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Not a bad list - very similar to one of the ones that I posted. Couple of suggestions:
1. Try and squeeze in a few points to put flails on your plague priests. Gives them Str 6 on the 1st round of combat.
2. The rat ogres will only let you have 1 packmaster per 2 rat ogres - frees up 16 points right there.
3. With the low Str of the plague monks, not exactly sure how effective the plague standard would be. If your dying to run a magic standard in the unit, the Banner of the Underempire is pretty cool, a little bit cheaper and does 2D6 automatic Str 2 hits at the beginning of each combat phase. Or you could drop it and pick up 30 points.
4. The Blade of Nurgilitch - doesn't give you a Str bonus or anything, as well as the lowering the toughness of the opponent - eh. If you really want a magic weapon on him, I'd give him the Sword of Might or something - otherwise just a halberd or great weapon.
5. Doomwheel - I'm guessing thats your big nasty monster solution. The only thing I don't like about it is that the warp lightning still allows armor saves, but still does D6 wounds (maybe a FAQ?). Either way - I'm a fan of cannons, so I'd drop it and add in 2 warp lightning cannons (points from dropping the plague standard would pay for it).
To summarize, I'd add the Halberd to the Warlord, add flails to the plague priests, drop the plague banner, drop the 2 packmasters, drop the doomwheel and add in 2 warp lightning cannons.
Expect the FAQ on the stormbanner to be one use - if your playing anyone with shooting or artillery, that plague furnace/plague priest on it is a big target. Also watch out for the size of your plague furnace unit, as with it being frenzied, can easily be redirected and it's failed charge wheel movement is a killer.
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