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Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Hey guys,

This is what I'm testing next:

L4 Sorc Lord w/Mark of Slaanesh, Infernal Puppet, Sword of Might, Dispel Scroll, Spell Familiar, Chaos Steed
L2 Sorc w/MoS, Steed of Slaanesh, Scroll, Sword of Battle
Exalted BSB w/GW, MoS, Enchanted Shield, Book of Secrets (assuming he gets to default down to spell 1)

10 Warriors w/shields, MoS, Std, Mus
20 Marauders w/Flails, Std, Mus
10 Marauders w/GW, Mus
5 Marauder Cav w/Flails, Mus
5 Marauder Cav w/Flails, Mus
5 Dogs
5 Dogs

6 Knights w/MoS, Std, Mus, War Banner
6 Knights w/MoS, Std, Mus
Chariot
Chariot w/MoS

1 spawn

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in us
Poxed Plague Monk



Wichita, KS

Hey, I don't think that units of 10 will be very effective. Especially considering that they are the "core" of your force. I tend to think that you either need marauder horsemen OR dogs. They both serve the same purpose, so you don't need both. I would make my main unit at least 20 strong chaos warriors. The spawn is a point sync. Even at 60 points, the random movement is too much of a detriment to make it worth its points. Also, chaos characters are very expensive so be careful on how many you take. Too much of anything is a bad thing. I know that where i play at, one sorerer with 2 dispel scrolls is enough for magic defense. Most of us dont even use magic, but it depends on who your playing. My list looks something like this, all nurgle marked.

Chaos lord - 330ish
BSB - 180ish

19 Chaos Warriors hwpn/shield - 380ish
19 Chaos Warriors hwpn/shield - 380ish
20 marauders flails - 150ish
5 Chaos Knights - 280ish
4 Chaos Ogres Great weapons - 280ish
Chaos Giant - 265ish

something like that. My chaos lord has a 2+/6+ and my BSB has a 4+/6+.
My flanks stay pretty well protected between the knights, ogres, and the giant. Granted, this isn't a perfect army, but it works well for me. I dont' have alot of magic defense. ( my chaos lord gives his unit MR 2) but thats about it.

Most chaos armies tend to be small, it's very important that they have something to protect the flanks. When you get hit in the flank, it hurts alot. Spawns arent real good at protecting the side, in fact, spawns arent good for anything. (imo) I like the Marauder horsemen or the dogs. Either way, i think your on to something good here.

My two coppers...




Vermin Swarm : : Dwarven Holds, Infernal Dwarves, Empire of Sonnstahl, Warriors of the Dark Gods, Sylvan Elves

Check out my Warhammer Blog: www.mwgamingalliance.wordpress.com

Rock is broken
Paper is balanced
--Scissors-- 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Re: Characters. I agree that they’re expensive. Unfortunately, they’re also necessary to give us better ability to engage certain units (war machines, shooters, fast cav, skirmishers), and to provide magic defense. Unlike some armies, we can’t get extra dispel dice without wizards. Unlike your group, everywhere I play includes lists with substantial magic. If you don’t have magic defense against VC, for example, you just lose.

Re: units of 10. They are the core for requirements, but obviously are not really the core of the army. They’re just too slow to project force and engage the enemy on your own terms, unless you have faster units to engage the enemy. I honestly don’t think my Wood Elves could lose against your chaos list. It’s just not fast enough.

Re: Marauder horse and dogs. I completely disagree that they fill the same role. Dogs give you disposable deployments, are cheap enough to sit and hold a quadrant if they have nothing more constructive to do, and can be used to screen you from shooting without giving a darn what happens to them. Marauder cav, on the other hand, are good for march blocking, hunting war machines and shooters, and the occasional flank charge.

Re: Spawn. Spawn are the closest thing we have to a skirmishing unit. What do you mean, they aren’t good at protecting the side? They’re one of the best things we have for protecting sides and rears. They can provide invaluable help guarding the flank or rear of your block units from march-blocking fliers. I’m surprised you don’t use them, with your infantry heavy list. You don’t find your big blocks prevented from marching all the time?

