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Made in ca
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K here goes nothing!

Troops: 1419 pts

25x Chaos Warriors: Shield + Musician + Standard / Banner of Wrath + Mark of Nurgle = 543 pts ( what on earth??? are they supposed to be so expensive? )
Basically 12 str 4 attacks , 2+ armor save in combat , -1 to shooting and -1 ws to enemies + Shoots Magical bolts o_-

15x Chaos Marauder: with Flail + Light Armor + Musician + Standard Bearer + Mark of Slaanesh = 112 pts
15x Chaos Marauder: with Flail + Light Armor + Musician + Standard Bearer + Mark of Slaanesh = 112 pts
15x Chaos Marauder: with Flail + Light Armor + Musician + Standard Bearer + Mark of Slaanesh = 112 pts
Sort of cheap, str 5 attacks on first turn , immune to fear terror panic

25x Chaos Marauder: with Light Armor + Shield + Musician + Standard Bearer + Mark of Nurgle = 192 pts
25x Chaos Marauder: with Light Armor + Shield + Musician + Standard Bearer + Mark of Nurgle = 192 pts
Weaker version of the Chaos warrior i guess!

5x Chaos Marauder Horsemen: with Light Armor + Throwing Axe + Musician = 86 pts
Cheap and agitating i imagine :'p

5x Chaos War Hound + Scaly Skin = 35 pts
5x Chaos War Hound + Scaly Skin = 35 pts
arf arf , no comment

Special: 470 pts

5x Chaos Knight: With Musician + Mark of Nurgle = 210 pts

Chaos Charriot: with Mark of Slannesh = 130 pts
Chaos Charriot: with Mark of Slannesh = 130 pts
Im thinking of charging these 3 units together , they should hit really hard
and... my god they are still cheaper than that agitating warrior unit -_-


Rare: 415 pts
Chaos War Shrine with Mark of Tzeentch = 150 pts ( i dunno , useful and tough? )
Giant with Mark Of Slaanesh = 265 pts Always strike first! a Giant! should be fun in theory?

Ow >< 2304 total , no characters added yet

Have following characters available to go: Any recommended combos?
Slaanesh char on Steed of Slaanesh
Nurgle charon Daemon Steed
Khorn char on Foot?
Nurgle char on Foot?

Im tempted to field Valkyria +field a 2nd War Shrine to take advantage of the "Giver of Glory" special rule.
But i dont know... almost no magic (yay the banner) ... and no magic defence =_=

Any suggestions / re work the list is very welcomed @_@ ( definitely needed lol )
I have only played against Chaos , and i kicked their behind so hard with Magic + Range Heavy High Elf army ,
so i dont have any experience or example to make one that would work.

This message was edited 5 times. Last update was at 2009/12/12 12:20:25


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Ok here goes:

- From my experience, chaos need magic support. Hard to run a very light on magic / heavy on smashing list and be truly competitive. Though I am not doubting it is possible, but why would you not want to take chaos magic? It has some truly cool stuff.
-If you are at 2304 without characters doesn't look like you will be making your 2250 cutoff

-Don't run warriors in blocks of 25, it is too expensive and not worth it. Run them in 12 or 18. Past 18 it is way to expensive for just +1 combat resolution. With 18 the unit has Banner and + 2 ranks and possible outnumber for a total of 4. I recommend taking either extra HW or great weapons AND shields. On the charge you can use HW/GW and inflict massive wounds, or if you are be charged or facing a prolonged combat use the shields for 2+ saves. MoN is a good mark, I prefer MoT myself because of the 6+ ward and it is cheaper. At WS5 warriors will always hit on 3+ against rank and file of other armies, and an enemy needs to be WS3 or lower to be forced to hit on 5+. But MoN is still useful for combating shooting, though MoT ward save can help there too.

-You have ALOT of marauders. I would just make 2 blocks of 25, MoS, LA, Shields, and Musician...maybe banner? Gives you two cheap but still effective blocks capable of busying enemy units and possibly beating enemy monsters/chariots/etc with pure static res.

-I like the 5 horsemen with axes/MoS/LA/musician. Makes for a great baiting unit for pulling frenzy around the map.

-Giants I hear are gimmicky fun, but not something you will want to include in a list you plan to play for both winning and fun. If you don't care to watch some hilarity ensue, run the giant by all means.

