which 2000 point army is good for rogue tourny? - Warhammer 40K Fantasy
 

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View Poll Results: Which army is good in tourny?

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  • 1 fighty

    1 16.67%
  • 2 magicky

    1 16.67%
  • 3 mix fighty

    3 50.00%
  • 4 mix magicky

    1 16.67%
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  1. #1
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    which 2000 point army is good for rogue tourny?

    This is our last tourny and quite a bit is on the line... people will be bringing their "hardest" armies and one army i hate and have had big trouble is All knight brets:
    3 x 9 kotr
    2 L2s
    9 grails
    1 lord w/hippo
    3 pegasus
    5 yewmen

    He could make it anti magic with MR and dispel scrolls or anti large monster with killing blow on lord to kill them....
    Here are my lists:
    List1: fighty
    Bt w/if,ak,di
    herald k w/jugger ak,bsb sunder
    11 flamers
    10 horrors x 2
    14 BL fc endless
    10 hounds
    4/4/Sunder

    List2: magicky
    kairos/LOC w/2 heads+DM
    2 herald tzeentch w/mos 1 with bsb hellfire and fly
    bluescribes
    10 horrors x2
    10 bloodletters/plaguebearers
    12 flamers
    3 screamers
    12/8/2 bounds

    List3: mix fight
    bt w/if ak di
    2 tzeentch herald mos
    10 hounds
    12 flamers
    2 x 10 horrors
    13 bloodletters
    8/6

    list4:mix magicky
    kairos
    tzeentch mose
    herald nurgle staff,bsb hellfire
    bluescribes
    14 PB fc decay
    2 x 10 horrors
    11 flamers
    10/7/2bounds

    suggestions which one is best against that particular army and overall best? suggestions are cool


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  3. #2
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    hmm, i'm leaning towards list 4. I might also be tempted to swap out a unit of horrors for something else. Kairos will be taking the lion's share of the power dice so the only use of the horrors is the dispel dice, 6 should be enough. Besides the more they cast the more you can cast .

    question is wat could the horrors be swapped for, 120 pts isn't alot to play around with. Maybe even drop both horror units and swap out for 2 units of bloodletters, that will up the combat alot. Swap staff on the herald for lvl 1 (extra dispel dice and helps in combat) and drop magic banner on plague bearers, Slap a spellbreaker on the tzeentch herald and that should counteract the other missing dispel dice
    Last edited by noone; September 17th, 2008 at 19:02.
    Anyone find it funny that Cities of Death show the two worst combat armies in the game ... in combat!

  4. #3
    I've had enough! timk1111's Avatar
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    First Shas, I'm not a fan of the way you set out your lists, which such heavy abreviations. Makes it very hard to visualise the list in my head....

    If i had to pick a list, number 1 for me. I'd like to see the block of Bloodletters a little bigger, but that's me.

    Tim


  5. #4
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    Here's another list i am brewing up...

    Kepper L4 w/ allure,siren song,soul hunger, torment blade
    masque
    tzeentch herald winged horror,power vortex bsb despair
    tzeentch herald winged horror, powervortex
    10 x 2 horrors
    10 bloodletters
    14/8
    A
    Thinking of doing a few things with ~470: 14/8
    1. 2 x 3 screamers, 8 flamers <- flying death with OK shooting.
    2. 11 flamers 5 furies <- great shooting with some screen
    3. 3 screamers, 5 furies, 9 flamers <- some flying death, screen shooting.

    B 13/8
    If i take out winged horror and power vortex of 2nd herald: ~520
    1. 2x3 screamers 10 flamers
    2. 6 screamers 5 furies 8 flamers

    C 11/8
    if i take the 2nd herald out: ~640
    1. 2x3 screamers 5 furies 11 flamers

    I think the "best" might be B2, the magic is still potent but the shooting gone down a bit... A3 is also for consideration but not sure if the 3 screamers is good. C1 definitely have more shooting - basically trading the extra 2pd on the herald and its spells for 3 more flamers. So it comes down to is an extra spell worth 3 flamers? Any suggestions?

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