no command options.
Chaos Knights single wound models when you could take Skullcrushers?
Warshrine Depending on the list build the problem comes from having power dice to use it on the army.
Dragon Ogres I like them but theyre expensive and little armour and low initiative
Chaos Ogres Another one I actually like, depending on build but in general probably wont see.
Hellstriders Too fragile however extremely fast and with character support can be incredible.
Chaos Giant We all know big things simple attract fire, no different.
Chaos Spawn Seen if points to fill
Dragon Ogre Shaggoth see Chaos Giant but a gorgeous model.
Vortex Beast hideous
Slaughterbrute see Chaos Giant
What to expect:
A basic build will comprise of something like this:
Daemon Prince/Sorcerer Lord
BSB
Chaos/Gorebeast Chariots
Chaos Hounds
Warrior Block
Chimera/s
Skullcrushers
Hellcannon
What to take:
I don't like to customise armies to fight others however below if a list of what I would feel is optimal/possible units to face off against a Warriors of Chaos list:
Slaughtermaster - magic defense/augmentation
BSB - Usual reasons
Firebelly - Counter Regeneration/Chaff Removal
Hunter - Harpoon Launcher flank shot?
Ironguts - Bunker characters and a hard hitting block
Gnoblars - Dangerous Terrain tests hurt their expensive models
Sabretusks - Read my tactica!
Mournfang Cavalry - Fast and hard hitting unit capable of holding the line
Maneaters - Poison/flaming attacks can really help swing the battle
Leadbelchers - Every wound helps from a distance, chaff removal
Ironblasters - Armoured counter, auxiliary chariot.
Thundertusks - Because nobody likes striking last.
Seasoning to taste.
Welcome to the first enemy of the month which we'll be focusing on tearing apart the likes of the Warriors of Chaos. This is an Ogre Stronghold initiative, I'm not taking ownership of this, regardless of experience I want to hear from you, contribute no matter how minute your comment is, it matters.

I'm setting out a very basic format at first but I've no doubt over the month of May this 'living' document will change several times so if you like/love/hate it please let me know and let's work it out and make it a fantastic resource for everyone.
Remember the below is just my initial views, experiences and thoughts, if you agree/disagree then please add to the conversation, justify what you've said and add I'll continually update the main document throughout the month before immortalising our work in the 'Know Your Enemy' forum.
Enemy of the Month Warriors of Chaos
The northmen have solid stats, a wide variety of units, marks to cause all sorts of headaches and a pretty decent arsenal with the Lore of Nurgle. Flying creatures aplenty and Monstrous Cavalry that makes any enemy general cry. Let's breakdown the army:
Advantages:
Heavily armoured
With the majority of the Warriors army sporting a 3-4+ save as a minimum they can certainly be a tough nut to crack. Infantry with a 3+ save is a common sight and cavalry/monstrous cavalry will of course be running a 1+ save. The obvious counter to this is high strength attacks such as but not limited to:
- Tooled up characters
- Ironguts
- Leadbelchers
- Ironblasters
- Magical Augmentation (Bullgorger, Lore of Beasts)
- Amber Spear
Speed
With a lot of fast options available the army can be built as a very quick army. With units of flyers available and steeds/mounts capable of marching 20 it can be hard to deal with when so many units roll up in your face style. These units can be tackled with the usual shooting and magical attacks and are quite vulnerable to these as they dont tend to have the heavily armoured backup of the rest of the army. The speed issue can also be handled to a degree (ensuring theyre not flyers) with optimal Sabretusk placement.
Countered with:
- Shooting
- Sabretusks
- Magic
Solid characteristics
Sure they pay for it but across the board the entire army has solid stats. Most Initiative based spells dont pose a problem to the army (except some notables) and there good WS/S/T will see them match if not better most foes in a straight up fight. The majority of the enemy armies combat units/blocks will be hitting at Strength 5 wounding our poor Ogres on a 3+. Magic is the sure fire way to make this more difficult.
