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3000 WoC; Experiments begin for the 8th edition!
Topic Started: Jul 12 2010, 03:12 AM (2,237 Views)
guardian angel
Exalted Guardian
So, having got the new rule book (like everyone else!) and read most of it, I think this is my planned starting army for the 8th edition.

It's made to be an allcomers army. I really wanna try the lord. I know the sorcerer lord may be the more "logical" choice, however a chaos lord is COOL.
Also, with the new magic rules it remains to be seen if 2 level 2's can compete! If Iget owned in the magic phase I'll change things around.

I think I've covered most bases but have a look at the list and tell me if you can think of any improvements.

The list:

LORD:
Lord+MoT+tals o endur+HoME+silver steel arm+gw=332
(2+ arm save, 4+ ward save, strikes at initative, plus re-rolls to hit and strength 7)


HEROES:
Ex hero(BSB)+MoT+shield+tals of preservation+biting blade=200 (designed to stay alive!)
Sorcerer(lvl2)+scroll=145 (Probabally take death!)
Sorcerer(lvl2)+puppet+3rd eye=180 (3rd eye is to try and use any cool spells the opposition has)

CORE:
17 warriors+MoK+shields+halberds+fc+rap std=369
17 warriors+MoN+shields+halberds+fc+ban o rage=384
29 marauders+MoK+gw+fc=195
29 marauders+MoT+la+shield+fc=214
5 warhounds
5 warhounds

SPECIAL:
6 trolls
5 Knights+MoK+m=240

RARE:
Hellcannon
Hellcannon

Total=2999

One thing I could also do is take the light armour off the MoT marauders. Do you think this would be a good idea? Then I could use those points elsewhere.
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guardian angel
Exalted Guardian
Unfortunately I still haven't gotten a game of the new edition, but it has allowed me to read some battle reports and accordingly revise my list.

Here is my new army:

LORD:
Sorc Lord(lvl4 - Shadow)+tals o pres+en shield+puppet+biting blade+conjoin homon+stream o corr=410
(Decently protected, puppet to keep him safe and punish the enemy. Conjoined homon to help with casting, stream to help thin a unit out and the biting blade as a token magic weapon! He will help weaken the enemy so the troops do the killing. Only downside is he's not leadership 9!)

HEROES:
Ex hero(BSB)+MoT+shield+tals of endur+sword o might=200
(Surviverable and hitty :P )

Sorcerer(lvl2)+MoT+spell fam+CoK+iron curse icon+3rd eye=210
(A good back up caster. Spell fam means I should get some of the good spells in the lore. CoK and curse icon help protect him and his unit from harm. 3rd eye is to try and use any cool spells the opposition has. Will go in the big MoT marauders.)

CORE:
17 warriors+MoK+shields+halberds+fc+rap std=369
17 warriors+MoN+shields+halberds+fc+ban o rage=384
30 marauders+MoK+gw+fc=200
29 marauders+MoT+la+shield+fc=214
5 warhounds
5 warhounds
5 warhounds

SPECIAL:
6 trolls
5 Knights+MoK+m=240

RARE:
Hellcannon
Hellcannon

Total=2997

Areas for improvement?
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guardian angel
Exalted Guardian
Think I'm gonna change my idea again slightly: I don't think the puppet will do that much after all as all the miscast results are bad. Therefore I think I'll give my lord the ogre blade. This makes hin strength 6 which is very good for a sorcerer and will help him out more when he makes it to combat with his unit.

Therefore he'd end up looking like this:

Sorc Lord(lvl4 - Shadow)+tals o pres+en shield+ogre blade+conjoin homon+stream o corr=410

The good thing with this build is that I can mess around with the 40pts for the sword to find what is most worth it here.

The cool thing is with this build is that he now a proper warrior mage, and that I like ^_^
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guardian angel
Exalted Guardian
Played my first game of the 8th edition today using the below list:

LORD:
Lord+MoT+shield+tals o pres+drag helm+HoME+SoM=330

HEROES:
Ex hero(BSB)+MoT+en shield+tals of endur+biting blade=195
Sorcerer(lvl2)+pow fam+iron curse icon+3rd eye=175
Sorcerer(lvl2)+scroll+con hom=165

CORE:
17 warriors+MoK+shields+halberds+fc+rap std=369
17 warriors+MoN+shields+halberds+fc+ban o rage=384
29 marauders+MoK+gw+m+sb=187
29 marauders+MoT+la+shield+fc=214
5 warhounds
5 warhounds

SPECIAL:
6 trolls
5 Knights+MoK+m=240

RARE:
Hellcannon
Hellcannon

Ended up with a win :P

I'll give you a run down of how the units performed:

Lord: Was great! Re-rolls to hit are immense and he is so well armoured. Really felt his presence in combat. He accounted for the enemy lord and BSB. Definitely trying him again.

BSB: Rocked also. I really like this defensive setup. Also the biting blade is a good touch for beating heavier armoured troops. Is a key player in the game now and as such must be protected. Very happy with him.