-On the knights, give them a banner. It is cheap and gives them much needed static combat res and the ability to potentially take a magic banner. Knights are hard hitting and tough, but a few unlucky rolls and you will find yourself losing combat to higher static res foes. Full command isn't really worth it without sporting alot of melee heroes and war-shrine.

-The MoT shrine is good. I usually run one myself but swapping in a normal chariot as of late just to play test some. The shrine can grant some nice buffs to an entire unit (+1 str to Warriors, practically knights on foot), and it is very hard to kill in combat with To6, armor save, and a ward save. Just avoid getting it into solo combat as it will usually lose due to static res and its leadership is standard.

-MoS on the chariots....I guess so they never fail to charge? Fact is with WoC you have a good leadership as is. think 8 on chariots. You also get to reroll panic and with general/BSB in your army it is very tough to fail a leadership test twice. I suggest maybe looking into MoT or MoK here. MoT can give you one last save against that S7 attack about to one shot your chariot, making it very tough to kill, or MoK can give your chaos steeds and the riders both +1 attacks AND make them immune to psych. Just make sure yo watch the baiting.


Without firing up army builder, here is basic skeleton of what I would do if you want field something playable and potentially strong:

- Level 4 Sorc of Tzeentch on Disc
- Level 2 Sorc of Tzeentch - Chaos Steed
- Exalted Hero of (personal pref here) w/ BSB
- (Potential 3rd hero, melee or sorc)

-25 Marauders -- MoS, LA, Shields, Banner/Musician
-25 Marauders -- MoS, LA, Shields, Banner/Musician
-5 Marauder Horsemen -- MoS, LA, Axes, Musician
-11 Warriors - MoT, GW, Shields, Full Command, Banner of Rage
-12 Warriors - MoT, GW, Shields, Banner, Musician
-5 Chaos Knights - MoN, Banner, Musician
-Chaos Chariot - MoK
-Chaos Chariot - MoK
-10 Warhounds
-10 Warhounds

Point wise if its over 2250 you can shave the hounds to 5, not take a 3rd hero, drop the marauders to blocks of 20, or get rid of a chariot. Plenty of options to tinker with. The premise of the 11 block of warriors is you add the exalted hero to make it an even 12, he is a BSB which gives the unit a total of 4 static res + chance to outnumber, the rage gives them frenzy, and the champion from full command allows you to dodge bad challenges against your hero. Use the marauder blocks to tie up your enemies forces or bunker down an objective, while you flank charge with the Knights/Chariots. The MoK chariots can be really devestating when charging into an opponents flank. The 2 warrior blocks give you twice the killing potential of the 25 block while only sacrificing rank bonus. You can use the warrior blocks to counter enemy monsters/solo heroes/specials or just chew up rank and file blocks. The lvl 4 sorc lord and the lvl 2 sorc give you the ability to take some nasty magic items like infernal puppet and conjoined homuculus, while you can always load the level 2 up with Dispel scrolls -- mounted he has 2+ save and 6+ ward with 7" movement. The level 4 sorc lord is also about 350-400 pts depending on how you itemized him...and with a 0-2+ armor save and 3-6+ ward save possiblities, combined with flying, he is not only hard to kill and a powerful sorc, but a great way to deny points to your opponent.

Have any questions let me know.

Father Nurgle Wash Over Us 
   
Made in us
Omnipotent Lord of Change





Albany, NY

MCH says good things overall. I don't have time to post much, but here's my own skeleton of your list:

H: Exalted - barded steed = 126
H: Sorcerer - 2 scrolls = 135
H: Exalted - BSB, favor = 140

C: 23 Warriors - MoN, rapturous standard, full command, shields = 448
C: 25 Marauders - MoN, full command, shields, light armor = 200
C: 25 Marauders - MoN, full command, shields, light armor = 200
C: 5 Horsemen - MoS, musician, t.axes, light armor = 96
C: 10 Marauders - MoS, musician, flails = 64
C: 10 Marauders - MoS, musician, flails = 64
C: 5 Warhounds = 30
C: 5 Warhounds = 30

S: 5 Knigthts - MoN, standard, musician = 260
S: Chariot - MoS = 130
S: Chariot - MoS = 130

R: Warshrine - MoS = 140
-------
2193

57 points to mark your characters and give them a couple items? I think some more will have to be cut, probably from the warrior uber-block. Which I love, by the way, awesomely huge

Will post more thoughts later, but this is my strip down of what you posted.

- Salvage

This message was edited 1 time. Last update was at 2009/12/12 13:57:17


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I knew it! There he goes the Lv4 Tzeentch lord on disc.

