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Made in us
Been Around the Block




This list is meant to be fun and competitive. Mostly it is meant to help me improve upon some of the aspects of the game I don't get to practice much.

I generally take advantage of WoC's superior combat abilities, acting as both a hammer and anvil, thus my WoC cake consists mostly of moving forward and smashing face with a sprinkling of strategy and a pinch of tactics. This list moves away from that smash-yo-face mentality and employs elements of the army that I rarely deploy together, it's usually the trolls OR the giant, but this army has the trolls, AND the giant, and ANOTHER giant.

The tactical thinking I'd like to work on includes:

1. getting better at combo charges (clipping corners with the giants on each end and sacrificing the dogs in the middle)
2. using chaff more effectively (block flank charges)
3. getting used to having characters running around alone (placing them in the best spot for future success)
4. effectuating a strategy while at the same time being cognizant of my leadership bubble (trolls)

Here's the list coming in at 2,499:

Sorc Lords - level 4, Chaos Steed, Blood Curdling Roar, Dispel Scroll, Charmed Shield, Golden Eye of Tz [Lore of Death]

Exalted Hero - BSB, MoT, Chaos Steed, Stream of Corruption, Halberd, Talisman of Endurance, Dragon Helm

18 Warriors of Chaos - MoK, Halberds, FC, Banner of Flame
44 Marauders - MoK, FC, GW
2 x 5 Hounds

6 Chaos Knights - MoN, Standard+Musician, Banner of Rage
8 Chaos Trolls

2 x Giant - MoS

The Lord and BSB start with the knights of 'look out sir'. First turn they rush forward with the Lord breaking while getting close enough for some sniper spells and blood curdling roars. The lord is expected to dance around most of the game casting sniper spells when possible or doom and darkness or curse when he can. I would've liked to had third eye of tzeentch instead of roar, but I couldn't find 5 points.

The trolls are intended to support the block of knights by protecting their flank or combo charging. M6 Should let them keep up with the M7 knights.

The 2 giants and at least one of the dogs run together with M6 and M7 respectively. The idea is that the dogs combo charge with the giants with the dogs taking up the center space and the giants touching corners on each end to minimize the attacks on the giants. This way I feed them my dogs, but give the giants time to do damage. After combat if they want to get more attacks into the giants, they have to reform by taking guys from the back and expanding their front line (taking away from their chances to remain steadfast).

The 18 warriors are there help against regen and act as a 6th man, ready to help out where needed.

What do you think? Are there any big weaknesses in this strategy? What changes would you make? would you enjoy playing against this list?
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

I don't know what your experiences with marauders with Great Weapons have been like but for me they have been not to great. I run a unit of 50 and wish I'd have left them with flails. There isn't much they're not going to seriously mess up on the first round of combat and hitting last is not nice. My unit came up against another unit of 50 marauders with flails and got battered :(. Food for thought I think, I'm just annoyed that i put so much time and effort into making marauders with great weapons and now I just want the flails back lol.

mean green fightin machine 
   
Made in ca
Horrific Horror







I have had mixed results with my Marauders with GW. Mostly for the positive though. Taking on two charging abomination to route them dead in one turn worked for me.

What do you mean "IT MOVED?"

Motto: That which does not Kill me, SHOULD RUN. 
   
 
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