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Made in us
Flea on a Warhounds Back




Arizona

Before I start converting this list I wanted some feed back on it. This is the list I want to take to some of the west coast GTs this year.

(2250)

Exalted Hero/ Halberd/ Shield/ Chaos Steed / Sword of Might

Exalted Hero/Halberd/ Chaos Steed / Biting Blade / Enchanted Shield / Collar of Khorne

Chaos Sorcerer/Level 2 Upgrade/ Chaos Steed / Power Familiar/ Dispel Scroll

Chaos Sorcerer/Level 2 Upgrade/ Chaos Steed / Dispel Scroll/ Book of Secrets

5 Marauder Horsemen of Slaanesh/Mark of Slaanesh/ Musician/Flail/Throwing Axe

5 Marauder Horsemen of Slaanesh/Mark of Slaanesh; Musician/Flail/Throwing Axe

5 Marauder Horsemen of Slaanesh/Mark of Slaanesh/ Musician/Flail/Throwing Axe

5 Marauder Horsemen of Slaanesh/Mark of Slaanesh/ Flail/Throwing Axe

5 Chaos Knights of Slaanesh/FC

5 Chaos Knights of Slaanesh/FC

5 Chaos Knights of Slaanesh/FC

5 Chaos Knights of Slaanesh/FC

Chaos Spawn

Chaos Spawn


The list is built with tht WPS comp system(min10).The original build only had a level 1 caddy(2 scrolls) and an extra Exalted with Fury of the Bloodgod, in a comp enviroment(WPS) would that be enough magic defence?


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Made in us
Omnipotent Lord of Change





Albany, NY

Quite a simple, all cav list. I'm impressed at all the toys you've passed on for your characters, nicely done. Should play a pretty solid game, and I imagine it comps fairly well - I've only been working with WPS for a couple weeks now, can't remember how it feels about chaos knight spam?

Some Thoughts

- Mundane weapons literally cannot be used if a character has a magic weapon, so both halberds are useless (+8)
- On your horsemen, I would choose flails or t.axes (2 of each IMO), drop the other option and pick up some light armor, and give the 4th unit a musician (+14)
- Knight champions are not very good for their points, and they also mean your characters don't get LoS! roles when joined to a fresh unit (+80)
- A BSB is always a nice choice when you've got an extra fighty character handy, and when you're running all these units that must generate CR to win (-25)
- Warhounds, even a single 5 puppy unit, are always always useful, for diverting or quarter grabbing if nothing else (-30)

My take so far:

H: Exalted - runesword, shield, chaos steed = 181
H: Exalted - BSB, enchanted shield, collar, chaos steed = 191
H: Sorcerer - level 2, power familiar, scroll, roar, chaos steed = 206
H: Sorcerer - level 2, book of secrets, scroll, chaos steed = 186

C: 5 Horsemen - MoS, musician, throwing axes, light armor = 96
C: 5 Horsemen - MoS, musician, throwing axes, light armor = 96
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 - MoS, standard, musician = 240
S: 5 Knights - MoS, standard, musician = 240
S: 5 Knights - MoS, standard, musician = 240
S: 5 Knights - MoS, standard, musician = 240

R: Spawn = 55
R: Spawn = 55
--------
2248

In addition to the above changes, I also upped the general's weapon so he's essentially lord-level with most any other army, dug a few points out of the BSB and then gave the non-book sorcerer roar. Roar is absolutely fantastic, and I figure this sorcerer is less likely to be punched into combat ASAP like the exalteds, so he can fast cav around with some t.axe marauders and get his roar on, in addition to spells. Also, his miscasts aren't as nasty as the other sorcerer's

Unfortunately running the WPS score (/200) I get 9, or an 8.5 if you don't get to count both the 'no lord' and 'no sorc lord' at the same time. Essentially, your list has few concessions, beyond no lords and 110 points in spawn (which WPS doesn't care about). The biggest hits are on the magic side and the knight spam side ... If you drop the power familiar & book you'll drop to 10.25 (assuming double lord credit). OR you could drop both sorcerer's to level 1, which in combination with the familiar and book still works for a decent low-level spam-ish phase: fireball / dark hand x3, 2 dice into each cast, and they're probably all going off. Low miscast chance too, just not able to reach for bigger spells is all. And it frees 70 points for something (but NOT more fast cav or warhounds, you'll take a hit that your WPS score can't deal with).

The other option is to drop the 4th knights (+1 WPS point), but I think messing with the sorcerers can sneak past and keep the real meat of the list, which is in the knights not the magic anyway.

- Salvage

This message was edited 4 times. Last update was at 2010/03/11 22:14:14


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