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tournament 2500pts all comers; harsh criticism wanted
Topic Started: Aug 20 2011, 08:55 AM (313 Views)
krusty
Slave
[ * ]
sorceror lord mot lvl4 disc talisman of preservation,blood and 3rd eye 0f tzeentch,charmed shield,biting blade

bsb,talisman of endurance,shield,mot,iron curse icon
sorceror,lvl 2 puppet

18 warriors,mok,halberds,std,mus,banner of eternal flame
18 warriors,mok,halberds,std,mus
18 warriors,mot,full command,shields,rapturous standard
40 marauders,std,mus,mok,gw
5 horsemen,flails,throwing spears,mos
6 horsemen,flails,throwing spears,mus,mos
5 hounds
5 hounds

hellcannon

bsb + lvl 2 in warriors of tzeentch anvil unit
lvl 4 mobile artillery
warriors of khorne heavy hitters
Marauders anti elites unit
horsemen war machine and missile troop hunters
hounds deployment/ oppertunistic
hellcannon flank protector/troubl shooter

please let me know what you think. Ill explain any other choices on request
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Unuhexium
The Chosen
What's your idea behind giving your sorcerer lord a biting blade? Hunting artillery crews?

Other than that I really like the infantry-heavy list.
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krusty
Slave
[ * ]
Its so he doesnt get held up by etherals (slaan and wraiths fairly popular around here)
If he hs to kill crew then its also no harm to have it
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Deroga
The Chosen
I can understand the Biting Blade on the lord, having a fair number of Lizards and Vamps in my area as well. Here are my thoughts...

I. Marauder Horsemen
I like Marauder Horsemen, but what i have found is that you need to keep them really cheap, as they die easily and often you will find that they will give up all their points every game. Keep in mind that the margin of victory in 8th ed is only 100 points, which means that every army should try to keep the points spent on 'throw away units' to a minimum. That being said, successfully redirecting enemy's units wins games, period. With this in mind i would suggest the following...

A.) Keep both units at 5 strong. With MoS they will have to kill each unit to the man, 1 extra guy will 'generally' make little difference to what the unit is trying to accomplish.

B.) Take only 1 war gear option. I personally like normal spears. They provide +1 str on the charge, similar to how flails work, but cost half the points. Generally the units that might be charged by Marauder Horsemen will not require the extra +1 str, as they will often be very soft anyways.


II. Adding a few things to your Heroes
A.) Exalted Hero

I would suggest adding the Dragon Helm and Warriors Bane. The weapon is for the same reason as why your general has the biting blade, nothing is worse than a unit of Ethereal charging in and holding in place a huge point unit like the one the BSB will be in, especially if they start attacking 150+ point characters like your wizard. The Bane is also neat when in combat with enemy chars and monsters, as for each wound you cause with it will reduce the number of attacks that the target gets by 1. It is a great buy for a 5 point item on the super fighty Exalted Heroes we have. With the Dragon Helm, your BSB will now be at a 2+/4++ with a 2++ vs Flaming attacks. Keeping him alive, as I’m sure you are aware, is so very pivotal to winning games.

B.) Lvl 2 Sorcerer (out of curiosity, what lore is he using?)

For him I would suggest adding the Enchanted Shield, as…ultimately, this will unit will likely be wanting to get into combat as it is an amazing unit for holding enemy units in place until your other units can maneuver into advantageous positions. If the sorcerer only has a 4+, he will likely become a free 150+ points for your opponent. The 2+ isn’t a TON better than 4+, but for 15 points it will increase his survivability by a significant amount.

**On a side note**
I have found that with the anvil unit of Warriors that you are using to escort 2 chars, that including a warshrine and replacing the Iron Curse Amulet with Favor of the Gods is extremely synergetic. The Key is to aim for the +1 armor save blessing, as it is extremely reliable in obtaining, and will give the same increase vs war machines as the Iron Curse, as well as an increased save vs everything else. The Warshrine also brings the saves of your Sorcerer and BSB to 1+ and 1+/4+/2++ respectively, and your entire unit is at 2+/5++, making the unit That much better at its role.

This, as everything in this post, is just something that I wanted to share based on my tournament experience with a similar unit. I know that making this change would require drastic changes to your list, so going w/o it is not going to hurt my feelings, but I would like to suggest trying it sometime down the road.


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krusty
Slave
[ * ]
Thanks for tips. This will be first competitive tournament and list isnt set in stone so am open to trying out different combos.
Was thinking of death for the sorceror to debuff units/assasinate characters. I really just picked him for puppet carrying and am happy with the paint job I did for him (he is the storm of chaos sorceror and first model for the chaos army I painted completely).
I picked flails for the horsemen to help against warmachine crew and if they have to help charge a flank or rear for extra combat resolution. I would drop some of the equipment and marks from them if it helped.
As for the ironcurse icon vs 1+ armour save I thought most dwarf and empire warmachines can ignore armour or seriously modify it e.g cannons,helblasters,flame cannons.
I have converted a warshrine up using old chaos steeds,an old plastic boar chariot,the dragon skull from the giant and a combination of marauder,warriors and knights bits just have to think of a way to make some handlers and would be happy to include it. I have yet to field one in a game so am not completely aware of all the benifits but can see them on paper
How does the bsb get 4++ though. I thought shield parry save doesnt stack and you cant get parry save with magic weapon.
Although I have gotten an idea to make centaurs know out of horsemen and orc bits to try the spear horsemen out so thanks for putting a great model idea into my head.Just hope I can do the idea justice.
Thanks again for the reply. Im going to fiddle with a fewlists and try seeing how they fit.
Was thinking of dropping a warriors with halberds unit for trolls but am half for half against it.
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krusty
Slave
[ * ]
recent updated list. After derogas advice ive dropped 1 hrsemen and musician and added warriors bane and enchanted shield to the bsb and sorceror.
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krusty
Slave
[ * ]
had first few games,horsemen with flails took out dwarfand empire war machines, tzeentch warriors with shields held up bret bus and beat maneaters and wipedout 75 strong slaves unit in 2 turns with iron curse icon helping against the warp throwere blasts headed their way. warriors with banner of flame have taken out 3 hell pit abombs and 4 hydras. Muraders are meeh at moment. Still must make cenetaur conversion at some point. Ooh hellcannon took out teclis in one turn twice. pretty happy over that one
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