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| allied woc chaos list 1300 | |
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| Tweet Topic Started: May 19 2013, 09:18 PM (242 Views) | |
| Bladeheart | May 19 2013, 09:18 PM Post #1 |
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Slave
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Our gaming club is hosting a round of allied matches next month. Ill be teaming up with my VC friend. Teams that have currently signed up are: Brets and HE, Brets and WE, O&G and WoC, and De and VC. This would be my first time playing with the new book. My initial draft for my list is Khorne hero on skullcrusher Level 2 sorc 2x5 warhounds 5 khorne horsemen with flails Chimera with regeneration and flaming breath 3 Skullcrushers Im just wondering what to round the core up with? Before the book went out, I used to run a horde of marauders, are they still viable with the points increase? Any suggestions on what to add and change and appropriate kitting of the characters? Edited by Bladeheart, May 19 2013, 09:19 PM.
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| Tremendous | May 20 2013, 12:33 AM Post #2 |
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Exalted Guardian
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Chaos warriors. To hell with Marauders in any game over 1000 points. Chaos Warriors, Mark em how you will and equip them how you wish. Also, Put a Dispell scroll on the Sorc. Your facing alot of magic heavy armies and would be crazy not to take one. Also, The horsemen are worthless. At T3 and low AS most of the armies your facing will destroy them Turn one. Plus with two units of Dogs they are completely wasted points. Drop em and buff up your eventual unit of Warriors. My suggestion would be HW / Shield MoT Warriors to give your army a solid foundation to work around. Hope this helps! :) |
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| TastyBagel | May 20 2013, 02:35 AM Post #3 |
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The Chosen
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I agree that the horsemen are generally pretty weak. And also that a horde of Marauders are not really worth running currently. I think you're trying to go in too many directions currently, and without having thought your core units though, I think you're going to run out of points really quick trying to do it all. I'd suggest coordinating with your partner a little more. Do you know what kind of a list he's running? With all the magic you look like you'll be facing, I'd *consider* a level 1 shadow wizard to serve as scroll caddy, but nothing more wizard-wise. Most VC players I know want to use all the dice they can. Unfortunately, at 1300, it's hard to squeeze in multiple heroes and make them effective.... I'd get a better feel for what your partner is running, and then post a revised list. |
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| Bladeheart | May 25 2013, 08:43 PM Post #4 |
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Slave
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Thanks for the replies. I just got to talk with my friend. Hes planning to run with 2 necro heroes and 3 banshees. His core would be a unit of 40 skellies and 30 zombies. A unit of 4 spirit hosts. And for the rare - a terrorgheist. Im now planning on putting a unit of 20 warriors with halberds. Im contemplating on puttkng shields for better armor saves against shooting. I think this will put some oomph on our infantry blocks - supporting his vc skellies and zombies. Special would be the chimera with regeneration and flaming breath. I think partnering this with the terrgheist should play mind tricks wih our competition. It would be quite easy to support needed areas in the fight with the pair as well. Rare would be a unit of 3 skullcrushers with enscorscelled weapons. I think our army has the two flyers and the spirt hosts and the banshee to capture the enemies attention, hopefully giving time for my crushers and khorne warriors to hit home. Ideally the hosts should survive as well to hold up a unit while the flyers wreck carnage behind enemy lines. ** For chharacters im now torn among 3 options - tzeentch hero with flaming breath on a disc, to go along with the 2 flyers. A khorne hero on jugger to go with the skullcrushers or a khorne hero on foot. To note: our allied armies would only have 1 general. Meaning if we decide to appoint my chars as generals, it might be too risky to have the disc build and might be safest to put him in the warriors. Appreciate thoughs on this. :) Edited by Bladeheart, May 25 2013, 09:02 PM.
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| TastyBagel | May 27 2013, 09:19 AM Post #5 |
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The Chosen
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I like the double-flying menace plan! As for heroes, I'd actually suggest an Exalted Hero of Tzeentch on a disc. He can hunt the car machines that could threaten your fliers, clear chaff, flank, etc. We can't field a Stubborn, unkillable hero, so you'll need to keep him out of prolonged combats, but he should be good for you: Hero, Mark of Tzeentch, Great Weapon, Disc, Third Eye, Talisman of Preservation sets you back 211 points - not bad. You still have some wiggle room for additional gifts, or tweaking the gear a bit. The Chimera and Skullcrushers are solid choices. Your core is what I'm having trouble with. The zombie horde and skellie block should provide a good tar pit for most things. I don't see another larger block of Infantry doing much. I see two possible options: 1) Split the Warriors into two smaller blocks 10-12 and use them to hit the flanks of whatever your opponent ties up with his tar pits. Khorne, for the extra attacks is good, though they could be baited out of position, so adding some Dogs to block potential forced charges is a good idea. 2) Take a few units of dogs (more for redirection this time), and fill the rest of your core with Chariots (probably marked Nurgle or Slaanesh (since Khorne doesn't help our mounts anymore). This makes your entire list fast and dangerous. I like the second one (asuming you have chariots to field). Your list will be very fast and very maneuverable, letting you get in and do damage where and when ever your friend's tarpit units get something tied up. |
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| Bladeheart | May 28 2013, 08:00 PM Post #6 |
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Slave
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Glad you liked it, TastyBagel! My friend and I are actually excited to see how effective this'll turn out. Both of our flying monsters have regen and hit hard. Ill see if I can fit in one or two chariots. That should really make things more interesting. :) |
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