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2000 Magic and Ogres
Topic Started: Nov 22 2008, 10:55 PM (441 Views)
Kelsis
The Chosen
Heroes:
Sorcerer Lord
(MoT)+(Disc of Tzeentch)+(Skull of Khatam)+(Golden Eye)+(Scroll)

Sorcerer
(MoT)+(Disc)+(Armor of Morslieb)+(Third Eye of Tzeentch)

Sorcerer
(MoT)+(Disc)+(Infernal Puppet)+(Enchanted Shield)


Core:
25 Marauders w/GW/banner/MoS
25 Marauders w/GW/banner/ MoS
5 Marauder Horsemen w/flails/MoS
5 Marauder Horsemen w/flails/MoS
5 War Hounds
5 War Hounds

Special:
4 Ogres Banner/MoN/GW/Chaos Armor
4 Ogres Banner/MoN/GW/Chaos Armor

Rare:
1 Spawn of Chaos
1 Spawn of Chaos
1 Spawn of Chaos

So, I am also an Ogre Kingdoms player and I was curious about using these in a chaos army, or rather, basing one around them. As far as my magic goes, I took Tzeentch because of the mobility and Flickering Fire. With Skull of Khatam and the mark this spell should pretty much always go off with one die and has very good chance of being a nasty strength. Any other spells I get are there to eat up enemy scrolls and dispel dice. When choosing a lore, I took the one with the most devastating basic spell I could count on everyone having. I love Infernal Gateway, Treason of Tzeentch, and Pandemonium but I doubt anyone will let them go off. If people know I can cast those, who will stop Flickering Fire? That being said, the magic will decimate whatever force I’m facing before the ogres charge in. From what I have seen, not much survives an ogre charge. The spawn can deal with annoying things I do not want to waste magic on. I am pretty sure you are all scratching your heads wondering about my lack of knights. I like them but for the moment I am fed up with them never ever passing armor saves against strength three and four shooting. Chaos armor on knights never seems to help me….oh well. So this was something of an alternative to knights that I think could still work. Khorne would probably be a better mark but I do not have faith in my skills yet to control frenzy even with screening. I do well against my DE friend but his army is a mobility nightmare for me and I took mobile armies into account when I made this. On a final note with this much magic I think an infernal puppet could be excessively useful because something like ending the magic phase would destroy me.


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Killax
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Slaughterer of Khorne
Looks really solid to me mate!

I must say the build up is quite good. And you've got a great Marauder Backbone.

You might also want to consider swaping the marks on the ogres from time to time. IF they're screened and Khornate they pack a huge heavy punch.

Cheers,
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Kelsis
The Chosen
Thank you, I really appreciate the feedback! I was never a huge fan of magic but executioners with ASF banner made me want to give it a try as I couldn't think of anything to kill them with.
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Killax
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Slaughterer of Khorne
It's risky but you can go at it with knights, S6 is quite good, having 2 attacks (granted they have a Hag and a Statue of Khaine) S6 even more with hatred, but afterwards the knights will kill a front rank at leasts. I don't expect them being in a unit of 20 dudes, so you'll still win imho.

Cheers,
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Kelsis
The Chosen
I charged with 5 knights in the front and 2 Exalteds on discs from the back. There were 12 executioners and they killed every single one of my guys before I could attack back(I also failed every single save). The ASF and hatred is horrifying with str 6.
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Killax
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Slaughterer of Khorne
Not a pritty sight then, in special for your heroes then!

Yeah it's risky allright!

Blood for the Bloodgod!
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Kelsis
The Chosen
Yeah after that I decided I better try investing in the magic to take out super elite units and monsters.
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Killax
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Slaughterer of Khorne
And Ogres to probably, they have quite some harder time killing them :D
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Kelsis
The Chosen
Yeah being an Ogre Kingdoms player, I'm a big fan of T4 multiple wounds. :D
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Godless-Mimicry
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No' 9

It will play very similar to an Ogre Kingdoms army and less like a Chaos army, but if you how to work that, then it should be solid as a rock.
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Kelsis
The Chosen
Yeah, I think it will be a fun list for me to play and for others to play against. Nice thing about this compared to Ogre Kingdoms is you get combat magic as opposed to troop enhancement and marauders who are far superior to gnoblars. In this list I can use the magic to cut out the threats to the ogres and have them move in to finish up. Thanks for the input!
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Killax
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Slaughterer of Khorne
Yep, and I expect you to win with this list. Don't forget our ogre's arn't that good as the OK ones. But we do have good armour ;)

Cheers,
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Voidhole
Warrior of the Chamber
Also with Chaos armor XHW and KHorne for 3 of Ogres come to a 15 attacks! thats a lot another guy its 20 attacks. I <3 KHORNE.
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Kelsis
The Chosen
So I just finished a 2000 point game with DE friend and I am extremely pleased with this list. Flickering Fire killed countless elves, a hydra, and fast calv with a hero in it. The worst thing was the Ring of Hotek, for its point cost that thing is ridiculous. Fortunately, Flickering Fire goes off with only one die most of the time with both the mark and Skull of Khatam. Also, Infernal Puppet was clutch in the game. It let me turn a miscast into Irresistible Force(I loose the spell after but it was Treason of Tzeentch on Executioners and worth it) and change his miscast into I get to cast a spell of my choice for free(Chose Infernal Gateway and destroyed the general with Ring of Hotek). The ogres also performed infinitely better than knights taking a number of hits and still smashing some cold ones to pieces. I never liked magic because of the randomness but Flickering Fire with its low cost and huge potential has drawn me in. Sure the spell sucks sometimes but with three guys casting, at least one per turn is devastating. Infernal Gateway is awesome because it's something people have to dispel and most of my fires get through. Finally, MoN on the ogres was amazing and saved me many wounds. This list is exactly what I've been looking for. I can also see it being quite good against most other armies out there(besides demons but I feel like they shouldn't count).
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Godless-Mimicry
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No' 9

Note for next time, regardless of whether effected by the Mark of Tzeentch, the Skull of Katam, or both, the minimum success is a 3, so even with the +2 to cast, you still need to roll a three for Flickering Fire.
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