CONCENTRATE ALL FIRE
Whether you're shooting at your 'victim' unit or casting magic missiles at it, remember to concentrate your efforts on one particular target until it is damaged enough to either run away or give you a bunch of Victory Points. Causing Panic tests in the enemy is paramount – one flopped test and a unit is taken out of the running for at least two turns (one whilst it rallies and one whilst it gets back into position) allowing you to concentrate your efforts on the next nearest threat. It's a great feeling when part of the bad guy's battle line collapses, so don't get fazed by the enormous amount of threatening targets – take them out one at a time and in order of highest priority and they will become manageable pretty quickly.
PICK ON THE SOFTER BITS
You won't get too many chances to snaffle up quick and easy Victory Points against the Horde, but when you do, grab them with both hands. That means sending a cannon ball into that Chariot of Chaos (120 points), zapping the Spawn with a magic missile (60-75 points), and shooting those Marauder Horsemen (65-180 points). The added bonus this has is that a unit that is destroyed in a single phase will cause Panic tests in any unit within 6" of it – in Archaon's Horde, that's usually bound to be at least two units. With some good rolls and a bit of luck, you can collapse entire sections of the Chaos line. After all, it's unlikely you'll cause enough casualties on a large Chaos Warrior unit to drive it off, but shoot down the small unit of squishy Chaos Hounds next to them and not only have you killed off a unit but you've forced that Panic test on the Warriors (and possibly their mates) into the bargain. Remember you can force Panic tests in both the Magic and Shooting phases. In the Halting the Tide scenario, panic is your friend – force those tests as often as possible.


Archaon's Horde swells with rank upon rank of Chaos Warriors.
This tactic really comes into its own in the closing turns of the Halting the Tide mission, as you'll find stragglers galore and lone characters wandering about the battlefield. Hit 'em with everything you've got, even if it means losing a unit or two in the process.
Finally, don't be afraid of noble sacrifice. Has your unit of five heavy cavalry suffered a couple of casualties? Great – now it becomes the perfect character killing unit. Just charge them straight into a unit harbouring an enemy character (preferably a wizard) and you'll be spitting him on up to four lances, plus the often-lethal attacks of the horses. A gamble that could easily net you a couple of 100 points before your Knights run for the hills, and pull an enemy unit out of the battle line into the bargain. They may even rally in your next turn if you're lucky. It's important that you take these risks occasionally, or the Chaos line will run over you like a steamroller around Turn 4.
DON'T GET COCKY, KID
No matter how well things are going, it's generally an idea not to engage in combat until you've whittled away at least some of the Chaos units. You'll need every one of your units to make a difference if you want to win, so pick your fights. As you're immune to panic, you're well within your rights to set up toward the back of your deployment zone, or to back away in your Movement phase – both of these important tactics can buy you another vital turn of shooting/magic/not being cut apart and fed your own intestines.
On the flip side of this issue, when you're fielding an army twice the size of your opponent, it's easy to get complacent. Your opponent's mind will likely be filled with visions of his glorious Chaos legion running roughshod over your paltry defenders, pillaging and burning merrily, and I have to say having fielded the Horde a couple of times it really does affect your game. Jump on any mistakes your opponent makes, capitalise on any openings he's left in his line, and you'll find his demeanour change soon enough.
TACKLING THE BIG FELLA
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Archaon is a lot easier to deal with if you kill
his |
The baddest horsemen of them all, Archaon is a virtually indestructible killing machine capable of slapping the Four Horsemen of the Apocalypse back into their stable. Luckily, his horse is not. Dorghar is a Daemonic Mount, and as such takes separate hits to Archaon himself – in fact two thirds of the hits that thud into Archaon will actually hit his steed. Although the damned thing has a Toughness of 5, 3 Wounds and a 5+ Daemonic Ward Save, it's still far easier to kill than Archaon – a good volley of firepower and a few magic missiles should send the Lord of the End Times tumbling to the floor. Once he's trudging towards your lines on foot, he's a hell of a lot easier to cope with.
IN CONCLUSION
Well, that little lot should get you started and make sure that you get less of a sinking feeling when your gaming buddy puts down those eight units of Chaos Warriors. Taking on the Horde in the Halting the Tide scenario really is the ultimate challenge, and you'll need to play a tight game and have luck on your side to get a decent win. However, if you do manage to get a win, you can truly impress your friends with tales of heroism and derring-do, the Storm of Chaos may yet be held at bay. Now get out there and take down as many of 'em as you can before the guy with the scythe shows up, and remember, have the spray paint ready...
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