Counter with:
- Magic (Toothcracker, Wildform, Iceshard Blizzard)
- Stack the Odds (2/3 vs 1 etc)
Marks
Mark of Nurgle makes the unit -1 to hit in combat, very nasty and can turn a sure-fire victory into a rubber lance type of situation. Khorne adds more attacks and immune to psy and I guess the other notable being the Mark of Tzeentch to give a ward save which when combined with a block of Warriors gives them a hearty 5+ parry making them difficult to shift.
Variety
The list has quite a number of units and combinations to choose from. They can match our chaff with their own Chaos Hounds, they can easily go toe to toe with our core units and characters with chariots backing them up and of course they can bring their own warmachines to destroy us from afar.
Cons
Expensive
As a whole you typically wont see a large Warrior army, because of their elite nature and high points cost the army will be a very specialised fighting force. This can be used to our advantage and picked apart piecemeal all whilst dictating the flow of battle. This is certainly a key to victory, if you can separate each unit and prevent them from having mutual support victory is guaranteed.
Typical Setups
Some infamous setups you'll see on the battlefield include but not limited to the following:
Nurgle Daemon Prince
Ive listed this guy first as its quite possible the worst unit we can face. A level 4 wizard sporting either Lore of Nurgle/Death (eeep!) who can happily fly around with a re-rollable armour save and ward, perhaps hitting on a 2+, maybe even have a 2+ ward against flaming depending on the build and will probably deflect the first cannonball you throw at him due to a charmed shield. There is one thing worse than a purple sun heading for your lines, and thats when the assailant is directly on your flank completely perpendicular to your battle line. Ouchies!
However, not all is lost my round friends. The usual principles apply for taking on an enemy of this magnitude, firstly get rid of the charmed shield to ensure ye olde Ironblaster has got a chance to do some damage. Take some pot shots at it first with magic missiles/leadbelchers/shooting of choice to negate the Charmed Shield and then apply the big guns.
Having a flying enemy is always going to be difficult to catch and a canny general wont send him in alone unless the situation calls for desperate measures. Built around the Lore of Death the Daemon Prince (especially against us) can inflict much more damage out of combat then inside of it so dont expect it to charge your blocks unless its backed up with hearty reinforcements.
Summary:
- Magic missiles/shooting to negate Charmed Shield
- Ironblaster/Amber Spear
- S6 attacks
Un-killable character
This is a very tricky build and mildly annoying to face. Exalted Champion, BSB, mounted on a Daemonic Mount with barding taking him to Toughness 5, Talisman of Preservation for a 4+ ward, Mark of Tzeentch taking it to a 3+ ward save and Third Eye of Tzeentch to practically give the model a 2+ ward save. Add in the fact the character is sporting a 1+ armour save and youve still got points to add in a 2+ save against flaming in case Lore of Metal is facing them and it becomes a case of avoiding the character or throwing absolutely everything you can at him to try and dispose of. I find with most builds like this often victory can be secured one of two ways, totally ignoring them (the game can be won without the need to engage/kill said character) or winning the fight via combat resolution and breaking them.
