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That's a lot of frenzied warriors! Even with your dog screens you'll be rolling tests for the first few turns... That being said I ran mono khorne with the old book and found mok warriors did better with halberds. I would suggest switching your warriors to, maybe 14-15 man units, halberds. If you want two hand weapons make some minimum sized units. With 4 attacks each they're still dangerous and you'll have more drops. I would also move gear around on your characters. Lord: Armor of Destiny, ogre blade, dragon bane gem, potion of foolhardiness, scaled skin, MoK, juggernaut BSB: MoK, Jugg, Talisman of preservation, charmed shield, halberd Subtle change, mostly with the scaled skin+ armor of destiny, but I would prefer this. It gives your lord a chance to go out on his own and charge something. If you can identify the unit or character with flaming attacks he can road block (or destroy) it. Similarly it protects your general from metal magic. You could also drop the ogre blade on your Chaos lord for a great weapon, yes you lose the initiative but you would save 40 pts and its unlikely that he will die in one round (ie before he strikes) anyway. If you did this you could fit the healing potion or the dawn stone and replace the appropriate gear. You can also consider the ASF sword, because the re rolls to hit are also great coming off of 6-7 attacks, not too mention you have plenty of other high strength hitters in your army already. On the BSB he would maintain a 1+/ 4+ at range and can ignore a cannon shot even if he splits from the skull crushers (might not be needed because of the LOS roll from the skull crushers, but old habits die hard and all that...) the halberd means str 6 in combat which will put the BSB above the str 5 attacks coming from his skull crusher retinue. Just some thoughts! Hermit
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