So, I know I let this die off for a while, but it takes (me at least, I am sure there are people who are much smarter or who can at least make up their minds quicker) a lot of time to evaluate and playtest units in different situations. Ideally, I'd wait longer, I am that much of a perfectionist, but I know a crapton of people are jumping on the Warriors train following the new book, so I had better finish this up, and by finish this up I mean start the unit overviews.
Beginning with core units. I can't review them all in one post, or all in one day, because of how customizable each unit is and how many roles it can fill. But, of course, I will start of with the iconic chaos warrior.
I don't remember if I said what each mark does yet, so here they are:
Mark of Khorne - Gives frenzy to the unit.
Mark of Tzeentch - Gives +1 to ward saves, stackable with parry, to a maximum of a 3+ ward.
Mark of Nurgle - Wins most improved mark by changing of its own volition. Now enemies are at a straight up -1 to hit, not -1 WS. It has no effect at range, though.
Mark of Slaanesh - Gives immunity to fear, terror, and panic. Is the most improved mark through the fact that will of chaos no longer exists. Is also cheaper then the other marks.
Just a heads-up as well - characters with marks can only be put into units with the same marks or unmarked units. However, 2 characters with 2 different marks cannot join the same unmarked unit. So marks and characters joining units now work like the new CSM book.
Chaos Warriors - 10/10
These guys are every Warriors player's dream come true. They are the anvil and the hammer, they score, they can have 4 marks for more flexibility, and well, for their statline, they are pretty cheap. They dropped a point from the old book but lost the will of chaos, which is a nice trade (and which also made the MoS better).
Every option is now on a per model basis, whereas in the old book marks were bought at one flat price for the unit. Weapons prices did go up, the good ones got (really) expensive, but they are still worth it.
First key to using warriors is knowing what you are doing with them. Pick their role, and them suit them to it. If you want your warriors doing 2 things, then buy a second squad. They are the go-to core unit now, marauders got priced out of overeffectiveness and warriors are much the same as ever. The point is - buy a few units of warriors for your core unless you are doing some sort of themed list.
Second is unit size. While warriors are strong on offense and defense, and have stats that beat literally every other core unit in the game in some areas (either S/T or WS/I or A or LD, and for the majority of core units all of these) they pay for it. Warriors shouldn't be horded and you can't afford huge squads of these expensive littles buggers, and you can never afford to have over two ranks be out of the action (not be in combat). Ever. Ever. 15 is where I would start. At 10 or 12 your unit becomes a nonissue after a little dedicated magic or shooting. At 25 you just paid 500 points for a unit, and a lot of that unit will be doing jack. 18 works, but like I said, keep it to 3 ranks. The only time this rule becomes less clear cut is for an anvil, but I still usually keep mine smaller.
Now, unit setups. For the hammer, I usually build something like this -
18 Warriors, Mark of Khorne, Full Command, Halberds, Banner of Eternal Flame - 397
That is giving you 25 S5 flaming attacks at WS and I 5. Very scary for any unit to face - and they have T4 and a 4+ AS to survive. Now, in a khorne unit, you do not need the champion like you might in units with other marks. Some people would take shields for the +1 to armour save in the way in, but that is personal preferance.
Units marked with khorne are always going to be a hammer - don't use a khorne anvil. The best weapons are halberds - additional hand weapons and great weapons aren't even close. Khorne makes the most efficient hammer, but other hammers can be made, and franzy always carries the risk of baited charges, so be aware (and maybe use a hound screen to make the charges illegal).
As for a typical anvil -
18 Warriors, Mark of Tzeentch, Shields, Full Command, Blasted Standard - 361
Nowhere near the hitting power of the previous unit, but staying power is tremendous - a 3+/5++ in combat, and 3+/6++ outside, with the caveat that most shooting directed at them will be half strength. Nothing will be able to cut through that quickly - it is cavalry like toughness. Shadow is currently the lore I use most (nurgle and slaanesh quite a bit too though) and they will be deadly with mindrazor (like anything), but never count on a spell making a unit good. Even without buffs, these guys are more survivable then most infantry anvils - with a trade-off of lower numbers, and still throw out a respectable 19 S4 WS5 I5 attacks.
Now as I previously stated the Mark of Nurgle got better - got a lot better. Now worth taking and it can make an anvil to rival Tzeentch, and a really powerful unit that can both take and give punishment when paired with Festus.
18 Warriors, Halberds, Command, Mark of Nurgle, Shields - 400
It is 400 points on the button. Shields and hand weapons is an option for some people to make a better anvil, but with nurgle I am looking for a hybrid unit and halberds give it to me. If I use shields, I would still prefer to go tzeentch, but here, you are at a -1 to hit, which means 5s for everything but swordmasters, chosen, and wardancers ands 6s for the undead and some crappy units. Which gives a lot of survivablilty off the bat. Followed up by 19 s5 attacks to the face - this unit will give and take punishment. Then we could add my favorite special hero - Festus. I won't do his whole review here, but suffice it to say that he is very good, and gives whatever unit he is in a 5+ regen save and poisoned attacks - letting this unit rival the tzeentch anvil, and the khorne hammer. I will get into more detail when I go over Festus - but his biggest drawback is gone. He is still semi-easy to kill, but not for a mage.
And for a slaanesh unit, what build do you go for? You won't be as hitty, or as survivable or have the hybrid potential of the other three marks, but you do have reliability - not testing for fear, terror, and panic. (Khorne gives some of these benefits too which largely obsoletes this mark, but it is cheaper, doesn't have frenzy baiting, and has cool magic items and magic that might be worthwhile. I think they point the cannot join units clause in because of this fact, but that is just me pontificating.)
The first is a super anvil - relying on a character with the pendant of slaanesh to turn this unit into one that will never run. You can use it as a home for Sigvald or a mage, but other then that, you just get reliablity, which doesn't necessitate its own build. So do whatever you want with the slaanesh unit (I would personally go with hammer unless you are using the pendant - then go anvil) giving them a loudout you'd give another unit, knowing it will be slightly less effective but more reliable.
That is it for the warriors for today. Quite a long post - my finger need a rest. But other core will follow shortly/eventually/whenever.