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Made in us
Hurr! Ogryn Bone 'Ead!





I was thinking of jumping on board with the new fantasy edition, and wrote up the following army list:

Sorceror Lord: Disc of Tzeentch, Mark of Tzeentch, Level 4, Skull of Katam - 360
Chaos Sorceror: Mark Of Tzeentch, Level 2, Chaos Steed, Dispel Scroll x2 - 206

Marauders x20: Mark of Tzeentch, Standard, Musician, Light Armor, Shields - 152
Marauders x20: Mark of Tzeentch, Standard, Musician, Flails - 132
Marauders x25: Mark of Tzeentch, Standard, Musician, Great Weapons - 157
Warriors x12: Mark of Tzeentch, Standard, Musician, Shields - 230
Marauder Horseman x5: Mark of Tzeentch, Musician, Spear Light Armor, Shield - 106

Knights x5: Mark of Tzeentch, Standard, Musician - 250
Knights x5: Mark of Tzeentch, Standard, Musician, Lances - 275

Chaos Warshrine - 130

Total: 1998

I feel like this list gives me a good combination of effectiveness in magic, tons of close combat potential, numbers, survivability, and mobility. I gave the Sorceror Lord the Disc because it looks cool, but I'm not really sure of it's use on the tabletop. I'll most likely be drawing from the Lore of Tzeentch with both of my sorcerers of course. My only rule for this army is that the Mark of Tzeentch is mandatory on pretty much everything (except the Warshrine).

I'd also be curious as to what some of you have done to make the warshrines. I was thinking of heavily converting a Chaos Chariot to represent mine as that's what is sort of looks like in the army book.
   
Made in us
Savage Minotaur




Chicago

Ugh, haven't critiqued on WoC lists for a while, forgive me. Salvage will hopefully hop in and add the things I forget.


Skull of Katam is not benefiting you in this list. Drop it. Its only good if you have several sorcerers crowding around it.

I suggest infernal puppet on the Slord, book of secrets is also pretty nice.

I really don't like how your going with characters, a Slord and a caddy isn't enough if you want to go magic heavy. I suggest you throw in a sorcerer on a disc with roar, golden eye of tzeentch, and book of secrets. 'ard sorcerer, with lots of power.

The sorcerer lord would benefit from a power familiar.

Really, you should drop the MOT from the horsemen, you shouldn't have to have MOT on all your units, but also be able to leave them unmarked.

Just an FYI, if you didn't know, the horsemen aren't fast cavalry w/ the shields & light armour. I suggest flails on them, though I'm not sure how much I endorse that suggestion. 2 PPM might be a bit much for another point of S since they already have spears.

My personal favorite is march blocking with Throwing Axes.

Drop the lances from the knights, its never worth it. The weapons they already have work in all rounds of combat, and they're magical for wood elves and such. Trust me.

Why the different equips on all the marauders? GW's really should only be took on small units of marauders (10 or 12) as they really aren't optimal, though nice for a flanking unit.

I suggest flails on all of them, along with shields and light armour, gives them a decent-ish save to take a charge, and some good potential to tear gak up on the charge.
   
Made in us
Omnipotent Lord of Change





Albany, NY

eNvY wrote:I was thinking of jumping on board with the new fantasy edition, and wrote up the following army list:

Looks like you're working with the points caps in mind, good call. Your characters are just over 25% though, so we might see about bringing them under 563 if we can. Otherwise, I like a lot of what I see, though Karon brings up some decent points. Here's my thoughts:

Sorc Lord > If you're exposing that many points and that important of a character, he needs the golden eye. Also, puppet, particularly if 8th is as unpleasant with miscasts as we're hearing. The skull really is doing him no favors, just a very very expensive way to get +1 to his cast. [+25+35-50 = +10 pts]

Sorc > Good backup caster, horse for nice armor and versatility of unit placement. His are the points that need to be chopped though, so I say ditch a scroll (partially because scrolls are not going to be as impressive as they are now). However I would give him the favor, which will mean that if you want to buff a unit he's in, they'll gain the +/-1 bonus as well. Handy if you want some control of juicing up a unit, and the sorc can handle himself pretty well. [-25+5 = -20 pts]

Marauders > Nice mix of weapons, it's going to be interesting to see what works. I'm thinking that 25 w/ full command + flails are going to be the best option, when gw go ASL and stepping up means that more of your barbarians get to swing.

