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![[Post New]](/s/i/i.gif) 2010/02/26 14:16:06
Subject: WOC 2250
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40kenthus
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A 2250 WOC list from an ongoing campaign. I've recently dumped a big block of Marauders and all of the unit champions & discovered I could add a third block of Warriors. I like this configuration as it controls a most of the table length with the big blocks of warriors. Marauders on foot serve to cover flanks, bait and flee or engage smaller opposing units. The list runs heavy on magic with 11 PD, although the results are mixed. The best benefit of 3 wizards may be the ability to limit or smother opposing players magic phases with the 6 DD.
Sorcerer Lord of TZ: Lv4, Power Familiar, Golden Eye, Disk 360
Sorcerer of TZ: lv2, Disk 160
Sorcerer of NG: lv2, Infernal Puppet 175
Warriors of Slannesh #15 Shield, 2nd hand weapon, Musician, Standard 283
Warriors of Slannesh #12 Shield, 2nd hand weapon, Musician, Standard 232
Warriors of Slannesh #15 Shield, Halberd, Musician, Standard 283
Marauders of Slaanesh #10 Flail, Musician 64
Marauders of Slaanesh #10 Great Weapon, Musician 64
Marauder Horsement of Slaanesh #5 Throwing Axe, Shield, Musician, Standard 108
Marauder Horsement of Slaanesh #5 Flails, light armor, 90
Chaos Warhounds #5, 30
Chaos Warhounds #5, 30
Chariot of Slaanesh, 130
Knights of Slaanesh #5 Musician, Standard 240
2249 total points
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![[Post New]](/s/i/i.gif) 2010/02/26 21:30:21
Subject: WOC 2250
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Omnipotent Lord of Change
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Looks like it's got it where it counts, though the warriors seem a bit small to me - but I run 2x 20 so What's with the horsemen standard, especially on dudes with t.axes? It seems mostly a liability, and I'd much rather have a warrior champ for those points (perhaps in the halberd unit, as it is already distinguished from the other guys, and could use the extra attak). If you have one modeled and need to use the standard horseman, I'd think the flailers are a better choice, as they actually intend to be in combat with (light) things, not just harassing and fleeing like the t.axers. Thinking about it, what I would do with the list would be ... Drop one of the baiter/flanker marauder blocks (+64) Drop the horseman banner (+12) Add champions to all warrior blocks (-36) Add roar & talisman to the level 2 discer (-35) Add musician to the flail horsemen (-6) With your leftover point that brings it to 2250 even, makes me happy with more command options, and amps the level 2 up with a touch of survivability and the fakking awesome roar. For the cost of a questionable standard and a somewhat redundant utility marauder block, particularly in an army with 2x warhounds & 2x horsemen. - Salvage
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This message was edited 2 times. Last update was at 2010/02/26 21:37:24
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![[Post New]](/s/i/i.gif) 2010/02/26 21:47:37
Subject: WOC 2250
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40kenthus
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Thanks for the suggestions.
The lack of champions is deliberate. Not only is the list an exercise in being points frugal, I've found the champions getting themselves killed off in the mandatory challenges they need to engage in.
I'll agree that the banner in the horsemen unit is unconventional. Its a bit of a risk, but I've found the +1 CR to be handy when fighting other light units.
I've only tried Roar once & the results were a miserable failure - zero enemy casualties and a dead character. Maybe the wizard would be a better platform to use it on.
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![[Post New]](/s/i/i.gif) 2010/02/26 21:52:12
Subject: WOC 2250
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Omnipotent Lord of Change
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Fair enough on the warriors, and I see how 36 points is likely better spent on 2 more warriors when you're scrapping for bodies as is. On the standard, I still would think it is more useful in the flailers, though perhaps with your set up you are not tempted to send either the flails or the t.axes into risky combats - I know that I would be somewhat more tempted to overreach if I had a flails + standard unit than if I had the two you have.
I've run roar on a discer in every list through 22 or so games, and it's mind-blowing what it's pulled off. My best shot was killing 3 of 5 questing knights + paradin, then having them fail panic (twice) and leave the board - an astounding return for 20 points! But every game it consistently makes back at least its own cost, as well as making my opponent a little pissed about its existence
- Salvage
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![[Post New]](/s/i/i.gif) 2010/02/26 22:02:33
Subject: WOC 2250
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Fresh-Faced New User
Capital Region, NY
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I hate that roar setup.
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![[Post New]](/s/i/i.gif) 2010/02/27 01:39:08
Subject: WOC 2250
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40kenthus
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jayzerus wrote:I hate that roar setup.
With a recommendation like that - how could I not try Roar again.
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![[Post New]](/s/i/i.gif) 2010/03/14 01:11:07
Subject: Re:WOC 2250
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Terrifying Treeman
The Fallen Realm of Umbar
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It looks pretty good, like Salvage said, you've got it where it counts.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2010/03/15 23:09:38
Subject: Re:WOC 2250
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Regular Dakkanaut
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I I play a WoC calvary list and was curious what the roar set up is.
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![[Post New]](/s/i/i.gif) 2010/03/16 05:49:30
Subject: Re:WOC 2250
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Terrifying Treeman
The Fallen Realm of Umbar
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Just out of curiosity, have taken MoS just for immunity to fear, terror and panic?, if so it makes the army very hard to move through fleeing like ItP, without the disadvantages of always having to accept charges, I am curious though has anyone tried a unit of warriors with 2 HW and MoK?
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2010/03/16 13:22:12
Subject: WOC 2250
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40kenthus
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MOS nearly eliminates the psychological portion of the game. Helps to keep the army steady and in place. Also, as you pointed out, MOS does not prohibit fleeing as a charge reaction. Its not at all uncommon for my small 10 man marauder units to flee a charge in order to set up a charge by the warriors.
2 HW and frenzy is a nasty combo. Its not in this list, but I frequently run 1 unit of warriors with the mark of Nurgle and the Banner of Rage (always frenzied). 4 attack warriors hit hard & with the support of the other infantry units - it's hard to bait the unit.
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