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Made in us
Battle-tested Knight Castellan Pilot






I'm new to WHFB so I'm not sure on what's good and what's not.
But here's my 1k list. Also could someone tell me what Full Command is? (I see it in a lot of lists.)
I will also add I don't have the 8th Ed. Rulebook so please bare with me if I do something wrong.
All help appreciated.

Hero: [150]

1 Exalted Hero (BSB, MoT, Shield) 150 points. <<< Under Construction
SR: The Will of Chaos, Eye of the Gods - Hand Weapon Chaos Armor

Core: [600]

10 Chaos Warriors (MoT, Shields) 180 points.
SR: The Will of Chaos - Hand Weapon, Chaos Armor

10 Chaos Warriors (MoT, Shields) 180 points.
SR: The Will of Chaos - Hand Weapon, Chaos Armor

18 Chaos Marauders (MoK, Flails) 120 points.
SR: The Will of Chaos - Hand Weapon

18 Chaos Marauders (MoK, Flails) 120 points.
SR: The Will of Chaos - Hand Weapon

Special: [220]

5 Chaos Knights (MoT) 220 points.
- Ensorcelled Weapons, Chaos Armor, Shield, Barded Chaos Steed

This message was edited 4 times. Last update was at 2010/12/31 00:05:49


 
   
Made in gb
Mad Gyrocopter Pilot




Scotland

Just so you know the BSB cant be the army general. So you'll need to shave some points off somewhere to field a cheap extra hero/wizard. Or you could get away with a decently equipped combat hero at this level alone.

This message was edited 1 time. Last update was at 2010/12/30 23:59:44


 
   
Made in us
Battle-tested Knight Castellan Pilot






Lexx wrote:Just so you know the BSB cant be the army general. So you'll need to shave some points off somewhere to field a cheap extra hero/wizard. Or you could get away with a decently equipped combat hero at this level alone.

Is the Berserker Sword any good?

 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Full command means champion, standard & musician.

So some suggestions:
1. If you want a BSB, you'll have to keep him ultra-striped down in order to afford a naked exalted general, or perhaps a level 1 sorcerer with 30 points for gear between the two. OR you could pick up a cheap-o lord or sorcerer lord, though frankly that's all sounding really character heavy. I'd say stick with an exalted general or a level 2 caster, and leave the BSB for 1500 points.
2. I'd combine those warriors and give them full command, far more frightening.
3. Flail marauders might just work in 18-strong units, as opposed to gw marauders, which need to be bigger to last. I would give them both musicians though for tie-breaking and rallying if they break.
4. Again, musician for the knights, losing a drawn combat to another musician is embarrassing, and rallying is important even for chaos!

Here's what I was thinking:

H: Sorcerer - level 2, [25 points in gear or marks] = 145

C: 20 Warriors - MoT, gleaming pennant (magic banner, reroll first failed LD test), full command, shields = 375
C: 18 Marauders - MoK, musician, flails = 124
C: 18 Marauders - MoK, musician, flails = 124

S: 5 Knights - MoT, musician = 230
------
998

You could get a fighty exalted instead but I think for your first fantasy army it would be worthwhile to experience the magic phase from both sides. That and you have a lot of melee kill power in the troopers, some ranged wouldn't hurt. Loads of options for the sorcerer's 25 points, like MoT + charmed shield or ironcurse icon, or no mark + 25 point item (collar of khorne, dispel scroll, power familiar, a tasty gift of chaos), or a combination of cheap items (spell familiar + charmed shield + ironcurse!) ...

- Salvage

This message was edited 2 times. Last update was at 2010/12/31 00:54:01


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Battle-tested Knight Castellan Pilot






Awh I see... and I just made this...

Hero: [175]

1 Exalted Hero (Chaos Runesword, MoT, Shield) 175 points.
SR: The Will of Chaos, Eye of the Gods - Hand Weapon Chaos Armor

Core: [600]

10 Chaos Warriors (MoT, Shields) 180 points.
SR: The Will of Chaos - Hand Weapon, Chaos Armor

10 Chaos Warriors (MoT, Shields) 180 points.
SR: The Will of Chaos - Hand Weapon, Chaos Armor

18 Chaos Marauders (MoK, Flails) 120 points.
SR: The Will of Chaos - Hand Weapon

18 Chaos Marauders (MoK, Flails) 120 points.
SR: The Will of Chaos - Hand Weapon

Special: [220]

5 Chaos Knights (MoT) 220 points.
- Ensorcelled Weapons, Chaos Armor, Shield, Barded Chaos Steed

I will also add I own...

