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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Southern New Hampshire

Albrecht the Unmaker - 425
Sorceror Lord (235), Level 4 (35), Mark of Tzeencth (20), Disc of Tzeentch (20),
Conjoined Homonculous (20), Chaos Runesword (50), Golden Eye of Tzeentch (25), Spell Familiar (15), Favor of the Gods (5)

Chaos Sorceror - 185
(85), Mark of Tzeentch (20), Level 2 (35), Bloodskull Pendant (45)

Chaos Sorceror - 226
(85), Mark Of Tzeentch (20), Level 2 (35), Chaos Steed (16), Skull of Katam (50), Soporific Musk (20)

Chaos Sorceror - 200
(85), Mark of Tzeentch (20), Level 2 (35), Infernal Puppet (35), Third Eye of Tzeentch (25)

HEROES: 1036

Marauders - 110
x17, Full Command (20), Great Weapons (17)

Warhounds - 30
x5

Warhounds - 30
x5

Marauder Horsemen - 93
x5, Musician (6), Champion (12), Flails (10)

Marauder Horsemen - 93
x5, Musician (6), Champion (12), Flails (10)

Marauders - 110
x17, Full Command (20), Great Weapons (17)

CORE: 432

Knights - 310
x5, Full Command (50), Blasted Standard (40), Mark of Tzeentch (20)

Chaos Chariot - 140
Mark of Tzeentch (20)

Trolls - 135
x3

SPECIAL: 585

War Shrine of Tzeentch - 150

RARE: 150

TOTAL: 2247

The two foot Sorcerors run with Marauder blocks, the Sorceror on Chaos Steed tags along with the Knights, and the Lord on Disc can go wherever he wants. The Lord will likely stay near the Knights to benefit from Katam (since Katam isn't using the skull anymore...). Thanks to the War Shrine, the Knight Champion can do the challenging instead of the Sorceror.

I'm hoping to use the War Shrine to get lots of EotG rolls. 4 Casters should allow me to spray death all over the place and make up for the small model count. Combined charges are the goal.

Mostly, though, I want to see if I can make an all-Tzeentch army viable with the new book.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in ca
Man O' War




Canada

cool idea let us know how it works

PapaSmurf

Life moves pretty fast,
If you don't stop and look around once and a while,
you might miss it - Ferris Bueller 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive


the marauder unit with great weapons might be alittle small
they'll literally be dust before they get in range of anything.
( 1 round of shooting, 1 blast from enemy magic etc etc)

im not sure what role they play in your list but if its bait,
then even a shield would be more beneficial.

Paused
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          ʳʷ   ᵖˡᵃʸ  ᵖᵃᵘˢᵉ  ˢᵗᵒᵖ   ᶠᶠ 
   
Made in us
Incorporating Wet-Blending





Houston, TX

I don't understand the 17 man marauder blocks with GWs and FC. 20-25 man blocks with HW/S and FC are great holding troops. 10-12 man blocks w/Flail or GW and Musician are great cheap hammers (MoK can make them more killy).

MoT is poo poo on units other than shrine and Blasted Standard. Go Slaanesh or Nurgle on the Chariot. Slaanesh makes marauders not run away. Also, much better v. undead.

-James
 
   
Made in us
Dakka Veteran




Dont put your characters anywhere near that marauder unit w/o MoS/MoK.. Unless you want panic'd characters
   
Made in us
Been Around the Block




"Slaanesh makes marauders not run away. Also, much better v. undead."

Marauders of Slaanesh....that is something i never even considered. I usually think of marauders of Nurgle. -1 to hit and shoot at makes them a lot better survival wise, and they still re-roll psych tests.

In my opinion, the only time you should take MoS is with Chaos Warriors/knights, then you can hit them with the frenzy spell and they wont die from it.....or very unlikely for them to die.

Also, you have to remember with Marauders, if a character in the unit is immune to psych, the rest of the unit basically, is immune to psych.

Da' orks were made ta fight 'n' win! 
   
 
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