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What do you think about this?; Army list 3000
Topic Started: Dec 10 2013, 09:30 PM (251 Views)
Nightsaber2010
Warrior of the Chamber
Chaos lord of khorne
Hell fire sword
Poisonous slime
Dawn stone
Seed of rebirth
Soul feeder
Juggernaut
Shield

Sorcerer lord
Mark of nurgle
Level 4
Dispell scroll

Heroes
Sorcerer
Level 2 fire
Ruby ring
Enchanted shield
Disc of tzeentch

Sorcerer
Level 2
Lore of fire
Mark of tzeentch
Opel amulet
Shield of spell steelin

Exalted hero
Mark of khorne
Bsb
Helm of command
Dragon helm
Juggernaut

Core

30x warriors of khorne with
Banner of swiftness full
Command

Chariot of khorne


War hounds with vanguard

Special

Chimera
Breath weapon
Regen

Rare

6x skull crushers
Banner of discipline
Full command
Lances

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Nightsaber2010
Warrior of the Chamber
30 nurgle warriors with halberd shield
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Nightsaber2010
Warrior of the Chamber
Not khorne warriors
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thughes0801
The Chosen
Sorry to let you know that you can not take the poisonous slime with the hellfire sword as it cancels out and also on the lord I am not sure what the seed of rebirths purpose would be.

On the sorcerers I would double check and make sure but I do not believe that you can take an unmarked sorc on a disk nor can you put a mark of tzeentch on a fire caster as mark of tzeentch only gives access to metal and tzeentch and the disk riders must be mark of tzeetnch as well.

The only other thing that I will say is that I would put ensorcelled weapons on the juggers instead of lances because lances make them to charge dependent and stop functioning after the charge. The flat +1 from ensorcelled weapons is more reliable.

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Asvaldir
Member Avatar
Chosen of Tzeentch
I would drop at least 1 L.2 sorcerer, and probably both. The way you have it set up right now you're investing a ton of points into casters and you'll get maybe half of those spells off a turn if you are lucky. On average probably less than half. Chaos sorcerers are so expensive you really have to think twice before taking one, and in my experience often a L.4 with the chaos familiar covers all your spell casting.

If you get rid of both casters that is a lot of pts to invest elsewhere. I'd then get rid of 5-10 chaos warriors as you really do not need that much, and give them halberds.

With those extra pts I'd get a unit of 5 marauder horsemen with flails, some warhounds and a couple more 1 man heavy hitters-such as gorebeast chariots. You need the horsemen to get chaff away from your big SC unit because without chaff to protect them from other chaff they are going to spend half the game getting redirected.
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Nightsaber2010
Warrior of the Chamber
I have to disagree with you with the hell fire sword and poison the only two effects that I know of that cancell are always strikes first and always strikes last and allows no armour save and armour piercing.
I but the tzeentch thing is right I totally over looked that . The reason I have the tzeentch dudes on disc is they serve two purposes one redirectors if needed and also shaft clean up , skull crushers with a lord and exalted hero don't need magical weapons the unit is not built to stay in combat it's built to crush anything in its way not grind so lances at strength six , just from the skull crushers you will put down twenty eight attacks and three stomps the chaos lord add exalted will add 11 for a total of 39 attacks and 4 stomps
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Nightsaber2010
Warrior of the Chamber
Unless its in the main rule book I don't see the hell fire and poisonous slime cancelation I looked at the new FAQ for both the main rule book and the chaos warriors and can't find what you are talking about
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thughes0801
The Chosen
I may be wrong but am almost positive that you can't have poison on a magic weapon unless like the balesword where you have a weapon that is specifically poisonous and magical at the same time. This should be the same ruling that says that you can't have magical and flaming on the same thing.

If you could have poison on a magical weapon I would think that everyone would have it on their DPs but I don't have my book with me so I can't be positive just yet
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thughes0801
The Chosen
I just checked back in on a slightly older thread called 2999 tournament it should be just a little ways below these current postings and in there Rasputin describes how you can't use poisonous slime and a magic weapon.

I would check around pg. 73 of the base rule book if I remember correctly it is somewhere around there that you will find this ruling.
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Nightsaber2010
Warrior of the Chamber
It's the magical weapon that's the problem not the flaming effect so if you have poisonous attack and a flaming banner and no magical attacks then it would work
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Nightsaber2010
Warrior of the Chamber
But the hell fire sword is a magical flaming sword that would be a blaring contradiction wouldn't it
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Nightsaber2010
Warrior of the Chamber
I think you can have it on a dp because a dp's attacks are automatically magical right? He doesn't need to buy a magical weapon to have magical attacks
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Nightsaber2010
Warrior of the Chamber
Demonic attacks
Attacks made by a model with this special rule are magical. This includes any special , ranged or stomp attacks they make.
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thughes0801
The Chosen
Not sure about the daemon prince because it starts with natural magical attacks and then the mutation would give it poisoned attacks.

I know that plague bearers start with magical attacks and then their weapon gives them poisoned, so am inclined to believe it would be like this except backwards so I am not sure that it would work.

I however would say on the daemon prince it will probably have to be FAQed before it is cleared up because of the amount of confusion that the plague bearers have already generated based on this very principle.
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Nightsaber2010
Warrior of the Chamber
I will take the sorcerers on disc out and replace them exalted heroes on discs one with burning body and poisonous slime with a great weapon and a 3+ ward and I decided to take out 10 warriors add two units of hounds and a chariot of khorne
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