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Made in pl
Spawn of Chaos





Hello DakkaDakka people, I'm reading your forums for quite a while but this is my first contribution and I hope you find it reader friendly ; D

<--------------->

I've been working on my 1500 (and it's 1600-1650 option) WoC list lately, that's what I've managed to come up with but I think it's not quite complete yet and could use a lot of tweaking, so any input (as always) really appreciated:


Characters:

Exalted Hero BSB
MoK, Shield, [Axe of Khorne+Favour of the Gods or Chaos Runesword], Juggernaut
255pts.
[Assists the Khornate Knight Unit w/o the War Banner]

Chaos Nurgle Sorcerer
MoN, Lvl 2,
140pts.
[Sits in the Marauder infantry block, snipes characters]

Chaos Tzeentch Sorcerer
MoT, Lvl 2, Power Familiar, Disc of Tzeentch
185pts.
[Hopefuly keeps up Pandemonium and then there's always Flickering Fire. Good for dealing with those nasty war machines.]


Core:

Chaos Marauders x 14
MoS, FC, Flails, Shield, LA
135pts.
[Just to protect sorcerer and guard knight's rear]

Marauder Horsemen x 5
MoS, Musician, Flails, LA
96pts.
[Marchblock, flanking]

Marauder Horsemen x 5
MoS, Musician, Flails, LA
96pts.
[Marchblock, flanking]

Warhounds x 5
30pts.
[Screening, redirecting]

Warhounds x 5
30pts.
[Screening, redirecting]


Special:

Chaos Knights x5
MoK, Musician, Standard Bearer, War Banner
285pts.
[erm...blood for the blood god I suppose]

Chaos Knights x5
MoK, Musician, Standard Bearer
260pts.
[same as above + holds the BSB char.]



That's 1497pts. in total (my mates tolarate up to a 1% of variation, if critically needed)

<--------------->

Also, lately we've played in the 1600-1650 pt. range and I have added some stuff and was also thinking of making some changes :

- given a Spell Familiar and Book of Secrets to Tzeentch Sorcerer

- moved Power Familiar to Nurgle Sorcerer

- mounted the Nurgle Sorcerer on Barded Steed

- upgraded Marauder unit to 19 models (18 if the Nurgle Sorcerer would've joined).

<--------------->

- I'm thinking of tweaking the Exalted BSB a bit:

remove:
- Axe of Khorne+FotG / Chaos Runesword,

add:
+ Crown of the Everlasting Conquest+Halberd(/Flail?).

You reckon it'd be worth it? (note that one of my friends is playing ogres, so KB is worthless when I play him;/ )

<--------------->

Also is it worth dropping/switching (only vs Ogres) the MoN on one of Lvl2 Sorcs? Sniping 1 wound off their chars each round just seems so uneffective... And should I even keep my Nurgle Sorcerer in the infantry unit or rather put him with Knights / Horsemen?

<--------------->

One last thought - would it perhaps be a good idea to replace the exalted BSB altogether with a Sorcerer on Barded Steed?




I know that is a lot of questions and reading in general but I really think if someone cares to reply to at least half of them, my army will benefit greatly ; )
Thanks a lot in advance!,
Kmd.

This message was edited 13 times. Last update was at 2009/11/18 19:41:29


 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Welcome to Dakka K

Even if you asked for a good chainsawing of your list, I'm not sure how much I can change it up. You've made a lot of solid choices, and I think your optional stuff is pretty decent for the most part, as far as more marauders and a stronger magic phase goes. The only thing for me is keeping the cost on the jugger down, which means keeping his magic weapon light and such. As far as the regen hat, I think KB is the bigger issue for the dude, and regen isn't going to help stop that.

Anyway, here's a 1500 point tweaker, that could flower into a 1600+ one with things added:

H: Sorcerer - MoN, power familiar, level 2, barded steed = 181
H: Sorcerer - MoT, book of secrets, level 2, disc = 185
H: Exalted - MoK, BSB, sword of might, shield, jugger = 225

C: 18 Marauders - MoS, full command, shields, light armor = 138
C: 5 Horsemen - MoS, musician, flails, light armor = 96
C: 5 Horsemen - MoS, musician, flails, light armor = 96
C: 5 Warhounds = 30

S: 5 Knights - MoK, warbanner, standard, musician = 285
S: 5 Knights - MoK, standard, musician = 260
--------
1496

Really it just implements some of your ideas while cutting it down to 1500: nurgle sorcerer general gets a pony and more marauder friends, takes the familiar from the tizzer and gives him a book (so he's now a mobile MM platform ... that has dangerous miscasts, but meh), cuts the jugger down to size and grinds up the second puppies for kibble (who seem less useful @ 1500 with 2 units of horsemen for utility work as well).

For 1600, I'd add back the dogs (30), give the jugger bronze armor (15) and think about maybe a spawn (55) or maybe more gear for the casters.

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in pl
Spawn of Chaos





Hey Salvage, cheers for a fast response , I'm gonna try to utilize the slim-version of the list you've introduced in some games next weekend and perhaps I'll start working on expanding the list to 1750 and 2000 marks soon.

Again - what's your (or anyone else's) take on alternative magic schools? Everyone seem to stick to Tzeentch and Nurgle, as am I in the above list (+ the Book of Secrets adding a fireball to the menu, but that's just a flickering fire substitute). I was thinking of perhaps trying some other combos, like swapping Nurgle -> Slaanesh (mainly vs. Ogres where Bubboes just don't quite work that well) or just going Lore of Fire on the Nurgle sorc. and pray for flaming sword.

And one last thing - any ideas of what direction I should go when expanding further towards 2k? I am sure that I will put a Sorc Lord in there, one more unit of dogs, horsemen and perhaps a 3rd unit of knights and give one of the two lvl2 sorc's the puppet since lvl4 will make sure to keep pandemonium up?

Maybe replace lvl2 nurgle sorc with Festus? Won't he make the marauder unit quite worth the points? (perhaps even more if expanded to 25 models?)

I was thinking about either adding a warshrine, hellcannon or a pair of spawns, but have few concerns about two those as well:

- I'm not quite sure how to use spawns well - should I only use them for flank protection and as anvils? Is Scyla better than 2 spawns?

- I'm not really sure about hellcannon - provided I'm a so-so shooter - miss some, hit some - won't the cannon pose as much of a threat to my own army as it would to the enemy or should I simply use it to charge and lock fast units trying to flank/rear charge my army?


Thanks a lot for any input to be given,
Kmd.

This message was edited 2 times. Last update was at 2009/11/19 12:15:44


 
   
 
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