Welcome Guest [Log In] [Register]
Welcome to The Chamber of the Everchosen. We hope you enjoy your visit!


Here at COTEC we are all about the Warriors of Chaos in Warhammer Fantasy Battle.

Tactics to help you slaughter your opponent on the tabletop, through to galleries on how to build your next Warshrine. Its all covered... and growing!

We are a forum for gamers and hobbyist alike and again would like to welcome you to a fun, friendly, warm place and hope to see you again!


Join our legion! Takes less than a minute and gives you access to everything!


If you're already a member please log in to your account by entering the correct runes and words of power:

Username:   Password:
Add Reply
2000 points of Archaon's Horde.; What do you think of it?
Topic Started: Jan 26 2005, 01:14 AM (354 Views)
Gurkhal
Master of the Eleven Foot Stick of Supreme Sticking
I would first like to point out that I really only have about 1000p models of Chaos. The ones I don't have models for I use my dwarfs or my brothers high elves insteed to be able to get a 2000p battle at least once now and then.

The actuall Chaos models I have are the following. Note: This is how they look. Not necessery what things I was thinking about giving them for the fighting.

Khorne Champion on Daemonic steed.

I could of course give him a Chaos steed but I think that the daemonic steed's fear and that it is so cool is enough to make me keep it in favor of the Chaos steed's better armour save. It's a matter of tast really...

A Chaos Champion model with two hand weapons.

16 Marauders with shields and hand weapons (game-wise light armour as well).

12 Chaos Warriors with halberds and shields.

5 Chaos Knights with shields and hand weapons riding Chaos steeds.

Other models I use dwarfs to "pretend" that the dwarfs are the Chaos troops.

The list for 1000p I use is like this.

Exhalted Champion of Khorne.
Riding a Chaos steed. Shield, Chaos armour, Axe of Khorne.
Mark of Khorne.
178p

Aspiring Champion of Chaos Undivided.
Chaos armour, shield, two hand weapons/halberd. Depending on what army I face and if I need many or strong attacks.
86p

5 Knights of Khorne. Full Command.
Riding Chaos steed. Heavy armour, shield, hand weapon.
Mark of Khorne. War banner.
285p

12 Warriors of Khorne. Full Command.
Heavy armour, shield, hand weapon, halberd.
Mark of Khorne.
279

16 Marauders. Full Command.
Light armour, shield, hand weapon.
137

5 Warhounds.
30p

995 points.

DD: 5

I have tried some different lists but I have come to this for my expansion of my Chaos army when I take it to 2000p.

Korgath Bloodblade.

I don't get link to work, :( . But rules for him can be found here on Da-Warpath's site for the Amnosity Campaign.

http://warpathnewsletter.digitalzones.com/main.html

Roll: To use his immense killing power together with the Knights to take on the biggest enemy troops and heroes and to spearhead the attack.
476p

If I am going to play in a tournament, or against someone that don't think that Korgath's rules are ok, I will use either a Lord of Khorne or an Exhalted Champion to act insteed with some good magical weapons. And probably get Rage Banner for the Knights.

The main reson to use his is that I made him :D . So I am very reluctent to take him off the list.

Aspiring Champion of Khorne.
Chaos armour, shield, Sword of Might.
Mark of Khorne.
Roll: Lend some extra killing power to the Marauders or the big unite of Warriors.
137

Aspiring Champion of Khorne.
Chaos armour, shield, Axe of Khorne.
Mark of Khorne.
Roll: Lend some extra killing power to the Marauders or the big unite of Warriors.
142p

5 Knights of Khorne. Full Command.
Riding Chaos steed, heavy armour, shield, hand weapon.
Mark of Khorne.
Roll: Togehter with Korgath to form the real edge of the attack and to take care of the most importent attacks upon the enemy.
260p

25 Marauders. Full Command.
Light armour, shield, hand weapon.
Roll: They are most for numbers and to work together with the two Warrior regiments to clash with the enemy's main battle line.
175p

