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I'm going to face Wood Elves soon at 1000pts and I really want to have access to the lore of fire for obvious reasons. So I've decided to include a 2 level 2 chaos sorcerers as well as a level 2 bray shaman. But I have no idea well to put the chaos sorcerers. They can't join any beast herds and leaving them out in the open means almost definitely getting shot down.
Thanks for the help
At 1000pts, the lore of fire won't be as beneficial as you may think it would. There are only two flammable units in the WE army, and neither of them show up very often at 1k.
Three lv2 wizards may be a bit of overkill. WE have a hard time mustering a good magic defense. At 1k, the most you're likely to face is 5DD and 2 scrolls. Some hefty magic will go a long way toward taking down some of his forest spirits, but without a fair amount of units on the ground, he may just be able to run circles around you.
Well, Cyric has set the basics, so here just some add-ons:
For protection either get a unit of Marauders and stick the Sorcerer(s) with'em or put a single Sorcerer on a chaos steed (for a nifty 2+ armour save) and give him the Gaze of the Gods
But below 2000 points it's somewhat problematic to field mortal characters in a beast army. Due to their higher Leadership a mortal would have to be the general (thus switching your army into a mortal one)
It ain't easy bein' green... :-)
Oh yeah, good point. I forgot about that.....
I only wanted to include mages with access to the lore of fire because they are all magic missiles that can really inflict a lot of hurt on WE, not just because they count as flaming attacks. I especially like conflagration of doom and wall of fire.
Anyway, having a chaos sorcerer is out of the question now. So what hero setup do you think I should go with against WEs: wargor and 2 lvl 2 bray-shamans or 3 lvl 2 bray-shamans?
Also, which lore would work the best?
Thanks for any replies
Conflagration of doom would work but against a mainly skirmishing army wall of fire would just prove to be an expensive fireball. Burning head as well will prove pretty useless against skirmishers hitting everything in a straight line unless you’re lucky enough for your opponent to set up a bit silly. Flaming sword means you have to get into combat.
Realistically only 3 of the spells of the lore of fire would be of great use to you. Chances are that your going to face dryads and any magic attack gets rid of their ward save so either throw in a Wargor with a magic weapon or consider that most of the lore’s have a 24” D6 strength 4 magic missile and you can choose beast, shadow or death as your shamans lore. T3 elves will also go down easy enough with magic missiles especially as you don’t need to roll to hit making their skirmish and move through wood rules in exchange for little or no armour worthless.
Personally with 3 Shaman I would make sure that at least two take the same lore to increase the chance of me getting a spell I want, and with 2 Shaman have to take the same lore so I have a chance of getting the spell I want off.
Failing that, give them a mark and choose one of the Chaos lore’s, or go for the heavy hitting Tzeentch Wargor. Even if you give the Wargor the Biting Blade it’ll see off the ward saves. Though not greatly cost effective in 1000pts, I like to give my Wargore;
and the Berserker Sword (from HoC).
Giving a 3+ save and lots of attacks.
Its just nice to see against a unit of 10, 8 WS5 S4 attacks (or a number of attacks equal to half the unit strength of the enemy unit your attacking). So say against 12 dryads, you’ll be getting 9 attacks hitting on 3’s, wounding on 4’s with no ward as it’s magical.
A more balanced option would be to equip a Wargor with the;
Armour of Damnation (Hoc),
Sword of Might.
This gives you a 3+ save (as you don’t get hand weapon and shield bonus with magical items). The Wargor is strength 5 with 3 attacks. Here you’ll be killing elves on 2s and dryads on 3s but with less attacks, but hits against you need to be re-rolled, and on average you will be wounding more often. It also saves the chaos armour in you beast’s magic items for one of your shamans.
If your going with 2 level 2 shamans take a scroll on each one if you think your going to have to fight off loads of spells otherwise wait and see if you have points to waist on a scroll or if you can afford more magic items like the Gore Tooth. If you go for 3 spell casters you only really need one scroll as your generating 5 dispel dice anyway..
Hope some of this helps,
Read your army book carefully about who will be the general... I'm thinking specifically of the aspiring champ and caster.
I have had a concept for some time on what to do when facing wood elves. However I have not had the chance to try it yet, but why not give Morghur a try. He warps the forests, using a couple of units of warhounds a small investment with him can soon become numerouse spawn of chaos with wich to confound your opponent while you move the rest of your army into position. and combined with a couple of chaos sorcerers with the lore of fire you should have some good ground covered.
Maybe because we are pondering about a 1000 points list where you can't field lord level charactersbut why not give Morghur a try.
It ain't easy bein' green... :-)
hehehe, Sorry, guess I should have paid more attention to the details. I have been playing mostly 2000 point games.