Sorcerers: Didn't do a lot really. Magic is so random that I'm not sure it's worth investing a lot into it. Next game will try running just a single level 2 and see how I do.

Warrior units: Immense! These guys can really dish out the pain! 17 seems about the right size for them. Defo taking them again. Also, having the rapturous standard and banner of rage on them worked out really well. Am so glad warriors are good again ;)

Tzeentch marauders: Not the best first outing! Ward save proved its worth, however I'm not convinced light armour is necessary. A semi decent anvil unit which I will continue to experiment with.

Khorne marauders: Got pummelled by chosen so not the best outing either. Can see there value and will continue to test them. Maybe the unit needs to be bigger?

Warhounds: Did very little apart from get in the way of some khorne knights. Gonna keep them for now, but am not convinced they are no longer necessary.

Trolls: Did nothing! However that's because I got excited and took my general away from them! Gonna give them another go, but this time with Throgg ;) I think this may be the best way to run them.

Knights: Didn't do a lot either. Got hammered by a 16" charge from a warrior block!!!!! Gonna keep them in for now and see how they do next time.

Hellcannons: Did ok, but one got gatewayed early on and the other scattered a lot. Defo keeping them though as they should work out really well.

Anyhow, it's late and I need to go to bed! Let me know if you agree with what I've said as it's fun tweaking army lists ;)
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Balthazaar
Member Avatar
Warrior of the Chamber
good to hear it went well. 17 chaos warriors 6 wide is a good combo with Halberds.

Dogs are starting to look pretty lame, and cant deny flanks as units of 5 any more.

I would have brought Ogres instead of trolls, far more reliable and they will get stomp attacks as well.
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guardian angel
Exalted Guardian
I hear what your saying about the ogres but aren't ready to give up on the trolls just yet.
Next game am gonna try them with Throgg and see how they do. If they still suck after that they may well be dropped.

If I do drop them I may be tempted to try a chosen unit as although not that superior to warriors, that EoTG roll can make them immense!

Any body have good results with Chosen in this new edition?
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Balthazaar
Member Avatar
Warrior of the Chamber
don't get me wrong I love trolls, I use them all the time with my O&G army. just on a reliability note they are the safer bet.
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guardian angel
Exalted Guardian
True, very true! Will try the trolls with throgg and see what happens. Plus, throgg is a very cool character and with his breath weapon could make a mess out of heavily armoured opponents ;)

I'll post up the revised list once I've got it done.
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guardian angel
Exalted Guardian
So after the results of my first game, I am gonna change my list to the below and see how it goes:

LORD:
Lord+MoT+halberd+tals o pres+drag helm+book o S+spell fam+con hom=343
(Possibly a good compromise between fighter and caster. He will take shadow. Should be an interesting experiment. Shame he can't have HoME as well!)

HEROES:
Ex hero(BSB)+MoT+en shield+tals of endur+biting blade=195
Sorcerer(lvl2)+MoT+scroll+CoK+3rd eye=215
Throgg (Will try and help the trolls actually do something this time!)

CORE:
17 warriors+MoK+shields+halberds+fc+rap std=369
17 warriors+MoN+shields+halberds+fc+ban o rage=384
30 marauders+MoK+gw+fc=200
29 marauders+MoT+la+shield+fc=214
5 Trolls
5 warhounds

SPECIAL:
5 Knights+MoK+m=240

RARE:
Hellcannon
Hellcannon

Total=3000
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Eta
Member Avatar
Exalted Guardian
The GW marauders need to be 40 strong at least IMO. They are easy to kill and you will want as much bodies as possible at your disposal to bring their S5 attacks to the enemy. Even a unit of Chosen will be beaten up badly by that many marauders.

Greetings
Eta
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guardian angel
Exalted Guardian
Hmm, ok, so where do I get the points from? Drop the warhounds and the CoK?

Then I could put the ironcurse icon back on the sorcerer.
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guardian angel
Exalted Guardian
After having a think about suggestions made here, I have revised the list again slightly to make the khorne marauder unit bigger.

I will try and test it out shortly and see how it does:

LORD:
Lord+MoT+halberd+tals o pres+drag helm+book o S+spell fam+con hom=343
(Looking forward to trying this guy out.)

HEROES:
Ex hero(BSB)+MoT+en shield+tals of endur+biting blade=195
Sorcerer(lvl2)+MoT+scroll+CoK+3rd eye=215
Throgg

CORE:
17 warriors+MoK+shields+halberds+fc+rap std=369
17 warriors+MoN+shields+halberds+fc+ban o rage=384
42 marauders+MoK+gw+fc=260 (will be ranked 6x7 or will reform into a horde if necessary)
29 marauders+MoT+la+shield+fc=214
5 Trolls

SPECIAL:
5 Knights+m=210

RARE:
Hellcannon
Hellcannon

Total=3000

The main changes are the loss of the warhounds and the MoK from the knights to pay for the increase in numbers of the khorne marauders.

I think this should work out quite well, as from previous battle I now seriously question the usefulness of warhounds.
Also the loss of the MoK from the knights isn't that bad as they are only a support unit and it makes them easier to control. 5 regular ones still pack a decent punch anyhow!