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cptjoeyg wrote:I knew it! There he goes the Lv4 Tzeentch lord on disc.

o_o is it really strong?

@Boss and mch , im thinking of replacing the nurgle mark with Khorn, and give them 2 hand weapons.
maybe i can hide them behind the wall of marauders ><

Magic Support , do you think Festus is cheap for what he does and support the unit he is in?

What do you think about these items / gifts?
Rod of Torment : 2D6 str 3 hits
Blood Curdling Roar: Only 20 points , 2d6 S1 no AS ( very good against knights? )
BSB , Do you think Doom Totem or Banner of the Gods? ( they both seem equally good )
Blood Skull Pendant / Blasphemous Amulet ( im guessing if the wizard is in an unit of warrior , this is a nasty surprise )
Power Familiar ( seems like a must have )
Skull of Katam ( i guess its good in an all mage army o_o )

This message was edited 1 time. Last update was at 2009/12/12 22:11:20


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LunaHound wrote:
cptjoeyg wrote:I knew it! There he goes the Lv4 Tzeentch lord on disc.

o_o is it really strong?

@Boss and mch , im thinking of replacing the nurgle mark with Khorn, and give them 2 hand weapons.
maybe i can hide them behind the wall of marauders ><

Magic Support , do you think Festus is cheap for what he does and support the unit he is in?

What do you think about these items / gifts?
Rod of Torment : 2D6 str 3 hits
Blood Curdling Roar: Only 20 points , 2d6 S1 no AS ( very good against knights? )
BSB , Do you think Doom Totem or Banner of the Gods? ( they both seem equally good )
Blood Skull Pendant / Blasphemous Amulet ( im guessing if the wizard is in an unit of warrior , this is a nasty surprise )
Power Familiar ( seems like a must have )
Skull of Katam ( i guess its good in an all mage army o_o )


Level 4 Tizz Disc Lord > Yes, it's a nice build for sure. Personally I'd rather him on a horse or on foot, as on a disc he can still be picked out and smashed, 3/3+ save (from the golden eye) or not. Joey has been complaining about the apparently unending supply of level 4 discers out there, and I sorta agree. Joey, if you read this, I'm officially sticking with my chaos lord on disc and leaving my foot level 4 at home. Sound good?

Festus > I personally don't like him, as a level 2 nurgle sorcerer is 5 pts more when fully equipped, is better armored, is a better fighter, is not a special character, and can be geared up to help your overall magic phase. Festus gives his boys a weaker regen, makes them pursue slow, and has regen himself. I dunno, a trade off I guess, but I prefer non-SC version.

Rod of Torment / power familiar / skull of katam > What are you thinking magic-wise? I would suggest taking none of these items with just a single wizard, and maybe 2 level 2's with power familiar and maybe book of secrets on the other could make for a decent magic phase, but even 8 pd is kinda weak offense. I'd say go 0 defense, go 1 caddy, go 3 level 2's, or go level 4 + at least a level 2 if you want magic. To me, that's a lot of investment in dudes who aren't killing things, which chaos is generally good at.

Must have magic items if you decide to go that route: infernal puppet, power familiar, book of secrets, dispel scroll(s), maybe spell familiar, maybe power stone

BSB Banner > Neither, invest in protective gear (bronze armor, collar of <insert god here>, enchanted shield, talisman of protection) or maybe fighty gear if you feel like ripping off some face. Both of those are enormously expensive for what they do and leave the BSB himself (the most important part) vulnerable. That said, BotG can really lock your line down, and the doom totem has some cheeky uses against armies not immune to pysch ... but remember that they have to see the BSB to take the Ld hit, which often means they can hit him.

Roar > Amazing gift, it is always always worth 20 points for me. When I bust it out people still can't believe it's so cheap. Easily the best gift (partially because the others aren't very good )

Bloodskull Pendant > I like it a lot, a great weapon on a foot level 4 (who can take e.shield and wards to protect him), and a neat surprise on a normal sorcerer. Problem on a normal dude is he's pretty vulnerable without any other gear, and he can't afford to buy magic stuff then ...

Blasphemous Amulet > I like the idea but I never seem to find points for it. Would probably put on a sorcerer or BSB, combined with either power familiar or scroll on a sorc and some kind of ward on the BSB (collar ftw)

Khorne is a lot of fun, particularly on foot warriors. Don't worry about ahw on them, take shields for the 2+ save. A front row of 6 dudes w/ champ is netting 19 attaks, which is pretty drunk as is! I find frenzy works best when there's lots, and a friend of mine has an all khorne army that he's won a lot with in the last year. Also, it's for sale .......

