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I bashed this list out as i have a Ultraforge greater plauge demon that i love that sits on my shelf and gathers dust, so i thought i would revise my army list a little bit to add him in as a key player. The main forces i fight are High Elves Dark Elves and Skaven. MoT is out of the question for advice as i dislike the fluff behind the god of change
Daemon Prince 350
MoN Fury of the Blood God
Chaos Sorceror 140
Lvl 2
MoN
BSB 155
Bronze Armour of Zhrakk
SHield
33 Marauders 248
GW + Light Arm
Full Com
MoK
33 Marauders 248
GW+ Light Arm
Full Com
MoK
Warshrine 130
20 warhounds 120
Total: 1391
Any advice on the list or changes i could make?
H.B.M.C. wrote:My aunt had that hairstyle for years, so whenever I saw a Sister of Battle army it just looked like rows and rows of my aunt.
Mmm, "Blood & Guts" - one of my favorite combos back in the days when people respected the rivalries amongst the pantheon
First off, why is this 1400? 1500 is a far more widespread points value, and it also gives you a few more points to spend making your DP a great bit more useful. Here are some thoughts on the list from me:
1) Would like a level of magic on the prince, for the extra channel as well as another buboes to spam. Bloodcurdling roar is also fantastic on such a mobile platform.
2) BSB feels under-protected to me (i.e. needs ward), and why does he not have the MoN? It actually seems most useful on a WS7 guy, as even most combat lords won't hit him on 3+ and WS4 guys are swinging on 5+!
3) Uneven marauder sizes? And their light armor is doing very little but taking up points.
4) How were you thinking about splitting up the warhounds? Or were you? More, smaller units is particularly important for this army as it has so few drops, can pull the other guy out.
If you're interested in moving to 1500 and don't mind rustling up some more marauders, I jammed something together below ...
DP got his level of magic, though I'm totally bummed by how low that 25% cap is, couldn't get roar in too. I do think the buboes (or another awesome spell you might roll) is worth it, making for a more active magic phase. BSB got Nurgley, a bit of ward and also found some favor with the gods, in case you want to warshrine the unit he's in. I was able to get a third marauder unit, this time a Nurgle bunker for your sorcerer or even your BSB, run 7-deep for steadfasting (or bigger if the 'shrine makes them uber). The lumberjacks were trimmed down into pretty smashy assault units, a bit small for larger games but 2x 30 should do well in 1500. And the puppies were significantly culled, leaving just the standard 2x 5 for utility duty.
Glad you like it I was just rereading the Lore of Nurgle, had forgotten how good it is, with weirdly good range too! Bewbs is obviously a solid sniper, but I don't really see any stinkers in the lore - maybe quagmire for its weird specificness, but it still levels hulking armored things (though it doesn't drop all those other armorless low initiative things that pit / sun do). Regen for your troops is awesome, plague squall is the kind of dice game I love, curse of the leper is a solid enough hex (if not really a damage spell without shadow to combo with it), and glorious rot I think would go really well on a DP.
So how about this as a magical game plan:
1) Generate the sorcerer's spells, most likely with bewbs as one of them. (I kind of think bewbs + regen might be the best combo, but so many options!)
2) Generate the prince's spell, being able to choose if you roll either of those that the sorcerer ended up with. (Me, I'd go with rot so as to be able to rot-bomb from deep within the enemy heart, but a second bewbs to finish characters off could work just fine too. When I run my tizz prince I often slam lots of dice through and prepare for miscast - since he's not in base with his friends all of the miscasts that involve damaging things near you either fry the enemy or are mostly shrugged off.)
3) Profit.
EDIT
Re: curse of the leper, I just remembered that wizards can now recast further copies of RiP spells, so you could slap multiple curses on one unit if they foolishly let the previous one ride. Which means if they don't drop the first curse, a second curse cast on that unit next turn will auto-kill all T3 models, and then all T5 models in your next turn (with no need for a third curse). Groovy.
- Salvage
This message was edited 4 times. Last update was at 2011/01/09 18:49:52