20 Warriors of Khorne. Full Command.
Heavy armour, shield, hand weapon.
Mark of Khorne.
Roll: The same as for the Marauders although I expect these boys to be able to handle harder resistance and to kill more enemies.
345p

16 Warriors of Khorne. Full Command.
Heavy armour, shield, hand weapon, halberd/great weapon. Depending on what army I face.
Mark of Khorne.
Roll: To attack the enemy in the flank while the bigger unites look them in the front, thus making good use of those big weapons they have.
317p

5 Warhounds.
Roll: Screen the Knights.
30p

7 Flayerkin. Wallcreeper.
Two hand weapons.
Hunt down small enemy unites, warmachine crews, lone heroes and just be there. To split the enemy's attention from my main attack and to perhaps keep a regiment busy with them insteed from fighting the in main fights.
112p

1992p

DD: 8

The general idea with this army is to break through to importen things like concentrations of warmachines and such with the Knights while the infantry engage the enemy infantry and then the Knights can if all goes as it should be able to join the fray again, from behind :D .

The Flayerkins will operate "behind" the enemy's lines and cause as much problems as possible, blocking marches, irritate and so on.

I have played with the idea or changing a Aspiring Champion into one of Undivided with Helm of Many eyes and a great weapon.

Or to drop one Champion and the Flayerkins and get a Hellcannon.

But do you who read this have any ideas?

I am open to suggestions ;)
Offline Profile Quote Post Goto Top
 
snyggejygge
Member Avatar
High Zar of Khorne

Well I like your idea, but youŽve spent to many points on characters.
I would drop one Aspiring Champion & upgrade the other to an exalted champion, then give that exalted greatweapon & Gaze of the Gods/Armour of Damnation...
Then put this guy with the marauders.
Give one of the warrior units the Banner of Rage, then buy a second unit of hounds & increase the number of Flayerkin...

(personally I would skip the specialcharacter aswell, letting him be an exalted on steed, to buy a chariot, a unit of minotaurs & a few more knights).
Offline Profile Quote Post Goto Top
 
Gurkhal
Master of the Eleven Foot Stick of Supreme Sticking
Well the special character is my own, so he is a must.

No minos since it's Archaon' Horde.

But you suggestion sounds quite good. Something to think about.
Offline Profile Quote Post Goto Top
 
rogge_85
Member Avatar
Anti spammer
I agree with Jygge about to many points invested in characters and I would also use atleast one more unit of chaos hounds as they have more uses in a khrntae list than in any other army (prevents your troops from charging skirmishers and fast cavallry aka baits)
Offline Profile Quote Post Goto Top
 
Gurkhal
Master of the Eleven Foot Stick of Supreme Sticking
Ok.

Which Aspiring Champion should I keep? The one with Axe of Khorne or the one with Sword of Might?

I will take another unite of warhounds as you suggested, even if I believe that they will have only a small value.

But do I really need more Flayerkins?

If I have a unite that is too big then they might get more attention then I really want them to and they will be hard to hide in the forests in the start and so.

Offline Profile Quote Post Goto Top
 
snyggejygge
Member Avatar
High Zar of Khorne

As I said I would drop both aspiring champions, then buy an exalted instead, that has either a great weapon or a halberd, & either Gaze of the Gods or Armour of Damnation.
YouŽll only get like 2 extra flayerkin anyway, but if you donŽt want to many then use 8 of them & increase the hound units by 1 hound each (& trust me hounds used right can be the most important unit in a chaos army, & at worst they get used as screens or maybe "only" prevents your knights/warriors from making a charge you donŽt want to make)
Offline Profile Quote Post Goto Top
 
Gurkhal
Master of the Eleven Foot Stick of Supreme Sticking
Ok I have lisen to the advices that have been given to me and I have made a few changes in the list.