Chaos armies can indeed be small. Your has six deployments, not counting characters. Mine has twelve.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in us
Poxed Plague Monk



Wichita, KS

I guess what I need to ask is: How do you play to play this army? is it a sit back and magic the oppostion to death? close combat? It's not very close combat effective with the small units. Obviously, mine is tooled for CC. I head straight toward the enemy and try to engage them. I don't see how you could muster a victory with the small unit sizes. The magic doesn't seem very effective either since you said that you play all magic armies (the club you play at). It seems like you could keep up with them, at best. I dont know. all games are different as are their users. I think Chaos lends alot of opportunities for the generals. good luck with your list. Oh btw, good thing games aren't played on paper, otherwise i would lose to Wood Elf armeis all the time.


My two coppers....


I'm not sayin.....I'm just sayin....

Vermin Swarm : : Dwarven Holds, Infernal Dwarves, Empire of Sonnstahl, Warriors of the Dark Gods, Sylvan Elves

Check out my Warhammer Blog: www.mwgamingalliance.wordpress.com

Rock is broken
Paper is balanced
--Scissors-- 
   
Made in us
Dakka Veteran




This has been effective for me so far:

Daemon prince: MoT, +d3 to cast 1 spell, reroll 1 cast or dispell die/ turn, in shooting phase 2d6 str1 hits on target in LoS 12"
Chaos Sorc: MoN, Skulls of Katam, horse, stream of corruption
Chaos Sorc: MoN, Book of secrets, power familiar, horse
Exalted Champ: MoN, BSB, Terror totem, horse

20x Warriors: MoN, FC, Shields, Banner of Rage
15x Marauders: MoK, FC, Flails
15x Marauders: MoK, FC, Flails

Knights x 5: MoK, Champ, Standard, Banner of Wrath

Chaos Warshrine

2250pts
   
Made in us
Longtime Dakkanaut




Cherry Hill, NJ

I don't like the new slaanesh lore at all. Only 2 spells will work on ItP units meaning that a large majority of what will be rolled for the lvl 4 will be useless against 35% of the armies that you will face. I would drop the mark from him and just run him as your run of the mill Sorcerer. For the lvl 2 give him MoT as it will beinifit you more in the long run.

Put the Rapturous statndard on the second unit of knights. its new ability is just simply amazing. And Put MoS on that last Chariot.
   
Made in us
Regular Dakkanaut




Dang I just sort of skimmed over that standard the first time through, I didnt realize it was ANY roll of 1 along with any double.

Thats good!
   
Made in gb
Slippery Scout Biker




I'd change the marauder flails for great weapons.
+2 str first round of combat is moot since a) you've charged and go first anyway or b) you're being charged and go last.

better to have +2str all the time if you ask me.

unless of course i'm missing something with flails

This message was edited 1 time. Last update was at 2008/10/24 22:56:50


 
   
Made in us
Regular Dakkanaut




Maybe a flail isnt two handed? I dunno, I checked and they are the same points cost...
   
Made in gb
Slippery Scout Biker




yep flails are 2handed. as far as I can tell there is no earthly reason why you would take them for foot marauders.

cavalry marauders maybe since the lack of lance, but foot ones... no way.
   
Made in us
Regular Dakkanaut




Oh I thought we were talking about mounted...

You cant take great weapons on horseback can you. I had a feeling when I saw that, it was the case. I havent played in quite a while.
   
Made in gb
Slippery Scout Biker




nah, marauder horse get flails, hand weapons and a variety of stuff to throw.

foot ones get flails or GW's.

there ARE GW cavalry, but GW's only net you +1str when mounted. Irrelevent to this case though.

This message was edited 1 time. Last update was at 2008/10/24 23:06:48


 
   
Made in us
Regular Dakkanaut




Okay thanks for clearing up my confusion!
   
Made in us
Dakka Veteran




flails = cheap
If maruaders dont win the 1st round of combat and break the oponent.. most likely they will be running.
   
Made in gb
Slippery Scout Biker




flails do not = cheap.

i'm pretty sure all the options for marauders on foot are the same cost.

This message was edited 1 time. Last update was at 2008/10/25 18:38:59


 
   
Made in us
Dakka Veteran




Im at work right now: I thought they do not have the option for GW's if they do then arent hey 2pts / model?
   
Made in gb
Slippery Scout Biker




dunno - don't have the book to hand. I'll go pester some GW staff tomorrow. They've got the book somewhere
   
Made in us
Regular Dakkanaut




its 1 pt for either if on foot
   
Made in gb
Slippery Scout Biker




PanamaG wrote:its 1 pt for either if on foot


which does in fact make flails entirely pointless then
   
Made in us
Dakka Veteran




yup
   
 
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