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Made in ca
Booming Thunderer





Hi, I'm trying to get a WoC army ready for a local tournament, and here's what I have:

Sorcerer Lord, Lv. 4, MoTz (Mark of Tzeentch +1 ward and +1 to cast), on Disk (flying) with Talisman of Endurance (5+ ward, but MoTz makes it 4+) and charm shield = 345pts

40 Marauders, flail, command, MoTz = 240
Exalted Hero, shield, MoTz, Crown of Command, Ironcurse Icon = 165 (just to keep the unit around)
40 Marauders, light armour, shield, command, MoTz = 280
Exalted Hero, extra handweapon, Book of secrets (Lv. 1, Lore of Shadows), Spell familiar (extra spell), MoTz = 164 (backup wizard, and Shadows is nasty)
4 Ogres (in 2x2 formation to reduce attacks back) = 200
1 Hellcannon = 205

I should be able to threaten from range and then have a good body of troops to stick in when I get close. they should also be able to stick around until the Hell cannon can charge in for support.

This club places a strong emphasis on sportsmanship and composition, so I don't want to go too overboard (but I want to stay competitive).
   
Made in gb
Mad Gyrocopter Pilot




Scotland

Lots of marauders are hard hitting but will lack any endurance. I would get rid of the ogres as really they aren't going to do much with what your fielding. Possibly get some warriors to use as an anvil to your two hammer units. Either that or go for a full on marauder wave to try and overwhelm your enemies. Though I would probably say warriors or something that can absorb damage better is needed. Plus massive ranks of marauders headed in the centre by a group of warriors will look great on the field and probably do okay if your not going for win at all costs so to speak.

This message was edited 1 time. Last update was at 2010/12/20 17:04:04


 
   
Made in ca
Focused Dark Angels Land Raider Pilot





Your marauders with flails, I'd switch to GW and MoK in horde formation. They're better at putting out the damage then flails and have enough bodies to last in combat.

IIRC only sorcs can choose arcane items so your exalted can't take the spell familiar. The wording for the Book of Secrets tells you to treat him as a lvl1, but cannot channel. This doesn't make in a sorc. I may be wrong about this, but if someone could confirm that would be good.

On your lvl4 I'd think about giving him 3rd eye. Getting access to all of the spells your opponents casters have which are in LoS is excellent for only 25pts.

nosferatu1001 wrote:That guy got *really* instantly killed.
 
   
Made in ca
Booming Thunderer





The rule book says that "a character with a Wizard level can carry an Arcane Item" (176 small book) and the FAQ says that he is a Lv 1 wizard with the spellbook. So that lets him take the spell familiar.

I am afraid that I prefer the flails (I have built too many of them to want to convert them) but I will try to find points for the third eye, that could be very nasty (especially with some of the lores I don't get access to normally).
   
 
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