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| Tweet Topic Started: Dec 7 2008, 05:27 PM (384 Views) | |
| Bork | Dec 7 2008, 05:27 PM Post #1 |
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Warrior of the Chamber
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this is a khorne list im working on at the minute, as with most khorne armies its really pretty much a headlong charge at the enemy and unload a crapload of attacks whilst trying not to be led around the table because of frenzy. i initially tried it out with a choas lord but found for the points i was spending i could have a equally good fighter (ish) but with the added bonus of banner of the gods making all my knights (or at least two units) stubborn which WILL come in handy aswell as giving terror to my BSB, couple this with the filth mace on my general and i have two ultrahard smackdown terror causing units who are stubborn and frenzied...nice. so yeah simple plan is charge and either scare stuff off or massacre it completely and roll up other units. just calculating the amount of S5 attacks this army can chuck out on the charge makes me go all goosepimperly i wont worry about shooting or magic because im not prepared to dedicate points to its defense, i'll just use my speed to cover the distance and limit the time im exposed to it. i have enough doggies to get in the way and save me from the worst of it regardless. so thoughts? any ideas to improve it? Heroes Exalted champion / MoK, juggernaut, filth mace, bloodcurdling roar, favour of the gods / 235 Exalted champion / MoK, juggernaut, flail, BSB, banner of the gods / 329 Core 5 maruader horsemen / MoK, flails / 105 5 maruader horsemen / MoK, flails / 105 5 maruader horsemen / MoK, flails / 105 5 hounds / 30 5 hounds / 30 5 hounds / 30 5 hounds / 30 special 5 knights / MoK, standard / 250 (general goes here) 5 knights / MoK, standard / 250 (BSB goes here) 5 knights / MoK, standard / 250 5 knights / MoK, standard / 250 1999pts |
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| Godless-Mimicry | Dec 7 2008, 11:13 PM Post #2 |
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No' 9
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I think your general is badly equipped. Filth Mace stays obviously. Why no shield? Why no ward save and/or MR? 'Cause heavy magic will play havoc on this list. Otherwise, it's pretty good, but will get hard to control. |
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| Killax | Dec 7 2008, 11:40 PM Post #3 |
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Slaughterer of Khorne
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Since I've got plans for a semi similiar list. I would like to give you some of my advice, since I've always played a Khorne Cav. Army. First of, you'll need a Scroll Caddy, trust me, I tried, there is no way to get by of it. Some spells (mainly Lore of Metal) will hurt this kind of army more than you can imagine. Fit him on a Daemonic mount of somekind and he even can hunt some warmachines. Appart from that, MoK is useless on this size of marauder units... I would advice you to drop all the banners on the knights of khorne, drop all the mark of Khorne on the marauder horseman and play with knight units of 6 wide. This will improve your survivabilty and strenght more than a banner will do. You'll have some points left and with that you could buy a scroll caddy (hopefully) and some more warhounds. And common... you want to play full khorne, but you prefer not to use the Axe of Khorne? What the hell? :lol: Cheers, |
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| Bork | Dec 7 2008, 11:57 PM Post #4 |
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Warrior of the Chamber
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axe of khorne is my default choice normally but the filth mace gives me the terror i wanted in double amounts. a scroll caddy is out im afraid, its no good chastising me about including a filth mace if u advise me to take a sorcerer :rolleyes: im not bothered too much about magic, i'll just take it on the chin and if it beats me then so be it, generally speaking in my gaming group there isnt alot of magical offense anyway, not enough to truly threaten me.
i have to dissagree here, in my tzeentch list ive been using 4 unmarked knights units all 5 strong and they do very very well, screening them well and their own speed usually cuts down on casualties before i hit home. the MoK on the horsemen has to stay, with it they can hit as hard as wedge of brettonian knights.
its not as i would like it, but 50pts of magic items doesnt go very far, dont forget he'll be inside a unit of knights so he's got a good measure of protection there aswell as 1+ save so he isnt exactly a pushover, the only ward save i could really get with him and still keep the mace is the talisman of protection which frankly is a waste of time unless you have MoT. the bloodcurdling roar was added last to use up 20pts but it can have its uses. |
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| Krakanrock | Dec 8 2008, 12:09 AM Post #5 |
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Exalted Guardian
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Since it's meant to be a CC army, the Roar, w/ its extremely short range, is rather useless. You'll be required to charge before even get a chance to use the gift. Maybe drop the Roar and Favor for maybe the Collar of Khorne. This gives you both MR and a ward save. A shield would be nice but is not totally necessary since he's mounted on a jugger giving you a 1+ sv. Also, I'd maybe drop the MoK on the marauder horse. They'll be to easily pulled off in another direction and won't be able to screen your Knights as effectively. With those extra points you could either buy some more knights or marauders. Heck, if you wanted you could even get 3 more units of 5 hounds...but that many hounds might just be silly. :lol: You could even buy a War Banner for the knight unit that your general rides in. |
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| Skyldig | Dec 8 2008, 03:20 AM Post #6 |
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Exalted Guardian
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Creative thinking there Bork, I love the concept of the BSB exalted and with good protection as well. Just as godless said though, you should really add shields to both of the characters. To get the points I would kill the bloodcurdling roar and instead replace it with enchanted shield. So all in all: + Shield on the BSB + Enchanted shield on the general - Bloodcurdling roar I sort of trust you can make this army work where I wouldn't dream of being able to use so many frenzied units :P Best of luck! |
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| Bork | Dec 8 2008, 05:19 AM Post #7 |
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Warrior of the Chamber
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this will be my 3rd fantasy khorne army so i do know what im doing. :blink: what good is a shield on a BSB with a 1+ save already? same for an enchanted shield on the general, his save cant be improved anymore.
