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Made in ca
Man O' War




Canada

Wanted to get opinions on this before I construct it, here goes -

Exalted Champion - MOS, Steed of Slaanesh, Shield, Sword of Might, Diabolic splendor

Chaos Sorcerer - MOT, Chaos Steed, Golden Eye of Tzeentch, conjoined Homunculus, Lvl 2

Chaos Sorcerer - Lvl 2, Chariot, Spell Familiar, Dispel scroll

6 x Marauder Horsemen - Shield, Spear, Musician, MOS

6 x Marauder Horsemen - Shield, Spear, Musician, MOS

6 x Marauder Horsemen - Light Armour, Flail, Musician, MOS

6 x Marauder Horsemen - Light Armour, Flail, Musician, MOS

6 x Marauder Horsemen - Light Armour, Shield, Spear, Musician, Banner, MOS

5 x Warhounds - poison attacks

5 x Warhounds - poison attacks

6 x Chaos Knights - MOT, Full Command, Blasted Standard

6 x Chaos Knights - MOS, Full Command, War Banner

6 PD

4 DD + Scroll (probably a little light)

Exalted goes with medium cav, Sorcerer w Knights, other runs where it needs to go
Not completely sold on the chariot, slowest thing in the army, hits like a brick but....

Let me know what you think

PapaSmurf

Life moves pretty fast,
If you don't stop and look around once and a while,
you might miss it - Ferris Bueller 
   
Made in us
Darkwolf






New Hampshire

I was actually thinking of building a similar army. Though I plan on more knights and no hounds (don't like the models). I'm curious as to the feedback on this list as well though...
   
Made in us
[MOD]
Madrak Ironhide







Do you think 1 Marauder will make a difference on horseback? If you drop it down to 5 I'm
guessing you can afford something somewhere else since you have so many units.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in au
Sickening Carrion




Without knowing how competitive you would like to be, ill make comments based on "hard", but it can always be pruned back for more firendly and fun gaming.

Characters: Quite good, although my reccomendation would be to drop the Spleandour and pick up the collar of khorne for some mobile MR - splendour works for panic, fear and terror checks caused by the character - you only cause fear at US2, so the benefits are almost nill - it DOES NOT affect break checks sadly.

The MoT sorc gets little to no benefit from the goden eye - how much is he going to get shot if you play well? Very little, and not enough to warrant more than a 2+AS for protection. Further to this end, I would pick the book of secrets on him, to diversify his spell pool, and two get both casters three spells each. An extra magic missile is often a good idea, especially given how inflexible the MoT lore is.

All the marauder horsemen look groovy, though I would prefer flails all around, and I am not a fan of musicians on such cheap units (+6 points that only comes into play whe you roll a natural [2,6], [3,5], [4,4], [5,3] or [6,2] does not give a lot of benefit), and would allow you to grab another scroll, helping with the meagre magic defence you have.

I would drop the poison from the hounds (too expensive) to free up some more points.

Overall though, the list looks great and is an excellent first attempt.
   
Made in ca
Nimble Dark Rider




T.O.

you cant put diabolic splendor on an exalted hero, its 35pts.
Fazz is right, the golden eye wont be helpful if you put the mage in a unit. Be careful about the book though, ive lost mages on turn one with that thing. A;so the conjoined Heamoculus is not a good idea, you fail one stupid test and you cant cast spells that turn, you generate no dispel dice next turn, you cant flee, bad.
Not a fan of the poison on dogs, nor do i see the nessecity of 6 marauders per unit but i cant think of what else you'd buy with those extra points.

Please put this on your sig if you know someone, work for someone or are related to someone who suffers from stupidity. Stupidity is real and should be taken seriously. You could be sitting next to a sufferer right now. There is still no known cure for stupidity and sympathy does not help. But we can raise awareness.... 93% won't copy and paste this because they don't know how to copy and paste 
   
Made in us
Dakka Veteran




I feel sorry for you if yuo ever fight dwarves, a chaos player who is warrior heavy, VC's, WE's, or even most HE players. You army wont hit enough to break those massive rank and file units. The knights have a good chance if they are properly supported but thats about all I would be afraid of in your army aside from your characters.
Your horsemen are very vulnerable to shooting. All your oponent really needs to do is take 2 guys off each 6 man unit then you will bounce off of most armored ranks and other knights. If your oponent is running blocks with denied flanks (cav/chariot flankers) you really have no way to break his blocks all the while almost any army can outshoot chaos.
I would suggest running MoK on 1 of your knight units to give them the added punch the may need to really get through. Or the MoN/banner of rage combo in one. Take 1 unit of rank and file OR drop some maruaders and take Chariots w/ MoK. They will serve you much better when trying to break your oponents back. Not to mention due to the M7 on chariots they are a great turn 3 reinforcement for the reat of yoru faster army.
   
Made in us
Incorporating Wet-Blending





Houston, TX

I like the 6 man marauder cav units and plan to go 6 w/flail and MOS. 6 is good as you have to lose more than 3 to get under US 5. I don't like losing the FC status, but a 4+ save isn't too bad and certainly helps against shooting. I like 3 knight units, though. 2 Slaanesh and 1 MoN/Rage banner.

Definitely drop poison- hounds are cheap screens and redirects, nothing more.

Canaan: Dwarves and HEs get 2 turns shooting max. Then they are in combat. Hounds screen. Flanking ranked units with marauders will destroy those units. Especially with knights to the face.

Shooting armies that are not gunlines or skinks suck and are not scary to either cheapy 4+ or 2+ save guys. Gunlines are actually harder on infantry than cav because cav can close quickly and collapse them. VCs are not so bad when you ignore fear. Marauder cav can flee knight charges and black knights don't do so hot when charged. Blood knights are frenzied, so bait and flee works very well.

