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Made in au
Terrifying Treeman






The Fallen Realm of Umbar

I have still been playing around with different fantasy armies lately, and have (for the moment) settled on a Khorne-Tzeentch WoC army.
This is just a rough draft, and would like people to keep in mind this is a Khorne-Tzeentch army so keep all C&C as close to that as possible.
Heroes
Exalted Hero
MoK
Shield
Axe of Khorne
Favour of the Gods

Sorcerer of Chaos
level-2
MoT
Disk of Tzeentch
Third eye of Tzeentch

Sorcerer of Chaos
level-2
MoT
Disk of Tzeentch
Spell Familiar

Core

15 Warriors of Chaos
Full Command
MoK
Additional Hand Weapon

15 Warriors of Chaos
Full Command
MoK
Additional Hand Weapon

Special
5 Chosen
MoT
Great Weapon
Full Command
Power Familiar

3 Chaos Ogres
Chaos Armour
MoK
Standard

All you critics tear me apart

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in us
Ambitious Marauder





Mound City, U.S.A.

Shooty armies could give you fits...the Chosen regiment at only 5-strong would be vaporised in a flash.

No dispel scrolls for your Sorcerers?

The Warrior blocks are solid. The MoK and AHW's will = a lot of bones and flesh flying on the other end.

This message was edited 1 time. Last update was at 2010/03/23 16:15:37


"I'm gonna go build my own theme park! With blackjack and hookers! In fact, forget the park!" ~ Bender Bending Rodriguez 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Hmm. My thoughts:

1. Eye of Tizz is not overly great, as you need LoS to some mage to steal his spells, when at least my discs are always orbiting units, staying out of LoS, march-blocking and blasting.
2. You could do better on the sorcerer gear in general, either going for more protection or more magical gear or the ever sexy roar.
3. Warriors don't need ahw as they've got a crap ton of attaks (+ the exalted!) already. Shields however will mean they preserve their own numbers, while also crushing the other guy. Also helps against shooting.
4. You need at least a few utility troops, dogs and/or horsemen, with all of these frenzied guys around.
5. The little chosen unit is nothing but a present to your opponent, easily taken out by shooting or even a moderate amount of force. Also the power familiar is illegal on a non-wizard, and actually does nothing useful anyway (the die is his, not the general pool's).

Here's my initial tweak:

H: Exalted - MoK, axe of khorne, shield = 180
H: Sorcerer - MoT, level 2, book of secrets, disc = 185
H: Sorcerer - MoT, level 2, bloodcurdling roar, disc = 180

C: 15 Warriors - MoK, full command, shields = 300
C: 15 Warriors - MoK, full command, shields = 300
C: 5 Horsemen - musician, flails, light armor = 86
C: 5 Warhounds = 30

S: 4 Ogres - MoK, standard, musician, ahw, chaos armor = 240
----------
1496

Exalted > No change beyond dropping the favor (that sadly will rarely get used), quite the smashy dude. If he gets to put his unit in combat with something, the enemy is going to feel it.

Sorcerers > Decided to go for offense over protective wards, and I figure 7 pd & 4 dd should see you through fairly well @ 1500. Book sorcerer goes with flicker (2 diced) and a nice fire spell (2-3 diced), while the roar sorcerer sticks with flicker (2-3 dice) or his other spell if the situation presents itself. More importantly, the roar sorcerer directs his maddeningly good 2D6 S1 shockwave into elite armored things like knights or elite infantry. Shooting phase ftw!

Warriors > As noted above, shields for the win. 16+ attaks is plenty, especially with 2+ armor & 1-4CR behind them.

Horsemen > Classic flail cav, useful for many purposes and great models. Stopping war machines is clearly tops on that list, but loads of other uses.

Warhounds > At least one unit for all the dirty work you need. Including controlling your own dudes.

Ogres > Jacked this unit up and figured there's no reason not to model them with 2 weapons and go ape. Brings 20 attaks (!!!) & 1-2CR, giving you a third brutal hammer unit, that also causes fear and moves 12" Also musician because this unit costs serious points and relies on dice, so no need for an embarrassing musician-fail.

