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| 1700 WoC & Daemons; Doubles League Lists | |
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| Tweet Topic Started: Mar 4 2013, 05:09 PM (317 Views) | |
| MasteroDisaster | Mar 4 2013, 05:09 PM Post #1 |
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The Chosen
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Hi Guys I've got a doubles league starting up on the 14th of March at my local Games Workshop store and I've decided (even though alliance rules aren't being applied) to team up with a Daemons player who also happens to be a good friend. Rules for the League are fairly simple and standard but they are as follows. Each player must use normal force composition and each have a general. Each player must compose his army using half the army total (850 each) however if your partner doesn't show you must fill the full 1700 yourself. Armies are not subject the alliance rules so any army can partner with any other. Additionally Skaven and Dark Elves aren't penalized for being untrustworthy. We sat down over the weekend and devised out lists. Please let me know what you think and where we could improve them. Thanks in advance. Warriors of Chaos Chaos Sorc Level 2 Nurgle MoN T. of Endurance Ironcurse Icon Chaos Familiar 17 Warriors Full Com. MoN Halberds & Shields Gleaming Pennant Gorebeast Chariot MoN Spawn MoN Spawn MoN 850 Daemons of Chaos Herald of Nurgle Level 1 Locus of Virulence Lesser Gift 20 Plaguebearers Full Com. 3 Bloodcrushers Full Com. Banner of the Eternal Flame Skull Cannon 850 Grand Total - 1700 Edited by MasteroDisaster, Mar 4 2013, 05:12 PM.
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| Alebelly_Cragfist | Mar 4 2013, 07:50 PM Post #2 |
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Warrior of the Chamber
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If you have the model/time/money I'd be tempted to swap out the Spawns for another chariot, ideally a Gorebeast. Would do a lot more for your money. Keep the spawns for EotG rolls :) |
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| MasteroDisaster | Mar 4 2013, 09:51 PM Post #3 |
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The Chosen
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Unfortunately I have time but no model or money at the moment. I could pick up a 2nd chariot this friday when I get paid and drop 2 points for a 2nd MoN GBC. Maybe If I were to drop the shields and Ironcurse Icon I could free up the 20 points needed. I was planning on getting another chariot anyways so this could work out nicely. My other thought was to drop a spawn and replace it with 2 units of 5 hounds so we have more chaff. What are your thoughts? |
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| Alebelly_Cragfist | Mar 5 2013, 06:25 PM Post #4 |
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Warrior of the Chamber
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If you get a scenario where you want to hold something cheaply, a spwan or 2 would work well. They aint running anywhere anytime soon and could hold out for a while whilst causing damage back. But, I still think investing those points in a 2nd chariot would work out more competitively for you and plug some gaps of the DoC force. I like hounds as annoyances that falter the immediate plans of an opponent very cheaply. At the end of the day, take what appeals to you most :)
Edited by Alebelly_Cragfist, Mar 5 2013, 07:20 PM.
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| MasteroDisaster | Mar 5 2013, 07:04 PM Post #5 |
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The Chosen
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I do like the idea of having another chariot especially seeing as we will most likely be facing double Warp Lightning Cannons, Dual Ironblasters so the extra target saturation would be a nice addition. I could offer the enemy an extra target to fire at rather than the existing Chariot or Skull Cannon. I'll have to drop some points to fit the 2nd Gorebeast Chariot in, this could easily be done by dropping the Warrior's Shields and the Ironcurse Icon though so I can't see it being a problem for the addition of a 2nd hammer'o'death. Thanks for all your advice Alebelly. I might even make the 2nd Chariot Khorne to keep with our armies theme. We didn't plan it to be that way it just sort of worked out that way, a fairly competitive themed army :D Still any other additional comments or critique would be welcome on the revised WoC List Warriors of Chaos Chaos Sorc Level 2 Nurgle MoN T. of Endurance Chaos Familiar 17 Warriors Full Com. MoN Halberds Gleaming Pennant Gorebeast Chariot MoN Gorebeast Chariot MoK 848 Edited by MasteroDisaster, Mar 5 2013, 07:14 PM.
