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Speculate on your 8th edition army list; - post with reasons for changes
Topic Started: Jun 4 2010, 05:08 PM (479 Views)
kerill
Exalted Guardian
Mine will stay roughly similar but with less magic:

Sorceror Lord of Tzeentch, bloodskull pendant, enchanted shield, spell familiar, collar of Khorne
- Identical set up to my current one, might drop the collar if something more useful comes up, considering the potion of toughness instead- 6T or 5+ ward? hmmm
leads unit of:
15 Chaos warriors of Tzeentch, FC, shields, warbanner. 3+/5+ save in combat and 4+ ward against magic damage.
- used to be slaanesh, but with no autobreak and re-rolls for psychology decided the ward save was better and more in theme. Army centre

Exalted hero (no mark), book of secrets, stream of corruption, flail, shield, barded steed, bsb 205
- mostly floating, depending on the new fast cavalry rules might join the mounted marauders for a first turn charge from the marauder unit. Stream of corruption for the extra 2D6 hits in combat

Level 2 sorceror of nurgle, power familiar, unmarked chariot 265
- nothing new here. All the benefits of a chariot but cheaper and -1 to hit with shooting.

30 Khorne Marauders, GW, FC 200
- expanded unit to get the stubborn bonus and switched to GW instead of flails for obvious reasons.

5 Marauder horsemen, flails, throwing spears 80
- added in throwing spears since current rumours suggest a good chance of being able to shoot an opponent first turn.

5 Warhounds * 3
- still useful as ever

5 Knights of Khorne 230 points
- the grinder, largely a distraction unit to tun up a flank.

6 Trolls 260 points
- 3*2 for potential rank breaking and 24 attacks. Bsb should make them fairly reliable and mutant regeneration should hopefully mean that even as they suffer casualties they will stay nasty.

Hellcannon
- Anchors one side of the main unit and S5 blast template with no need to guess range could be very nasty.

Total- 2250
Models- 82
2 extra PD
9 deployment drops + character chariot.
Average Magic output:
1 die buboes
2 dice magic missile from book
2 dice flickering fire, 4 dice gateway OR 3 dice gateway (just over 50% chance of casting), 2 dice treason/pandemonium, 1 die flickering fire (cast last due to new rumours of rolling 1 or 2 can't cast again or cast before pandemonium, if failed cast second nurgle spell)

Issues- not brought puppet since we don't know how it will work yet. No sure if I should keep the trolls and bsb or go for something else.

What do you think yours will be like?
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Kraytirous
Exalted Guardian
The changes to my list so far involve dropping the BSB and Sorcerer on Chariot in order to take more core and be under the 25% limit for characters.

-Sigvald

-Chaos Warriorsx16
--Full Command
-=Banner of Rage
--Halberds
--Shields

-Maraudersx24
--Full Command
-=Mark of Slaanesh (possibly change to Khorne)
--Great Weapons
--Shields / Light armor

-Maraudersx24
--Full Command
-=Mark of Slaanesh (possibly change to Khorne)
--Great Weapons
--Shields / Light armor

-Chosenx16
--Full Command
-=Rapturous Standard/ Favor of the Gods
--Shields
--Halberds
--Mark of Slaanesh (possibly changed to Khorne)

-Marauder Horsemenx6
--Khorne
--Musician
--Flails

-Chaos Knightsx6
--Banner/ Musician
--Warbanner
--Mark of Slaanesh(possible change to Khorne)


That's more or less it, the changes being the Marauder horsemen transforming into a close combat unit rather then harassers, a unit of Warriors which I'm going to rank 8x2 to really rank up the extra attacks.

Things I'm contemplating is really throwing Mark of Khorne around a lot more, to make each unit an actual threat, because at the moment my poor Marauders don't do much else then die (which is what they are there for, but nonetheless, they only die after my Chosen go or after they hit combat).
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Tabernacle of Priapus
Member Avatar
The Chosen
my all cavalry list is doomed..... the only thing i had that was not on a mount or was a dog was the warshrine.
back to the drawing board, but until i have the book and know what does what i really can't rebuild a list... so i'm stuck in prerelease limbo hell.

my only hope is some of that horde rule stuff transposes into cavalry units as i've always wanted to run a unit of 30 warhounds with a mounted character... kind of cheap and would work wonders if they get the extra rank attacks.
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MrMiscast
Warrior of the Chamber
I like the list kerill. Will be looking forward to seeing how those big Marauderblocks will work out. I´m also thinking 6 trolls might be a good unit. I´m wondering about both yours and Kraytirous reasoning behind the greatweapons instead of flails. From what Ivé heard GW´s strike last will marauders with flails still have a descent Init.
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kerill
Exalted Guardian
Because the last rumour I saw was that GW allow the second rank to attack with full attacks whereas flails will only give you one attack in the second rank.

If that turns out to be wrong then flails would be better. Flails would also be better most of the time on non-Khorne marked ones as well unless the unit is designed to simply damage the enemy.

TBH I see the marauders getting shot to shreds since they will eb much bigger threat, but that will leave the rest of the army more or less untouched.

I think 2*2 troll units would be good too, especially with the crush them attacks being autohits and outnumber gone.

Dragon ogres are looking a bit less attractive in 8th I reckon since they are so expensive and frontage is no longer as important when monstrous infantry can attack from the second rank.
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Kormak
Member Avatar
High Executioner of Khorne
Characters


Kormak, Destroyer of Khorne
Exalted Champion
- Mark of Khorne
- Axe of Khorne
- Juggernaut of Khorne
- Shield
Total 225pts

used to give this guy a flail with regenerate, still deciding on what the best load out is actually going to bep

Harkaan, High Executioner of Khorne
Exalted Champion
- Mark of Khorne
- Sword of Might
- Enchanted Shield
Total 160pts

Never been a fan of scroll caddies and with the new magic rules im hoping no wizards will be a viable option but i think its going to depend on adding level to casting rolls being true and if the average wizard count actually goes down.

Core


23 Chaos Marauders
- Mark of Khorne
- Great Weapons
- Fullcommand
Total 165pts

18 Chaos Warriors
- Additional Hand weapons
- Fullcommand
- Banner of Rage
Total 353pts

WIth the change to parry rule, stepping i decided to whip out the boys with additional hand weapons, i have also changed my 3 units into two larger units

18 Chaos Warriors
- Mark of Khorne
- Halberds
- Fullcommand
Total 348pts

Swapped the great weapons for halberds, actually going to add shields as well.

10 Marauder Horsemen
- Flails
- Musician
Total 156pts

Doubled the size of the unit so they can actually break ranks

10 Chaos Hounds
Total 60pts

As screens wont be so important i have decided to use these to breaks, i have been thinking maybe 3 units if these rather than a unit fo marauder horsemen as well

Special


5 Chaos Knights
- Mark of Khorne
- Champion
- Musician
Total 260pts

4 Chaos Trolls
Total 180pts

Not actually sure i will end up using these

Rare


Korgran Blood Drinker
Shaggoth
- Great Weapon
Total 285pts
I am actually thinking i will drop this chap and maybe either swap him for a giant or dig deep for a hellcanon

Chaos Spawn
Total 55pts

Army Total 2248pts
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