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![[Post New]](/s/i/i.gif) 2010/04/30 06:27:45
Subject: Warriors of Chaos 2K
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Dakka Veteran
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This list is built for a Tournament Scene, where I expect Beastmen, Khemri, Vampires, Skaven, WoC, Empire with Steam Tank, and possibly Daemons? This list I think will be able to stop any magic heavy lists, and should be able to beat most armies in combat. 7 Dispel Dice, 3 Dispel Scrolls
Sorcerer Lord
Level 4
Mark of Tzeentch
Crown of Everlasting Conquest, Spell Familiar
Armor of Morrslieb, Chaos Steed (Barded)
Chaos Sorcerer
Level 2
Mark of Nurgle
Conjoined Homunculus, Enchanted Shield, Dispel Scroll
Chaos Steed (Barded)
Chaos Sorcerer
Level 2
Mark of Tzeentch, Bloodcurdling Roar
Book of Secrets, Dispel Scroll
Disc of Tzeentch
Chaos Sorcerer
Level 2
Mark of Tzeentch
Talisman of Protection, Dispel Scroll
Disc of Tzeentch
5 x Marauder Horsemen
Flails, Throwing Axes, Musician
5 x Marauder Horsemen
Flails, Throwing Axes, Musician
5 x Marauder Horsemen
Flails, Throwing Axes, Musician
Chaos Knights x 5
Mark of Nurgle,, Standard Bearer, Champion, Banner of Rage
Chaos Knights x 5
Mark of Khorne, Standard Bearer, Champion, Blasted Standard
Chaos War Hounds x 5
Chaos War Hounds x 5
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![[Post New]](/s/i/i.gif) 2010/04/30 12:44:16
Subject: Warriors of Chaos 2K
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Savage Minotaur
Chicago
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Give the the horsemen flails or Throwing axes, not both, your putting too many points into them if you give them both, give them light armor as well.
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![[Post New]](/s/i/i.gif) 2010/04/30 13:41:15
Subject: Re:Warriors of Chaos 2K
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Omnipotent Lord of Change
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Whoa, that's hardcore (and almost exactly the kind of list that 8th edition should crush out) ... I'm shocked that you don't have a puppet somewhere, and also a bit surprised that you haven't given MoS to your core. Beyond those two, I'd suggest switching the second disc sorcerer out for a disc exalted w/ book, giving you another light hammer who should be totally devastating to enemy war machines and also handy to have in a combo-charge. My tweaked version: L: Sorcerer Lord - MoT, level 4, armor of morrslieb, crown of regen, spell familiar, steed = 414 H: Sorcerer - MoT, level 2, golden eye, dispel scroll, roar, disc = 230 H: Sorcerer - MoN, level 2, enchanted shield, infernal puppet, steed = 206 H: Exalted - MoT, talisman of protection, book of secrets, flail, shield, disc = 189 C: 5 Horsemen - MoS, musician, flails / t.axes, light armor = 96 C: 5 Horsemen - MoS, musician, flails / t.axes, light armor = 96 C: 5 Horsemen - MoS, musician, flails / t.axes, light armor = 96 C: 5 Warhounds = 30 C: 5 Warhounds = 30 S: 5 Knights - MoK, blasted standard, standard, musician = 300 S: 5 Knights - MoN, banner of rage, standard, musician = 295 ------- 1982 Disc sorcerer lost his book but got the ultra-ward for burning / roaring on the go. Nurgle sorcerer has the all important puppet. And there's the exalted as mentioned, and do remember that he gets +1 to cast for his mark of tzeentch Horsemen have light armor and MoS, so as to be better mobile escorts for their wizard friends. I agree with Karon that you should pick flails or axes, though with the extra points you could have one unit with both I suppose. Those uber-knight bricks I swapped the champs out of, as champs are really quite uneconomical for their points (and can nerf the unit if something nasty charges in and challenges the champ out). I swapped musicians in though, because any unit that relies on CR to win is going to want a tie-breaker handy. Not sure what to do with the extra points, beyond tossing a few more upgrades onto the horsemen. Frankly this thing is so min/max-y smash-y already that those 18 points aren't going to help overly much! - Salvage
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This message was edited 1 time. Last update was at 2010/04/30 13:41:37
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![[Post New]](/s/i/i.gif) 2010/04/30 14:43:25
Subject: Warriors of Chaos 2K
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40kenthus
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To echo Boss's message about the Puppet - with 4 casters, you'll miss cast 2-3 times per game. Not only will the puppet save your casters, but it will prevent the magic phase from ending early. And as an add bonus, it will put the fear of mis-cast into any opposing magic heavy army.
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![[Post New]](/s/i/i.gif) 2010/04/30 20:13:37
Subject: Re:Warriors of Chaos 2K
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Dakka Veteran
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I like some of the suggestions Boss_Salvage, but I had a few questions?
Why on earth would you put the Mages, in the Marauder Cavalry? They stop being fast cavalry, and it exposes the caster more?
I can see the benefit of the Infernal puppet, the only reason I didn't have one was due to the reliability of Dispel Scrolls, but since it effects both armies, its worth dropping a dispel scroll.