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| Alebelly_Cragfist | Mar 5 2013, 07:23 PM Post #6 |
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Warrior of the Chamber
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Yup, that's looking pretty good to me, especially when combined with teh DoC force. There will be 3 big ranged targets to choose from and they won't all be stopped. If you're taking LoNurgle, some buffs on the chariots will add additional hurt :) |
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| MasteroDisaster | Mar 5 2013, 07:29 PM Post #7 |
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The Chosen
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That was my thought on the matter, between my Sorc and the Herald of Nurgle we will have 4 Nurgle Spells to play with, Ideally Curse of the Leper, Blades of Putrefaction and Fleshy Abundance would be the spells of choice with perhaps Rancid Visitations for some offence but I'll take any 2 out of the three and be happy. |
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| Bowers616 | Mar 5 2013, 08:22 PM Post #8 |
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Slave
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would it be worth giving the MoN warriors two hand weapons, to be like the hammer to the plaguebearers anvil? S5 warriors is awesome but three s4 attacks could be fun. |
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| MasteroDisaster | Mar 5 2013, 08:41 PM Post #9 |
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The Chosen
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I was thinking the same thing but at the end of the day it trims only a few points and all I gain is an extra 6 attacks at S4. 6 wide and 3 deep the front 2 ranks will put out 25 S4 attacks. My current unit puts out 19 S5 attacks. This way I think they will be able to deal with more threats and are still acting as a even harder hitting hammer to the Plaguebearers who will be soaking up the wounds if I have my way ;) |
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| Bowers616 | Mar 5 2013, 09:37 PM Post #10 |
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Slave
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ah true, true also means there more capable for monster killin', befcause probably going to be a few hellpits etc there. |
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| MasteroDisaster | Mar 6 2013, 05:14 PM Post #11 |
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The Chosen
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Not so much Hellpits as they are over the 25% max allowance for rare choices. If memory serves they are roughly 235 basic before optional upgrades but that's the general idea. Seeing as Plaguebearers are only S4 and T4 having an extra 17 guys packing 2 attacks at S5, T4 and I5 will help with the tougher opponents we might have to face. |
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| MasteroDisaster | Mar 15 2013, 05:40 PM Post #12 |
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The Chosen
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So last night we had the first round of the doubles league our local GW store is holding. We went with the lists discussed in this thread and our round 1 opponents were an unlikely alliance of High Elves and Warriors of Chaos. Their lists were something like this: HEs Mage Level 2 Fire (Not sure on gear) 15 LSG Full com shields 14 SMs Full com Banner of Sorcery (+D3 Power Dice) 5 Reavers Bows & spears RBT WoC Sorc MoT Level 2 Tzeentch 5++ Talisman Familiar 19 Marauders Full com MoT HW&S 20 Marauders Full com MoT Flails 5 Marauder Horsemen Warshrine of Tzeentch Spawn Here's a quick battle rep to give you an idea how it went down. No pics I'm afraid. Spells Nurgle Sorc Curse of the Leper, Fleshy Abundance, Plaguewind Nurgle Herald Curse of the Leper (Also rolled the Plague Flail on gifts) Mage Fireball, Burning Head Tzeentch Sorc Bolt of Tzeentch, Trweason of Tzeencth , Infernal Gateway Deployment from left to right went as follows Enemy = RBT, SMs + Mage, LSG, HW&S Marauders, Flail Marauders, Shrine, Reavers, Horsemen. Ours = Nurgle GBC, Plaguebearers + Herald, Skull Cannon, Bloodcrushers, Khorne GBC, Warriors + Sorc. Turn 1 Enemy started with vanguard moves and rushed both units towards my Warriors and MoK GBC. They won the first turn so started by moving their fast cav. to bait charges from the warriors and GBC. Everything else moved forwards except the RBT. Magic proved fairly unsuccessful only yielding 1 wound on the Skull Cannon from Fireball. Shooting put 2 Plaguebearers down from bow fire and a single wound on the Bloodcrushers from the RBT. No Combat Our first turn was a bit more successful. I declared charges with the warriors at horsemen and MoK GBC at reavers. Horsemen fled so Warriors redirected into reavers who also tried to flee but were caught and butchered. This placed the Warriors right in front of the Flail Marauders (NICE! I thought!). GBC