Summary:
- Choose to ignore or engage early
- Win via Combat Resolution
Skullcrushers
I havent seen many lists that dont have the obligatory Skullcrusher build. That is a unit of 3 strong with a musician and Ensorcelled Weapons. The basic scoop is a fast frenzied unit pumping out 9 x S5 attacks (hitting on 3s) followed by the Juggernauts 9 x S6 attacks (hitting on 3s again). Heres the real kicker, just like our Ogres however they need to take 3 wounds before any loss of attacks is noticed, with a 1+ armour save its not the easiest thing to do in combat so simply put dont let them get there. Use of Sabretusks is essential here to dictate these frenzied warriors into an optimal position to open up with an Ironblaster/Amber spear. This has been a successful method Ive employed in a few games but take note of any units that will prevent/block an overrun into a terrible position for the Skullcrushers. A canny general will position Chaos Hounds/Character on Disc to prevent the Skullcrushers from running 14 off on their own separated from the rest of the army. The following diagrams are very basic and of course extremely subjective however you get the point:

Basic positioning

Sabretusk moves into position
Skullcrushers charge exposing flank

Ironblaster goes to work
Summary:
- Sabretusk positioning
- Ironblaster/Amber Spear/Bonecrusher
- Flank charges only
Warrior Block of Nurgle
A staple unit in nearly every warriors army Ive come across and for good reason. A ranked unit with high offensive capability armed with Halberds (S5) and being -1 to hit all day. Well be hitting these guys on a 5+ so as you can imagine its going to be a grind fest. Secondly it will normally house some key characters which can increase the units damage output effectively. Running 6 wide the unit will be spitting out around 19 attacks. Keep an eye out for the Lore of Nurgle giving these guys a boost turning them into Toughness 7 warriors or giving them regeneration (5+). Dont engage the unit unless theyre stranded on their own as you can bet if you face them full strength and allow a chariot/chimera/unit of choice to help them out your Ogres are dust. These guys can not only take a fair amount of punishment, its the amount they dish out before hand that is the concern to the Ogre Kingdoms.
In previous battles against this block Ive focused on removing the support elements first (Chimera/Chrariots/Skullcrushers) before using everything in my arsenal to inflict ranged casualties on the unit (Leadbelchers/Ironblasters/Magic missiles) before finally committing to combat on my terms. Keep in mind with a base movement of 4 they arent the fastest moving threat the Warriors army will produce so time is on your side.
Summary:
- Mutual Charges only
- Ranged attacks
Chimera
A flying terror causer capable of some rampant destruction coupled with a breath weapon and regeneration (4+). Ouch. A similar train of thought can be seen with the Chimera as our Ironblasters, the competitive lists tend to run two of these tooled up and for good reason. However looking beyond the offensive capability there are some chinks in their thick hides. Firstly their Initiative value is 2 making them vulnerable to Purple Suns and of course meaning were either striking first or at the same time. Also its worth mentioning they only have 4 wounds and an extremely low leadership meaning theyll generally hang around with the army general to feed of the higher leadership until they need to commit or they commit together in an orgy of death and destruction. Looking past all of that, the simple rules apply to dealing with this foe. Flaming attacks to counter the regen and then go to town with shooting attacks. Even if you can effectively put 2-3 wounds on it youll make the enemy general second guess himself in terms of putting him into a combat that hed normally win.
These are generally priority targets as if they managed to get into your back lines or flanks you practically cant get rid of them without turning your forces and exposing your own flanks to the enemy. The Sabretusks dont really get much play here purely because the beast can fly completely over them into position so be mindful of this.
Summary:
- Firebellies!
- Ironblaster
- Leadbelchers
- Poison Maneaters w/Flaming Banner
- High Strength attacks
Nurgle Sorcerer Lord
Another classical Lord choice often sported accompanying the Nurgle Bunker Block. Several different builds however a popular one comprises of giving a ward save and the Glittering Scales providing a 6+ to hit for most enemies. Waste your attacks trying to take him out and the rest of the unit goes to work racking up the combat resolution. A familiar can be added to give the sorcerer 5 spells to play with and the Lore of Nurgle is capable of augmenting their units to make them rock solid or reducing the Toughness of our poor Ogres.
Magic Lores
Warriors have access to the following lores:
- Lore of Nurgle
- Lore of Slaanesh
- Lore of Tzeentch
- Lore of Metal
- Lore of Death
- Lore of Shadow
- Lore of Fire
Without going too much into detail I wish to post a quick review of the Lore of Nurgle as I think it is a premiere Lore if used in conjunction with several units and army builds.
Lore attribute When a spell is successfully cast on the roll of a 6 the wizard increases its Wounds and Toughness by 1 for the rest of the game.
Handy on that Flying Daemon Prince right? If youre getting off 2 spells per phase then you can probably expect to get this on average of twice per game but stranger things can happen.
Stream of Corruption Direct Damage, flamer template toughness based check attack
Miasma of Pestilence Augment spell, reducing enemy WS/I in base contact with unit
Blades of Putrefaction Augment spell, Poison attacks
Curse of the Leper - Augment/Hex, adds/minuses D3 toughness.