1 Sorcerer
1 Archaon, the Everchosen (Lord on Mount Count As?)
15 Warhounds
15 Knights (10 since 5 are in the list.)

If any ideas can be made.


Okay so here's a different list... 997 points.

Spoiler:
Hero: [140]

1 Exalted Hero ( MoT, Shield, Acid Ichor) 140 points.
SR: The Will of Chaos, Eye of the Gods - Hand Weapon Chaos Armor


Core: [627]

20 Chaos Warriors (MoT, Shields, Gleaming Pendant, Full Command) 375 points.
SR: The Will of Chaos - Hand Weapon, Chaos Armor

18 Chaos Marauders (MoK, Flails, Musician) 124 points.
SR: The Will of Chaos - Hand Weapon

18 Chaos Marauders (MoK, Flails, Musician) 124 points.
SR: The Will of Chaos - Hand Weapon


Special: [230]

5 Chaos Knights (MoT, Musician) 230 points.
- Ensorcelled Weapons, Chaos Armor, Shield, Barded Chaos Steed


Here's another 997 point list...

Spoiler:


Hero: [140]

1 Chaos Sorcerer ( Lvl 2, MoT) 140 points.
SR: The Will of Chaos, Eye of the Gods - Hand Weapon Chaos Armor


Core: [627]

20 Chaos Warriors (MoT, Shields, Gleaming Pendant, Full Command) 375 points.
SR: The Will of Chaos - Hand Weapon, Chaos Armor

18 Chaos Marauders (MoK, Flails, Musician) 124 points.
SR: The Will of Chaos - Hand Weapon

18 Chaos Marauders (MoK, Flails, Musician) 124 points.
SR: The Will of Chaos - Hand Weapon


Special: [230]

5 Chaos Knights (MoT, Musician) 230 points.
- Ensorcelled Weapons, Chaos Armor, Shield, Barded Chaos Steed

This message was edited 12 times. Last update was at 2010/12/31 04:35:26


 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Looks like in those second 2 lists you just posted (under the spoilers) just the hero has changed, so you might just want to list out the hero options!

I definitely like these lists a lot better... one big unit of warriors is absolutely terrifying at 1000 points! Honestly, I don't know what I would do against this army. Also, Boss_Salvage is a WoC genius, and adding those musicians makes a lot of sense. I'd like to see standards, too, but I know it's tight on points. There is also a slight points discrepancy since you're listing those units at 126, and Salvage had them as 124.

I'd be tempted to say run those marauders as one big unit, too, but I think at this point level it makes sense to split them and have more units.

I also like the idea of trying out a sorcerer, but you'll have both options. If using a sorcerer I'd use the rulebook lores (meaning don't give him a mark, and take a magical lore from the rulebook out of the ones you are allowed to take).

As far as the rulebook goes, see if you can find someone with an extra Island of Blood set... it comes with a smaller paperback rulebook that is much cheaper, and works just as well!!

This message was edited 1 time. Last update was at 2010/12/31 03:14:47


 
   
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RiTides wrote:Looks like in those second 2 lists you just posted (under the spoilers) just the hero has changed, so you might just want to list out the hero options!

I definitely like these lists a lot better... one big unit of warriors is absolutely terrifying at 1000 points! Honestly, I don't know what I would do against this army. Also, Boss_Salvage is a WoC genius, and adding those musicians makes a lot of sense. I'd like to see standards, too, but I know it's tight on points. There is also a slight points discrepancy since you're listing those units at 126, and Salvage had them as 124.

I'd be tempted to say run those marauders as one big unit, too, but I think at this point level it makes sense to split them and have more units.

I also like the idea of trying out a sorcerer, but you'll have both options. If using a sorcerer I'd use the rulebook lores (meaning don't give him a mark, and take a magical lore from the rulebook out of the ones you are allowed to take).

As far as the rulebook goes, see if you can find someone with an extra Island of Blood set... it comes with a smaller paperback rulebook that is much cheaper, and works just as well!!


I have an idea to make the Sorcerer list work with Banners.

I just want to know what's better, a Sorcerer or Hero?


Here's a new Sorcerer List any ideas for 10 points? Most I can think of is add a Marauder to each group.