Korgath Bloodblde: My own special character, so far none I have used him agiast has found him overpowered :D .
476p

Exhalted Champion of Khorne. Mark of Khorne.
Chaos armour, hand weapon, great weapon, Gaze of the Gods.
134p

5 Knights of Khorne. Full Command. Mark of Khorne.
Heavy armour, shield, hand weapon. Riding barded Chaos steed.
260p

5 Warhounds
30p

20 Warriors of Khorne. Full Command. Mark of Khorne. Banner of Rage.
Heavy armour, shield, hand weapon.
345p

16 Warriors of Khorne. Full Command. Mark of Khorne.
Heavy armour, shield, hand weapon, great weapon.
317p

25 Marauders. Full Command.
Light armour, shield, hand weapon.
175p

8 Flayerkins. Wallcreeper.
Two hand weapons.
126p

1863p

What should I use the remaining 52p for?

Any ideas?

Bye the way. I am coming up against close-combat oriented dwarfs, my own dwarf army infact :D . And Malal Chaos, and that means a Daemon Prince lead army of Undivided that has little if any magic and no Marauders as my main opponents.
Offline Profile Quote Post Goto Top
 
snyggejygge
Member Avatar
High Zar of Khorne

more warhounds, they are an essentiall unit in any Khornate list, I would use atleast 2 units of 6 warhounds...
For the last few points increase one of your mainunits.
Offline Profile Quote Post Goto Top
 
Cromador
Member Avatar
The Chosen
I would either pump up your 16 man unit to 20, maybe add some more warhounds as snyggejygge said, or alternatively invest in more of those damned cool flayerkin, they can really annoy people and are great for character killing if theres enough of them when they reach the enemy. Solid list, but could you post that special character posibly please?

Happy gaming!!!
Offline Profile Quote Post Goto Top
 
Gurkhal
Master of the Eleven Foot Stick of Supreme Sticking
Here comes the Character: Korgath Bloodblade. Lord with Mark of Khorne. Takes one Lord and one hero choice.

Same stats as a normal Chaos lord with 3+ armour save. Impossible to post it and make it readible it would seem <_<

Weapons: Blood Axe, special rules further down.

Armour: Armour of Damnation and shield.

Mount: Daemonic mount.

Magic Items: Armour of Damnation, Blood Axe and Collar of Khorne.

Special Rules: Frenzy (due to Mark of Khorne), Blood Fever, Brutal leader, Hates Wizards.

Rules for Magic Items:
Blood Axe. The Blood Axe gives Korgath the Killing Blow ability. In addition for every two wounds (before armour save) caused by Korgath he may make another attack. Clarification (I know, wrong spelling): If say Korgath makes three wounds with his first rounf of attacks he may make another attack. Say that he wound with this attack. Korgath does NOT get two new attacks for four wounds. The wounds caused from different "rounds" of attacks cannot be combined to get more attacks.

Armour of Damnation: Page 51 in Hordes of Chaos Book.

Collar of Khorne: Page 52 in Hordes of Chaos Book.

Special rules:
Frenzy, page 84 in Warhammer rule book.

Blood Fever: Korgath will never lose his frenzy. Any unite he has joined will also maintain their frenzy even if beaten in close combat. If Korgath leaves a unite that should have lost their frenzy for some reson previously (hates to spell this word :angry: ) then they will lose the frenzy when Korgath leaves the unite. If Korgath should join a unite that have previously lost their frenzy then the unite will NOT regain the frenzy, even if Korgath will still have his.

Brutal leader: If a frendly unite is fleeing then they will be treated like an enemy for Korgath frenzy forced charges in the compulsery moves.

If the unite which Korgath has joined should for whatever reson flee then a special round of close combat will be fought when Korgath attacks the weaklings around himself. This takes place in the start of the Chaos player's turn. The unite that is attacked can if the player wants strike back at Korgath but does not have too. The affected unite will not flee from these attacks and will does not have to test for panic or break test not matter how many casulties that are caused.

Hates Wizards: If Korgath's army includes any form of wizard in it the Chaos player will have to roll on dice for each spellcaster once both armies are deployed. If a 1 is rolled the then the Korgath has killed the magic-wielding coward.

He can cause quite some problems but I like playing with dubble-egdes weapons ;) . And he has so far not proved to be more powerful than he costs and has still been worth his price for me. And he is mine so he lies close to my hearth :D
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Armylist · Next Topic »
Add Reply