Rancid Visitations Magic Missile, D6 S5 hits and can continue after failed T check.
Fleshy Abundance Augment, regeneration (5+)
Plague Wind Vortex, T tests failed = 1 wound
So as you can see Curse of the Leper for us is the key spell to stop. Everything revolves around this spell. In the opening frames of the game the enemy will attempt a boosted Curse of the Leper before unleashing a Rancid Visitations/Plague Wind to inflict some casualties. Stream of Corruption is hardly seen but I could see it working with the flying Daemon Prince sneaking up to a side of an infantry block and having a friendly vomit on them.
Key Units
The following is a quick summary of what is considered competitive and a very quick counter to each unit.
Daemon Prince (as above)
Sorcered Lord (as above)
Throgg Trolls for Core, flaming attacks to counter
Chaos Chariots Good armour save and great support for warrior blocks. Ironblaster/Amber Spear/Bonecrusher before combat, Ironguts in combat. High strength impact hits can kill it remember.
Warhounds Chaff for the enemy and used the same as Sabretusks. Can Vanguard. Shoot/spell away and panic.
Warrior Blocks In different flavours, nearly always with halberd/shield combo. Engage with magic/shooting before stomping in combat. Be prepared to take casualties. Ironguts/Bulls with character support, MFC are great at doing some soaking with augments.
Marauder Horsemen Usual fast cav however can dish out some S5 attacks with malice. Shooting/magic.
Chimera Covered above.
Chosen expensive however a roll of the chart can make them specialised, treat the same as Warrior blocks.
Gorebeast Chariot The ultimate infantry support tool, treat carefully as they have higher Toughness but much slower. Usual chariot counters.
Trolls Regenerating Monstrous Infantry fire magic, flaming attacks.
Hellcannon Chaos Artillery that can chop in combat beware. Ironblaster, Irongut block.
Skullcrushers covered above
Sub optimal choices:
Chaos Lord Expensive and a tooled up lord can practically pay for another unit. Brings Leadership 9 however slap a Standard of Discipline on the bunker and that solves that problem.
Chaos Marauders Got a price hike from last edition, little armour and drop like flies.
Forsaken Too expensive for what they do and no command options.
Chaos Knights single wound models when you could take Skullcrushers?
Warshrine Depending on the list build the problem comes from having power dice to use it on the army.
Dragon Ogres I like them but theyre expensive and little armour and low initiative
Chaos Ogres Another one I actually like, depending on build but in general probably wont see.
Hellstriders Too fragile however extremely fast and with character support can be incredible.
Chaos Giant We all know big things simple attract fire, no different.
Chaos Spawn Seen if points to fill
Dragon Ogre Shaggoth see Chaos Giant but a gorgeous model.
Vortex Beast hideous
Slaughterbrute see Chaos Giant
What to expect:
A basic build will comprise of something like this:
Daemon Prince/Sorcerer Lord
BSB
Chaos/Gorebeast Chariots
Chaos Hounds
Warrior Block
Chimera/s
Skullcrushers
Hellcannon
What to take:
I don't like to customise armies to fight others however below if a list of what I would feel is optimal/possible units to face off against a Warriors of Chaos list:
Slaughtermaster - magic defense/augmentation
BSB - Usual reasons
Firebelly - Counter Regeneration/Chaff Removal
Hunter - Harpoon Launcher flank shot?
Ironguts - Bunker characters and a hard hitting block
Gnoblars - Dangerous Terrain tests hurt their expensive models
Sabretusks - Read my tactica!

Mournfang Cavalry - Fast and hard hitting unit capable of holding the line
Maneaters - Poison/flaming attacks can really help swing the battle
Leadbelchers - Every wound helps from a distance, chaff removal
Ironblasters - Armoured counter, auxiliary chariot.
Thundertusks - Because nobody likes striking last.
Seasoning to taste.
"Nec sorte nec fato"
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars
