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2400 pts ETC-comp WoC; New list, new possibilites
Topic Started: Feb 25 2012, 02:40 PM (251 Views)
kjoele
Slave
[ * ]
Hi!

Have been around the forum for some days now. Thought it was time to post a armylist. Just got back from a small break and is pretty new to 8th. ed. still.
This list is not going to participate in ETC, but we usually play with the ETC-comp around my area.
This is what I've been working on:

Sorcerer Lord w. LVL 4, MoT, Disc, Talisman of endurance, infernal puppet and potion of toughness - 395pts

Exalted w. BSB, MoT, Disc, talisman of preservation, shield, warrior bane - 220pts

Sorcerer (LVL1) w.dispell scroll and power familiar - 155pts

23 Warriors w. MoT, FC, shields, Raptorous Standard - 438pts
23 Warriors w. MoT, FC, Shields, Warbanner - 443pts
26 Marauders w. MoK, GW's, FC - 180pts
2x5 Warhounds - 60pts

9 Knights w. MoT, Mu+SB, Blasted Standard - 450pts
1 Chaos Spawn

Total: 2396pts

Ok, so what do you think?
The reason I've chosen to stick with MoT on both warrior units is because I feel they suffer to much from shooting and magic if equipped with MoK and Halberds instead.

Also, I wonder if I maybe should try to fit in another lvl 1 sorcerer instead of the spawn + a few warriors etc.

C&C very appreciated ;)

-kjoele-

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Khurdur
Member Avatar
The Chosen
nice list....however...the tzeentch warrior build is for endurance...not so much slaughter. The khorne halberd build is made for butchery. At your points, and having 23 warriors in each unit, I don't think you will suffer from shooting or magic much. If you want to protect the warriors unit-not that they really need it, but tyour area might shoot a lot...try to give the characters that join the warriors magic resistance- an obsidian amulet or colar of Khorne helps protect them in this regard. Against spells like dwellers below, MoTZ won't help you much either, and you are better off playing them as Khorne warriors.

Dispel scroill and power familiar are illegal-only one arcane item.

More marauders-go for at least a 40-50 strong unit and it will be very hard to kill.

Drop the spawn.

The knights-they can kill for sure, but in two ranks a lot of attacks are wasted. that being said, a 4+ ward save against shooting should keep them alive to reach the enemy. If you like them, keep them. Just be careful...lots of units can beat knights out there...watch out for elite infantry with halberds/great weapon in units of 20 +, like Tomb guard, grave guard, swordmasters, white lions and such. Or, you can drop the knights for a unit of chosen.

Sorc lord-good, but go for infernal puppet, talisman of preservation, charmed shield and the rest. no need for a potion of toughness really.

No need for a third caster, two if more than enough and already makes your list magic-heavy !

Oh, and try to add a hellcannon- to counter enemy armies that like to sit back and shoot!
Edited by Khurdur, Feb 25 2012, 07:46 PM.
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R3do
Member Avatar
The Warptongue
Have to agree with Khurdur about warriors. I think u should make other unit atleast khorne with halberds to get some power there.

If u dont wana put more marauders, i suggest u drop them out or make them tzeentch with shield and light armor and put ur other mage there.

U dont need third mage, with spawn points u should give ur second mage 2lvl to get more spells.

I recomend u drop one knight, put Exalted hero on steed (if u have one) and put him to knight unit. With 50mmx50mm base under the exalted hero u get full rank bonus if putting them 3 knight plus exalted on front and rest 5 knight to second rank. Allso recomend to use banner of rage on them, u dont need so much cover against shooting. That flag on knights is good with MoK warriors with halberds :)
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matsemann
The Chosen
If you follow ETC rules you can't have the puppet and dispel scroll as puppet counts as +2DD. Unfortunately...

And as said earlier, charmed shield on your lord is a lifesaver.

The marauder unit. With that size I would consider using flails. It doesn't take alot to wipe that unit down to half the size with shooting and a unit of 13 marauders that die to everything which also strikes last is not much of a threat.

You can equip warriors with both halberds and shields. You just won't get to use the shields when in CC.

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kjoele
Slave
[ * ]
thank you all for taking time helping me! You all got some good "arguments". I will rework the list over the next day(s) :)

again, thanks

-kjoele
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kjoele
Slave
[ * ]
So, I've been changing the list to mainly the tips you guys gave me. Hope you like it.

Sorcerer Lord w. MoT, LVL4, Disc, talisman of endurance, infernal puppet, charmed shield - 380pts

Exalted w. BSB, MoT, Disc, talisman of preservation, shield, warrior bane - 220pts

Sorcerer w. LVL2, MoT, Power familiar, Collar of Khorne - 210pts

21 Warriors w. MoK, halberds, FC+blasted standard - 436pts
23 warriors w. MoT, shields, FC+ raptorous standard - 438pts
2x5 Warhounds - 60pts

18 Chosen warriors w. shields, halberds, FC, favour of gods,
banner of rage - 450pts

Hellcannon - 205pts

Total: 2399pts

Okey, not sure if maybe the chosen needs the blasted standard instead. Also the sorcerer can "protect" one of the units with his magic resistance of 2.

I guess I'll need some games to tell if the list works, but for me it looks good on paper atm.

-kjoele
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guardian angel
Exalted Guardian
Don't think the chosen are worth it in this list as your not running warshrines or the wailing banner combo. I'd just save points and get more warriors instead.
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matsemann
The Chosen
Any reason for the second sorcerer also going tzeentch? And I would include golden eye of tzeentch. It gives you great flexibility.
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kjoele
Slave
[ * ]
ok, I see guardian angel. I'll play some games soon, and ill test with/without both chosen and knights..

matsemann- yeah, I want the signature spell on both sorcerers to get rid of the enemy's annoying furies etc which is making it hard for me to get into combat. As said, I'll test it out a few games so i get clue of what's working for me.

Thanks again guys :)
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matsemann
The Chosen
You could use fire for that. Fireball is great for that and it even saves up some points. I also think Fireball has better range and you can boost it.
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