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