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| Another 8th Speculation List; 2500 Points | |
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| Tweet Topic Started: Jun 21 2010, 04:55 PM (511 Views) | |
| null_sheen | Jun 21 2010, 04:55 PM Post #1 |
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Warrior of the Chamber
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Sorcerer Lord lvl4, MoT , Steed, Sword of Might, Enchanted Shield, Rogue Shard, Collar of Khorne Sorcerer lvl 2, MoN, Steed, Dispel Scroll, Ruby Ring Exalted Hero, MoS, BSB, Steed of Slaanesh, Book of Secrets, Pond Stone, Soporific Musk, Shield, Flail 15 Warriors, MoT, Shield, FC - Banner of Discipline 15 Warriros, MoT, Shield, FC - Rapturous Standard 20 Marauders, MoS, lt Armour, Shields, FC 5 Warhounds 5 Warhounds 5 Warhounds 6 Knights, MoK, Standard of Bloodlust 6 Knights, MoT, Blasted Standard 1 Giant, MoN Interested in comments and ideas to round out the list. |
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| kerill | Jun 21 2010, 08:02 PM Post #2 |
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Exalted Guardian
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The ruby ring doesn't seem worthwhile since you will have loads of spells to cast with limited power dice Not sure what standard of bloodlust is? Where is your sorceror lord, bsb and exalted going to be? You realise in 8th if they are with the warriors they won't get a look out sir roll against cannons, stone throwers and template attacks? Similarly your sorceror lord has the enchanted shield which in 7th would grant him a 0+ save, but in 8th its capped at 1+ so you wuld be better off giving him the shield that ignores the first hit on a 2+ which will also give him a 1+ save. I think there are quite a few things you can save on to boost the marauders in size and with la and shields why not go for tzeentch for the 5+/5+ ward? |
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| null_sheen | Jun 22 2010, 03:31 PM Post #3 |
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Warrior of the Chamber
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ok missed the bit about mounted characters can be picked out. May have to put them on foot. Bloodlust is the re-roll to hits banner i thought. humm i thought that all you have to do is beat the bond value to cast the spell. if you do not cast the bound item, are you saying that it counts as the wiz failing to cast a spell? Otherwise i think it is worth throwing a dice at it. |
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| Ghost | Jun 22 2010, 04:32 PM Post #4 |
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Nobody of Ghost
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From trolling around on other forums I'll say this; Your lacking a 'big heavy, unit' I would just drop the marauders on foot, convert them to marauder horsemen and use the remaining points to beef up your warriors. And if you were keen enough to drop points on a giant -I'd forget about the tall bastard and run a hellcannon instead. OR Crank a unit of Trolls, Ogres or Dragon Ogres. With the new rules - why not? They will definitely be alottt more killy! |
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| kerill | Jun 22 2010, 05:34 PM Post #5 |
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Exalted Guardian
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Hmm well there is a danger of trying to make other people's lists like your own, but I'll try and give a bit more in-depth suggestions. As I understand it for bound items you roll a die and add the value of the bound item. The thing is though, with only 8.5 PD per turn (on average) you are proibably looking at something like: Gateway 4-5 dice Pandemonium 2 dice Buboes- 1/2 dice Flickering fire 1 die Exalted 0-1 dice. So I don't think you will have the dice to spare to cast fireball from the ring since buboes is a lot better most of the time. Hence its 25 points that can be spared. Then if we take aways the steeds from the sorcerors thats another 36 points spare. Your bsb has a 3+ save in combat (MUST use flail by the rules) and can be shot as well. If you dropped him from the steed (another 50 points) you could maybe rethink his equipment perhaps. The re-roll hits banner is 55 points so knights can't take it. You could change that unit to banner of rage and no mark (saving 50 points) Regardless I think sopoforic musk isn't that great (another 20 points). With no more autobreak through fear, stubborn in large numbers and re-rolls to Ld and break tests from the bsb you are covered. So far we have saved 181 points which I would spend on bulking up the infantry. I think Khorne + GW/flails is the best choice for the marauders and you want at least 30. Your current setup is 150 points 30 Khorne marauders with GW/flail and standard and musician (no champion) is 192 points so that's 42 points spent. If the unit is meant to be a mage bunker then Tzeentch would be better with la/shield and add the champion back in- 220 points. (70 points) The remaining points I would spend boosting the warrior units so they are 6 wide and 3 deep (depending on your character placement thats 16-18 warriors for each unit). Personally in my list: http://z4.invisionfree.com/cotec/index.php?showtopic=6434 I've gone for a bunke unit ofr unit of warriors set up like yours (Tz, +1LD banner, shields) and a killy unit without a champion with frenzy and halberds for serious killing. If you went for killy marauders (-42 points) and 3 more warriors (48 points) leaves us 91 points to play with as you like. If you dropped a warrior