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		<title><![CDATA[Latest posts for the thread "1500pts WoC"]]></title>
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				<title>1500pts WoC</title>
				<description><![CDATA[ I have still been playing around with different fantasy armies lately, and have (for the moment) settled on a Khorne-Tzeentch <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> army.<br /> This is just a rough draft, and would like people to keep in mind this is a Khorne-Tzeentch army so keep all C&C as close to that as possible.<br /> <u>Heroes</u><br /> Exalted Hero<br /> <span class="glossaryitem" onmouseover='gp(99);'>MoK</span><br /> Shield<br /> Axe of Khorne<br /> Favour of the Gods<br /> <br /> Sorcerer of Chaos<br /> level-2<br /> <span class="glossaryitem" onmouseover='gp(102);'>MoT</span><br /> Disk of Tzeentch<br /> Third eye of Tzeentch<br /> <br /> Sorcerer of Chaos<br /> level-2 <br /> <span class="glossaryitem" onmouseover='gp(102);'>MoT</span><br /> Disk of Tzeentch<br /> Spell Familiar<br /> <br /> <u>Core</u><br /> <br /> 15 Warriors of Chaos<br /> Full Command<br /> <span class="glossaryitem" onmouseover='gp(99);'>MoK</span><br /> Additional Hand Weapon <br /> <br /> 15 Warriors of Chaos<br /> Full Command<br /> <span class="glossaryitem" onmouseover='gp(99);'>MoK</span><br /> Additional Hand Weapon <br /> <br /> <u>Special</u><br /> 5 Chosen<br /> <span class="glossaryitem" onmouseover='gp(102);'>MoT</span><br /> Great Weapon<br /> Full Command<br /> Power Familiar<br /> <br /> 3 Chaos Ogres<br /> Chaos Armour<br /> <span class="glossaryitem" onmouseover='gp(99);'>MoK</span><br /> Standard<br /> <br /> All you critics tear me apart]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 09:34:36]]> GMT</pubDate>
				<author><![CDATA[ Krellnus]]></author>
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				<title>Re:1500pts WoC</title>
				<description><![CDATA[ Shooty armies could give you fits...the Chosen regiment at only 5-strong would be vaporised in a flash.<br /> <br /> No dispel scrolls for your Sorcerers?<br /> <br /> The Warrior blocks are solid. The <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> and AHW's will = a lot of bones and flesh flying on the other end.  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 16:15:05]]> GMT</pubDate>
				<author><![CDATA[ Xyz'r'Xaz'r'Xuz]]></author>
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				<title>Re:1500pts WoC</title>
				<description><![CDATA[ Hmm.  My thoughts:<br /> <br /> 1. Eye of Tizz is not overly great, as you need <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to some mage to steal his spells, when at least my discs are always orbiting units, staying out of <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>, march-blocking and blasting.<br /> 2. You could do better on the sorcerer gear in general, either going for more protection or more magical gear or the ever sexy roar.<br /> 3. Warriors don't need ahw as they've got a crap ton of attaks (+ the exalted!) already.  Shields however will mean they preserve their own numbers, while also crushing the other guy.  Also helps against shooting.<br /> 4. You need at least a few utility troops, dogs and/or horsemen, with all of these frenzied guys around.<br /> 5. The little chosen unit is nothing but a present to your opponent, easily taken out by shooting or even a moderate amount of force.  Also the power familiar is illegal on a non-wizard, and actually does nothing useful anyway (the die is his, not the general pool's).<br /> <br /> Here's my initial tweak:<br /> <br /> H:  Exalted - <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, axe of khorne, shield = 180<br /> H:  Sorcerer - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, level 2, book of secrets, disc = 185<br /> H:  Sorcerer - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, level 2, bloodcurdling roar, disc = 180<br /> <br /> C:  15 Warriors - <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, full command, shields = 300<br /> C:  15 Warriors - <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, full command, shields = 300<br /> C:  5 Horsemen - musician, flails, light armor = 86<br /> C:  5 Warhounds = 30<br /> <br /> S:  4 Ogres - <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, standard, musician, ahw, chaos armor = 240<br /> ----------<br /> 1496<br /> <br /> Exalted &gt; No change beyond dropping the favor (that sadly will rarely get used), quite the smashy dude.  If he gets to put his unit in combat with something, the enemy is going to feel it.<br /> <br /> Sorcerers &gt; Decided to go for offense over protective wards, and I figure 7 pd & 4 <span class="glossaryitem" onmouseover='gp(231);'>dd</span> should see you through fairly well @ 1500.  Book sorcerer goes with flicker (2 diced) and a nice fire spell (2-3 diced), while the roar sorcerer sticks with flicker (2-3 dice) or his other spell if the situation presents itself.  More importantly, the roar sorcerer directs his maddeningly good <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> S1 shockwave into elite armored things like knights or elite infantry.  Shooting phase <span class="glossaryitem" onmouseover='gp(264);'>ftw</span>!<br /> <br /> Warriors &gt; As noted above, shields for the win.  16+ attaks is plenty, especially with 2+ armor & 1-4CR behind them.<br /> <br /> Horsemen &gt; Classic flail cav, useful for many purposes and great models.  Stopping war machines is clearly tops on that list, but loads of other uses.<br /> <br /> Warhounds &gt; At least one unit for all the dirty work you need.  Including controlling your own dudes.<br /> <br /> Ogres &gt; Jacked this unit up and figured there's no reason not to model them with 2 weapons and go ape.  Brings 20 attaks (!!!) & 1-2CR, giving you a third brutal hammer unit, that also causes fear and moves 12&quot; <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> Also musician because this unit costs serious points and relies on dice, so no need for an embarrassing musician-fail.<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 17:03:08]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>1500pts WoC</title>