I was worried about fielding an Exalted Hero, because of their price vs. magic/magic defense, considering the number of times I have to play Dwarf Gun Lines, your probably right I should have one in other tournaments. . .
Why the Golden Eye instead of the Conjoined Homunculus?
I think if I pulled the Light Armor, I could give the Fast Cavalry, Flails & Throwing Axes, and it used up the extra points nicely. . .
-In the tournament scene, I have been in 5+ goes to a 6+ and they die, I was playing High Elves, and I rarely got to make an armor save ever. . .
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![[Post New]](/s/i/i.gif) 2010/04/30 21:14:54
Subject: Warriors of Chaos 2K
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Savage Minotaur
Chicago
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Light Armour is worth it.
Book of Secrets is god. One of the best items in the W.o.C book
Well, for one, the golden eye makes it so your sorcerer isn't destroyed by a cannonball first turn, making the conjoined terrible item worthless. And, conjoined terrible item isn't even that great, for 20 points, you can add d3 to your casting roll per turn, but then next turn, you test on LD8 for stupidity...not worth it.
As I said, putting too many points into the fast cavalry isn't good. T.Axes or Flails, they are either going to be charging with the flails on the flank, or march blocking and harassing with the Throwing Axes.
Dispel Scroll doesn't add up to the infernal puppet...ever.
Salvage's Exalted is a good build.
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![[Post New]](/s/i/i.gif) 2010/04/30 23:57:19
Subject: Re:Warriors of Chaos 2K
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Omnipotent Lord of Change
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citadel97501 wrote:I like some of the suggestions Boss_Salvage, but I had a few questions? Why on earth would you put the Mages, in the Marauder Cavalry? They stop being fast cavalry, and it exposes the caster more? I can see the benefit of the Infernal puppet, the only reason I didn't have one was due to the reliability of Dispel Scrolls, but since it effects both armies, its worth dropping a dispel scroll. I was worried about fielding an Exalted Hero, because of their price vs. magic/magic defense, considering the number of times I have to play Dwarf Gun Lines, your probably right I should have one in other tournaments. . . Why the Golden Eye instead of the Conjoined Homunculus? I think if I pulled the Light Armor, I could give the Fast Cavalry, Flails & Throwing Axes, and it used up the extra points nicely. . . -In the tournament scene, I have been in 5+ goes to a 6+ and they die, I was playing High Elves, and I rarely got to make an armor save ever. . .
Aight, some answers ... I was actually trying to figure out where on earth you would put them! I couldn't imagine that you meant for them to ride with the knights, both of which are mobs of frenzied maniacs looking to either be baited and ignored all game, flanked to death or be in combat, where a whole lot of magic doesn't work very well. With the marauder cav your steed sorcerers in fact DO benefit from free reforms (not 360 LoS though, as they aren't fast cav themselves), allowing them some serious maneuverability to put spells where they need to be and avoid combat. And the horsemen also offer 5 T3 ablative wounds for each wizard (and a LOS! roll before depleting), which is better than your other option of running them solo. And another thing about putting the wizards in with knights, you're just making sure that even more of your eggs are in two baskets. This army has two tricks - immense magic (based around a level 4 on steed) and 2 frenzied knight blocks - that should be applied as separate tricks, frankly. Yea, the puppet works for you as much as for the other guy, and is also both reusable AND does something against non-magic armies. Golden eye because it makes a rather important character functionally invincible, unless you let him get charged. And not homonculus because 1) I always have a better use for 20 points and 2) being stupid on a rather important flying character who can only really be lost if you let him get charged, is a sad situation to be in ... And I don't know about you, but given the chance to fail stupidity, I do. If your points work out and you'd rather have versatility over a more clear role and some protection, then I say go for it. In my mind, a 5+ reduces into 6+ = 1/6th chance of saving. A 6+ reduces to nothing = 0 chance of saving. 16.67% and 0% are worlds apart, and I like my marauders to live. Given how irritating your knights are to shoot ( MoN / blasted standard) I would assume your horsemen suck all small arms fire first, particularly if sheltering wizards ... - Salvage
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This message was edited 1 time. Last update was at 2010/04/30 23:59:06
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![[Post New]](/s/i/i.gif) 2010/05/02 08:17:23
Subject: Re:Warriors of Chaos 2K
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Dakka Veteran
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Thanks for all the help guys, the assistance helped me score 3rd place, I would have had 2nd but a Dark Elf on Uber Dragon of doom kicked my teeth in. . . I kept fizzling all of my magic and he ate both units of Chaos Knights with this. . . Super Tough Tzeentch Lord worked wonders though. . .
Elf had. . .
Strength 6, Hate, 4 attacks
1+ armor save, Reverse Ward
Dragon
Strength 6, Hate, 6 attacks
3+ armor save
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![[Post New]](/s/i/i.gif) 2010/05/02 23:27:29
Subject: Re:Warriors of Chaos 2K
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Wraith
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Pretty standard DE Lord on Dragon. He could've gone with 3+ armor, Reverse Ward and Regen if he wanted, but likely would've been better served with a magic weapon instead.
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