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Made in us
Inspiring Icon Bearer







Hello there fantasy types. This is my first army list on this side of the boards, and hope for some constructive feedback. I think its a decent first draft, but I learned quickly with my Eldar that good on paper isnt great on the table.


2500 points.


-Army General-

Vilith the something of something! (Dont have my book on me right now.)
Lvl 4 Tzeentch Sorc. with the power dice leeching.



Wulfrik the Wanderer

Joins with...

26 Marauders with full command and Mark of Khorne.


Chaos Sorceror w/ Mark of Slaanesh, Dispel Scroll and Chaos Steed.

Joins with...

10 Marauder Horsemen w/ Light armor, Standard Bearers, Chieftan and throwing axes.


Chaos Sorceror w/ Mark of Slaanesh and Chaos Steed.

Joins with...

10 Marauder Horsemen w/ Light armor, Standard Bearers, Chieftan and throwing axes.



10 Chaos Warriors w/ full command and Mark of Khorne

5 Chaos Knights w/ Standard Bearer and Champion, + Magic Banner granting 1 Magic Resistance. (Chaos Armor + Shield and Hand Weapon.)

5 Chaos Knights w/ Standard Bearer and Champion, + Magic Banner granting 1 Magic Resistance. (Chaos Armor + Shield and Hand Weapon.)

1 Hellcannon.




Here's the thought.

The theme of this army is movement and tactics control. By forcing the opponents moves and units into situations he doest like, I can hopefully get a favorable matchup in fights that he didnt forsee.


Keeping the Marauder Horsemen in only light armor so I can keep their fast calvary ability. Vanguard move them as close as possible so that the Chaos Sorcerors of Slaanesh can priority cast their 8+ spell that entices a unit to move march every turn to a spot on the field that you designate. According to my army book, they have to spend their turns marching until they reach that spot. That spot of course will be near my Chaos Warriors and Knights, who will take advantage of the opponents forced movement in order to get charges. Priorities for this spell are weak non-melee units and especially ranged units. (The 13+ Slaanesh spell is good too. Toughness test or eat an unsaved wound.)

Wulfrik seems really good with a nice statline and the ability to force a challenge on an enemy unit without giving them the opportunity to decline. He and his Marauders should be able to do some backfield damage on units that the opponent planned on keeping away from conflict. I wish I could give him a Sword of Chaos for the double attacks, but I cant. =(

Vilith seemed like the Lord I needed for his ability to generate some extra dice. I dont know whether or not I should leave him solo or place him in the unit of Knights. I also like his statline and access to some really good tzeentch spells. Mostly the spell that casts on 8+ that forces miscast rolls on any enemy spellcaster who rolls ANY set of doubles.

The way I see it, you either let me screw with your unit position or screw with your casters. The thought of sending a weak unit backwards from my warriors into a eager and sneeky Wulfrik seems fun.

The Hellcannon blows things up, hopefully.





Age of Sigmar, New World Tournament Ruleset


[centerPlease feel free to pop in and comment, or send me a PM![/center]



 
   
Made in us
Longtime Dakkanaut




Vilitch and Wulfrik seem ok, but by using them you are missing out on some of the really good options that WoC characters have. Besides, Throgg is the best special character by far

Also, I've been really unimpressed with lore of slaanesh. Most people find the lore of tz or lore of nurgle to be more worthwhile, ymmv.

I feel like you need some more meat on these bones. Cavalry just isn't as good as it used to be, and even Chaos Knights can have trouble with large blocks. I might suggest cutting one of the Knight units for another block. I also like flails on my khorne marauders and horsemen.
   
Made in us
Lord of the Fleet





Texas

I think theres way too much sunk into characters. Not a fan of 2 SC and you already have 4 wizards. 2 of them are level 4. For magic, a level 4 and a level 2 are probably your best bet. Marauder Horsemen are so-so. I'd drop most of them and some knights to get more foot warriors and marauders. Also you cannot have 2 of the same magic items (the banners).

This message was edited 1 time. Last update was at 2010/10/12 23:51:19


 
   
Made in us
40kenthus






Chicago, IL

Are you playing 8th ed? If so, you need to revise your tactical plan. 8th is about big beefy infantry blocks and devastating magic which kills whole units.

Consider the mainstay unit of most WoC lists - 18 man Warrior unit with Halberd, mark of Khorn and full command. This unit can whip any two in your list. Run the math on an encounter between the horsemen and the WoC block - we can even assume a rear charge by the horsemen as part of your movement strategy. The warriors (6 wide, 3 deep) strike first, 18 attacks at St5. That's 9.8 dead marauders - you might lose the whole unit without even getting an attack in. Flank attack might be a better plan, the warriors kill 4.9 marauders and take less than 1 casualty in return. You only lose combat by about 4 in this example.

Check some of the other WoC lists in the forum. You'll see most are built around a core of 3-4 warrior blocks and/or marauder hordes.

Terrain, Modeling and More... Chicago Terrain Factory
 
   
 
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