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Ard Boys AA Report; what worked what didnt
Topic Started: Aug 29 2010, 12:42 PM (811 Views)
Rimmz
The Chosen
I figured since we are all new to 8th I would post the list I took to Ard Boyz and talk about what worked and what didn't.

This is just from my experience playing with WoC its all opinion and feedback is welcomed and encouraged.

For the record my oponents were Dwarf, High Elf, Dark Elf


3000 Pts - Warriors of Chaos Roster

Exalted Hero of Khorne @ 244 pts (Mark of Khorne; Hand Weapon; Halberd; Frenzy)
Juggernaut of Khorne (Causes Fear; Magic Resistance (1))
The Crimson Armor of Dargan
Ironcurse Icon
Stream of Corruption


Good overall. The Ironcurse Icon pays for itself easily in a unit of Knights. Crimson Armor did will although I think in the end I would have rather had a ward save. There were very few times that the effect of the armor came into play and the additional save would have been more useful.

Halberd is nice because you get to keep the 1+ save with the Jugger. The lack of LoS was not really an issue.


Sorcerer Lord of Death @ 340 pts (General; Level 4 Upgrade; Hand Weapon; Chaos Armor)
Enchanted Shield
Blood of Tzeentch
Collar of Khorne

Very hit or miss to be honest. I wouldn't leave home without him but I found I used more dice to cast Tzeentch spells from my lv2 more often. Purple Sun is amazing against Dwarfs and even higher I armies because the Sorcerer Lord is able to survive in CC to be able to drop that Sho-Ryu-Ken in combat.

Blood of Tzeentch allowed me to safely use 6 dice to cast the big spells as well. I would say there is a better lore to take other than Death but I honestly don't see any of the other 3 book lores being more useful.


Exalted Hero of Khorne (Battle Standard Bearer) @ 185 pts (Mark of Khorne; Hand Weapon; Shield; Battle Standard Bearer; Frenzy)
Biting Blade
The Bronze Armour of Zhrakk
Necrotic Phylactery

Again very good very useful character found myself wishing I had a ward save more often than not. The Phylactery didnt come into play once.

Chaos Sorcerer of Tzeentch @ 230 pts (Mark of Tzeentch; Level 2 Upgrade; Hand Weapon; Chaos Armor)
Disc of Tzeentch (Flaming Attacks; Causes Fear; Flyer)
Charmed Shield
Spell Familiar
Golden Eye of Tzeentch
Third Eye of Tzeentch

Holy crap I was shocked at how well this works. Casting Infernal Gateway can be done casually which never really works out for your opponent. The big one though out of nowhere was Treason of Tzeentch though. With the huge blocks of units you see now along with great weapons this makes things die even more than a gateway sometimes.


24 Chaos Warriors of Tzeentch @ 474 pts (Mark of Tzeentch; Musician Mus; Standard Bearer Std; Hand Weapon; Chaos Armor; Shield)
Blasted Standard

Very good anvil unit and sorcerer bunker and they can fight pretty well too. I noticed they drew a lot of fire and survived it which is good. They did start dying to mass fire though I lost about 3 on average to dark elf shooting every round.

18 Chaos Warriors of Khorne @ 386 pts (Mark of Khorne; Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Chaos Armor; Shield; Frenzy)
Champion of Khorne (Mark of Khorne; Hand Weapon; Halberd; Chaos Armor; Shield; Frenzy)
Rapturous Standard


17 Chaos Warriors of Khorne @ 364 pts (Mark of Khorne; Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Chaos Armor; Shield; Frenzy)
Champion of Khorne (Mark of Khorne; Hand Weapon; Halberd; Chaos Armor; Shield; Frenzy)
Standard of Discipline


The Khorne warriors did what they do best. They blend. When you ask "Will it blend?" (google it) They answer with a resounding YES.

However the 4+ save in CC is painful sometimes. They did fine against the lower st3 stuff but anything with a great weapon give them a bad day.


5 Chaos Knights of Khorne @ 290 pts (Mark of Khorne; Musician Mus; Standard Bearer Std; Barding; Hand Weapon; Chaos Armor; Shield; Causes Fear; Frenzy)
Banner of Eternal Flame
Chaos Steed

I know people say cav is dead in this edition. Screw that. These guys were every bit as deadly as they ever were. They tend to whittle down slowly when not supported but in every game I played they ended up in a combat by themselves for a round or 2 and they were just fine.


6 Chaos Trolls @ 270 pts (Causes Fear; Immune to Psychology; Regenerate; Stupid)

Awesome as hell. Low I makes them strike last but they dont care. Unless you are fighting something with flaming attacks they just kill stuff. In the DE game I got 6 EotG rolls with them. I kept them near the general and the Tzeentch warriors to support them which they did remarkably well.

Hellcannon @ 205 pts (Causes Terror; Large Target; Unbreakable)

Every list should have one. Its too damn effective with the new rules. It gives you a way to kill large monsters it clears troops and it will even hold down a flank all on its own. This thing is an auto add from now on IMO.

I have heard people suggest 2. I think 2 is overkill and you will run out of targets 1 works very well.

Total Roster Cost: 2988



So anyway that's what I took and my quick and dirty on it.
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Unuhexium
The Chosen
I enjoyed reading this. It's nice to hear some real experience once in a while instead of the usual "theoryhammer".

Purple Sun is a really interesting spell. Maybe combine it with Arabyan Carpet to drop a max-powered in the flank of a battle line. From personal experience I can say that it hurts, A LOT. It killed 1/3 of my Empire army and provided my opponent with enough PD to keep casting. It was pretty much "gg" after that one. xD
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guardian angel
Exalted Guardian
Rimmz
Aug 29 2010, 12:42 PM
5 Chaos Knights of Khorne @ 290 pts (Mark of Khorne; Musician Mus; Standard Bearer Std; Barding; Hand Weapon; Chaos Armor; Shield; Causes Fear; Frenzy)
Banner of Eternal Flame
Chaos Steed

I know people say cav is dead in this edition. Screw that. These guys were every bit as deadly as they ever were. They tend to whittle down slowly when not supported but in every game I played they ended up in a combat by themselves for a round or 2 and they were just fine.

Interested to hear what you said about these guys. I have a 5 man unmarked unit in my army and haven't found them that good. In your experience does the MoK make them that much better?

Also, if going out alone do you not find it hard to control them?
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guardian angel
Exalted Guardian
Also, you know the flaming banner doesn't work with magical weapons right, only mundane ones!
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PrinceofPleasure
The Chosen
guardian angel
Aug 29 2010, 10:00 PM
Also, you know the flaming banner doesn't work with magical weapons right, only mundane ones!

Correct, flamming attack do not work with magical attacks flamming sword of Rhuin is the only exception.

For the level four, should take Shadow, it synergizes better with the CC aspect of WofC, and puts pressure on opponent. Even s4 warrior anvil is terrifing when your T1! Making enemy hit your anvils on 5's with the signature spell is too good to pass up. Baring that Heavens, for iceshard, s6 mm, and comet.

I'd give leave him cheap and give him puppet, and charmed shield.
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Rimmz
The Chosen
Yep I didnt catch that and it never came into play anyway. I totally forgot about the magic weapon rule on Knights.

I'm changing it out for Semi's. I think I'm gonna go with the MoN/BoR combo I still see that as being exceptional in the new edition. Though not being very Fluffy though this is Ard Boys who cares.

I'm also debating swapping out the 2 Sorcerers for a Demon Prince of Tzeentch at lv 4 and a Lv2 on foot using death. This would also require me to drop the Exalted on Jugg but I think its a good trade for the fighty of the DP.

The reason for this is I got lucky in a couple of fights when I fought Dragon mounted lords. One was dumb enough to charge out and fight solo and I was able to feed him unit champions and my Jugg hero until he finally lost to CR and got run down. The other I got off a st 11 Gateway. Like I said, Lucky

The Hellcannon and Wizards are a decent solution to the Dragon problem but I would rather have something that can fight one and expect to live.

Thoughts?
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Urdokadin
The bringer of pestilent rages.
Daemon princes are for sure not the way to fight dragon riders, no armor and only a 5+ ward, 4+ if you're tzeentch. Most dragons are str 6, so he's wounding you on 3's....

If you want to fight a dragon rider, bring another dragon or get another hellcannon to put pressure on him.
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PrinceofPleasure
The Chosen
If you want to kill a Dragon take lore of shadow.

I've at 2500 started taking a Farseer Lord, its essentially a chaos lord with book of secrets death and he just uses the signature spell.

This is what he loods like.

Chaos Lord
halberd
MofTzeentch
Dragon helm, Talisman of Preservation, Book of secrets; lore of death

He's 308 and is partnered by this guy

Socerer Lord
level 3 shadow
Charmed shield, Infernal Puppet
Conjoined Homoculus

He is 295
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Urdokadin
The bringer of pestilent rages.
Hrmm! Very interesting, you wouldn't happen to play a very marauder/warrior heavy army? That setup sounds very similar to an army I've seen run at my FLGS
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