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Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

Sorceror Lord - 390
General, Lv4, Tzeentch, Disc, Spell Familiar, Enchanted Shield, Talisman of Preservation, Favor of the Gods

Sorceror - 180
Lv2, Tzeentch, Biting Blade, Infernal Puppet

Sorceror - 165
Lv2, Tzeentch, Dispell Scroll

Exalted Hero - 270
Tzeentch, Daemonic Mount, Sword of Might, Talisman of Endurance, Soporific Musk, BSB, Shield

Chaos Warriors - 410
x20, Tzeentch, Halberds, Shields, Full Command, Rapturous Standard

Marauders - 179
x35, Musician, Flails

Marauder Horsemen - 186
x10, Musician, Flails, Throwing Axes, Light Armor

Chaos Hounds - 60
x10

Chaos Hounds - 60
x10

Chaos Knights - 495
x10, Tzeentch, Musician, Standard, Razor Standard

Chaos Trolls - 270
x6

Spawn - 65
Tzeentch

Spawn - 65
Tzeentch

Hellcannon - 205

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
40kenthus






Chicago, IL

3 TZ Sorcerers? Is there some plan here? Seems like you'll run out of spells to assign. Third Eye of TZ could be a good addition to one of the level 2s.

Does the list have enough beat down units? 3K and only 3 strong units: Warriors, Knights, Trolls. Your list should have at least 1, if not 2 more.

Do Spawn have a role in 8th? Used to love these guys in 7th - but their ability to move sideways is just not important any more.

Terrain, Modeling and More... Chicago Terrain Factory
 
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

They're still T5 Unbreakable. With march-blocking gone the way of the dodo, they're still useful for holding an enemy in place. I can always tie up an enemy block so that the hard hitters can move in from the flank.

Forgot about that whole 'no duplication' thing. Not a huge fan of 8th edition...

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Yea, if you're looking to spam flickering fire - and it is a nice spell still, if a wee light on the hits vs all these blocks - you may as well keep the support casters level 1s. Also give some extra channeling and, as here, can carry happy items.

Good selection of units, glad to not see a wall of wardy plate like most chaos. On the spawn, I'm looking to run 3 (!) in my WoT Redux, partially to see what they do, but also because 1) they're one of the last 360 degree chargers left in the game, and 2) they're Monstrous Beasts. Ground-pounder chaos (i.e. most all of it in 8th) has a hard time running down enemy units, so hopefully jagging a spawn in alongside my warriors / trolls will mean I finally get some points.

EDIT

What's the thinking on the big chaff units? I can come up with pros and cons for taking 5 or 10 strong units, but I ultimately default to smaller for the deployment control and flexibility. Also axe horsemen are pretty decent at the old light cav roles, but with vanguard for getting axes in quicker. 6 horsemen w/ std, mus, t.axes, light armor seems to have potential IMO.

- Salvage

This message was edited 1 time. Last update was at 2010/10/18 06:34:48


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






Chicago, IL

Manfred von Drakken wrote:They're still T5 Unbreakable. With march-blocking gone the way of the dodo, they're still useful for holding an enemy in place. I can always tie up an enemy block so that the hard hitters can move in from the flank.

Forgot about that whole 'no duplication' thing. Not a huge fan of 8th edition...


Most of the light stuff that Spawn excelled at stopping is not longer played. You can try to hold up larger units, but the increased attacks available in 8th will kill off the spawn much faster - even with the T5. The tactic of holding a unit for a flank charge is not viable any more. Flanks just don't matter- the unit is either going to be steadfast or fight just as well to the side.

Its a shame what GW did to 8th...

Terrain, Modeling and More... Chicago Terrain Factory
 
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

RanTheCid wrote:Its a shame what GW did to 8th...


I agree. I'm trying so hard to give it a chance, but I cannot stand most of the changes.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
 
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