Hero: [120]

1 Chaos Sorcerer (Lvl 2, Lore of Death) 120 points.
SR: The Will of Chaos, Eye of the Gods - Hand Weapon Chaos Armor


Core: [639]

20 Chaos Warriors (MoT, Shields, Gleaming Pendant, Full Command) 375 points.
SR: The Will of Chaos - Hand Weapon, Chaos Armor

18 Chaos Marauders (MoK, Flails, Musician, Standard Bearer) 132 points.
SR: The Will of Chaos - Hand Weapon

18 Chaos Marauders (MoK, Flails, Musician, Standard Bearer) 132 points.
SR: The Will of Chaos - Hand Weapon

Special: [230]

5 Chaos Knights (MoT, Musician) 230 points.
- Ensorcelled Weapons, Chaos Armor, Shield, Barded Chaos Steed

This message was edited 2 times. Last update was at 2010/12/31 17:55:40


 
   
Made in us
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Dankhold Troggoth






Shadeglass Maze

Ooooooooooh, I like it a lot! Does the Gleaming Pendant (may re-roll first failed leadership test) apply to break tests? Because they'll already be re-rolling panic checks. If so, that's a steal...

I know (imho) EXACTLY what you should spend 10 points on. I think it comes down to one of the following options:

Option 1
-Charmed Shield
-IronCurse Icon

Assuming your sorcerer gets put into the warriors, they've now got a 5+ ward save vs. warmachines. Awesome!

Option 2
-Necrotic Phylactery

Makes your sorcerer immune to characteristic-based tests, and any spells from lore of death. Very handy item and a steal for 10 points. However, I think option 1 is probably your best bet.

The choice between sorcerer and exalted really comes down to magic vs. a better combat-ability character. However, as the entire rest of your army is combat-oriented and very good at it, that's not what you need. The sorcerer is definitely your best bet, as it gives you some ranged abilities with magic, and will also help you defend against magic.

Edit: I think the rest of your points costs are correct, but your sorcerer didn't pay for MoT. Which is just as well, since if he did, he would be forced to use the lore of tzeentch, instead of the lore of death. Lore of death is awesome. So I'd keep him as he is (with one of the above options I listed) but he doesn't have MoT. You could try to chop some things and get him MoT. He gets +1 to casting attempts with that mark... but I think he's good to go without it, and it will let you try out a rulebook lore.

This message was edited 2 times. Last update was at 2010/12/31 15:37:48


 
   
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RiTides wrote:Ooooooooooh, I like it a lot! Does the Gleaming Pendant (may re-roll first failed leadership test) apply to break tests? Because they'll already be re-rolling panic checks. If so, that's a steal...

I know (imho) EXACTLY what you should spend 10 points on. I think it comes down to one of the following options:

Option 1
-Charmed Shield
-IronCurse Icon

Assuming your sorcerer gets put into the warriors, they've now got a 5+ ward save vs. warmachines. Awesome!

Option 2
-Necrotic Phylactery

Makes your sorcerer immune to characteristic-based tests, and any spells from lore of death. Very handy item and a steal for 10 points. However, I think option 1 is probably your best bet.

The choice between sorcerer and exalted really comes down to magic vs. a better combat-ability character. However, as the entire rest of your army is combat-oriented and very good at it, that's not what you need. The sorcerer is definitely your best bet, as it gives you some ranged abilities with magic, and will also help you defend against magic.

Edit: I think the rest of your points costs are correct, but your sorcerer didn't pay for MoT. Which is just as well, since if he did, he would be forced to use the lore of tzeentch, instead of the lore of death. Lore of death is awesome. So I'd keep him as he is (with one of the above options I listed) but he doesn't have MoT. You could try to chop some things and get him MoT. He gets +1 to casting attempts with that mark... but I think he's good to go without it, and it will let you try out a rulebook lore.



Do you know what page I con find Charmed Shield and Iron Curse Icon?

^ Scratch that...

I found Charmed Shield and I looked up what Iron Curse Icon does... but what's better?

I think I'd have to slice a few points off to make ICI and MoT work with the Sorcerer.

This message was edited 1 time. Last update was at 2010/12/31 15:52:59


 
   
Made in us
Master of the Hunt





For what it is worth, I would go with a sorcerer also.

I don't have any books on me at the moment, so some of my thoughts could be way off.

If you want to use death magic, I would not worry about fitting in the MoT on the sorcerer.

I know a chaos sorcerer can have chaos armor, but can he have a shield?

I was thinking of dropping a warrior from the unit to get you up to 26 points to use, but I still need 4 more points for a unit of 5 hounds. This would add another unit for you to learn different tactics like screening and redirecting, not to mention adding some more speed to your list.

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boogeyman wrote:
I know a chaos sorcerer can have chaos armor, but can he have a shield?
.


I believe... it's consider a Magical Item under the Magical Armor chart of the BrB.

So it should be able to be used by the Sorcerer. I may be wrong.