				<description><![CDATA[ Looks like Boss has the list nailed.<br /> <br /> What was the original plan with the Spell Familiar on Sorcerer #2?  Which spell were you trying to get for this caster?  Spells 2-6 are either very situational or rather hard for a lv 2 to cast.]]></description>
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				<pubDate><![CDATA[Tue, 23 Mar 2010 18:36:09]]> GMT</pubDate>
				<author><![CDATA[ RanTheCid]]></author>
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				<title>Re:1500pts WoC</title>
				<description><![CDATA[ <blockquote><div><cite>Boss_Salvage wrote:</cite>Hmm.  My thoughts:<br /> <br /> 1. Eye of Tizz is not overly great, as you need <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to some mage to steal his spells, when at least my discs are always orbiting units, staying out of <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>, march-blocking and blasting.<br /> 2. You could do better on the sorcerer gear in general, either going for more protection or more magical gear or the ever sexy roar.<br /> 3. Warriors don't need ahw as they've got a crap ton of attaks (+ the exalted!) already.  Shields however will mean they preserve their own numbers, while also crushing the other guy.  Also helps against shooting.<br /> 4. You need at least a few utility troops, dogs and/or horsemen, with all of these frenzied guys around.<br /> 5. The little chosen unit is nothing but a present to your opponent, easily taken out by shooting or even a moderate amount of force.  Also the power familiar is illegal on a non-wizard, and actually does nothing useful anyway (the die is his, not the general pool's).<br /> <br /> Here's my initial tweak:<br /> <br /> H:  Exalted - <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, axe of khorne, shield = 180<br /> H:  Sorcerer - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, level 2, book of secrets, disc = 185<br /> H:  Sorcerer - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, level 2, bloodcurdling roar, disc = 180<br /> <br /> C:  15 Warriors - <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, full command, shields = 300<br /> C:  15 Warriors - <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, full command, shields = 300<br /> C:  5 Horsemen - musician, flails, light armor = 86<br /> C:  5 Warhounds = 30<br /> <br /> S:  4 Ogres - <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, standard, musician, ahw, chaos armor = 240<br /> ----------<br /> 1496<br /> <br /> Exalted &gt; No change beyond dropping the favor (that sadly will rarely get used), quite the smashy dude.  If he gets to put his unit in combat with something, the enemy is going to feel it.<br /> <br /> Sorcerers &gt; Decided to go for offense over protective wards, and I figure 7 pd & 4 <span class="glossaryitem" onmouseover='gp(231);'>dd</span> should see you through fairly well @ 1500.  Book sorcerer goes with flicker (2 diced) and a nice fire spell (2-3 diced), while the roar sorcerer sticks with flicker (2-3 dice) or his other spell if the situation presents itself.  More importantly, the roar sorcerer directs his maddeningly good <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> S1 shockwave into elite armored things like knights or elite infantry.  Shooting phase <span class="glossaryitem" onmouseover='gp(264);'>ftw</span>!<br /> <br /> Warriors &gt; As noted above, shields for the win.  16+ attaks is plenty, especially with 2+ armor & 1-4CR behind them.<br /> <br /> Horsemen &gt; Classic flail cav, useful for many purposes and great models.  Stopping war machines is clearly tops on that list, but loads of other uses.<br /> <br /> Warhounds &gt; At least one unit for all the dirty work you need.  Including controlling your own dudes.<br /> <br /> Ogres &gt; Jacked this unit up and figured there's no reason not to model them with 2 weapons and go ape.  Brings 20 attaks (!!!) & 1-2CR, giving you a third brutal hammer unit, that also causes fear and moves 12&quot; <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> Also musician because this unit costs serious points and relies on dice, so no need for an embarrassing musician-fail.<br /> <br /> - Salvage</div></blockquote><br /> 1. Thanks, I only took it because all but 2 guys and the staff are the only guys smart enough to put mages in units and I was just like, hey, what the hell?<br /> 2. Again thanks, I haven't written a <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> list before so as one only does, I took what looked good on paper<br /> 3. I only gave them ahw to be a cheeky little devil, 4 attacks per model, five on the exalted, I simply Could not resist.<br /> 4. Again, this is the first time I have written a <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> list so I only took what looks good on paper<br /> 5. My bad for some reason I thought it was in the enchanted item section, not arcane, thanks<br /> <br /> I am liking the look of that list except that the marauders aren't marked, which I want to do wherever I possibly can, I also I took the Ogres for the modeling opportunities and I took favour of the gods mainly because my usual opponents field character heavy armies and again was like why the hell not?<br /> <br /> My only question is how would I respond to things such as stegadons and hyrdas?<br /> <br /> Thank you for the advice Salvage.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 24 Mar 2010 05:18:39]]> GMT</pubDate>
				<author><![CDATA[ Krellnus]]></author>
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