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Made in us
Crazy Marauder Horseman






New England

So i've decided to get back into fantasy after a long stint playing Warmachine and figured i'd start playing around with my old warriors who recently go a new book..time to experiment. The area where I play (New England) uses lots of ETC restrictions so I hammered out a (hopefully) competitive list using those as guidelines:

Warriors of Chaos: @2400
2399/2400
Lords: 595/600
Demon Prince
Mark of Nurgle
Flight
Glittering Scales
LvL 1

Chaos Lord
Crown of Command
Enchanted Shield

Heroes: 426/600
Exalted
Mark of Tzeentch
BSB
Halberd
Ward Talisman, +4

Sorcerer
Mark of Tzeentch
LvL 2
Disc
Chaos Familiar
Ward Talisman, +6

Core: 778/600
18x Warriors
Mark of Tzeentch
Shield
Standard, Musician

18x Warriors
Mark of Nurgle
Halberd
Standard, Musician

5x Warhounds
5x Warhounds
5x Warhounds
Rare: 600/600
Hellcannon
5x Skullcrushers
E Magic Weapon


Any comments would be appreciated.

This message was edited 2 times. Last update was at 2013/03/09 19:10:26


There is no victory like complete and total Domination!
40K Fantasy
Tyranids WoC

Warmachine/Hordes
Menoth & Retribution  
   
Made in us
Crafty Bray Shaman




NOVA

I would drop the nearly naked lord for a war shrine and maybe some more troops. Also, I feel that giving him a better armor save is better than the glittering scales trick. You can easily give him a one up with asf. That way its much harder for people to shot or magic him to death.

I'm not saying the 'you can't hit me' trick isn't good, I just don't think it protects him from what will kill him most often, which is warmachines and massed shooting or magic.

 
   
Made in us
Lord of the Fleet





Texas

x5 Skull Crushers is a bit of an oddity. I'd try to find a way to get a 6th member to gain a rank

I agree about the naked lord, hes not doing too much. Rather get that Enchanted Shield on the Daemon Prince

A 3rd eye of tzeentch on the BSB seems like a nice item to have

 
   
Made in gb
Bloodthirsty Chaos Knight



Edinburgh, Scotland

For the points, vanguard on hounds seems to add really useful flexibility. If you are changing points around anyway...

Nite 
   
Made in us
Bloodthirsty Chaos Knight





Las Vegas

Thirding the dropping of the naked lord and picking up Third Eye of Tzeentch. Your sorceror on the disk seems super vulnerable, though. Might want to bunker him somehow if you're not going to give him the 4+ ward talisman instead.

I'd also go for the charmed shield + chaos armor combo on the DP if you can do that with ETC (unfamiliar with the details). 1+ armor, ignore a cannonball.

   
Made in us
Crazy Marauder Horseman






New England

Thanx for the feedback everyone, I figured i'd say what exactly the restrictions (ETC) are i'm under when making this list for reference:

Game Changes-
Rules changes:
Two characters per unit (owner's choice) will get "look out sir" versus the following spells that automatically kill models or automatically remove an entire regiment: Dwellers Below, Final Transmutation, Dreaded 13th. Normal requirements for lookout sir apply.

General Restrictions:
No Special or Named Characters.
Army used can be any of the currently published GW Army books. Forge World based army lists & units may not be used on the event, except for Chaos Dwarves.
An army may have up to 4 war machines and shooting template weapons. Warmachines that use a template count as a single choice in this regard. All template weapons (from magic items, abilities, etc.) count, except for spells. Bolt thr. count as ½ a war machine(round up).

All BSBs can take all the Equipment, their unit type has acces to as if they weren't BSBs.

Army sizes, additional power dice/dispel dice and VP reduction are represented as follows:
Army (Point size, additionl power dice/dispel dice, VP reduction, if any (excluding bonus points for banners, general, etc.))

Unit sizes are limited as follows:
Units cannot be more than 40 models nor 450 points (including all command, upgrades, magic items/banners). This restriction applies during the creation of the roster - unit size/cost may be increased during the game (for example - by joining characters to the unit). This restriction does not apply to characters.

