Switch Theme:

2500 Warriors of Chaos needing advice. . .  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Dakka Veteran




I was experimenting with ways to make a list using both of my Disk models, and using Fear with the Mark of Nurgle here is what I came up with it seems good but I am concerned that it is to focused on dealing with war-machines. Yes, I know that shouldn't be possible for WoC, but take a look.

Everything has Strength 5 or more, and is very scary in close combat.

I would have a Hell Cannon, or 2 but sadly I don't own one yet.

I am considering dropping the Shield on the BSB to give him Favored of the gods since I have two War Shrines?

Sorcerer Lord (Goes in the unit of Chaos Knights.)
-General
-Mark of Nurgle
-Level 4
-Blood of Tzeentch
-Sword of Might
-Charmed Shield
-Talisman of Preservation
-Demonic Mount

Exalted Hero (Goes in the unit with the banner of wrath.)
-Mark of Nurgle
-BSB
-Sword of Shrieking
-Shield

Exalted Hero (War machine and elite unit hunting.)
-Mark of Tzeentch
-Sword of Swift Slaying
-Collar of Khorne
-Shield
-Disc of Tzeentch

Exalted Hero (War machine and elite unit hunting.)
-Mark of Tzeentch
-Shield
-Disk of Tzeentch
-Helm of Many Eyes
-Golden Eye of Tzeentch

12 x Warriors of Chaos
-Halberds
-Shields
-Musician, Banner
-Mark of Nurgle
-Wailing Banner

12 x Warriors of Chaos
-Halberds
-Shields
-Musician, Banner
-Mark of Nurgle
-Banner of Wrath

5 x Marauder Cavalry
-Light Armor
-Throwing Spears
-Flails
-Mark of Slaanesh

5 x Marauder Cavalry
-Light Armor
-Throwing Spears
-Flails
-Mark of Slaanesh

5 x Marauder Cavalry
-Light Armor
-Throwing Spears
-Flails
-Mark of Slaanesh

5 x Chaos Knights (Decent hammer unit they might be stubborn but they die.)
-Mark of Nurgle
-Banner & Musician
-Banner of Rage

Chaos War Shrine (I can switch out for Khorne Chariots easily.)
-Mark of Tzeentch

Chaos War Shrine (I can switch out for Khorne Chariots easily.)
-Mark of Tzeentch
   
Made in ca
Focused Dark Angels Land Raider Pilot





I wouldn't use the Marauder Horsemen. They're not effective in combat and die quickly. They're very much a glass cannonball. If you really do want to use them then I'd switch MoS to MoK.

Instead of the Horsemen I would go for a large block of Maruaders. 40 Marauders wtih FC, shields and MoT costs about 240. If they're deployed 5 X 8 then you should be steadfast for a long time. Without the large blocks of infantry to anchor your army you're going to run into problems.

The Warriors units are good, but I think you might want to bump it up to 18 per unit so you can get full supporting attacks for a few turns. Also get rid of the banner of wrath and take the razor standard. Having armor piercing attacks at s4 is going to net you more kills in the long run then a magic missle. Save the dice for your lvl4. I'd suggest taking out one exalted or a warshrine to find the points.

This message was edited 1 time. Last update was at 2010/09/02 15:36:13


nosferatu1001 wrote:That guy got *really* instantly killed.
 
   
Made in us
40kenthus






Chicago, IL

Ditto what Infreak said: 1 unit of marauder horsemen at the most. Beef up the warriors to at least 15.

Why the big fear of war machines? Cannons are only going to kill 1 fig per rank - losing 2-4 warriors per cannon is not a big deal. Mortars will mess up marauders, but WoC should be fine with a higher T and armour save. Most of your army should be charging on turn 2, maybe turn 3 at the worst.

Move the Lord out of the Knights. Last thing you want is a miscast to drop a S10 template on those 40pt figures.

Terrain, Modeling and More... Chicago Terrain Factory
 
   
Made in us
Nurgle Predator Driver with an Infestation



USA - MS

Mark the Warriors with MoT over MoN. It adds the same 12.5% protection against BS shooting, adds a 6+ save to canon/bolts, AND you still get that 6+ save in combat with the halberds.

Same with the Knights. MoT gives you the same 12.5% protection against BS shooting, but also gives a save against canons etc which are the bane of your small knight units. Plus you get a 6+ save in CC while still having frenzy . I love to do the MoT + BoR combo.

Having started in 7th with a cav list of WoC and expanding outward, I will say the same thing about the marauders. They are less useful in 8th. Take 1 unit with LA/axes/MoS and use them to vanguard and block enemy vanguard or to march block / harass units. If you want to take flails make a 2x5 unit and MoK them and get into CC soon as possible.

The disc EH are interesting, never ran one myself cause mainly I associated disc with keeping sorc alive and dangerously moving around. Basically gives you like pegasus riders lol. One thing though is I would drop blood of tzeentch on the lord. It was amazing in 7th, not so amazing in 8th when you get +5 to cast on a Lv4 MoT lord. In my experience you just don't fail to meet casting values....and an enemy will rarely borderline dispel. They will want to stop stuff like pandemonium and will throw a guaranteed amount at it. Then other stuff they will just shrug and let happen. You could also take the bronze armor instead of charmed shield + talisman and get a 3+ non magical ward save, and with dropping blood save enough points to add something else.

Warrior blocks need to be 18 if ur running 6 wide. You have to take into account you might lose 2-3 each turn from shooting, and you won't be in CC till turn 3 if your opponent is smart and avoids them. So you need to be able to lose 6 and still get your max attacks in.

Father Nurgle Wash Over Us 
   
Made in us
Dakka Veteran




The reason for Blood of Tzeentch is to reduce Miscast/IF possibilities, and it will allow me a more reliable magic phase since with a level 4 you only need 8 dice to reliably cast every spell from the Lore of Nurgle. . .
   
Made in us
Nurgle Predator Driver with an Infestation



USA - MS

citadel97501 wrote:The reason for Blood of Tzeentch is to reduce Miscast/IF possibilities, and it will allow me a more reliable magic phase since with a level 4 you only need 8 dice to reliably cast every spell from the Lore of Nurgle. . .


Check the FAQ on the blood, I am not 100% sure you can pickup a 6 to stop a miscast.

Father Nurgle Wash Over Us 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Stavromueller Beta

It doesn't say anything about the Blood of Tzeentch in the new FAQ.
I used it to get off infernal gateway last night without cooking myself

It is an awesome arcane item... as it should be for a relic of Tzeentch!

This message was edited 1 time. Last update was at 2010/09/03 20:34:21


 
   
Made in cn
Long-Range Black Templar Land Speeder Pilot




Beijing,China

Marauder horsemen suck themself, but they are the best wall for your flying heroes. Nice idea.

Tokugawa plays:  
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: