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Infantry heavy Mixed list
Topic Started: Nov 28 2008, 12:09 AM (171 Views)
kerill
Exalted Guardian
Most of my lists seem to be looking pretty much the same at the minute so I wanted to shake it up a bit. Magic heavy (which I always like) leaves my army looking a bit threadbare at covering the board so I've decided to add infantry at the expense of knights in order to offer more threats, also shaved a few points on my characters:

Level 4 sorcerer lord of Tzeentch, disc, sword of might, golden eye, spell familiar, dispel scroll 395 points
- Main blasty wizard, war machine hunter and a decent enough fighter. Dropped homunculus to save points and agonized over losing the warrior familiar.
Level 2 Sorcerer of Nurgle, power familiar, book of secrets, barded steed
- the poor man's level 4 :) Book of secrets guarantees me a magic missile as well the wonderful default nurgle spell. Flaming sword would be nice to. 2+ save for protection
Level 2 Sorcerer of Nurgle, puppet, enchanted shield
- Puppet handy for this army to help with miscasts and if my opponent miscasts then all the better. Enchanted shield gives him a 1+ save on foot
Exalted Champion of Tzeentch, flail, shield, bsb, armour of morrsleib, disk
- Main war machine hunter and mobile CR and bsb. I swapped his and the sorceror lords talisman since with the armour the bsb can go up against giants, stegadons and hydras and have a chance in a pinch. The bsb will allow him to hold even with only US2 in most cases and means he can go up against missile units and light cavalry even if he fluffs his attacks.

Characters: 975 points (far too many but...)

18 Marauders of Khorne, GW FC 140

18 Marauders of Khorne, GW FC 140

Two nasty combat units that the warhounds will chaperone to prevent the little naked buggers getting mown down on the charge. Cheap enough to be expendable although I'm not sure if the standards are a good idea- thoughts?

18 Marauders, shields, standard, musician 102

- Static CR and a 5+ save in combat. A place for both the sorcerers if I'm worried about them getting baited in the Khorne units, otherwise the mounted nurgle sorcerer will go here to make them 4 ranks of 5 and US20.

3* 5 Warhounds 90

7 Khorne Marauder Horsemen, flails, musician 141
- Poor man's chaos knights, I plan to shield them from shooting and foolish charges by holding them behind the knights. Fast cavalry should help with this. 14 S5 and 14S3 attacks is pretty substantial and yet the unit is still cheap enough for its demise not to cause too many tears.

5 Marauder horsemen, flails, musician 81

6 Chaos Knights of Tzeentch, standard: blasted, musician 330
- My one true hammer unit. 6 Knights should be enough on their own.

Basically plan is:

Deployment:
Use the marauders to hold the centre of the table, unless against ASF the two Khorne units can massacre anything on the charge and the third unit is solid enough. 13 S5 attacks, 2 ranks and a banner counts a lot. Knights and frenzied horsemen on one flank (with the horsemen hopefully positioning to roll the enemy line later in the game. At least one unit of hounds for redirecting enemy charges in front of them (maybe 2)

Other hounds will be more to get more deployment drops and also to threaten war machines with if need be.

Battle:
Advance fairly slowly but faster with the knights to threaten, set up horsemen for the flanks and then hit with everything at once. Early turns hunt war machines and missile troops with disk riders supported by light troops before the return to the main battlefield to add CR. Bsb may be called to hunt chariots instead of war machines and will go up against unridden monsters if there is no other option.

Magic:
All the while trying to whittle enemy characters with default nurgle spell and blasting what I can with magic missiles, gateway or casting pandemonium if opponent is magic heavy. Against most armies I think the nurgle default spell combined with the Tzeentch spells is very powerful since I can get maximum value from the magic dice (2 dice for both buboes, 2 dice for fireball, 5 dice for gateway and 1 die for flickering fire) this way and all spells are must stop spells, especially if I'm buboeing wizards so its a scroll or death.

Anyway I think I have 1 solid hammer and 3 other more contingent hammers along with some floating combat res if I need it or things don't go to plan (do they ever :) )

Comments more than welcome, this will be the most ranked infantry I've used since 5th edition (how I miss those beast herds :( )
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Killax
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Slaughterer of Khorne
Appart from the list, great topic, I love to have some detailed ones.
The only thing that lack is, is it 2K or 2250?

Appart from that I like the set up and the plan you've got for them. Personally I would add another hammer and just have 2 huge units of normal marauders. While Flail Marauders are good. I personally find bigger units are better cause of the reliablity.

I would drop the MoK on the horseman btw, they are coppy, but in general having a frenzied unit that is suppose to hunt weak stuff shouldn't bear frenzy.

Well those where my points, it's a nice list in general, heavy magic can't get wrong.

Cheers,

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kerill
Exalted Guardian
Thanks for the reply, the Khorne marauders have GW btw (forgot to add it in).

I'd like to add another hammer but points are tight, I could boost the marauder unit sizes by dropping the Khorne mark from the marked horsemen but I want to give the frenzied horsemen a try to see if they will work from hiding behind the Knights. I don't plan to use them to chase missile troops as much as move them into position to charge the flank of a combat unit (using fast cav movement) on the same turn that the Knigts move to threaten the front of the unit. 7 in the unit means the US will be higher than the knights (who may also take casualties from shooting) so when the enemy flee it will be down the enemy line for maximum panic tests and flank charge overruns.

It's all theory atm though.

I know what you mean about the 18 marauders being a wee bit on the small side, that;s why I've been agonizing about giving them standards and champions, the standards and champs could get me another 6 marauders to spread around.

I could also drop the unmarked marauders to boost the marked ones but then my battleline would feel a lot less wide so the Knights and horsemen would struggle to get into a good position against a mobile enemy.

BTW its a 2000 point list (1999 points)
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Killax
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Slaughterer of Khorne
kerill
Nov 27 2008, 05:25 PM
Thanks for the reply, the Khorne marauders have GW btw (forgot to add it in).

BTW its a 2000 point list (1999 points)

Well that sounds better in the first place honestly!

I would say give the list some tries then, you can't really get wrong with it in my honest opinion considering it's 2K.

Cheers,
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Godless-Mimicry
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No' 9

It look s like a good list, and you have everything well thought out, you should be met with plenty of success.
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Kormak
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High Executioner of Khorne
i think personally i would drop the MoK on the marauder horsemen, maybe make the unit 6 man and then use the points to bulk up the HW+SH marauders to 25
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