Bloodthirsty Chaos Knight
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Need to figure out which list to use. The core of the army is pretty much decided, but trying to figure out what to do with my General and my magic phase. List A is not focusing on magic, but has better leadership and an unkillable combat chariot with acceptable magic defense. List B includes a level 4 to provide some needed magic support and +4 to dispel as well as the rod of power.
List A
Arch Lector, War Altar, Dawn Armor, Shield, Mace of Helstrum- 323pts (General)
Arch Lector, Heavy Armor, Dragonbane helm, GW, VHS- 177pts
Captain, BSB, AoMI, Dawnstone- 125pts
Warrior Priest, Heavy armor, Shield- 96pts
Warrior Priest, Heavy armor, Shield- 96pts
38 Greatswords, Banner, Musician- 398pts
49 Halberdiers, Full Command- 265pts
49 Halberdiers, Full Command- 265pts
5 Knights of the Blazing Sun- 115pts
5 Knights of the Blazing Sun- 115pts
Great Cannon- 100pts
Great Cannon- 100pts
Great Cannon- 100pts
Mortar- 75pts
Mortar- 75pts
Mortar- 75pts
2500pts
One thing to note about this list is that it still participates in the magic phase. Spells from the Lore of Light can be cast from the altar each turn with 6 dice, and excess dice being used on bound spells from the Warrior Priests.
List B
Bright Wizard Lord, Rod of Power, Talisman of Preservation- 285pts
Arch Lector, AoMI, GW, VHS, Luckstone- 191pts (general)
Captain, BSB, Full Plate, Charmed shield, Holy Relic- 133pts
Warrior Priest, Heavy armor, Shield- 96pts
Warrior Priest, Heavy armor, Shield- 96pts
38 Greatswords, Banner, Musician- 398pts
49 Halberdiers, Full Command- 265pts
49 Halberdiers, Full Command- 265pts
5 Knights of the Blazing Sun, Musician- 123pts
5 Knights of the Blazing Sun, Musician- 123pts
Great Cannon- 100pts
Great Cannon- 100pts
Great Cannon- 100pts
Mortar- 75pts
Mortar- 75pts
Mortar- 75pts
2500pts
One thing to note about this list is why I chose a level 4 fire. Mainly worried about skirmishers and scouts reaching my back lines (normally my war altar stays back and blasts them with Banishment or charges them). Wizard is going to be sitting back and blasting with long range spells, dealing with any chaff, skirmishers or scouts who slip through the cracks. Also considering Lore of Light for this job, but he has to be closer to my army to buff them...
A summary of pros between lists:
List A Pros:
- 18" inspiring presence is huge with Empire. Empire really needs solid leadership to stay alive.
- A T5 5W chariot that can heal, support combat, tarpit or kill monsters with Str 10 D6 wounds. Lost count of how many monsters this guy has taken down.
- No miscasts ever. Enemy items that effect wizards, like puppet, helheart and becalming contigation are wasted against this army. Can go for irrestistable force light spells with no penalty whatsoever.
- BSB is nearly immune to conventional low-mid str attacks
List B Pros:
- Strong presence in both dispel and magic phases, and can transition unused dice between phases. +4 to dispel will be huge with 4 additional dice.
- Able to deal with regeneration very well (flaming sword of ruin on a cannon and watch the HPAs explode), or very strong against undead and potentially army wide buffs if light is chosen. This is particularly import considering my main opponent has now started VCs and likes to abuse regeneration.
- BSB is well protected from high strength, ignoring armor or killing blow attacks.
- General is not cannon-bait.
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