If anyone has any other ideas on how to improve the list I'd be happy to hear them :P
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darkangel16
Warrior of the Chamber
MoK really make the knights way more effective, your paying 30pts for 5 s5 attacks.

Drop LA on the MoT marauders, it really isnt necessary the 5 parry save is what you want, and one other marauder and you'll have the points for MoK on the knights.

Throgg seems a little too much for an army with only 5 trolls. I'd drop him for more trolls and put your sorcerer in with the trolls.

Also mount your lord on a disk so he can hunt warmachines or charge in tandem with any of your units.
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guardian angel
Exalted Guardian
darkangel16
Aug 4 2010, 09:17 AM
Drop LA on the MoT marauders, it really isnt necessary the 5 parry save is what you want, and one other marauder and you'll have the points for MoK on the knights.

Throgg seems a little too much for an army with only 5 trolls. I'd drop him for more trolls and put your sorcerer in with the trolls.

Also mount your lord on a disk so he can hunt warmachines or charge in tandem with any of your units.

Ok, I see what you mean on the MoT marauders by dropping the light armour and a guy to pay for the MoK on the knights, may well try that.

However, regarding Throgg; I don't think using him with only 5 trolls is to little to warrent him, he may well make the unit worth taking! I tried them without Throgg already and it's hard to keep them moving without the help of the general. This would be even harder to do if I gave my lord a disc as he could be flying about everywhere!

One of the major adavantages of using Throgg is that the troll unit can use HIS leadership, not just the generals, freeing up my movement options.

If I wasn't taking Throgg I'd just take ogres instead!

I have yet to try out Throgg though so I may change my opinion, but once I've tested him out I'll let you know how it went ^_^

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guardian angel
Exalted Guardian
guardian angel
Jul 31 2010, 07:34 PM
LORD:
Lord+MoT+halberd+tals o pres+drag helm+book o S+spell fam+con hom=343


HEROES:
Ex hero(BSB)+MoT+en shield+tals of endur+biting blade=195
Sorcerer(lvl2)+MoT+scroll+CoK+3rd eye=215
Throgg

CORE:
17 warriors+MoK+shields+halberds+fc+rap std=369
17 warriors+MoN+shields+halberds+fc+ban o rage=384
42 marauders+MoK+gw+fc=260
29 marauders+MoT+la+shield+fc=214
5 Trolls

SPECIAL:
5 Knights+m=210

RARE:
Hellcannon
Hellcannon

So finally got my second game last night with the above list.

It was against dwarfs. He had roughly: lord, master eng, bsb, 2x runesmiths, 2x cannons, grudgethrower, organ gun, thunderers, quarrelers, longbeards, hammerers, 2x warrior blocks, 2x gyrocopters.

I was a bit apprehensive given the amount of firepower he had. However, once I was across the field I beat up his units quite easily. Hence I ended up with a win :D

My thoughts on how my units did:

Lord: Really quite liked this build. Having access to the shadow lore was really helpful and even against all those dispel dice I still managed to get some spells off. The highlight was combo-ing the withering on the hammerers with 2 hellcannon shots :P He can still fight and is well protected. A good and versatile lord I feel. Sure you take a risk with the book but is worth it I think.

BSB: Didn't have a lot to do this game. Solid as ever though.

Sorcerer: Not convinced about this guy. I don't know if MoT is worth it, but more so the CoK. I REALLY missed the ironcurse icon and may get it instead of the CoK. That would leave me 20pts to play with. Was considering stream of corruption for either himself or the BSB.

Throgg: Did great. Survived the attentions of the cannons and did one of them in, killed a runesmith and finished off the weakened longbeard unit with the help of the lone surviving troll. Also rolled double 6 on the EoTG chart :lol: Unfortunately I was denied a breath weapon shot all over the remaining hammerers due to stupidity :( Definitely gonna be using him again!

MoK warriors: Survived the battle and made a mess of the quarrelers once they reached them. solid unit.

MoN warriors: Ended up being wiped out by the attentions of the organ gun, but a solid unit none the less.

MoK marauders: Much better in this size unit. Survived repeated steam gunning from gyrocopters and made an impact when they did hit.

MoT marauders: Performed a bit below par really but they did get shot up pretty badly (organ gun+thunderers+gyrocopter!). Hence I think the ironcurse icon on a character may work better with them.

Trolls: Attracted a LOT of attention! Much better with Throgg to help them keep moving. One troll plus Throgg accounted for a cannon plus a weakened longbeards unit. They're staying!

Knights: Nice cheap support unit for war machine hunting or other annoyance duties. Still pack a decent punch for the cost. Gonna leave then unmarked for now.

Hellcannons: Were brilliant this game, when they hit and behaved themselves! They halved the longbeard and hammerer units making them much less of a threat. Well worth their points. Definitely staying in the list.

Anyhow, if anyone has any better ideas on how to kit out my sorcerer I'd be happy to hear them. Just be aware that he's VERY reluctant to drop his scroll!




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