- Salvage

This message was edited 4 times. Last update was at 2010/03/23 17:10:42


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
40kenthus






Chicago, IL

Looks like Boss has the list nailed.

What was the original plan with the Spell Familiar on Sorcerer #2? Which spell were you trying to get for this caster? Spells 2-6 are either very situational or rather hard for a lv 2 to cast.

Terrain, Modeling and More... Chicago Terrain Factory
 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

Boss_Salvage wrote:Hmm. My thoughts:

1. Eye of Tizz is not overly great, as you need LoS to some mage to steal his spells, when at least my discs are always orbiting units, staying out of LoS, march-blocking and blasting.
2. You could do better on the sorcerer gear in general, either going for more protection or more magical gear or the ever sexy roar.
3. Warriors don't need ahw as they've got a crap ton of attaks (+ the exalted!) already. Shields however will mean they preserve their own numbers, while also crushing the other guy. Also helps against shooting.
4. You need at least a few utility troops, dogs and/or horsemen, with all of these frenzied guys around.
5. The little chosen unit is nothing but a present to your opponent, easily taken out by shooting or even a moderate amount of force. Also the power familiar is illegal on a non-wizard, and actually does nothing useful anyway (the die is his, not the general pool's).

Here's my initial tweak:

H: Exalted - MoK, axe of khorne, shield = 180
H: Sorcerer - MoT, level 2, book of secrets, disc = 185
H: Sorcerer - MoT, level 2, bloodcurdling roar, disc = 180

C: 15 Warriors - MoK, full command, shields = 300
C: 15 Warriors - MoK, full command, shields = 300
C: 5 Horsemen - musician, flails, light armor = 86
C: 5 Warhounds = 30

S: 4 Ogres - MoK, standard, musician, ahw, chaos armor = 240
----------
1496

Exalted > No change beyond dropping the favor (that sadly will rarely get used), quite the smashy dude. If he gets to put his unit in combat with something, the enemy is going to feel it.

Sorcerers > Decided to go for offense over protective wards, and I figure 7 pd & 4 dd should see you through fairly well @ 1500. Book sorcerer goes with flicker (2 diced) and a nice fire spell (2-3 diced), while the roar sorcerer sticks with flicker (2-3 dice) or his other spell if the situation presents itself. More importantly, the roar sorcerer directs his maddeningly good 2D6 S1 shockwave into elite armored things like knights or elite infantry. Shooting phase ftw!

Warriors > As noted above, shields for the win. 16+ attaks is plenty, especially with 2+ armor & 1-4CR behind them.

Horsemen > Classic flail cav, useful for many purposes and great models. Stopping war machines is clearly tops on that list, but loads of other uses.

Warhounds > At least one unit for all the dirty work you need. Including controlling your own dudes.

Ogres > Jacked this unit up and figured there's no reason not to model them with 2 weapons and go ape. Brings 20 attaks (!!!) & 1-2CR, giving you a third brutal hammer unit, that also causes fear and moves 12" Also musician because this unit costs serious points and relies on dice, so no need for an embarrassing musician-fail.

- Salvage

1. Thanks, I only took it because all but 2 guys and the staff are the only guys smart enough to put mages in units and I was just like, hey, what the hell?
2. Again thanks, I haven't written a WoC list before so as one only does, I took what looked good on paper
3. I only gave them ahw to be a cheeky little devil, 4 attacks per model, five on the exalted, I simply Could not resist.
4. Again, this is the first time I have written a WoC list so I only took what looks good on paper
5. My bad for some reason I thought it was in the enchanted item section, not arcane, thanks

I am liking the look of that list except that the marauders aren't marked, which I want to do wherever I possibly can, I also I took the Ogres for the modeling opportunities and I took favour of the gods mainly because my usual opponents field character heavy armies and again was like why the hell not?

My only question is how would I respond to things such as stegadons and hyrdas?

Thank you for the advice Salvage.

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
 
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