Switch Theme:

3000 Pt WoC Ard' Boyz  [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
Inspiring Icon Bearer





Here's my tentative WoC build for upcoming Ard' Boyz.

The thought is that Nurgle sniping is still good, especially in a tournament environment with lots of characters, artillery crews, and skaven weapons teams. I place the 3 Nurgle wizards in the marauder horsemen of tzeentch group, which have a 4+ armor and 6+ ward vs shooting. ( And a 5+ vs warmachines.) They lose fast calv, but they lose it with my characters anyways.

Also I plan on only running the marauder horsemen in ranks of 3. I understand they wont get a rank bonus, but with my command group in the front rank, it makes sniping out my wizards hard to do. The Talisman of endurance gives some extra protection, and when combined with the lvl 1 w/ gift of the blood god, he has a 3+ ward vs spells that do damage. I gave him a Glaive in case he is forced into combat. A lucky hit might help his survival. He is still WS 5, Init 5, and Str 4. Not too shabby in combat.

The skull of katam is there to give a buff to all my casters, making the Sorc Lord cast on a 5+ w/ an extra power die. Each magic phase I can either spam buboes first or last, depending on what needs to be done. I was on the fence with Eye of Tzeentch, but I figured it was too good to pass up just in case I was out of sniping range or there were no good targets.

BSB has a 2+/3++ and has the charmed shield for some more living power. I dont expect my general to be close to my army that often, so the BSB has to be hardy.


The Tzeentch block is there to hold middle ground and not die. A 3+ ward vs shooting is worth the loss of the Rapturous standard, imo. Plus, the BSB should be close.

The Khorne blocks have stabby banners, and will flank my Tzeentch block. They will be screened in turn by the war shrines, which are hard to kill through anything but combat rezz. (I'm on the fence with the shrines. They are great screens/flank whores, and the potential of halberding warriors with a 4+ ward is sooo tempting. I've never had them dissapoint before, but lists are always meaner and the generals better during Ard' Boyz.)

The Marauders are there to have a potential threat block to absorb artillery hits, shooting, and spells away from my warriors. They can also do mean damage in combat. I wanted to sqeeze in Wulfrik, but then I'd be well over 1000 pts in characters alone. I may still add him anyways.

Sorcerer Lord of Nurgle on Steed @ 424.0 pts

(General, Level 4 Upgrade)

Glaive of Putrefaction: Models wounded drop to 2 STR & Toughness permanently.

Power Familiar: 1 extra power dice.

Talisman of Endurance: 5+ Ward.

Ironcurse Icon: 6+ Ward vs War machines to his marauder horsemen, which goes to a 5+ invul thanks to MoT.

Third Eye of Tzeentch: Copies spells from enemy wizard.



Chaos Sorcerer of Nurgle on Steed @ 141.0 pts

Fury of the Blood God: MR 2 and a 4+ vs spells.

Magnificent Buboes: 5+ Cast. Pick any enemy model within 24". The model automatically takes a wound, with no armor save.



Chaos Sorcerer of Nurgle on Steed @ 155.0 pts

Skull of Katam: All wizards within 3" gain +1 to cast.

Magnificent Buboes: 5+ Cast. Pick any enemy model within 24". The model automatically takes a wound, with no armor save.




Exalted Hero of Tzeentch on Disk of Tzeentch @ 215.0 pts

(Battle Standard Bearer)

Charmed Shield: On 2+ ignore first hit.

Talisman of Preservation: 4+ Ward. (3+ w/ MoT)



Marauder Horsemen of Tzeentch x 12 @ 254.0 pts

(Full Command)

Spear, Throwing Spear, Light Armour and Shield.



Chaos Warriors of Tzeentch x 20 @ 410.0 pts

(Full Command)

HW and Shield

Blasted Standard: 4+ Ward vs Attacks in the Shooting Phase. (3+ Ward w/ MoT)




Chaos Warriors of Khorne x20 @ 403.0 pts

(Musician and Standard Bearer)

Halberd and Shield

Banner of Swiftness: +1 Movement.




Chaos Warriors of Khorne x20 @ 398.0 pts

(Musician and Standard Bearer)

Halberd and Shield

Banner of Eternal Flame: Unit has Flaming Attacks.



Chaos Marauders of Khorne x50 @ 300.0 pts

(Full Command)

Great Weapons



Chaos Warshrine of Tzeentch @ 150.0 pts

Chaos Warshrine of Tzeentch @ 150.0 pts







Other options include dropping both shrines for another 50 strong Khorne block of marauders with flails. Also is adding a slightly smaller marauder block but adding wulfrik to add some rear attack capability to the army.

Please help and critique freely.



T-Frog







Age of Sigmar, New World Tournament Ruleset


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



 
   
Made in us
40kenthus






Chicago, IL

I don't understand the value of placing the wizards in the marauder horsemen unit. By losing fast cav, they are not all that maneuverable. And what happens when the unit fails a panic check on turn 1 and runs off the board with a third of your army...

Terrain, Modeling and More... Chicago Terrain Factory
 
   
Made in us
Inspiring Icon Bearer





By taking my wizzies in a calvary unit they are no longer vulnerable to the Dreaded 13th, which, in my area if you are going to win a tournament, you go though about 3 skaven players to do so.

This also gives my mounted wizards more maneuverabilty, moving with steed speed. Yea they lose fast calv, but they arent meant to be a fast calv unit. Theyre a bunker that can giver look out sirs to a mounted wizard.


Automatically Appended Next Post:
It also breaks up unit costs. Putting wizards with warrior blocks with the same leadership gives the enemy a much bigger target.

This message was edited 1 time. Last update was at 2011/03/04 18:18:19




Age of Sigmar, New World Tournament Ruleset


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



 
   
Made in ca
Focused Dark Angels Land Raider Pilot





I'm pretty sure that you need at least a rank of 5 to gain Look Out Sir! So running a rank of 3 wouldn't allow this.

nosferatu1001 wrote:That guy got *really* instantly killed.
 
   
Made in us
Inspiring Icon Bearer





Come to think of it, your right.

Aside from the positioning of the Sorc Lord, any thoughts?



Age of Sigmar, New World Tournament Ruleset


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



 
   
Made in ca
Focused Dark Angels Land Raider Pilot





On the Khorne Warriors, I'd drop them to 18 each and run them 6x3 and use those extra points on puppies. I can't remember how much they are, but you should be able to get at least two units of five.

nosferatu1001 wrote:That guy got *really* instantly killed.
 
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: