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		<title><![CDATA[Latest posts for the thread "1400 WOC army revised"]]></title>
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				<title>1400 WOC army revised</title>
				<description><![CDATA[ I bashed this list out as i have a Ultraforge greater plauge demon that i love that sits on my shelf and gathers dust, so i thought i would revise my army list a little bit to add him in as a key player.  The main forces i fight are High Elves Dark Elves and Skaven.  <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> is out of the question for advice as i dislike the fluff behind the god of change<br /> <br /> <br /> <br /> Daemon Prince 350<br /> <span class="glossaryitem" onmouseover='gp(100);'>MoN</span><br /> Fury of the Blood God<br /> <br /> Chaos Sorceror 140<br /> <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2<br /> <span class="glossaryitem" onmouseover='gp(100);'>MoN</span><br /> <br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> 155<br /> Bronze Armour of Zhrakk<br /> SHield<br /> <br /> 33 Marauders 248<br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> + Light Arm<br /> Full Com<br /> <span class="glossaryitem" onmouseover='gp(99);'>MoK</span><br /> <br /> 33 Marauders 248<br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span>+ Light Arm<br /> Full Com<br /> <span class="glossaryitem" onmouseover='gp(99);'>MoK</span><br /> <br /> Warshrine 130<br /> <br /> 20 warhounds 120<br /> <br /> Total: 1391<br /> <br /> Any advice on the list or changes i could make?]]></description>
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				<pubDate><![CDATA[Sun, 9 Jan 2011 04:47:22]]> GMT</pubDate>
				<author><![CDATA[ Old Man Yarrik]]></author>
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				<title>Re:1400 WOC army revised</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(376);'>Mmm</span>, "Blood & Guts" - one of my favorite combos back in the days when people respected the rivalries amongst the pantheon <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> First off, why is this 1400?  1500 is a far more widespread points value, and it also gives you a few more points to spend making your <span class="glossaryitem" onmouseover='gp(262);'>DP</span> a great bit more useful.  Here are some thoughts on the list from me:<br /> <br /> 1) Would like a level of magic on the prince, for the extra channel as well as another buboes to spam.  Bloodcurdling roar is also fantastic on such a mobile platform.<br /> 2) <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> feels under-protected to me (i.e. needs ward), and why does he not have the <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>?  It actually seems most useful on a WS7 guy, as even most combat lords won't hit him on 3+ and WS4 guys are swinging on 5+!<br /> 3) Uneven marauder sizes?  And their light armor is doing very little but taking up points.<br /> 4) How were you thinking about splitting up the warhounds?  Or were you?  More, smaller units is particularly important for this army as it has so few drops, can pull the other guy out.<br /> <br /> If you're interested in moving to 1500 and don't mind rustling up some more marauders, I jammed something together below ...<br /> <div style="margin-top:5px; margin-bottom:10px;">
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L: Demon Prince - <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, level 1 = 370<br /> <br /> H: Exalted Hero - <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, talisman of endurance, favor, shield = 195<br /> H: Chaos Sorcerer - <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, level 2 = 140<br /> <br /> C: 34 Marauders - <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, full command, shields = 220<br /> C: 30 Marauders - <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, standard, musician, great weapons = 192<br /> C: 30 Marauders - <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, standard, musician, great weapons = 192<br /> C: 5 Warhounds = 30<br /> C: 5 Warhounds = 30<br /> <br /> R: Warshrine = 130<br /> --------<br /> 1499<br /> <br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> got his level of magic, though I'm totally bummed by how low that 25% cap is, couldn't get roar in too.  I do think the buboes (or another awesome spell you might roll) is worth it, making for a more active magic phase.  <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> got Nurgley, a bit of ward and also found some favor with the gods, in case you want to warshrine the unit he's in.  I was able to get a third marauder unit, this time a Nurgle bunker for your sorcerer or even your <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, run 7-deep for steadfasting (or bigger if the 'shrine makes them uber).  The lumberjacks were trimmed down into pretty smashy assault units, a bit small for larger games but 2x 30 should do well in 1500.  And the puppies were significantly culled, leaving just the standard 2x 5 for utility duty.
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</div><br /> - Salvage]]></description>
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				<pubDate><![CDATA[Sun, 9 Jan 2011 16:12:09]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Re:1400 WOC army revised</title>
				<description><![CDATA[ Wow i like that build even more, thanks boss <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sun, 9 Jan 2011 18:27:36]]> GMT</pubDate>
				<author><![CDATA[ Old Man Yarrik]]></author>
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				<title>1400 WOC army revised</title>
				<description><![CDATA[ Glad you like it <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  I was just rereading the Lore of Nurgle, had forgotten how good it is, with weirdly good range too!  Bewbs is obviously a solid sniper, but I don't really see any stinkers in the lore - maybe quagmire for its weird specificness, but it still levels hulking armored things (though it doesn't drop all those other armorless low initiative things that pit / sun do).  Regen for your troops is awesome, plague squall is the kind of dice game I love, curse of the leper is a solid enough hex (if not really a damage spell without shadow to combo with it), and glorious rot I think would go really well on a <span class="glossaryitem" onmouseover='gp(262);'>DP</span>.<br /> <br /> So how about this as a magical game plan:<br /> <br /> 1) Generate the sorcerer's spells, most likely with bewbs as one of them.  (I kind of think bewbs + regen might be the best combo, but so many options!)<br /> <br /> 2) Generate the prince's spell, being able to choose if you roll either of those that the sorcerer ended up with.  (Me, I'd go with rot so as to be able to rot-bomb from deep within the enemy heart, but a second bewbs to finish characters off could work just fine too.  When I run my tizz prince I often slam lots of dice through and prepare for miscast - since he's not in base with his friends all of the miscasts that involve damaging things near you either fry the enemy or are mostly shrugged off.)<br /> <br /> 3) Profit.<br /> <br /> <b>EDIT</b><br /> <br /> Re: curse of the leper, I just remembered that wizards can now recast further copies of RiP spells, so you could slap multiple curses on one unit if they foolishly let the previous one ride.  Which means if they don't drop the first curse, a second curse cast on that unit next turn will auto-kill all T3 models, and then all T5 models in your next turn (with no need for a third curse).  Groovy.<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Sun, 9 Jan 2011 18:43:33]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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