this is do agree with, didnt realise it myself d'oh. i'll replace it with sopherific musk (despite it obviously being a slaaneshy gift *spit, spit*) theres nothing better to take instead, a war banner MIGHT be useless but i dont really think a unit of khorne knights needs help winning combats.
it would have been my first choice but the filth mace is 35pts and the collar of khorne is 25pts which puts me over my magic items limit.
doggies screen knights, horsemen ride down the flanks and im not really too worried if they get pulled about a bit, they're fast enough to cope and with fast cavalry rules redeployment is a none issue. MoK turns them more into ultra mobile heavy cavalry without the armour save which is what im after. ive seen them in action twice on the table and they are a powerhouse unit for their points. besides what would i spend 90pts on which would fit the theme of the list besides a few magic banners for the knights?? |
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| Killax | Dec 8 2008, 07:26 AM Post #8 |
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Slaughterer of Khorne
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Main man, test before you try then, Marauder Horseman are no Knights, archers will thake the hit out of your T3 6+ armour Marauder Horseman.... If you don't belive it, feel it ;) |
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| Bork | Dec 8 2008, 08:15 AM Post #9 |
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Warrior of the Chamber
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oh i believe that but in the single turn they will have to shoot them before they find a unit to charge im confident im not going to loose 15 of them. panic isnt going to be an issue hopefully too often with reroll panic tests so as with the whole army i'll proberly just weather the storm and hit home. i think the pyschological value of the sight of 4 units of khorne knights may just keep them safe from the worst of it anyway, its amazing how often a panicing gamer will shoot a near invulnerable target over a nice squishy one because they judge it to be a huge threat despite the odds of scoring a kill are slim. overall this is just a fun list to try out when i get sick of magic with my tzeentch army and it proberly wont get alot of table time but i reckon i can make it work. |
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| Krakanrock | Dec 8 2008, 09:29 AM Post #10 |
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Exalted Guardian
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Heh...my bad there duder! Still trying to get used to differentiating b/w Gifts and Items. :P |
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| Godless-Mimicry | Dec 8 2008, 10:07 AM Post #11 |
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No' 9
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If an army takes ranged weapons, it usually takes enough to do the damage, and nine times out of ten, you will lose enough of your Horsemen to shooting to make them insignificant for anything bigger than being a pain in the ass. |
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| Bork | Dec 8 2008, 02:15 PM Post #12 |
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Warrior of the Chamber
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maybe so but even a unit of 3 horsemen can strip rank bonus on a flank charge and throw out more attacks than unit of 5 regular horsemen without a mark. seriously i have to take 3 horsemen units as my core choices so i may aswell mark them, i dont have anything else better to spend the points on. they might get shot up but hey if they shoot the horsemen then my knights will proberly make it through ok. its easy to say oh they will get shot/magiced to death but theres alot to consider during a game, terrain, LoS, closest unit etc. ive played similar armies before and played against them so im aware of the risks and the benefits involved. i'll even test it vs my dwarf army i think, that should give me the proof of whether it can survive a shooty army. its not a gunline but its still got alot o guns. |
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| Skyldig | Dec 8 2008, 07:03 PM Post #13 |
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Exalted Guardian
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A shield on the BSB turns his 1+ save into a 0+ save, and an enchanted shield gives the general a -1+ armor save instead of a 1+ save. You'll still fail an armor save on the roll of a 1, so it isn't improving there. What it is improving in is neglecting the armor save modifiers. That means that enemies need an even higher strength than before to cripple your save. As it stands now, on your general, enemy attacks with: Str3 or 4: your save is 1+ or 2+ Str 5: Your save is 3+ Str 6: Your save is 4+ Str 7: Your save is 5+ etc. etc., now if you had an enchanted shield it would instead be like this: Str 3, 4, 5 or 6: You save on a 2+ Str 7: You save on a 3+ As you can quickly see, it adds alot of protection against high strength attacks. And how can you do this? Because there is no limit to the armor save you can get unless specified. And WoC doesn't have that restriction anywhere. |
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| Bork | Dec 9 2008, 01:12 AM Post #14 |
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Warrior of the Chamber
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ah i didnt think you could improve on a 1+ save. something to consider, but i play against mostly elves who rarely get to S5 with GW's or lances so i'll keep things as they are. |
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