EDIT:

I know you're thinking about Khorne now, but I messed around with that Slaanesh / Nurgle list I started earlier:

H: Exalted - MoN, necrotic phylactery, flail, shield, barded steed = 165
H: Exalted - MoN, BSB, bronze armor, favor, shield = 180
H: Sorcerer - MoS, scroll, roar, steed of slaanesh = 160

C: 20 Warriors - MoN, rapturous standard, full command, shields = 400
C: 25 Marauders - MoN, full command, shields, light armor = 200
C: 25 Marauders - MoN, full command, shields, light armor = 200
C: 5 Horsemen - MoS, musician, t.axes, light armor = 96
C: 10 Marauders - MoS, musician, flails = 64
C: 10 Marauders - MoS, musician, flails = 64
C: 5 Warhounds = 30
C: 5 Warhounds = 30

S: 5 Knights - MoN, standard, musician = 260
S: Chariot - MoS = 130
S: Chariot - MoS = 130

R: Warshrine - MoS = 140
-------
2249

It's a fairly weird list, but it has a lot of lesser things going on IMO. Very light on characters, light on magic defense, no real magic offense, token shooting, just 3 fast hammers, but lots of meaty infantry that are harder to shoot down, with a healthy amount of utility troops for baiting and fleeing and flanking. I like the roaring speedy sorcerer myself, neat little dude. Also note that the BSB has favor so the warrior block he joins will be able to boost their EotG from the warshrine

I stuck with MoS on the chariots so they can easily slam into fear causing baddies (which is most baddies any more) and suicide into monsters when needed, and it's dirt cheap. The slaanesh warshrine I actually prefer over the tizz one for a few reasons:
1) People don't take them that much!
2) It keeps the 'shrine's points down, which are already too high IMO
3) The 'shrine exists to be tough. MoT just makes it a hair tougher, which it's already good at.
4) The 'shrine is bizarrely pretty susceptible to psych, particularly fear-causers. With MoS it can hold up those scary flankers and let you get a chariot or flail unit in to help out, instead of running or autobreaking or something embarrassing.

Anyway, a thought. Toss up your khorne thoughts and we'll have a go, I've seen the red boys in action quite a bit.

- Salvage

This message was edited 4 times. Last update was at 2009/12/13 02:41:26


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I dont really know what Khorn unit to have other than the possible chaos warrior .
If we go with mark of nurgle + shield / sword combo and add the banner of rage , its expensive and still retain the super tough and hit super hard unit.

(ugh just realized my arm have drops of zap a gap o_o
*peels and picks them off... )

Back from the distraction...
Ok , the Chaos warrior is atleast 400 points .
With 6 wide , mark of nurgle + the banner and shield , thats 18 attacks at str 4 , 2+ armor save
with the 2 handed weapon switched for shield , 24 attacks with 4+ armor save :x

Thats around price of 2 chars , what should i doooo

I was wondering with Exalted , what would his role be with a flail and necrotic phylactery ><
would it work better with Chaos Rune Sword + blood curdling roar? ( i assume gifts can be given to multiple char , in that case
i want all my char to have them! or something xD )

This message was edited 3 times. Last update was at 2009/12/13 04:24:07


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Albany, NY

LunaHound wrote:I dont really know what Khorn unit to have other than the possible chaos warrior .
If we go with mark of nurgle + shield / sword combo and add the banner of rage , its expensive and still retain the super tough and hit super hard unit.

(ugh just realized my arm have drops of zap a gap o_o
*peels and picks them off... )

Back from the distraction...
Ok , the Chaos warrior is atleast 400 points .
With 6 wide , mark of nurgle + the banner and shield , thats 18 attacks at str 4 , 2+ armor save
with the 2 handed weapon switched for shield , 24 attacks with 4+ armor save :x

Thats around price of 2 chars , what should i doooo

I was wondering with Exalted , what would his role be with a flail and necrotic phylactery ><
would it work better with Chaos Rune Sword + blood curdling roar? ( i assume gifts can be given to multiple char , in that case
i want all my char to have them! or something xD )

