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Made in us
Fresh-Faced New User



Pennsylvania

So, I think I may have finalized my list. Just starting to buy the pieces. I am still open to criticism though so lay it on me.

Lords

Sorcerer Lord - Level 4, Talisman of Preservation, Conjoined Homonculus, Infernal Puppet, Spell Shield, Shadow Magic - I plan to use the Shadow/Festus combo here.

Heroes

Festus
Exalted Hero - BSB, Doom Totem
Trogg

Core

Marauders (44) - MoK, Full Command, Great Weapons - BSB goes here
Marauders (29) - MoK, Full Command, Great Weapons - Festus goes here
Marauders (29) - MoK, Full Command, Great Weapons - Sorc Lord goes here
Trolls (5) - Trogg goes here
Marauder Horseman (5) - Throwing Axes, Shields, Musician

Rare

Warshrine - Mark of Tzeentch
Hellcannon
Hellcannon

The horseman are a question mark for me. I could swap them out for 3 units of warhounds which may benefit me more. Advice please

40k

Space Wolves - 1850

Age of Sigmar

Chaos - Khorne Bloodbound, Daemons
Order - Stormcast Eternals
Destruction - Beastclaw Raiders
 
   
Made in us
Fresh-Faced New User



Southern California

Yes i would definitely drop the horsemen for hounds as the horsemen basically are worthless since fast cav dont do anything anymore, and might i suggest putting the black tongue on your sorc lord, as ive seen many a person fail casting a spell in this edition and its nice to have it miscast with the infernal puppet.
   
Made in gb
Knight of the Inner Circle






i like it, but no nights? or chosen? :(


Automatically Appended Next Post:
and why shadow magic? it seems an unpopular lore to take?


Automatically Appended Next Post:
and why shadow magic? it seems an unpopular lore to take?

This message was edited 2 times. Last update was at 2010/08/05 09:50:35


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Made in us
Omnipotent Lord of Change





Albany, NY

Lordjig6 wrote:and why shadow magic? it seems an unpopular lore to take?

Whaaat? Everyone I've fought so far has had death, shadow or beast (in that order) if possible! Shadow I like because it's an interesting lore with a lot of technical options, and with his army of mostly S(5) T3 marauders all those debuffs are going to help them live or kill better. Oh, and there's the combo he's talking about, which I'm guessing involves withering a unit for -D3T down to T1 then hitting them with Festus' auto-chosen Curse of the Leper to kill the entire unit. Like all 'super eevil combos' I kinda roll my eyes, but that's not bad at all drek

Some thoughts on the rest of the list ...

> I would much much rather have some protection on your BSB than the Totem. Yes yes it's pretty huge with LoS and LD changes (and I see what you're doing with the hellcannons too, yay for combos!), but call me crazy, I'd rather have him survive to continue to hold your army together.

> Are 29 lumberjacks enough in one block? I wonder how long they'll last before they break and take their expensive characters with them ...

> I too have struggled to make horsemen work. I think you've got the best kind currently, and I do think that they're better at taking out war machines than dogs. Considering that's about their main mission in 8th maybe keep them? Or grind them up into 2x 5 puppies and use the other points for more marauders.

> Keep the 'shrine cheap: the unit is only good at living vs shooting, and doesn't need the MoT to do that. Use the extra points for more marauders.

You should be able to squeeze out a good handful of marauders between re-equipping the BSB, mincing the horsemen and de-marking the 'shrine. After that, tricky tricks ftw!

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Fresh-Faced New User



Pennsylvania

So, how about this?

Lords

Sorcerer Lord - Level 4, Talisman of Preservation, Conjoined Homonculus, Infernal Puppet, Spell Shield, Shadow Magic

Heroes

Festus
Exalted Hero - BSB, Armor of Destiny, Mark of Tzeentch, Shield
Trogg

Core

Marauders (44) - MoK, Full Command, Great Weapons
Marauders (34) - MoK, Full Command, Great Weapons
Marauders (34) - MoK, Full Command, Great Weapons
Trolls (5) - Trogg goes here
Marauder Horseman (5) - Throwing Axes, Shields, Musician

Rare

Warshrine
Hellcannon
Hellcannon

The BSB is a lot more survivable now with a 3+/3+. I added 5 to the smaller Marauder blacks. As mentioned, Shadow has a lot of utility for my list. Dropping units' T and S is very useful when you consider Festus in the list. Still wondering about the Horseman... they are there for warmachine hunting but I don't know if one unit is enough.

40k

Space Wolves - 1850

Age of Sigmar

Chaos - Khorne Bloodbound, Daemons
Order - Stormcast Eternals
Destruction - Beastclaw Raiders
 
   
Made in us
40kenthus






Chicago, IL

Armour of Destiny is heavy armor. Should give the BSB a 4+ save with the shield.

Would that make for a 2+ perry save? 4+ ward + perry + TZ?

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Made in ca
Focused Dark Angels Land Raider Pilot





The parry save doesn't stack with other ward saves (except MoT) as far as I know. So it would be a 5+ parry save, 3+ armor save and a 3+ ward save.

nosferatu1001 wrote:That guy got *really* instantly killed.
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

RanTheCid wrote:Armour of Destiny is heavy armor. Should give the BSB a 4+ save with the shield.

Would that make for a 2+ perry save? 4+ ward + perry + TZ?

He's got a 4/3+ save including the shield, though the parry isn't really going to happen unless his Armor of Destiny is destroyed somehow. Normally I wouldn't be all about downgrading chaos armor to heavy armor, but a 3+ ward is hot sex so whatever

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in my
Fresh-Faced New User





omg thats a nice combo w/ Shadow lore and Festus, gonna try that this weekend..woohoo!~!

I always preferred knights in my list, but seeing yours I'm not sure what else to take out; it's pretty solid already.

All the best to ya mate!

 
   
 
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