 
   
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Dankhold Troggoth






Shadeglass Maze

Chaos sorcerers are one of the only wizards in the game to be able to take magic shields. I'm positive of this, I believe it's in the FAQ.

Usually, if a model can take a regular shield, they can take a magical one.
   
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RiTides wrote:Chaos sorcerers are one of the only wizards in the game to be able to take magic shields. I'm positive of this, I believe it's in the FAQ.

Usually, if a model can take a regular shield, they can take a magical one.



QFT

Yeah, I was thinking so too.


 
   
Made in us
Master of the Hunt





I am on board with giving the sorcerer a shield. I was just assuming that since it is not an option for him to purchase a shield then he couldn't have a magic shield either. I also couldn't find it in the FAQ's

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
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Well actually he can, being that it's a Magical Item.

And the Charmed Shield is under the list of Magical Items in the BrB

But... on a lighter note Shields!

This message was edited 1 time. Last update was at 2010/12/31 17:32:59


 
   
Made in us
Omnipotent Lord of Change





Albany, NY

RiTides wrote:Also, Boss_Salvage is a WoC genius ...
Thanks RT

RiTides wrote:I know (imho) EXACTLY what you should spend 10 points on. I think it comes down to one of the following options:

Option 1
-Charmed Shield
-IronCurse Icon
This. 3+ armor for the sorcerer (+ discard the first lucky artillery strike / snipe), and 5+ ward for the warriors vs incoming artillery. So cheap, so delicious.

boogeyman wrote:If you want to use death magic, I would not worry about fitting in the MoT on the sorcerer.
In fact if he has MoT he must take Lore of Tzeentch. If you want a book lore, drop the mark and use the points for some kind of defensive ward (possibly in combination with the charmed shield and/or ironcurse points).

The_Savior wrote:
Hero: [120]

1 Chaos Sorcerer (Lvl 2, MoT, Lore of Death) 120 points.
SR: The Will of Chaos, Eye of the Gods - Hand Weapon Chaos Armor

Core: [639]

20 Chaos Warriors (MoT, Shields, Gleaming Pendant, Full Command) 375 points.
SR: The Will of Chaos - Hand Weapon, Chaos Armor

18 Chaos Marauders (MoK, Flails, Musician, Standard Bearer) 132 points.
SR: The Will of Chaos - Hand Weapon

18 Chaos Marauders (MoK, Flails, Musician, Standard Bearer) 132 points.
SR: The Will of Chaos - Hand Weapon

Special: [230]

5 Chaos Knights (MoT, Musician) 230 points.
- Ensorcelled Weapons, Chaos Armor, Shield, Barded Chaos Steed
I dig it. Find a use for those 10 points, think about if you want to run Lore of Tzeentch or Death/Shadow/Fire from the BRB, and get building and fighting.

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
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Thanks Salvage!

Well it says in the list I am running Lore of Death...

Also where in the Raven God is Iron Curse Icon? I can't find it nor it's point cost... I just know what it does.

 
   
Made in us
Master of the Hunt





I hope so. I wouldn't ever stop someone taking the charmed shield on their sorcerer. However, if someone argued the case that the magic item (armor) is a shield by its description and the character couldn't purchase regular shields then he can't have magic shields either, it would give me pause. Most wizards can't have armor, but can take magic items and if magic armor is just considered a magic item then they should be able to take it, right?


Automatically Appended Next Post:
the icon is a magic item and is worth one of your marauders I believe.

This message was edited 1 time. Last update was at 2010/12/31 17:44:53


dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Ironcurse Icon is under Enchanted Items in the BRB (p. 505 in my big one). On taking the charmed shield, chaos sorcerers, because they already wear magical armor, are allowed to take a single item of Magic Armor. The charmed shield is just such a piece of Magic Armor, and so should fly. There isn't really a rule that says they have to have access to a mundane shield to take a magic shield, just that they need access to mundane armor of any kind to take magical armor of any kind. Nobody should raise a fuss about the c.shield, it's a very very common practice amongst chaos sorcerers (and ogre characters as well, who often take e.shields yet have no mundane shield option).

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Battle-tested Knight Castellan Pilot






Found Ironcurse Icon, it's under Enchanted Items.

Anyways... here's the new 1k list at 999 points...