champion that would be +12 points so 103 and with little fiddling you could mount the Nurgle sorceror on a chariot (+100 points) or shave a couple of marauders and get 2 spawn, maybe even a warshrine if you fancy it. Or you can add more toys to your characters or boost the knights, whatever you like. A further though is whether you need the level 2 for the nurgle sorceror or will they be casting just buboes? I also think the homunculus is a tremendous choice for a level 4 mage this edition since with Ld8/9 and re-roll from banner stupidity is not an issue. I prefer hellcannons myself but the nurgle giant will be a lot more safe against small arms fire and BT this edition (no large target and -1 for Nurgle). They will die easier to artillery though, so it depends on your opponent. The extra D6 S6 hits will be nice. From 7th to 8th my (entirely speculative) list has gone from 4 sorcerors to 1 sorceror and a bsb with book of secrets- I really think troops are more important this edition although I'm tempted by a level 1 to take the scroll of reaction. |
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| null_sheen | Jun 22 2010, 08:46 PM Post #6 |
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Warrior of the Chamber
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Ghost: i have done the math and for an equal number of points 6 ogres and 6 knights the ogres do have the edge against infantry but only a slight one, but if you pit the knights against the ogres the knights slaughter them. Thus i still prefer knights as they are more reliable against more units. kerill - unless the TZ lore gets erratered you only need to use Gateway 3-4 dice Pandemonium 1-2 dice Buboes- 1/2 dice Flickering fire 1-2 die Exalted 1-2 dice. With the second number as the ultra safe casting. Still i do see your point, can you confirm that no character can take 2 arcane items on it as i would like to swap the ring for a power familiar |
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| kerill | Jun 22 2010, 08:56 PM Post #7 |
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Exalted Guardian
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Can only confirm what I've heard on warseer etc. that arcane items are unique. You are right gateway will be 3-4 dice and I will be casting it on 3 from now on and using the homunculus to boost the chance of casting to 70%+ Pandemonium will need to be 2 dice since if you roll 1 or 2 to cast you won't be able to cast any other Tzeentch spells- flickering fire and maybe treason may be very useful this edition against units of 200 skaven slaves and the like. |
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| Ghost | Jun 23 2010, 09:55 AM Post #8 |
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Nobody of Ghost
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Believe me I don't doubt the knights :P I just think you could reallocate your resources much better. |
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| null_sheen | Jul 2 2010, 11:50 AM Post #9 |
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Warrior of the Chamber
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Ok New list and now 2250 points: Sorcerer Lord lvl4, MoT, Chaos Runesword, Talisman of 4+ ward, Favour of the Gods, Conjoined Homunculus Sorcerer lvl 2, MoN, Dispel Scroll, Enchanted Shield, Steam of Corruption Exalted Hero, MoT, BSB, Book of Secrets, Re-Roll amour saves talisman, Shield. 13 Warriors, MoT, Shield, FC - Banner of Discipline (+1 LD) 14 Warriros, MoT, Shield, FC - Warbanner 5 Warhounds 5 Warhounds 5 Knights, Banner of Rage 5 Knights, MoK, Rapturous Standard 1 Giant, MoN |
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| darkangel16 | Jul 2 2010, 01:12 PM Post #10 |
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Warrior of the Chamber
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chaos runesword really is overkill the for your sorcerer, he should be in a another unit with a character that can except challenges and not need the offensive power. Not sure about rapture standard on the knights, they should be winning combat. The warriors blocks are too small IMO as cheap troops will most likely be steadfast with a reroll and your elites will be bogged down for the whole game. Dropping the things i mentioned above should give you a few more warriors to beef them up. The nurgle giant seems like an awesome choice though, -1 to hit and no more large target. |
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| popisdead | Jul 3 2010, 03:17 AM Post #11 |
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Warrior of the Chamber
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I recommend 25-30 Marauders. 25 min anyway. |
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| null_sheen | Jul 3 2010, 02:41 PM Post #12 |
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Warrior of the Chamber
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OK does this inspire the masses? Anyway i look at it i have a hard time getting more than 8 deployments Sorcerer Lord lvl4, MoT, Sword of Might, Crimson Armour, Talisman of Protection, Power Familiar, Conjoined Homunculus Sorcerer lvl 2, MoN, Dispel Scroll, Enchanted Shield, Steam of Corruption Exalted Hero, MoT, BSB, Book of Secrets, Re-Roll amour saves talisman, Shield. 15 Warriors, MoT, Shield, FC 20 Marauders, MoT, Lt Armour, Shield, FC 20 Marauders, MoT, Lt Armour, Shiled, FC 5 Marauder Horse, MoS, Throwing Axes 5 Marauder Horse, MoS, Throwing Axes 5 Knights, MoK 5 Knights, MoK 1Hellcannon |
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4:24 PM Jul 11