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		<title><![CDATA[Latest posts for the thread "3000 Pt WoC Ard' Boyz"]]></title>
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				<title>3000 Pt WoC Ard' Boyz</title>
				<description><![CDATA[ Here's my tentative <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> build for upcoming Ard' Boyz.<br /> <br /> The thought is that Nurgle sniping is still good, especially in a tournament environment with lots of characters, artillery crews, and skaven weapons teams. I place the 3 Nurgle wizards in the marauder horsemen of tzeentch group, which have a 4+ armor and 6+ ward vs shooting. ( And a 5+ vs warmachines.) They lose fast calv, but they lose it with my characters anyways.  <br /> <br /> Also I plan on only running the marauder horsemen in ranks of 3. I understand they wont get a rank bonus, but with my command group in the front rank, it makes sniping out my wizards hard to do. The Talisman of endurance gives some extra protection, and when combined with the <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 1 w/ gift of the blood god, he has a 3+ ward vs spells that do damage. I gave him a Glaive in case he is forced into combat. A lucky hit might help his survival. He is still <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 5, <span class="glossaryitem" onmouseover='gp(74);'>Init</span> 5, and <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4. Not too shabby in combat.<br /> <br /> The skull of katam is there to give a buff to all my casters, making the Sorc Lord cast on a 5+ w/ an extra power die. Each magic phase I can either spam buboes first or last, depending on what needs to be done. I was on the fence with Eye of Tzeentch, but I figured it was too good to pass up just in case I was out of sniping range or there were no good targets. <br /> <br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> has a 2+/3++ and has the charmed shield for some more living power. I dont expect my general to be close to my army that often, so the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> has to be hardy.<br /> <br /> <br /> The Tzeentch block is there to hold middle ground and not die. A 3+ ward vs shooting is worth the loss of the Rapturous standard, <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. Plus, the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> should be close.<br /> <br /> The Khorne blocks have stabby banners, and will flank my Tzeentch block. They will be screened in turn by the war shrines, which are hard to kill through anything but combat rezz. (I'm on the fence with the shrines. They are great screens/flank whores, and the potential of halberding warriors with a 4+ ward is sooo tempting. I've never had them dissapoint before, but lists are always meaner and the generals better during Ard' Boyz.)<br /> <br /> The Marauders are there to have a potential threat block to absorb artillery hits, shooting, and spells away from my warriors. They can also do mean damage in combat. I wanted to sqeeze in Wulfrik, but then I'd be well over 1000 pts in characters alone. I may still add him anyways.<br /> <br /> <b><u>Sorcerer Lord of Nurgle on Steed @ 424.0 pts</u> </b><br /> <br /> (General, Level 4 Upgrade)<br /> <br /> <b>Glaive of Putrefaction</b>: Models wounded drop to 2 <span class="glossaryitem" onmouseover='gp(123);'>STR</span> & Toughness permanently.<br /> <br /> <b>Power Familiar</b>: 1 extra power dice.<br /> <br /> <b>Talisman of Endurance</b>: 5+ Ward.<br /> <br /> <b>Ironcurse Icon</b>: 6+ Ward vs War machines to his marauder horsemen, which goes to a 5+ invul thanks to <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>.<br /> <br /> <b>Third Eye of Tzeentch</b>: Copies spells from enemy wizard.<br /> <br /> <br /> <br /> <b><u>Chaos Sorcerer of Nurgle on Steed @ 141.0 pts </u></b><br /> <br /> <b>Fury of the Blood God</b>: <span class="glossaryitem" onmouseover='gp(408);'>MR</span> 2 and a 4+ vs spells.<br /> <br /> <font color='green'><b>Magnificent Buboes</b>:  5+ Cast. Pick any enemy model within 24". The model automatically takes a wound, with no armor save.</font><br /> <br /> <br /> <br /> <b><u>Chaos Sorcerer of Nurgle on Steed @ 155.0 pts</u></b><br /> <br /> <b>Skull of Katam</b>: All wizards within 3" gain +1 to cast.<br /> <br /> <font color='green'><b>Magnificent Buboes</b>: </font> <font color='green'>5+ Cast. Pick any enemy model within 24". The model automatically takes a wound, with no armor save.<br /> </font><br /> <br /> <br /> <br /> <u><b>Exalted Hero of Tzeentch on Disk of Tzeentch @ 215.0 pts</b></u><br /> <br /> (Battle Standard Bearer)<br />       <br /> <b>Charmed Shield</b>: On 2+ ignore first hit.