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[1000] - Chaos - Be'lakor & Valkia  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut





Western NY

Any thoughts on running these two together in an army? Seams their mobility and flying capabilities might be handy in certain situations along with 6 +3 hit / +3 wounds from each with rend could cleave through stuff pretty good.

Thoughts? Or am I just hung up on how cool the models would look together?

40K - 1250
AoS - 5200  
   
Made in be
Dakka Veteran






I think both of them do not buff the rest of your army enough to make it really competitive. So the question is, at 1000 pts what will the rest of your army be to get some synergy?

Maybe you can ignore the fact of not buffing enough by spamming fast threats (valkia and Belakor already fit that bill). But it would require playtesting for its effectiveness.

Or make up by summoning some stuff like flamers to get that threat right in there face and flaming away some key units early game?

Is there a fast battleline option in chaos? (I think not if you start mixing forces, but I might be mistaken)

Otherwise you are already in for at least 120 pts tax on 2 units of marauders that can take objectives but won't be consistent with the main tactic of your army.

So It might go with something like this:
ALLEGIANCE: Chaos
LEADERS
Be'Lakor, Chaos Daemon Prince (240)
Valkia The Bloody (120)
Lord Of Chaos (100)
- General
- Mark of Chaos : Slaanesh
UNITS
10 x Chaos Marauders (60)
- Axes
- Battleline
10 x Chaos Marauders (60)
- Axes
- Battleline
5 x Chaos Knights (200)
- Chaos Glaives
- Slaves to Darkness Battleline
3 x Flamers Of Tzeentch (200)
WOUNDS:
60
TOTAL POINTS:
980

Flamers can be switched out with more knights. (might be more consistent, but the flamers popping up might be more fun so whatever you like most)
The lord is for giving a unit run and charge each turn will get those units right in there faces as soon as possible.

So turn one summon the flamers and let them flame something you do not like. They can be really devastating when you choose the right target.
Use your lord to make one unit really fast, if you luck out you might even get a first turn charge in and take something out.
Then move up but make sure your characters cannot be charged, secure objectives with the marauders.

If your opponent has next turn he will have to choose what to deal with, the knights, the flamers, belakor or Valkia. Whatever he takes out you can retaliate with the rest.

Bigger games will give more options to do something with them. at 1000 you are unfortunately rather limited.

This will never be cheese though, but it can get fairly strong.
   
Made in us
Regular Dakkanaut





Western NY

Thanks for the in depth response. The 1000 pt thing was just something for the field so it would post. However, with my current friends who play we are playing lower sized armies in the 1000-1500 range. I do have 2 x 5 man units of knights, 2 chariots, 4 x 5 hound units that are great for covering ground fast.

Gonna be getting the Khorne half of the AoS box set this weekend. So will have warriors, khorgorath, stoker, secrator, lord to use as well. For foot troops I've got 2 x 10 chaos warriors and a unit of bloodletters kicking around as well as 5 chaos spawn. I'll also have the blood warriors and reavers from the box set. Though the reavers and warriors seam a bit "meeh" as compared to other units. I've also got 3 x 3 units of Warplock Jezzails for some ranged. So I've got some options.

I know the Bloodstoker has the ability to add 3" to run and charge as well. Armies I am currently facing mainly are Stormcasts and Orcs.

This message was edited 4 times. Last update was at 2017/03/03 16:29:06


40K - 1250
AoS - 5200  
   
Made in be
Dakka Veteran






Sounds like you can test a lot of things.

The most important thing for this kind of list (and mostly any list) is remaining consistent in what you are doing.

Like the flamers are not just fire support, they are fast, fly and can with summoning be cast 18 " outside the deployment zone which is really an in your face situation they can shoot any unit on the battlefield. and with there 10 D3 wounds shots they are a problem that needs to be dealt with fast.

Knights with possible run and charge, double wounding with rend on the charge (MoS) ? = problem that needs to be dealt with fast as they can badly wound and even evaporate key units.

etc etc.

If it is not fast and hard hitting don't play it, this list benefits from your opponent having to choose what to deal with first, you just need to make sure you can retaliate on his key units. He should get 1-2 turns of (full power) shooting max.

Do not try to make up for your weaknesses and focus on your game. If you press on fast, your opponents will be forced to play your game as your move-ability will be insane.

If your opponents are not highly competitive they both will have problems with this list.
   
 
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