Nurgle + Banner of Rage is a classic combo, usually found on knights. I wouldn't totally suggest it without more frenzied units around, and I wouldn't totally want to give it to the hugely expensive warrior block. Maybe though, it's a concept and gets around psych issues, and is pretty deadly O_O

Personally I say always take shields on warriors, for shooting defense and for holding a charge. IF I gave my warriors 2 weapons like people do, I'd say go gw or halberd so you can really butcher on a charge or take on big things. Ahw I think isn't worth the loss of that awesome save

Frankly, I was trying to make a decent and cheap general but I was really short on points. That dude runs with the knights and helps them smash things - 4 S7 attaks is pretty uber! And it autokills chariots, hurts big things, etc, etc. His friends have magic weapons, so no biggy. The phylactery I only know 1 person who uses it, and I just figure it's neat and costs nothing for a cool fluff thing. Again, points were so tight in that list that I was struggling to find toy moneys. IMO that's a good thing, when you aren't splurging on random toys but meat

The runesword is nice and will give the general lord-level fighting stats, though leave him somewhat unprotected - you know, as unprotected as a 1+ save and MoN is. You could grind up one of those flaily marauder baby blocks to find points, and should be able to afford Banner of Rage for the warriors.

Gifts you can't duplicate, they're basically magic items like that (but different).

Ta-Dah!

H: Exalted - MoN, runesword, shield, barded steed = 201
H: Exalted - MoN, BSB, bronze armor, favor, ahw, shield = 184
H: Sorcerer - MoS, scroll, roar, steed of slaanesh = 160

C: 20 Warriors - MoN, banner of rage, full command, shields = 415
C: 25 Marauders - MoN, full command, shields, light armor = 200
C: 25 Marauders - MoN, full command, shields, light armor = 200
C: 5 Horsemen - MoS, musician, t.axes, light armor = 96
C: 12 Marauders - MoS, musician, flails = 74
C: 5 Warhounds = 30
C: 5 Warhounds = 30

S: 5 Knights - MoN, standard, musician = 260
S: Chariot - MoS = 130
S: Chariot - MoS = 130

R: Warshrine - MoS = 140
-------
2250

Chewed up those marauders and spat out a runesword, a banner of rage and a couple marauders. That warrior block is pretty intense, and since I had 4 points I hooked the BSB up with an extra knife in case it looks like he doesn't need his 2+ and can go 4+ for a while. Halberd is another option on him, same points but S6 ftw - I run mine this way most the time, but mine is tizz and has a 5+ ward to back him up.

- Salvage

This message was edited 1 time. Last update was at 2009/12/13 04:58:36


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Ah! that looks like a good mix of what i wanted + what you think works , thus i love it!

Just out of curiosity , do you take the champion to help tip combat resolution , or for Eye of the Gods?
( because in every army i field i never use champions , but chaos might be my first one )

But yes i like how this list looks , and will try it against myself ( cry ) against Lizardmen!

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LunaHound wrote:Ah! that looks like a good mix of what i wanted + what you think works , thus i love it!

Just out of curiosity , do you take the champion to help tip combat resolution , or for Eye of the Gods?
( because in every army i field i never use champions , but chaos might be my first one )

But yes i like how this list looks , and will try it against myself ( cry ) against Lizardmen!



You take the champions because you are running two exalted heroes who I assume will be joining the units. The Eye of The Gods is a double edged sword. While exalted heroes sporting magic items can pulp even opposing lords, people can also tie up your hero with stuff like annoyance of nettlings or w/e and remove your most capable killing machine from combat for rounds. The champion allows you an alternate challenger who can step in before the hero can challenge, thus making him unable to challenge during that combat.

Example:

You put hero in your block of warriors with champion. You enter combat with a VC player with a vampire in a block of skeletons with a champion. You can have your champion issue a challenge...which he either can accept with A) vampire B) skeleton or C) decline. In the case of A, the vampire will probably kill your champion but at most you have given him +2 combat resolution, but if he doesn't roll well the WS5, Str4, 3 attack champion can potentially wound/kill the vampire. In the case of B) your champion will most likely destroy his skeleton champion...forcing him to resurrect it next magic phase or be forced with having to accept/decline with his vampire. If you shutdown his magic phase, then you issue the next challenge with your Hero toward the vampire who has to accept or go to the back for combat, both of which will usually be good results for you. In the case of C) it is still a good thing, if you are lucky your hero is in base with the vampire, if your not you are still going to churn out massive combat res from the hero and champion both chewing up skeletons.