<br /> <br /> <b>Talisman of Preservation</b>: 4+ Ward. (3+ w/ <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>)<br /> <br /> <br /> <br /> <u><b>Marauder Horsemen of Tzeentch x 12 @ 254.0 pts </b></u><br /> <br /> (Full Command)<br /> <br /> Spear, Throwing Spear, Light Armour and Shield.<br />       <br /> <br /> <br /> <u><b>Chaos Warriors of Tzeentch x 20 @ 410.0 pts </b></u><br /> <br /> (Full Command)<br /> <br /> <span class="glossaryitem" onmouseover='gp(59);'>HW</span> and Shield<br /> <br /> <b>Blasted Standard:</b> 4+ Ward vs Attacks in the Shooting Phase. (3+ Ward w/ <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>)<br /> <br /> <br /> <br /> <br /> <u><b>Chaos Warriors of Khorne x20 @ 403.0 pts </b></u><br /> <br /> (Musician and Standard Bearer)<br /> <br /> Halberd and Shield<br /> <br /> <b>Banner of Swiftness:</b> +1 Movement.<br /> <br /> <br /> <br /> <br /> <u><b>Chaos Warriors of Khorne x20 @ 398.0 pts </b></u><br /> <br /> (Musician and Standard Bearer)<br /> <br /> Halberd and Shield<br /> <br /> <b>Banner of Eternal Flame:</b> Unit has Flaming Attacks.<br /> <br /> <br /> <br /> <u><b>Chaos Marauders of Khorne x50 @ 300.0 pts</b></u><br /> <br /> (Full Command)<br /> <br /> Great Weapons<br /> <br /> <br /> <br /> <b>Chaos Warshrine of Tzeentch @ 150.0 pts<br /> <br /> Chaos Warshrine of Tzeentch @ 150.0 pts</b><br /> <br /> <br /> <br /> <br /> <br /> <br /> Other options include dropping both shrines for another 50 strong Khorne block of marauders with flails. Also is adding a slightly smaller marauder block but adding wulfrik to add some rear attack capability to the army.<br /> <br /> Please help and critique freely.<br /> <br /> <br /> <br /> T-Frog<br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 4 Mar 2011 04:18:54]]> GMT</pubDate>
				<author><![CDATA[ Thunderfrog]]></author>
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				<title>3000 Pt WoC Ard' Boyz</title>
				<description><![CDATA[ I don't understand the value of placing the wizards in the marauder horsemen unit.  By losing fast cav, they are not all that maneuverable.  And what happens when the unit fails a panic check on turn 1 and runs off the board with a third of your army...]]></description>
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				<pubDate><![CDATA[Fri, 4 Mar 2011 17:41:33]]> GMT</pubDate>
				<author><![CDATA[ RanTheCid]]></author>
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				<title>3000 Pt WoC Ard' Boyz</title>
				<description><![CDATA[ By taking my wizzies in a calvary unit they are no longer vulnerable to the Dreaded 13th, which, in my area if you are going to win a tournament, you go though about 3 skaven players to do so.<br /> <br /> This also gives my mounted wizards more maneuverabilty, moving with steed speed. Yea they lose fast calv, but they arent meant to be a fast calv unit. Theyre a bunker that can giver look out sirs to a mounted wizard.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> It also breaks up unit costs. Putting wizards with warrior blocks with the same leadership gives the enemy a much bigger target.]]></description>
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				<pubDate><![CDATA[Fri, 4 Mar 2011 18:17:21]]> GMT</pubDate>
				<author><![CDATA[ Thunderfrog]]></author>
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				<title>3000 Pt WoC Ard' Boyz</title>
				<description><![CDATA[ I'm pretty sure that you need at least a rank of 5 to gain Look Out Sir! So running a rank of 3 wouldn't allow this.]]></description>
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				<pubDate><![CDATA[Fri, 4 Mar 2011 19:22:29]]> GMT</pubDate>
				<author><![CDATA[ Infreak]]></author>
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				<title>3000 Pt WoC Ard' Boyz</title>
				<description><![CDATA[ Come to think of it, your right.<br /> <br /> Aside from the positioning of the Sorc Lord, any thoughts?]]></description>
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				<pubDate><![CDATA[Fri, 4 Mar 2011 20:19:18]]> GMT</pubDate>
				<author><![CDATA[ Thunderfrog]]></author>
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				<title>3000 Pt WoC Ard' Boyz</title>
				<description><![CDATA[ On the Khorne Warriors, I'd drop them to 18 each and run them 6x3 and use those extra points on puppies. I can't remember how much they are, but you should be able to get at least two units of five.]]></description>
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				<pubDate><![CDATA[Fri, 4 Mar 2011 20:43:40]]> GMT</pubDate>
				<author><![CDATA[ Infreak]]></author>
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