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Made in us
Inspiring Icon Bearer





2250.0 Pts - Warriors of Chaos Roster

Sorcerer Lord (1#, 390.0 pts)
1 Sorcerer Lord @ 390.0 pts (General; Level 4 Upgrade; Hand Weapon; Chaos Armor; Life Leeching)
1 Blood of Tzeentch - Reroll 1 casting or dispel dice per turn.
1 Talisman of Preservation - 4+ Ward
1 Favour of the Gods - Modify Eye of the Gods rolls by 1.
1 Distendible Maw - Eats at model hit in combat if it fail an init test.

1 Life Leeching
1 0. Spirit Leech
1 1. Aspect of the Dreadknight
1 2. The Caress of Laniph
1 3. Soulblight
1 4. Doom and Darkness
1 5. The Fate of Bjuna
1 6. The Purple Sun of Xerus

Wulfrik (1#, 185.0 pts)
1 Wulfrik the Wanderer @ 185.0 pts (Hand Weapon; Shield)

(Comes in from reserve on a party boat. Starts at 5+ to enter from any board edge on turn 1 and goes down 1 per turn after that. Great for picking on backfield units.)

Sorcerer (1#, 85.0 pts)
1 Chaos Sorcerer @ 85.0 pts (Hand Weapon; Chaos Armor)

Exalted Hero (1#, 225.0 pts)
1 Exalted Hero of Tzeentch (Battle Standard Bearer) @ 225.0 pts (Mark of Tzeentch; Hand Weapon; Chaos Armor; Shield; Battle Standard Bearer)
Doom Totem - 1 ld for all models enemy units who can see this banner.

Chaos Warriors (18#, 346.0 pts)
18 Chaos Warriors of Tzeentch @ 346.0 pts (Mark of Tzeentch; Musician Mus; Standard Bearer Std; Hand Weapon; Chaos Armor; Shield)
1 Rapturous Standard (Rolls of 1 or any double on break tests are insane courage.)

Chaos Warriors (18#, 338.0 pts)
17 Chaos Warriors of Tzeentch @ 338.0 pts (Mark of Tzeentch; Musician Mus; Standard Bearer Std; Hand Weapon; Chaos Armor; Shield)
1 Champion of Tzeentch (Mark of Tzeentch; Hand Weapon; Chaos Armor; Shield)

Chaos Marauders (23#, 176.0 pts)
23 Chaos Marauders of Khorne @ 176.0 pts (Always Strikes Last; Mark of Khorne; Standard Bearer Std; Hand Weapon; Great Weapon; Light Armour; Frenzy)

Chaos Warshrine (1#, 150.0 pts)
1 Chaos Warshrine of Tzeentch @ 150.0 pts (Mark of Tzeentch)


Chaos Warshrine (1#, 150.0 pts)
1 Chaos Warshrine of Tzeentch @ 150.0 pts (Mark of Tzeentch)

Squad (4#, 205.0 pts)
1 Hellcannon @ 205.0 pts (Causes Terror; Large Target; Unbreakable)
3 Crew (Hand Weapon; Heavy Armour)


Validation Report:
Army Subtype: Chaos Army; Edition: 8th Edition; Game Type: Normal Game
Roster satisfies all enforced validation rules

Total Roster Cost: 2250.0

Created with Army BuilderĀ® - Try it for free at http://www.wolflair.com


There's a few things might need explaining.

There's a lot of Dwarfs and Lizards that play in our scene. Distendable Maw seems like a good answer to any challenges from their champs with low init.

The list seems pretty durable to about everything except for 13th. the Tzeentch Shrines are +4 / +3. The warriors are +3 / +5 in melee. I figure I'll put Sorc / BSB in one unit and the Sorc Lord in the second. Screen both with the Warshrines to give cover from shooting and to absorb charges. Keep the cannon with clear line to anything that seems ugly.

I chose Death for it's low Cast Target spells and hopes of Doom and Darkness.

Doom Totem, Doom and Darkness, and the Hellcannon special rules mean that any unit taking a wound from the hellcannon is forced to make a leadership save at - 5, no matter how many models are wounded. (1 from banner, 3 from Doom and Darkness, 1 from hellcannon.) This is my hopefull answer to some of the more annoying slave lists and dumb stuff that creeps up from time to time. D&D can hit across the board on a 13, and the hellcannon has ridiculous range.

C&C please.




Age of Sigmar, New World Tournament Ruleset


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Made in se
Nervous Accuser





Sweden

Looks good overall, though you should try and fit in Infernal Puppet, that thing is pure EVIL against magic heavy lists and its really nice protection against misscasts.
Also might be worth giving the Sorcerer Lord a shield(like Charmed Shield), even if that means dropping Favour of the Gods, since it only counts in melee so it would only help once they actually reach him, though it got some sinergy with Distended Maw in a lizard/dwarf think area.
Also I'd say reconsider the Magic Banner on the battle standard bearer, in most cases its "better" to gear him up with ward save and such. Though I guess Doom Totem works well with the rest of the army tactic I'd say try with and without it and see how big a difference it does. Or maybe you already done that? *shrugs*

This message was edited 1 time. Last update was at 2010/12/16 06:59:55


 
   
Made in us
Spawn of Chaos



Findlay, OH

where to start...885 pts of characters in a 2250 pt list is gonna hurt you in the end.

