| Welcome to The Chamber of the Everchosen. We hope you enjoy your visit! Here at COTEC we are all about the Warriors of Chaos in Warhammer Fantasy Battle. Tactics to help you slaughter your opponent on the tabletop, through to galleries on how to build your next Warshrine. Its all covered... and growing! We are a forum for gamers and hobbyist alike and again would like to welcome you to a fun, friendly, warm place and hope to see you again! Join our legion! Takes less than a minute and gives you access to everything! If you're already a member please log in to your account by entering the correct runes and words of power: |
| WoC vs Ogres - Campaign | |
|---|---|
| Tweet Topic Started: Dec 19 2012, 07:45 AM (358 Views) | |
| wargame_insomniac | Dec 19 2012, 07:45 AM Post #1 |
|
The Chosen
|
Hi I have just started doing a Blood in the Badlands WFB Campaign with my WoC. So far have had one battle- lost a watchtower game vs Orcs & Goblins. My Tzeentch Mage Lord took out his Shaman Lord with an IF Gateway. Rest of the game went the way of my opponents. His 6 stone trolls stormed the watchtower rolling an unbelievable amount of hits against my Tzeentchian Marauders.rolling well above average for 3 close combat turns in a row. The key moment was probably in 3rd turn when my Horde of marauders with Mok & GW and my Knight with Banner of Rage got bogged down by his Horde of Big'Uns. Staitiscally he should have lost by NINE but ended up drawing. So for my next campaign battle against Ogres I need some advice (and probably some new dice!!). In campaign I need to keep same Lord character (including magic items) but can change the minor Hero characters and units. So my Lord is set in stone: Level 4, Mark of Tzeentch, Conjoined Humunculous, Screaming Blade, Charmed Shield, Talisman of Preservation, Blood of Tzeentch, Iron Curse Icon. My other choice of heroes/units are: Tzeentch sorceror on disc Sorceror on chaos steed Battle Standard Bearer on foot Hero on foot 5 Knights with Banner of Rage 20 Warriors with HWS (either MoT or unmarked) 25 Marauders with HWS (either MoT or unmarked) 40 Marauders with GW (either MoK or unmarked) 2*5 Marauder Horse 2*5 Chaos Hounds Any suggestions as to how best tailor the above figures for 2,000 points vs Ogres? I was thinking Dread Banner and aiming for Pandaemonium to force ld tests on Ogres. Any other good ideas? Thanks James |
![]() |
|
| Rorak Fangtaker | Dec 19 2012, 09:17 AM Post #2 |
|
Taker of Trophies
|
You want bodies so that they can't kill them all before you innevitably grind them down. Yesterday, I took a large unit of marauders (large meaning 97 marauders) with great weapons and Mark of Khorne and I went up against ogres. He had two units of bulls, and maneaters into my marauder block and I ended up winning by shearly beating ogres at their own game. (You could sprinkle in your HWS marauders into your GW marauders to have more guys.) You could use the marauder horsemen to clear away the sabretusks because if they have spears or maybe flails they'll cut through it and just get away to harass other things. Chaos hounds are also good by just being useful redirecters. Hopefully this advice helps you because to me it seems jumbled. Anywho, goodluck! |
![]() |
|
| wargame_insomniac | Dec 21 2012, 07:44 AM Post #3 |
|
The Chosen
|
Hi- thanks for reply. I tend to use my 25 Marauders with HWS as mage bunker for my Tzeentch Sorceror Lord. However I do have another 40 or so marauders with GW that I could throw in- they are unpainted so was planning on sticking to painted figures if possible. I could get a horde of 80 MoC with GW & MoK if you think that would be any good against Ogres?? My Sorceror Lord is fixed under the campaign rules but I could fit in 2 Heroes into that MoC horde. One a BSB and the other a normal hero. If so how ould you suggest equipping them? My friend has 8,000 points of (mostly) painted Ogres that he can pick from. So he has a wide selection of Ogres to choose from, knowing that I will be taking WoC). Thanks James |
![]() |
|
| Rorak Fangtaker | Dec 21 2012, 11:26 AM Post #4 |
|
Taker of Trophies
|