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K.C. Kansas

The Lv4 is good stuff, it is just like you see with almost every army there is that one hero buld everyone does no matter where they are.

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Out of curiosity , which Fantasy army works well without magic?

I mean i take heroes because i like to chop chop ,
but with every fantasy army so far , i feel like i MUST take casters to be able to "survive"

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LunaHound wrote:Out of curiosity , which Fantasy army works well without magic?

I mean i take heroes because i like to chop chop ,
but with every fantasy army so far , i feel like i MUST take casters to be able to "survive"


I play a full Khorne WoC Army actually... I only have 1 level 1 wizard to be a scroll caddy. I also take my two exalted heroes with Magic Res-2 Items and put them in units. Along with my khorne lord on Jugger with my knights (giving almost every unit Magic Resistance). I also roll a Warshrine since you can get MR3 from that... I do quite well against magic do to this set up. So Id say WoC can do fine without alot of magic. Oh I also run 45 warriors... So I like to keep my self nice and armoured... hard to kill >: )

I find the only problem being is when your opponent takes Lore of Metal... although its not terrible as I save my scrolls for the more threatening spells and the MR can take care of the rest for protecting. Once I get into combat its tough luck for my opponent.

This message was edited 1 time. Last update was at 2009/12/13 21:57:47


 
   
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How does Warshrine get MR 3? I cant find the page that states that
Does magic resistance character that joined unit give the benefit to the unit? ( i cant remember the rule :x )

This message was edited 1 time. Last update was at 2009/12/13 22:09:31


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Made in us
Enigmatic Sorcerer of Chaos





Buena Park, CA

Err I meant rather that it can give out MR 3. Since every turn you can give a unit a roll on the eye of the gods. I also remember reading somewhere (I believe the FAQ's) that with a when you do the roll on Eye of the gods but you decide to re roll to attempt for a different result, you can still pick your first result... Giving you 2 results per turn on a unit and a pick of your choice. And if you do it on a unit with Favor of the gods... this can go up to 6 results per turn actually... thats pretty messed up imo.

This message was edited 2 times. Last update was at 2009/12/13 22:16:40


 
   
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Yes i think so , as long as given to the same unit. ( unless im reading it wrong T-T )

I was wondering , if a unit that receives the Giver of Glory buff , and wonders off out of the 12" , does the effect wear off?

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Made in us
Enigmatic Sorcerer of Chaos





Buena Park, CA

Nope. After the unit gets their buff they keep it untill they die. I have actually been thinking about running a Death Star Chosen unit. Giving them Favor of the gods, backed up by 2 Warshrines. MoN and Banner of Rage. Could even throw in Festus for a 5+ regen. It would be an amazingly nasty unit. On turn 1 using both shrines it would have obtained 3 rolls on eye of the gods table.
   
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Buttlerthepug wrote:Nope. After the unit gets their buff they keep it untill they die. I have actually been thinking about running a Death Star Chosen unit. Giving them Favor of the gods, backed up by 2 Warshrines. MoN and Banner of Rage. Could even throw in Festus for a 5+ regen. It would be an amazingly nasty unit. On turn 1 using both shrines it would have obtained 3 rolls on eye of the gods table.

Thats a good idea , as i mentioned earlier post i wanted 2 war shrines + Valkyria ( Gaze of Khorne ) for this very reason

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Enigmatic Sorcerer of Chaos





Buena Park, CA

Ooooo Dang it Luna... now youve got me rethinking my list cause I like Valk... Same points as my lord, but she gets flying, 6 str7 attacks.. -1 to your attacks and str... O.o and Gaze... Woah... Also thinking about using Wulfrik to bring a Maurader unit from behind and this would be very distracting whilst the chosen make their way across the table... Few units of horsemen... Looks like Im making a new WoC list haha! And I just finished buying all the stuff for my current one... BAH!
   
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Buttlerthepug wrote:Ooooo Dang it Luna... now youve got me rethinking my list cause I like Valk... Same points as my lord, but she gets flying, 6 str7 attacks.. -1 to your attacks and str... O.o and Gaze... Woah... Also thinking about using Wulfrik to bring a Maurader unit from behind and this would be very distracting whilst the chosen make their way across the table... Few units of horsemen... Looks like Im making a new WoC list haha! And I just finished buying all the stuff for my current one... BAH!

