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Made in gb
Trustworthy Shas'vre






Dorset, UK

Hi guys, I'm relatively new to WHFB and have decided to make a MainlyTzeentch themed Warriors of Chaos Army at 2400 points. I am drawn towards having Warrior Blocks with either Knights or Marauders for support with a Tzeentch Sorcerer on Disc, I need a bit of clarification on which would be better to take, as I heard 3+ Ward Save knights are pretty filthy but so are marauders. So Far I have kitted out a Sorcerer Lord:

Sorcerer Lord, 365
Level 4, Mark of Tzeentch, Infernal Puppet, Dragonhelm, Talisman of Preservation.

What do you guys think would be better for a Hammer unit, Chaos Knights or Marauders? I don't mind going with MoK for the Marauders with GW's and this choice will affect how I kit out my BSB. I am also thinking about having a few Nurgle Sorcerers in the Tzeentch Warrior units and would like some clarification as to whether this would work well.

Cheers.
   
Made in de
Skillful Swordsman





How do you get 3+ ward save Knights?

Knights make the better hammer IMO. It's not just the damage output, it's the fact that they can arrive where they are needed more easily and more speedy and that they will often strike first. Of course it does depend on the target; against something that ignores armour Marauders are obviously better. Knights into Ghouls, Marauders into Grave Guard as an example.

A couple of Nurgle sorcerors in a mainly Tzeentch-themed army sounds like a contradiction, even if every unit has MoT. What's more, multiple characters add up in point cost really fast, even if some of them are a small one-man army. Other than that, whether it "works" I think has little to do with the unit they go into unless I'm missing some nasty combo.


I am White/Green
 
   
Made in gb
Trustworthy Shas'vre






Dorset, UK

 Mike der Ritter wrote:
How do you get 3+ ward save Knights?


Several players at my FLGS have chosen to go Dual Warshrine to try and give the Knights a 4+ Ward Save, which combined with MoT grants a 3+.

I just thought that I might need more magic in my army and rather than have 2 level 2 Tzeentch Sorcerers (I swear 2 sorcerers can't have the same spell twice, unless I'm missing something?) Then I could have Nurgle Sorcerers to weaken the enemy so my Anvil Units (Warriors) will be be even more durable and will be more likely to cause wounds in combat.

I am more drawn to Knights than Marauders, although I'm not fully decided as of yet.
   
Made in de
Skillful Swordsman





Ah, yes, the # 12 effect, how could I forget that. Never had that happen to me but I don't field two shrines (and no two Stanks or HPA's either), so there.

There's a limit on how many spells are useful. Having options is nifty and can even decide games but more than two sorcerors are pretty much hard to fuel (unless you're HE). Perhaps with an L4 Death, that +1 PD companion, a channeling staff...the more I think about it the more ways I see...it still costs points. I mean WoC certainly need magic to make up for the lack of shooting but you need to weigh that with the fact that you're investing in the most unreliable phase of the game.



I am White/Green
 
   
 
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