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
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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.