Quick! exchange them before you open the package xD

*PS i normally dont expend my armies once i reach around 2600pts , and spend my money on new armies.
But Warrior of Chaos offers SO MANY yummy things that i cant help wanting to get some Trolls and a Throgg ( hmm , any good models to represent this? )

What gears will you give the chosen? and how many per unit?
also whats a good size of trolls? 3+1 Throgg?

This message was edited 2 times. Last update was at 2009/12/13 23:10:21


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Omnipotent Lord of Change





Albany, NY

Buttlerthepug wrote:Err I meant rather that it can give out MR 3. Since every turn you can give a unit a roll on the eye of the gods. I also remember reading somewhere (I believe the FAQ's) that with a when you do the roll on Eye of the gods but you decide to re roll to attempt for a different result, you can still pick your first result... Giving you 2 results per turn on a unit and a pick of your choice. And if you do it on a unit with Favor of the gods... this can go up to 6 results per turn actually... thats pretty messed up imo.

Well, the only way to reroll the Eye from a warshrine is if you're buffing somebody that has already been buffed - cause it's a hero that killed somebody, or a chosen unit, or you have 2+ warshrines in play - and then the way it works is that you get to reroll if you roll a duplicate result that they unit already has - and you have to keep the new result unless it's also a duplicate. No way can you reroll if you don't like your 7 result. And favor lets you modify the roll +/-1, not reroll it. Chosen on the other hand get to reroll 2 & 7 on their initial roll, but they don't get to reroll their other results unless it's something they already have.

Oh, and do remember that a 'shrine can only have 1 buff in play at a time, so it's not really a buff a turn, because tossing out a new buff cancels the other one.

That said, double buffing is way cool, isn't it? I was 100% behind it myself, until I realized how much I don't like the warshrine unit itself

- Salvage

This message was edited 1 time. Last update was at 2009/12/13 23:53:26


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Made in us
Enigmatic Sorcerer of Chaos





Buena Park, CA

Oh woah. Just... wow... I had to read it about 5 times to fully understand what you meant. *subsequent* is the key word in all of that text it seems. So really you dont get to do a buff per turn on units. But rather a single buff that you can try to switch every turn. So its much like a engine of the gods type thing aye? Man that is a big big bummer... I honestly think thats comming out of my current army... although I would probably still roll 2 if I was to do a Chosen Death Star...

Thank you a bunch Salvage... That really, although sadly, cleared it up a bit so I guess its better I learn it now while Im still learning rules and doing Friendly games rather than in a tourny where I piss people off...

That is quite a let down though. Although it still might be worth it to keep it in my current list if I took Valkia..

Anyways sorry for partially (if at all... Im not to sure) highjacking the thread Luna... at least it would appear Salvage cleared it up for both of us (since it seemed like we were both thinking alike on how the shrine worked)

Thanks again Salvage. And I do agree the shrine never did appeal to me besides the buffing... If it got impact hits however...

Edit: And just to clear it up, which it sounded like you already said but just making sure. With 2 Warshrines you do indeed get 2 buffs right? So on Chosen it would indeed be 3 rolls first turn (assuming your Shrines dont die if your opponent goes first)?

This message was edited 1 time. Last update was at 2009/12/14 01:31:23


 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Buttlerthepug wrote:
That is quite a let down though. Although it still might be worth it to keep it in my current list if I took Valkia..

Edit: And just to clear it up, which it sounded like you already said but just making sure. With 2 Warshrines you do indeed get 2 buffs right? So on Chosen it would indeed be 3 rolls first turn (assuming your Shrines dont die if your opponent goes first)?

I did forget to confirm that Valkia does let you reroll stuff, but it's still just 1 buff per 'shrine.

Yes, chosen would get 3 buffs then, all modifiable by the favor on their champ. Search around here - tactics probably - and find the guide for chosen buffing if you can, I think off of the Everchosen. It's pretty impressive the work that went into figuring out what buff to take first so you can get other awesome buffs with subsequent buffs.

- Salvage

KOW BATREPS: BLOODFIRE
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Made in jp
Enigmatic Sorcerer of Chaos






I can only comment on the original list as I'm at work and time and bosses and blah blah.

Dogs: Scaly skin - useless. Dogs die by the score. If there is still a warhound unit on the table by Turn 2, take a photo.

25 Chaos Warrior blocks. 20 is enough. For more punch give them additional weapons. When you attack you'll get 16 attacks out of the front row at WS 5 S4 (with Champ) and will probably anihilate their front rank and get 2 back from their champ. If they attack you, you can hand weapon shield for a nice beefy save.