The large unit of marauders in the battle vs OK took everything my opponent had...although he didn't have Mournfangs but I am pretty sure that they could take those. And the unit is big enough that it remains steadfast even if it gets combo charged and loses. Also because it is so big, if it loses its frenzy, then it still has so many bodies that it will dish out a lot of high strength attacks that will take a long time to wear down. Here is a recent BSB build that I got from someone here (I cannot remember their name but whoever they are I wish them bountiful useful mutations) Exalted Hero-BSB, Mark of Tzeentch, Shield, Talismen of Endurance, Sword of Might -200 points He is pretty tough with a 3+/4++ and he has strength 6 at a really good initiative. He probably won't stand up to a kitted Tyrant but he can kill Bruisers pretty efficiently if you don't get unlucky. And if you have free points you could stick him with Stream of Corruption so that he can dissolve any pesky challenger. The other character hmm...maybe a normal sorcerer looking for some buff spells. Ah! Level 2 with lore of fire and a spell familiar so that you have as much of a chance as you can to get the flaming sword of rhuin so that you can get through any pesky regen bubble. I also like the knights with the banner of rage. Take just standard bearer and musician and even if all that you have left of that unit is the standard bearer then he will still do a great job at giving you positive combat res. Just watch out for the bonecrusher spell (which ever one does str 2 hits with no armor save) because your knights will die to that. Good luck to you! I hope that my advice helps you on your way to ascendancy! |
![]() |
|
| wargame_insomniac | Jan 11 2013, 07:33 AM Post #5 |
|
The Chosen
|
Well I won the early psychological war by plonking down the horder of 80 Marauders with MoK and GW. But was the only thing I won all night. In 2,000 points he took 1 unit of 18 Ogres including all his characters, and 2 units of 10 Leadbelchers apiece. I also had 18 Warriors with HWS and MoT, my Sorceror Lord and BSB with MoT, 2 cheap units Chaos Hounds, and 6 Knights with Banner of Rage In first turn he moved his Bulls to one inch outside my max charge range for Marauders. His leadbelchers shot up my Knights with massed weight of fire. Then his Bulls charged...... First round of combat he did 41 Casualties. I think I did 15 wounds back. I lost combat but was steadfast, although lost frenzy. Second round of combat he did 25 casualties. The end of game saw my Warriors in a grinding match against the Bulls. I held him for a long while but my Offensive Magic was reduced by my Sorceror Lord being in unit that was in combat. My dice were well below par. I suffered from way above average shooting from leadbelchers. But the game was really decided by him doing 66 casualties vs my Marauder Hordes in 2 rounds of combat. :( James |
![]() |
|
| wargame_insomniac | Jan 11 2013, 07:49 AM Post #6 |
|
The Chosen
|
Right in my next campaign turn I decided I needed to reclaim my stolen mine. Grudge match!! With campaign bonuses I have 2400 points vs his 2,000 points (plus I think he has a few free small magic items). Decided that no point trying the Maruader Horde again. So will go back to putting my Sorceror Lord in his small mage bunker of Marauders with HWS and MoT. That will leave my main combat units as 20 Warriors with HWS and MoT, including BSB, and 2 units of 6 Knights, one with Banner of Rage and one with MoK. Plus couplf of min units of dogs. What Magic Lores available to Chaos Sorcerors would be good vs Ogres? I think I may drop my Tzeentch Sorceror Lvl 1 to free up 200 points. Any other suggestions? Thanks James |
![]() |
|
| propervillanz | Jan 11 2013, 08:27 AM Post #7 |
|
A Manly Muppet
|
Lore of Death is awesome against Ogres in my experience. I would try to increase those Knight unit numbers or go for skullcrushers, they will eat just about anything. A couple of fast cave units will be a good inclusion to deal with those ironblasters, give them spears or flails and get a flank charge off if you can. I almost think you would be better suited with mark of khorne and halberds. I feel it will help you get those much needed wounds to take those ogres off the board much better than Hw & S w/MoT. Huge units of marauders are still viable, but not in horde formation. They should get as many ranks as possible and used to pin dangerous units in place allowing your knights to flank. Don't overlook chariots D6+1 S5 impact hits with 4 S5 and 2S4 attacks are pretty good, now double that with another chariot, especially in a flank, and you have the makings of something special. |
![]() |
|
| itsuperslug | Jan 11 2013, 05:07 PM Post #8 |
|
The Chosen
|
don't let him charge you, his impact hits are one of his main advantages. sword and board MoT warriors hold him up quite nice allowing for skullcrushers/ knights in flank/ rear if special char allowed the wulfrik, with marauder block, can be used to take out ironblasters/ leadbeltchers. Also makes him rethink his plans! |
![]() |
|
| Rorak Fangtaker | Jan 12 2013, 04:27 AM Post #9 |
|
Taker of Trophies
|
The only problem with Wulfrik is that he comes in and can't charge.