MoK failed charge and moved 6” forwards. Everything else marched forwards to gain better positions for the next round. Magic saw us roll the first of double 1s so this meant all Daemons had to take instability tests. All but the Cannon passed and it took 2 wounds (Ouch!) Magic saw Curse go off on my Warriors incase of any return damage from those flails next turn and they gained +1T. Shooting saw the RBT obliterated by the Cannon. No combat. Turn 2 As predicted the Flails charged my Warriors who were more than happy to hold. Shrine moved in to block the flank on Flails and HW&S Marauders from the Khorne GBC. Spawn was positioned to speed bump Bloodcrushers or Cannon in front of HW&S Marauders, horsemen also positioned for a flank or rear charge on my Khorne GBC or Warriors. SMs made a b-line for the Plaguebearers and LSG did nothing. Magic saw only a few spells go out dealing again very little damage, 1 Plaguebearer died to Burning Head. Shooting saw another Plaguebearer die to bows. Combat saw the Flail marauders champ die in a challenge and another 10 downed by my Warriors. Warriors took no damage and overran the marauders leaving them nicely positioned for a flank charge on the shrine. Our turn saw the Warriors and Khorne GBC charge the front and flank of the Shrine. Cannon charged the spawn, Bloodcrushers failed to charge the spawn. Nurgle GBC moved further up the flank and placed itself in a position to flank the LSGs who were peppering anything they could. Magic saw another double 1! (ARGH!) and the Cannon died due to instability. All Magic failed so we went straight to combat. No wounds where dealt in combat due to the shrines pesky 3++ but it lost by 5 on CR so it ran and was overran by the Khorne GBC and the Warriors overran into the flank of the HW&S Marauders. Turn 3 Again as predicted the Horsemen rear charged the warriors and the SM’s charged the Plaguebearers. LSG swift reform to face my GBC of Khorne, exposing their rear to the Nurgle GBC some 13 inches away (Again I thought NICE!). Magic was extremely uneventful as the Mage was now in CC and the Sorc could only see the Bloodcrushers due to his position in the unit. He tried a 6 dice Gateway on the Bloodcrushers which only dealt 2 wounds killing the musician. Shooting saw an unlikely wound put on my Khorne GBC from the LSG and we swiftly moved onto CC. As you would expect the Marauders took a beating from my Warriors and the Horsemen were wiped so they couldnt claim the rear charge bonus. My champ also killed his 2nd Marauder champ of the game in a challenge. The Marauders lost badly and ran only to be caught by my Warriors and butchered. This left the LSG with my Warriors in front, Nurgle GBC to their rear and only a spawn to protect their flank from the Bloodcrushers. Paguebearers faired well against the SMs but their champ killed our Herald in a challenge :(. They lost combat and only lost 1 model. Our turn saw a rear charge on the LSG from the Nurgle GBC, front charge on them from the Warriors and the Bloodcrushers got in on the Spawn. Magic was uneventful with a failed attempt at Curse on the Plaguebearers and reign of chaos was mute as it affected Slaanesh units (we shared a laugh and moved on). Combat saw the Bloodcrushers kill the Spawn and overrun into the flank of the LSG. My Sorc killed their champ in a challenge and the rest were massacred by the GBC impact hits and crews attacks. Plaguebearers and SMs drew combat and continued to grind each other down. At this point there were only about 8 or 9 Plaguebearers and 6-7 SMs left. With the LSG dead everything reforms towards the SMs rear. Turn 4. HEs only had the SMs left now so they go straight to CC and wipe a few Plaguebearers return damage sees 2 SMs die and the Plaguebearers die to an instability roll of an 11 (Ouch!). The SMs reform to face the looming threat of the Bloodcrushers who are nicely positioned for a mid-range charge. We manage to get the charge with the remaining Bloodcrushers (Standard and Champ) and as my Warriors units are so far away they rush in as close as they can to help if they can. Magic sees Slaanesh punish Khorne units and we pass all out rolls. We get off Curse on the Bloodcrushers to give them a +1T and the rest fails. In CC a challenge is issued to the Bloodcrusher champ who accepts and this ends in a draw. The remaining 4 SMs deal 1 wound to the standard bearer who is now down to 1 wound. Turn 5 SMs finish off the standard in CC but their Champ is butchered by the Bloodcrushers champ. Again still no Magic as Mage is sat around doing nothing. (For now *insert evil laugh*) Our turn sees the Bloodcrusher champ issue a challenge to the Mage who cant refuse as he is now in the front rank and they have no back rank to hide in. He is swiftly dispatched by 2 killing blow attacks and the SMs lose CC and run only to be hacked apart by the remaining Bloodcrusher. Result = WoC & Daemons Victory We had a good laugh and gained a victory. What do you think? |
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