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I have the intention to start a doombull army.
What I have a hard time to decide is what mark I should give them.
I have narrowed it down to 2 marks; Khrone and Nurgle.
Mark of Khrone army looks like this:
Doombull MoK; HA; shield; Axes of Khorgor
Excalted demon MoK; Might of Khorne; Soul hunger
2x4 minotarus GW; MoK
3x3 minotarus GW; MoK
4 tuskor chariot
5 marauders with flails and musician
Mark of Nurgle army looks like this:
Doombull MoN; HA; shield; Slaughter Blade
Sorcerer; steed; 2x scroll
Sorcerer; steed; power familiar
2x4 minotaurs; MoN; LA; GW
3x3 minotaurs; MoN; LA; GW
4x tuskor chariot
2x5 marauders horseman; flail; shield
Which of the two armies will preform better as an all commers army?
Are there 5 marauder HORSEMEN in the khorne army? You can't take infantry marauders in units of 5.
Why no musicians on the marauder horsemen in the nurgle version?
A doombull cannot use both the shield and a weapon that requires two hands in CC, rendering the shield worthless. I'm not sure he is allowed to use a shield at ALL if he has a magic weapon that uses two hands.
I think the Khorne force is more likely to be successful, you are spending fewer points on magic which isn't likely to do much. Both armies are on the small side, and going to be very vulnerable to shooting (with units less than 5 strong, you can't even hide the doombull in a unit, meaning there is likely to be character sniping). However, the khorne army has a better chance (100%) of its khorne units holding if other units flee through them, which means you should field more fast-cavalry in the army, attempting to bait units into your minotaurs charge range with marauder horsemen.
On the nurgle army: your sorcerers both appear to be level 1, but you've added a power familiar. Is this just for dipel dice? Those sorcerers can join either the warhounds or the marauder horsemen, but they'll reduce the effectiveness of both units at charge-baiting/march-blocking because the units will no longer be expendable. And sorcerers are a lot more expensive than a couple of bray-shamans for anti-magic, so why bother with the sorcerers.
Hope it helps!
Arena of Death Champion: Nexim of the Guldskullz Tribe. Fear my wrath!
He is entitled to have a shield and two-handed weapon, even if it is magical. And it obviously gives him a better armoursave against missile fire.A doombull cannot use both the shield and a weapon that requires two hands in CC, rendering the shield worthless. I'm not sure he is allowed to use a shield at ALL if he has a magic weapon that uses two hands.