Edited by Rorak Fangtaker, Jan 12 2013, 04:28 AM.
|
![]() |
|
| wargame_insomniac | Jan 13 2013, 10:02 PM Post #10 |
|
The Chosen
|
Thx guys- played yesterday. Kept my WoC with MoT and HWS and Knights with Banner of Wrath, and both units of doggies. From first battle dropped my Marauder Horde with GW and MoK and my Lvl Tzeentch sorceror disc rider (he is my warmachine/skirmisher hunter- no point taking him vs the 18 bulls (including 3 characters and 20 Leadbelchers). Used the extra points from campaign (extra 400 points one use only to add: 24 Marauders with MoT and HWS (bunker unit for my Tzeentch Sorceror Lord) Lvl 2 Slaanesh Sorceror (with Infernal Puppet and Diabolic Splendour) Warshrine with MoT Gave Doom Totem banner to my BSB Added a second unit of Knights The plan was for Knights and doggies to take care of Leadbelchers on flanks and then swing inside. The Warriors and Warshrine were to hold up the Bulls until the Knight could join in with hopefully a flank or rear charge. Both Mages to stay out of combat but within 18" range to maximise my spell options. Then we rolled Dawn Assault so all random. I lucked out in that only had 1 unit of doggies on my far left and the rest of my army fairly tightly grouped in the centre right. My opponent was unlucky- one unit of Leadbelchers on his left and the other unit plus the Bulls on his right flank (i.e. nothing in centre). It did allow me to steam forward with a sort of oblique flank, sending my righthand Knights towards his lefthand Leadbelchers and the rest wheeling around towards the other flank. In my magic phase I was crucially able to get off Pandaemonium even though Balefull Transmogrification failed. In his first turn he charged the unit of 10 Leadbelchers with my Knights, buffing them with +1S and +1T, killing 3 Knights with impact Hits and a couple more in combat. Crucially Pandaemonium kicked in- I was was able to force miscast of his Lvl 2, stripping one spell away and even better was able to do the same with his Butcher, killing 5 Bulls and also Butcher. Pandamonium and Infernal Puppet is awesome- can't believe taken me this long to discover that combo. My second turn I charged the flanking unit of Leadbelchers with both Warriors and Warshrine, the Warshrine having given them +1S. And the lefthand Knights and Doggies charged the Bulls. In first I broke the Leadbelchers and ran them down. In the second I won the combat but they held firm with steadfast. In his turn I weathered his magic (as his Lvl 2 only had one spell thanks to first turn miscast) but my Knights were able to break the Bulls, thanks to my Slaaneshi sorceror making the Knights cause Terror and thus forced FearTest on my Ogres. After 2 rounds of being chopped up by Frenzied Knights the Bulls were no longer steadfast and ran on turn 3, being run down. To finish the game I cast Infernal Gateway on the other Leadbelchers, getting 12 hits at S6. That paniced them and they ran thanks to Doom Totem. Felt a touch sorry for my opponent. He was really unlucky with his deployment rolls whilst I was fairly compact around the line between centre and right flank. He was also very unlucky with Pandaemonium and the combo of that and Infernal Puppet effectively neutralised his magic phase. First time I have used the Warshrine, with a proxy model. Only with Chaos warriors and not Chosen so could nt use the broken combo of reolling EOTG rolls. But still proved useful and some nice buffs- think well worth the price and I need to build my own (based on the Corpse Cart as so many others have done). Also impressed with Slaanesh Sorceror- the combo of causing panic tests to all units within 18" and Diabolic Splendour (and Doom Totem) should help vs Ogres. And having 1-2 units causing Terror and thus making the Ogres test for Fear was also good, especially if can combine with effect of Doom Totem. Man of match for me was a tie between my Tzeentch Sorceror Lord and my Slaanesh Sorceror. The combo of Pandaemonium and Infernal Puppet gave my opponent an uphill struggle after he lost his butcher in turn One. But for me most importantly i have avenged my previous defeat and hopefully will be able to recapture my mine in campaign. Thanks James |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Tactics · Next Topic » |







4:46 PM Jul 11