Warriors > What are these guys doing? 12 Tzeentch warriors is pretty pathetic, and if the heavy infantry rule is true than they're also unable to march and will be left behind. At this point in time, I would suggest giving them rapturous standard and providing a heavy anchor for enemy assault units to mash into, though you might consider giving them halberds instead of shields should the nerf go through. [+20 pts]

Horsemen > It's quite hard to justify MoT on 5 horsemen, and I've tried time and again. I also think that, no matter how nerfed fast cav might be in 8th, keeping your speed will be important. Which means drop la or shields. Also, I run spears myself, because I like the look over flails [-25 pts]

Knights > Classic blue knights. Sadly with no stacked saves any more your 6+ ward only gets to roll out when their armor is ignored completely, but ah well. On the subject of lances, I applaud you for wanting to take them, but apart from frenzied knights I don't believe they're viable. It's the fact that you have to pay to swap out your S5 magic axes for them. The decision is hard without the extra points, but easy to toss aside otherwise. [-25 pts]

Warshrine > I'd say go ahead and mark it, for theme mostly. I figure the 'shrine would be the most blessed unit in an army, no sense that a Tizz force like yours has an undivided 'shrine! [+20 pts]

Where's that leave us? Let's see ...

L: Sorcerer Lord - MoT, level 4, golden eye, infernal puppet, disc = 370
H: Sorcerer - MoT, level 2, dispel scroll, favor, chaos steed = 186

C: 12 Warriors - MoT, rapturous standard, standard, musician, shields = 250
C: 25 Marauders - MoT, full command, flails = 165
C: 25 Marauders - MoT, full command, flails = 165
C: 25 Marauders - MoT, full command, flails = 165
C: 5 Horsemen - musician, spears, light armor = 81

S: 5 Knights - MoT, standard, musician = 250
S: 5 Knights - MoT, standard, musician = 250

R: Warshrine - MoT = 150
-------
2032!

.............. and I just realized you're working on a 2000 point list, not 2250. In which case you may need to hack into the characters even more to make them fit. I'd say drop the scroll, then consider dropping the level 2 upgrade. 5 power dice of tizz magic might be good in 8th, who knows. It certainly isn't bad now: 1 two-die flicker, 1 five-die gateway / flicker. I run this @ 2250 and enjoy it, though gateway is pretty ridiculous.

So I guess we've now got something like:

L: Sorcerer Lord - MoT, level 4, golden eye, infernal puppet, disc = 370
H: Sorcerer - MoT, favor, chaos steed = 126

C: 12 Warriors - MoT, full command, shields = 242
C: 25 Marauders - MoT, full command, flails = 165
C: 25 Marauders - MoT, full command, flails = 165
C: 25 Marauders - MoT, full command, flails = 165
C: 5 Horsemen - musician, spears, light armor = 81
C: 5 Warhounds = 30

S: 5 Knights - MoT, standard, musician = 250
S: 5 Knights - MoT, standard, musician = 250

R: Warshrine - MoT = 150
-------
1994

I had close to enough points to buy some warhounds that the list needs for light work, so I ditched the rapturous and made the dogs happen. Also picked up a champ for the warriors - signs point to champs allowing units a movement ability, perhaps 1 free reform or something. Also, warrior champs are better than many enemy heroes ...

You should clearly feel free to experiment with marauder equips. This is the version I would prefer, with a unified battle line of large smashy blocks. I do think flails will prove to be ideal, and with MoT behind them you don't need to worry about armor.

- Salvage

This message was edited 1 time. Last update was at 2010/05/17 02:36:12


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Nurgle Predator Driver with an Infestation



USA - MS

salvage usually has some great pointers and I agree pretty much with his list for a themed MoT army. I run the lvl 4 sorc on a disc myself, and the infernal puppet is a must. Just pray you get the 3rd spell and you are in business to make people cry.

I personally have never run the blocks of marauders though they their stat lines are pretty solid compared to other rank and file.

My only recommendation would be to maybe drop the warhounds and the warshrine. Instead grab great weapons for your warriors and take a chariot with MoT. The war-shrine can be real finicky...there has been games I have rolled 7 for 3 turns in a row. The chariot is a great weapon for the points and the great weapons give you the option to use shield/HW OR Great weapons with your warriors in combat. With the marauder horsemen and 2 knights and a chariot there is plenty of fast moving units to deter movement on your flanks.

Either way Salvage has some good pointers. He has always liked the hounds , I never have bothered running them. Just personal preference.

Father Nurgle Wash Over Us 
   
 
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