Your Flail guys will die, so I'd ditch the 5 in the back and go with 10. The light armour is good against S3, but usually lt armour alone is as good as a Shreddies box. The 25 strong Marauders are beast and your opponent will be schissing themselves when you drop them on the table. If you put a BSB in one unit, you can dominate the centre of the table no problems...except gunpowder.

A lot of people think Spawns suck, but they are a great Tar-pit unit. They cause Fear and usually you can trick your opponent into wasting their bolt thrower shot or whatever on a crummy 55 point Spawn instead of blasting something awesome.

You need one more unit of horsemen with axes. Ride them up to march block and whip axes even after you've marched at the flank or rear. If they turn to face, the enemy is reacting to you and you can just manuever to their flank again. Give them Flails so when you are down to 2 or 3 guys you can charge in and pin one of your opponent's units for a turn and maybe negate a rank bonus for a later combat.

As for characters, A BSB with sword of might and Enchanted shield in one of the Maruder 25 units will mash. 3 S6 attacks with a 1+ Sv LD 8 will help them out a lot. I'm not a magic guy, so I usually just run the scroll caddy and hope he doesn't miscast.

Hope this helps and good luck!
   
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Woo , i also have some question regarding magic guys.

1) I can cast as many magic i have on my spell list aslong as i dont recast same spell + i have enough power dice left?

2) How does remain in play work? It says if i cast RIP spells i cannot cast anymore. What if i start the magic phase with normal spell , and end it with RIP spells , does that work?

3) Comet of Casandra , its RIP , is it always RIP unless its dispelled , or is it over when comet lands?

@Khornholio:
Kk no armor on the dogs
Unit of 10 flail guys , should i bother with LA , shield at all? ( no command i assume )

Spawn , how is Scyla Afingrim?

This message was edited 1 time. Last update was at 2009/12/16 05:27:29


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instead of lt armour go with a musician. You'll save a big 4 points that you can use somewhere else and you get the plus one on the rally and you never now when the musician rocking out might just win the combat for you.
   
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Scyla Afingrim: I haven't used him but looking at him we get -

- Hits harder (higher strength, more attacks)
- A bit tougher (higher WS, extra wound) but not necesarrily more than 2 normal ones
- Higher movement (very big advantage over normal spawn here)
- Challange rules - can be both an advantage or disadvantage

He can do things normal Spawn can't which is useful, like the extra movement and challenges.

The consideration is, for his price you can almost buy 2 unmarked spawn.

Also, Slaanesh Spawn is useful against weaker but hard hitting units like Dark Elves (not HE though), and you can't take the MoS on Scyla. The extra S (like the MoK for ordinary spawn) may help against tougher guys, but you're not likely to be striking before them to help him last longer as a tarpit.

I say the biggest advantage is the extra D6 movement, that makes him actually a lot more reliable and can get him where you want more of the time.

This message was edited 1 time. Last update was at 2009/12/16 10:52:48


hello 
   
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Hmm maybe i'll use him as a normal spawn if i have left over points.

The spells are confusing me , anyone ><?
1) I can cast as many magic i have on my spell list aslong as i dont recast same spell + i have enough power dice left?
2) How does remain in play work? It says if i cast RIP spells i cannot cast anymore. What if i start the magic phase with normal spell , and end it with RIP spells , does that work?
3) Comet of Casandra , its RIP , is it always RIP unless its dispelled , or is it over when comet lands?

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At the beginning, you need to roll which spell the Sorcerer knows (usually his Wizard Level + any items that grant him more, at random). He can cast any of those (as long as he can has the power dice available for them) but only once each per turn.

With remains in play, the Wizard can choose the cancel the RIP spell at any time so he can do that and then cast another spell, and I think casting another spell cancels it anyway. Generally, it's best to cast it last if he has one.

I don't know much about comet though, I think it ends when the comet hits.

This message was edited 1 time. Last update was at 2009/12/16 10:59:25


hello 
   
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Daba wrote:At the beginning, you need to roll which spell the Sorcerer knows (usually his Wizard Level + any items that grant him more, at random). He can cast any of those (as long as he can has the power dice available for them) but only once each per turn.

With remains in play, the Wizard can choose the cancel the RIP spell at any time so he can do that and then cast another spell, and I think casting another spell cancels it anyway. Generally, it's best to cast it last if he has one.

I don't know much about comet though, I think it ends when the comet hits.

Did i get it right then o_o?

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