Its a good strategy, but relying on Doom going off and your hellcannon hitting that same unit in the same turn...and you said your playing against dwarfs and lizards, yeah good luck.

I cant say much about the Doom Totem, ive never used it, but i do know that any armies BSB, against any salty player, will be a prime target and with our access to multiple true 3+ ward saves, i say he rates it.

The sorcerer lord build is good, hes gonna do great things. he would do a lot more if you drop the jaw and grow a third eye. For being "tzeentch heavy" army, a sorcerer lord, MOT, Tailsman of Preservation, Blood, third eye, and favor seems more appropriate.

Whats the purpose of the lvl 1? id understand if he had a scroll, but he just sorta seems like hes there just to make sure you get doom, if so i think a spell fam should nullify that problem 100%.

I see a couple of small units of warriors that seem to be meant as "anvil" units, but wheres the hammer units? those warriors will stick in combat, but that just opens doors for those hammeres and saurus warriors, espically flanks. Those MOT warshrines can only protect so much.

IMHO, this list needs a lot more troops and a lot less characters.
   
Made in us
Inspiring Icon Bearer





Hey everyone!

Just thought I'd post an update. I took a lot of the advice given here and figured I'd post the final list I wound up taking.

2250.0 Pts - Warriors of Chaos Roster

Sorcerer Lord (1#, 390.0 pts)
1 Sorcerer Lord @ 390.0 pts (General; Level 4 Upgrade; Hand Weapon; Chaos Armor)
1 Blood of Tzeentch
1 Talisman of Preservation
1 Ironcurse Icon
1 Distendible Maw

Wulfrik (1#, 185.0 pts)
1 Wulfrik the Wanderer @ 185.0 pts (Hand Weapon; Shield)

Chaos Warriors (18#, 358.0 pts)
17 Chaos Warriors of Tzeentch @ 358.0 pts (Mark of Tzeentch; Musician Mus; Standard Bearer Std; Hand Weapon; Chaos Armor; Shield)
1 Champion of Tzeentch (Mark of Tzeentch; Hand Weapon; Chaos Armor; Shield)
1 Rapturous Standard

Chaos Warriors (18#, 338.0 pts)
17 Chaos Warriors of Tzeentch @ 338.0 pts (Mark of Tzeentch; Musician Mus; Standard Bearer Std; Hand Weapon; Chaos Armor; Shield)
1 Champion of Tzeentch (Mark of Tzeentch; Hand Weapon; Chaos Armor; Shield)

Chaos Warriors (13#, 256.0 pts)
12 Chaos Warriors of Khorne @ 256.0 pts (Mark of Khorne; Musician Mus; Hand Weapon; Extra Hand Weapon; Chaos Armor; Extra Attack; Frenzy)
1 Champion of Khorne (Mark of Khorne; Hand Weapon; Extra Hand Weapon; Chaos Armor; Extra Attack; Frenzy)

Chaos Marauders (30#, 218.0 pts)
30 Chaos Marauders of Khorne @ 218.0 pts (Always Strikes Last; Mark of Khorne; Standard Bearer Std; Hand Weapon; Great Weapon; Light Armour; Frenzy)

Squad (4#, 205.0 pts)
1 Hellcannon @ 205.0 pts (Causes Terror; Large Target; Unbreakable)
3 Crew (Hand Weapon; Heavy Armour)

Chaos Warshrine (1#, 150.0 pts)
1 Chaos Warshrine of Tzeentch @ 150.0 pts (Mark of Tzeentch)

Chaos Warshrine (1#, 150.0 pts)
1 Chaos Warshrine of Tzeentch @ 150.0 pts (Mark of Tzeentch)

Validation Report:
Army Subtype: Chaos Army; Edition: 8th Edition; Game Type: Normal Game
Roster satisfies all enforced validation rules

Total Roster Cost: 2250.0


I wound up winning the 3 round tournament. I took Morterms advice and shrank from 885 points of characters to 575 points worth of characters, which allowed the creation of a slightly watered down unit. The comment was made that I didnt have enough hammer, but in my case, having the anvil units everywhere wound up winning me two of three games without giving up a single killpoint.

Round 1 was against Skaven using a lot of artillery and Fozziks Folding Fortress. It went welll enough and I managed to scare 2 of his slave units off the board in the first two turns using Doom and Darkness and my Hellcannon to force a leadership check at a total of -4. I dont think paying 75 points for the Doom Totem would have made a big difference. I got a minor victory when it was all said and done, mostly because I didnt give up any KP's, although a unit warriors were down to just the command units.

Round 2 was a draw against lizardmen using lore of light. I had more BP's and victory points, but couldnt kill the Slaan I needed for another minor. The high point here was his 200 point scar-veteran calling out my sorc lord in a challenge then failing his initiative test and getting eaten by distendable maw. Hooray!

Round 3 was a massacre against DE's. He brought the Folding Fortress as well, but Wulfrik came in on turn 1 and ran them out on turn 2. At one point there was a multiple combat with both warshrines, 18 warriors of tzeentch, a hydra, a unit of cold one knights, and a unit of something that was dark elf and stabby, but not the elites.

Anyways, just thought I'd post a very quick rundown of how it went here. I'll post a B-Rep in the appropriate section.

Thanks everyone for the advice.



Age of Sigmar, New World Tournament Ruleset


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