Magic Restrictions:
No duplicate non-signature spells(not including bound spells) and max 2 Spirit Leech (Signature spells are spells you can swap other spells to)
- Apart from Winds of magic, an army may only use 2 power dice/DD per magic phase. After an army generates the limit all the other extra dice are discarded. This includes channeled power dice/dispel dice.
- Player can use maximum 5 power dice to cast a spell. For spells from Lore of Death/Lore of Shadow/Lore of Hashut this max is lowered to 4 power dice.
- An army may use up to 12 power dice during each phase.
- You may have units/abilities that actually would generate more than 2 extra dice, but any excess dice are lost
- Some magic items/abilities count as generating dice toward this limit.
- “Count as” items/abilities may never exceed a cumulative 2 power dice/dispel dice per phase. This means that player who already spent his limit power dice limit, cant take more items which “count as adding power dice” or add power dice from channeling during game (same for dispel dice).
- All modifiers are applied from the army list and will not change during the game.

Detailed description
Apart from Winds of magic, an army may only use 2 power dice/dispel dice per magic phase (unless army restrictions specify otherwise). After an army generates the limit all the other extra dice are discarded. This includes channeled power dice/dispel dice.

If a dice is stolen from the opponent’s pool, but your army has already generated two extra dice, the dice is removed from the opponent’s pool and then discarded.

Some special items and abilities DECREASE the limit of power or dispel dice you can add to the pool. We refer to those as “count as” items. What this means is that, if your roster includes one “counts as 1 Power Dice (PD)” item, your army can only add 1 power dice (instead of the usual 2 dice) to the pool in each of your own magic phases of the entire game (regardless of whether the item is destroyed or used up).
Please note that you cannot have a combination of items that would decrease the limit of extra power or dispel dice to below zero.

Item restrictions:
- Any item that auto-dispels a spell counts as generating 1 dispel dice each magic phase.
- Folding Fortress is not allowed

Army Specific-
Warriors of Chaos (2400 points)
Core Chaos chariots, Marauder Horsemen, Warhounds are each 0-3
Hell Cannon 0-1
Model with 3+ ward cannot have Crown of Command
Talisman of Preservation/Armour of Destiny/Third eye of Tzeentch, max 1 on same model
A Daemon Prince model can have max 4 of Scaly skin/Soul feeder/Chaos armour/Mark of Nurgle/Fly/Lvl1-2/Lvl3-4
Flyers 0-4, models with the regenerating flesh upgrade count as 2
Flyers with Breath weapons count as 2 templates


On that note, here's the new list:

Warriors of Chaos: @2400
2399/2400
Lords: 420/600
Demon Prince
Mark of Nurgle
Flight
Glittering Scales
Soul Feeder
Flame Breath
LvL 2
420

Heroes: 481/600
Exalted
Mark of Tzeentch
BSB
Halberd
Ward Talisman, +4
Scaly Skin
216

Sorcerer
Mark of Tzeentch
LvL 2
Disc
Chaos Familiar
Dispel Scroll
Charmed Shield
Opal Amulet
Warrior Bane
265

Core: 898/600
18x Warriors
Mark of Tzeentch
Shield
Standard, Musician

18x Warriors
Mark of Nurgle
Halberd
Standard, Musician

Chariot
Mark of Khorne

5x Warhounds
5x Warhounds
5x Warhounds

Rare: 600/600
Hellcannon

5x Skullcrushers
E Magic Weapon

I figured that dropping the chaos lord was the right call and added a whole bunch of other gear to my characters and added a chariot for unit support. I cant really touch the rares given the point amount and i wan to retain the hellcannon, im kinda restriced on how to arm the demon prince but i really think his build will be great for halting large threat units that i dont want near my main line.

There is no victory like complete and total Domination!
40K Fantasy
Tyranids WoC

Warmachine/Hordes
Menoth & Retribution  
   
 
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