“ | Chaos Warriors come alive in the midst of bloody battle; thriving on the slaughter of similar foes. | „ |
Chaos Warriors (Halberds) are a Warriors of Chaos melee infantry unit introduced in Total War: Warhammer with the Chaos Warriors Race Pack.
Recruitment[ | ]
By upgrading Marauders or Marauders (Great Weapons) to Chaos Warriors (Halberds) with the Warband Upgrades
By upgrading Chaos Warriors or Chaos Warriors (Great Weapons) to Chaos Warriors (Halberds) with the Warband Upgrades
WH1 & WH2[ | ]
Unlocked with: Ruinous Altar
Description[ | ]
Answering the call of Chaos, many a great fighter has journeyed to the frozen north to throw in their lot with the hordes that muster in the Wastes. They do so because they feel a deep connection with the Ruinous Powers, evident by some form of corruption affecting the minds, bodies, or both. Once pledged, they have no need of food, drink or sleep, for they are nourished by the carnage they wreak. They have nothing but contempt for the weak and the cowardly and go about the business of murder with a vengeance, for there is always a part of the warrior who was that rages against the Chaos Warrior he has become.
Attributes[ | ]
Halberd Infantry
- ▲ Armoured: Armoured units can block damage from any source apart from
Armour-Piercing damage.
- ▲ Armour-Piercing: The damage of
armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
- ▲ Anti-Large: Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a
damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
- ▲ Charge Defence Against Large Foes: When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
Warband Upgrades[ | ]
Undivided[ | ]
- Chosen
- Chosen (Great Weapons)
- Chosen (Halberds)
- Cost:
600
- Rank:
7
Technology Required: Rite of Ascension
- Cost:
- Chaos Knights
- Chaos Knights (Lances)
- Cost:
600
- Rank:
6
Technology Required: Profane Weaponry
- Cost:
Khorne[ | ]
- Chaos Warriors of Khorne
- Chaos Warriors of Khorne (Dual Weapons)
- Chaos Warriors of Khorne (Halberds)
- Cost:
250
Technology Required: Searing Branding Iron
- Cost:
Nurgle[ | ]
- Chaos Warriors of Nurgle
- Chaos Warriors of Nurgle (Great Weapons)
- Cost:
250
Technology Required: Rusted Branding Iron
- Cost:
Slaanesh[ | ]
- Chaos Warriors of Slaanesh
- Chaos Warriors of Slaanesh (Hellscourges)
- Cost:
250
Technology Required: Sensuous Branding Iron
- Cost:
Tzeentch[ | ]
- Chaos Warriors of Tzeentch
- Chaos Warriors of Tzeentch (Halberds)
- Cost:
250
Technology Required: Arcane Branding Iron
- Cost:
Strategy[ | ]
The earliest available and cheapest anti-large infantry. While Chaos has excellent cavalry and monsters for killing other large units, these are expensive, can't pin as effectively, and relying on them too much for killing cavalry and monsters can result in them being too beat up for anything more if they win. Having a few Halberds to anchor your flanks and as a reserve can be very helpful. Your large units will also win fights with other large units much more decisively if they have some halberds backing them up. They are also fairly effective against infantry.