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| Tweet Topic Started: Dec 5 2008, 06:51 AM (309 Views) | |
| Opti | Dec 5 2008, 06:51 AM Post #1 |
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Chosen of the God of Hope
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I have tried a similar army without the dragon and only 1 hellcannon, and it worked ok, but the guys I am playing against favor cheesier armies (death star units of blood knights, 4 bolt throwers and dragon, dwarf gunlines, etc...) so I need to join in the high powered game. 2 questions. 1) is there an achilles heel I am not seeing, and 2) suggest any tactics? Thanks Chaos Lord dragon tzeentch shield, halberd armour of morslieb crown of everlasting conquest Favour of the Gods Biting blade Diabolic Splendor Acid Ichor chaos sorcerer Tzeentch lvl 2 disc conjoined homunculus skull of katam chaos sorcerer Tzeentch lvl 2 disc stream of corruption rod of torment chaos sorcerer Tzeentch lvl 2 disc bloodcurdling roar infernal puppet 11 Marauders 12 Marauders, Khorne, Light armor, shields, great weapons, FC 12 Marauders, Khorne, Light armor, shields, great weapons, FC Warhounds x5 Warhounds x5 2 hellcannons spawn |
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| Krakanrock | Dec 5 2008, 07:21 AM Post #2 |
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Exalted Guardian
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Yes, there is an Achilles: the lack of any kind of fighting force. If any of those little units of Marauders gets into combat with any kind of CC unit...well, they're done for. If you're playing against armies that take a ton of magic and all sorts of shooting, those little units will be picked apart with no problem at all. For starters, drop the MoK and give them the MoS. That's 40 points already to pump up the units. Also, if your'e going w/ HW and Shields, I'd forget about the Great weapons. Take the points from those and pump in some more bodies. Also, there's a lack of any kind of leadership for the Marauders (that's assuming that your mages will all be flying about and not sticking to units). Ld 7 isn't that great, even if they get the reroll on panic. I might not worry about putting so may Gifts on the sorcerers either. Those points could be used to get you some Marauder Horsemen w/ a musician armed w/ flails. Also, your lord is quite vulnerable to war machine shooting. The Golden Eye of Tzeentch would be a nice addition. As far as tactics for the present force...run and hide my son...run and hide. Those units are going to be best used to take or contest table quarters seeing as they'll get schlacked in CC. Use the sorcs to fly about and cast away while the Lord on dragon picks some fights. Remember, just because you're on a dragon doesn't mean you can't lose combat...trust me...it'll make you cry...I did. :( The characters and rares all look nice...but the body of the army needs a serious overhaul to be effective. |
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| Godless-Mimicry | Dec 5 2008, 08:25 AM Post #3 |
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No' 9
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Krakenrock said it, this really is a one trick pony with the Dragon being the only big boy. And he is illegal, since you cant take a mundane and a magical weapon. |
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| Killax | Dec 5 2008, 08:30 AM Post #4 |
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Slaughterer of Khorne
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It's illigal, 2 Hellcanons and 1 Spawn, can't be done unless 3K+ Yeah I wouldn't aim for this kind of lists, it can work, and if your up vs loads of cheese list, give it a try. It's a one trick poney, but the 2 Hellcanons can save you there... Appart from that though. I think your only able to handle one unit at the time imho.... |
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| Opti | Dec 5 2008, 08:50 AM Post #5 |
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Chosen of the God of Hope
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i took off the biting blade, took out spawn, stripped marauders down and added 18 forsaken. Would the forsaken be enough to give/take a CC unit? |
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| Godless-Mimicry | Dec 5 2008, 09:18 AM Post #6 |
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No' 9
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See the problem with stripping Marauders down is that makes your army even easier to break. And Forsaken are terrible, I tried them out and they did nothing. I'm gonna try and help you out here without trying to change the dynamic of your army idea:
The Acid Ichor is an unnecessary formality on top of an already expensive Lord, and it is just plain bad also. I never get the idea of wanting you guy to get wounded.
Fragile. They will be out in the open and will get blasted to bits. Second guy is 20pts up on a one use only breath weapon that will do very little damage. The main issue though is that there is a solid magic offense core here, but half the items are for shooting.
No real crunch here, and really, when you are playing a Dragon list, you should be supporting it with cavalry.
Taking these on top of three Sorcerers and a Dragon is over-over-overkill. The overall basic point is you are throwing too many points into too little models. [/QUOTE] |
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| Skyldig | Dec 5 2008, 06:07 PM Post #7 |
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Exalted Guardian
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The others have covered it very well with good advice. You need some tactical options, i.e., you need more and larger units. I also favor the drop of the acid ichor, and I would like to add corruption, homonculus, bloodcurdling roar and skull of katam to that list. Because, what's the point of the katam if you're relying on all your sorcerers to be mobile and wide apart? This is one of the rare armies that could benefit from the tongue, to neutralise some magic since you lack scrolls. Overall, I think you fell into a trap of both wanting good magic and good combat power. Sadly, you seem to have compromised so much that neither is any good because of the lack of the support that makes it good. A dragon is useless if you can't threaten other areas of the field. And 3+ save, 6+ ward sorcerers are merely annoying flies to be shot down with little protection. Focus on what kind of style you want your army to be, combat, magic, or moderate of both. For here's a lesson when it comes to Warriors of Chaos, characters in particular. You can never get it all. |
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| ukko | Dec 5 2008, 08:49 PM Post #8 |
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Exalted Guardian
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Sound advice from GM there. The 3 disc sorcerers and dragon lord mean you don't really need much in the way of cavalry but a unit or two wouldn't hurt. The main worry is the small units of infantry that will get mowed down for fun by opponents with anything quick. Also (not trying to be hyper-critical, just want to help), the choice of items isn't... optimal ;). Get the golden eye in there on one of those sorcerers as well as the book of secrets and a power familiar shared between them. Drop the hellcannons for another spawn and bulk out the marauders - then you have a simple "plan a" where the sorcerers can kill enemy missile troops and artillery, the dragon can take out support, and hopefully by the time your infantry have closed in, all of them will be in place to dive on the main bulk of the other guy's army. |
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10:51 PM Jul 11