But every army has problem matchups. Chaos cav against Bret cav isn't so hot (Pegasus Knights FTW!). And foresty WEs could be very annoying (one reason why I plan to go with Chaos Wizards with no mark- Lore of Fire makes for good times. Also helps sting regenerators like plague bearers and Drakenhoff wights).

What I really miss is the furies as march blocker and WM hunters. Oh well.

-James
 
   
Made in us
Dakka Veteran




You are basing your counter arguement on the fact that his 2 units of knights will do all the work and will have assisted flanks by the maruaders. So All of his units need to make it across the field pretty much intact and then not take too many casualties (t3 no armor guys on the sides).
I wish you the best my friend, persoanlly if you like the mounted army idea I would keep what you have but toss in a couple chariots for real punch power.
   
Made in ca
Man O' War




Canada

Made a few changes, trying it out tonight hopefully

Exalted Champion - MOS, Steed of Slaanesh, Shield, Sword of Might, Collar of Khorne, Favour of the Gods

Chaos Sorcerer - MOT, Chaos Steed, Book of Secrets, Dispel Scroll conjoined Homunculus, Lvl 2

Chaos Sorcerer - Lvl 2, Chariot, Spell Familiar, Dispel Scroll

6 x Marauder Horsemen - Light Armour, Spear, Musician, MOS

6 x Marauder Horsemen - Light Armour, Spear, Musician, MOS

6 x Marauder Horsemen - Light Armour, Flail, Musician, MOS

6 x Marauder Horsemen - Light Armour, Flail, Musician, MOS

6 x Marauder Horsemen - Light Armour, Shield, Spear, Musician, Banner, MOS

7 x Warhounds

7 x Warhounds

6 x Chaos Knights - MOT, Full Command, Blasted Standard

6 x Chaos Knights - MOS, Full Command, War Banner

Plan is to rush the puppies up the middle and send a force down each flank. With 16" move and intelligent use of terrain, I don't see how they can shoot all my units before I roll up their flank - there are 5 marauder horsemen and the 2 knights plus medium cav and the Tzeentch knights have a 4+ ward against shooty and magic, not sure about the exalted may put him either with medium or a unit of fast, chariot and mounted wizard both take one flank and blast away. Your input has been great I'll let you know how it went.

PapaSmurf

This message was edited 1 time. Last update was at 2008/11/18 20:19:36


Life moves pretty fast,
If you don't stop and look around once and a while,
you might miss it - Ferris Bueller 
   
Made in ca
Man O' War




Canada

Had a battle last night - against another chaos player so perhaps not the best measure but beggars can't be choosers.
My opponent played basically an all infantry (3 units of 15 warriors w HW S) list bar 1 unit of 5 knights and 1 chariot - all nurgle with an nurgle lord sorcerer and an exalted on daemonic mount.

Battle went well for me, I danced around his units and waited for combined charges, eventually destroying his left most block, then his middle block, His Knights lost to a multiple charge after a bait and flee, his block with the lord was last to die again to a combined charge. Fun hightlights was his chariot attempting to charge my Knights of slaanesh's flank through a forest and doing 6 str6 hits and killing himself. Magic flew across the field with his sorcerer casting his #6 spell 3 TIMES with IRRISITABLE FORCE!!!! It was this spell that did the most damage to my army, he killed very few things in combat. I really was able to pick my charges and to only engage when I had an overwhelming advantage. Would like to try against my friends Lizards, maybe tonight. When all was said and done I tabled him on turn 4 or 5. Thoughts are that 6 is a good number for the horsemen, slaanesh is great (ignore panic), Nurgle is great!! (-1 WS is tough!) Nurgle lore is spiff! warriors with 2 attacks are sick! can't manuever though :( Knights run sh_T over! and the chariot combines well with the flail marauders.

PapaSmurf

This message was edited 1 time. Last update was at 2008/11/19 19:17:10


Life moves pretty fast,
If you don't stop and look around once and a while,
you might miss it - Ferris Bueller 
   
Made in us
Darkwolf






New Hampshire

How did your hounds do?
   
Made in ca
Man O' War




Canada

puppies did their job, bait and flee twice then they got blown away by the delightful rot spell - eewwwhhh!!

PapaSmurf

Life moves pretty fast,
If you don't stop and look around once and a while,
you might miss it - Ferris Bueller 
   
Made in us
Incorporating Wet-Blending





Houston, TX

Your observations seem spot on why a Chaos infantry list will struggle and why I like the all mounted route- maneuverability.

How did the MoT work on your knights? Did you find the 4+ WS to be useful? Did you ever wish they were ItP or Nurgle instead? How did the medum cav do?

Let us know how lizards play for you.

-James
 
   
Made in ca
Man O' War




Canada

I will be dropping the blasted standard as it only works in the shooting phase - grrrr Tzeentch screwed again. Not sure whether I'll keep them tzeentch - one save pays for the mark double and they already cause fear so immune to fear and terror not so big a deal, Nurgle is tasty but expensive and my Knights are blue so ....

Not sure about the medium cav now, They didn't even get to charge was a distraction that eventually was blown away by the big nurgle spell. I'll try them again and see what they can do before I decide.

With all the fast cav and no saves to speak of I'm a little worried about being skinked and salamandered to death but hopefully I can maneuver around him. Knights are going to need to work overtime

haven't played yet but I'll be sure to let you know

PapaSmurf

Life moves pretty fast,
If you don't stop and look around once and a while,
you might miss it - Ferris Bueller 
   
 
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