Hero: [130]

1 Chaos Sorcerer w. Lore of Death (Lvl 2, Charmed Shield, Ironcurse Icon) 130 points.
SR: The Will of Chaos, Eye of the Gods
- Hand Weapon Chaos Armor

Core: [639]

20 Chaos Warriors w. Full Command (MoT, Shields, Gleaming Pendant) 375 points.
SR: The Will of Chaos
- Hand Weapon, Chaos Armor

18 Chaos Marauders w. Musician/Standard Bearer (MoK, Flails) 132 points.
SR: The Will of Chaos
- Hand Weapon

18 Chaos Marauders w. Musician/Standard Bearer (MoK, Flails) 132 points.
SR: The Will of Chaos
- Hand Weapon

Special: [230]

5 Chaos Knights w. Musician(MoT) 230 points.
SR: The Will of Chaos, Fear
- Ensorcelled Weapons, Chaos Armor, Shield, Barded Chaos Steed

This message was edited 6 times. Last update was at 2010/12/31 17:58:15


 
   
Made in us
Master of the Hunt





Boss Salvage wrote:Ironcurse Icon is under Enchanted Items in the BRB (p. 505 in my big one). On taking the charmed shield, chaos sorcerers, because they already wear magical armor, are allowed to take a single item of Magic Armor. The charmed shield is just such a piece of Magic Armor, and so should fly. There isn't really a rule that says they have to have access to a mundane shield to take a magic shield, just that they need access to mundane armor of any kind to take magical armor of any kind. Nobody should raise a fuss about the c.shield, it's a very very common practice amongst chaos sorcerers (and ogre characters as well, who often take e.shields yet have no mundane shield option).

- Salvage


Excellent. I was having the same dilemma with WE only being able to purchase LA and the magic armors were all heavy.

About the list, I like it.

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And why do you like said list?

Does it appear threatening?

Would you have fun playing against it?

Do you feel it was built right?

I ask this because I look at the Chaos Knights and I think to myself are 5 necessary at 1k. I wouldn't know...

 
   
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Scotland

I think its a solid army with the sorcerer letting you defend against enemy magic plus unleashing your own. The 20 warrior block should provide you a durable unit to hold up in any fights and the marauders are useful extra fodder for guarding flanks/getting some charges in themselves. I like it and would probably enjoy fighting it also. The knights are also a great choice that helps round the force out. Giving a variety of units as well as effectiveness. Plus you have plenty of bodies on the table in the event you get shot at before close combat begins.

This message was edited 3 times. Last update was at 2010/12/31 18:43:26


 
   
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As being new to WHFB what would be the best way to deploy these guys?

 
   
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I think the list is pretty balanced. Your general provides the range in the form of magical offense and magic defense. Your warriors will be the anvil of your army and will be able to stand up to most units you will be finding at 1k. The marauders protect your flanks and serve as your flank counter charges when your warriors are holding up the enemy. The knights are going to be good for pretty much anything at 1k, but they are your speed in your list so will probably hit enemy shooting as fast as they can and as flank and rear charges. I would deploy them with the warriors in the middle and marauders on each side with the knights further out to one side.

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So like this? M = Marauder, W = Warriors, K = Knights

M W M
- -K

This message was edited 1 time. Last update was at 2010/12/31 23:26:39


 
   
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I would probably go more like this;

K M W M

or

M W M K

Depending on what is across from you and the terrain.

I would plan to get my knights into something juicy as fast as I can. Something juicy means in the flank and shooting, this way they can't shoot for that turn and your knights can't be targeted. Hopefully from the flank you can pursue or overrun into another flank. The other use for them is to smash into a flank or rear of an enemy unit when it is occupied with one of your other combat units. They can't disrupt the unit, but they will cause a lot of damage.

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boogeyman wrote:I would probably go more like this;

K M W M

or

M W M K

Depending on what is across from you and the terrain.

I would plan to get my knights into something juicy as fast as I can. Something juicy means in the flank and shooting, this way they can't shoot for that turn and your knights can't be targeted. Hopefully from the flank you can pursue or overrun into another flank. The other use for them is to smash into a flank or rear of an enemy unit when it is occupied with one of your other combat units. They can't disrupt the unit, but they will cause a lot of damage.


I get it, so get the knights to move in into something that's easy to pick out and could probably wreck no problem.

Like a rank of Archers or light infantry.

 
   
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Exactly. You would be accomplishing several things.
1) preventing that unit from shooting the rest of your army
2) preventing your knights from being targets
3) gaining easy victory points

One problem to watch for though is getting them into something too tough that holds them up. While it is nice to get them into combat so they can't get shot at all the time and to stop that unit from shooting the rest of your army, you also want the knights to earn their points back too.

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So in other words... fight what I can fight and kill... fight what could potentially hurt the rest of my army. Win.

 
   
 
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