Switch Theme:

[2000] - WoC - Starting army  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Slashing Veteran Sword Bretheren






Liverpool

Been collecting fantasy for a while now with a VC and WoC army almost complete. I would like to start gaming now though and would like to see what its like with my WoC since I hear they are a good starter army.
Looking for a 2000 point list and will start with what I have.

Heroes
Tzeentch Soceror (lvl 2)
Third eye of Tzeentch = 170

Exalted hero of Khorne (BSB)
Shield
Banner of rage
acid ichor
soul feeder =193

Core
12x Chaos warriors
MoK, additional hand weapons, full command = 246

20x Marauders
Shields, full command, light armour, MoT = 230

Chariot
MoK = 120

Specials
4x Chaos Ogres
Mok, mutant, great weapons = 170

Rare
3x skullcrushers
skullhunter, ensorcelled weapons = 244



The exalted hero and skullcrushers I have yet to buy but I am definately getting them. I need some help on what to do for a lord and to fill the points out. Right now it stands at 1373 which leaves 627 for whatever else. I am a complete noob to the actual game and have no idea what is good for what but I was thinking of getting another lot of skullcrushers to make 5 and the remainder for a:

Khorne Lord on Juggernaut
Hellfire sword, shield, soul feeder, acid ichor, collar of khorne= 395

That would fill the points nearly to 2000 but would it be wise? I am not bothered about winning, I love the idea of something brutal that will smash the out of stuff and really is the only way to get a juggernaut lord rather than paying for the one finecast minature. Do I need more magic, anything wrong with the core? What say you fantasy vets to another noob.

Fury from faith
Faith in fury

Numquam solus ambulabis 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Your heros need ward saves and don't take marauders... maybe more chariots instead.

mean green fightin machine 
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

BAN wrote:
Your heros need ward saves and don't take marauders... maybe more chariots instead.


Marauders aren't actually bad. They haven't changed statwise. Just the cost. And it's not like they were reasonably costed before.

Yes. Chariots are better, but for a starter, marauders/warriors are better as chariots require a lot of finesse play.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in us
Dakka Veteran





No need to take a lord on juggernaut- he has 3 wounds anyway. Take a hero- less points and he'll benefit from the extra wound from the jugger.

With a low level caster, I think you're better of with death or fire. With Tzeentch blue fire is too chancy. You want a high level to guarentee you get the good stuff: Gateway, Bolt, Pink Fire.
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

 Warptide wrote:
No need to take a lord on juggernaut- he has 3 wounds anyway. Take a hero- less points and he'll benefit from the extra wound from the jugger.

With a low level caster, I think you're better of with death or fire. With Tzeentch blue fire is too chancy. You want a high level to guarentee you get the good stuff: Gateway, Bolt, Pink Fire.


End times gets you pseudo-loremastery anyway.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Also musician over skullhunter and mutant is better.

mean green fightin machine 
   
Made in us
Fresh-Faced New User




Your own heros require ward saves and do not consider marauders.









 
   
Made in gb
Slashing Veteran Sword Bretheren






Liverpool

Sweet thanks a lot everyone, really helpful, so drop the tzeentch on sorceror, get ward saves for the heroes, take musicians instead of champions, swap marauders for more warriors?

What do you guys think about the skullcrushers, getting another box to make the hero/lord on jug running with 5 crushers?

Fury from faith
Faith in fury

Numquam solus ambulabis 
   
Made in us
Dakka Veteran





I think 3-4 is a solid unit. You want them getting max attacks with a wide frontage.
   
Made in gb
Slashing Veteran Sword Bretheren






Liverpool

Ta very much.

Fury from faith
Faith in fury

Numquam solus ambulabis 
   
Made in us
Omnipotent Lord of Change





Albany, NY

 unmercifulconker wrote:
Sweet thanks a lot everyone, really helpful, so drop the tzeentch on sorceror, get ward saves for the heroes, take musicians instead of champions, swap marauders for more warriors?
+1 to all of these, especially the musician bit. My guidelines for command options are: take musicians whenever possible; take standards if the unit is big enough / tough enough to hold onto it in combat; take champs when a character could be joining the unit, or you have 10 points spare.*

*For WoC: avoid champs unless a character will be joining the unit or you're running a warshrine, due to the auto-challenge rule causing problems for the rest of the unit

On your original list, I'd say what you really need are more warriors + more halberds on your warriors + more musicians everywhere + more wards on characters. The marauder bunker unit is ok for keeping your sorcerer out of trouble, it's not a total lost cause. I would however contemplate upping your sorcerer to a L3-4 sorcerer lord, because more spells are more better. At that point MoT is a decent choice still as you have a better chance of getting Gateway.

A couple packs of 5 warhounds wouldn't hurt either, get you learning the chaff game early

- Salvage

This message was edited 1 time. Last update was at 2014/12/16 16:36:14


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in ca
Horrific Horror







Another factor is if you are playing End times magic or not. If you have end times magic in play then all casters have all spells in the lore(s) they know.

What do you mean "IT MOVED?"

Motto: That which does not Kill me, SHOULD RUN. 
   
Made in gb
Slashing Veteran Sword Bretheren






Liverpool

Cheers Savage! No champions for me then. I do have some warhounds so I could probably squeeze them in. They are to be used as cannon fodder right?

Ordered more warriors and the skullcrushers and lord. Not sure if I will be able to make the sorceror a lord, hopefully when I begin to expand further. So halberds are best for Khorne? I will have to scrounge my bits for big spears.

Aye Viking I would prefer to use all end times rules but I suppose it depends on what me and my opponent agree on. Does the rule make chaos familiars worthless since you will know all spells?

Thanks again guys.

Fury from faith
Faith in fury

Numquam solus ambulabis 
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: