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Deceiver + Pookakitty "Children of Chaos" (First Turn)
Bray Shaman (General): 120pts
Level 2, Lore of Beasts. Spells: 1 The Bears Anger, 4 The Beast Cowers
Chaos Armour (4+ save)
Beast Herd: 80pts
Beast Herd: 75pts
5 Chosen Chaos Knights: 225pts
Mark of Chaos Undivided (Reroll failed Psychology tests)
Warlock Engineer: 110pts
Warpstone token (+1 Power Dice to Cast, one use only)
Warp-Blades (+1S, can cast Warp Lightning)
Upgraded Warp Energy Condenser (able to use +1 dice to Cast)
Supercharged Warp-Power Accumulator (+1 Power Dice to Pool)
Storm Daemon (Bound Spell PL4, Warp Lightning)
20 Clanrats: 160pts
3 Poisoned Wind Globadiers: 30pts
10 Warplock Jezzails: 200pts
Total points: 1000
Power Dice: 6 (+1 Bound spell)
Dispel Dice: 4 (0 Scrolls)
Gingerninja + Spector "Hoof and Claw"
Scar Veteran: 121pts
Blessed spawning of Itzl,
Light Armour, Shield, Spear
Mounted on Cold one
Scouts with Blowpipes
Javelins and Shields
Javalins and Shields
5 Saurus Cavalry: 185pts (Scar Vet here)
Paladin (General) - 124 points
-Lance of Artois, Armor of Agilulf. barded Bret Warhorse
(5x) Knights of the Realm (Paladin joins)- 144 points
(10x) Peasant Bowmen - 65 points
(3x) Pegasus Knights
Lance of Artois: Gives the model the Killing Blow ability.
Armor of Agilulf: Heavy armor and shield conferring a 4+ armor save. Gives the model WS 10.
Total points: 994 points
Power Dice: 2
Dispel Dice: 2
Last edited by Phoenix; October 30th, 2007 at 02:35.
brets and lizzes the lists are too fast and will be able go pick all of the combats fought so that they are in favor of the brets and lizzes, the clan rats and jezzezils wont be able to fight off that much speed, and when it comes done to things id put my money of the lizzes(cav) in a fight with the chosen knight. sure the other team has shooting and magic but team hoof and claw has speed and power, and armor which can hold off the shooting for long enough.
Brets and Lizards: They got way to much speed. There powerful, and the only real threat is the Knights. I cant see the them losing to a single unit.
Well, until tactics are discussed I will hold my vote, however I am leaning towards bret's and lizzies as well, especially since the Blessing of the lady will be increased against the jezzails
"I am the architect of fate!"
Surely the Lady has smiled noble favor upon her "noble" minions, for my vote, too, goes in support of Bretts and Lizzies (sounds like a high school couple- Brett and Lizzie).
The Knights will be too good, and if the Saurus Cavalry are used right, they will desecrate the enemy (The Beastmen, for example, have pitiful Ld). The Suarus and Skinks will be able to mop up the survivors, if indeed there ARE any.
Well, as I am only half of this army, I can only give you half of the tactics, but I can tell you what the Lizzies will be doing:
The scouting skinks will be deployed as close to the jezzails as possible, for a first turn shooting spree. I know they will require 6's to hit at this point, but that is poison, and still 3 wounds on average from 20 shots, more than enough to cause the dreaded panic check if they fail their armour saves. They will then try and take out the ratling gun and the globes, once the jezzails are damaged enough/running
The Saurus cavalry will try and find an opportunity to charge a unit, any unit in close combat. The saurus and cold ones are more than capable of beating any unit on the board, and my choice would be the clanrats.
The other skinks will advance to protect me and my ally from shooting, and to sling their javalins when in range.
Last edited by gingerninja; October 30th, 2007 at 10:44.
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Alright time for the other half of Team Hoof and Claw's Tactics.
The Knights of the Realm (with the Paladin) and the Pegasus Knights will head up a flank and look for an oppurtunity to get a flank charge off. The Bowmen will help the skinks whittle down the Jezzails and then go after the most opportune target .
Considering the opponants i think we will be taking a defensive stance in this game, so no ambushing.
With a clear magic dominance (6 Power and a bound vs just 2 Dispel dice) Our magic will easily be able to dominate.
The Beast Cowers, with its unlimiited range, will cause havoc for the opposing cavalry, likely stopping a unit from moving each turn.
Casting that with 3 dice still leaves 3 dice for warped Lightning from the skaven too, which, combined with the WL bound spell, will easily be able to tear through a cavalry unit in one magic phase.
If the cavalry are being screened by skinks, then the magic will make very short work of them, before moving on to frying the mounted guys
Having first turn helps a lot too, as it means we will get one more turn of devastating magic and shooting.
The jezzails, with their S6 shooting, should be able to suficiently tear up another unit (likely cavalry) per turn aswell, with the ratling gun in support too for even more carnage.
Bearing in mind the beast cowers will be preventing movement, it will take a a bit longer than normal for the enemy to reach us in combat, so taking more ranged damage from us!
The skinks and bowmen maybe a problem, but even with all the ungors being shot up and removed as casualties, the Gors alone will be able to rip through any opposing skirmishing units, with 11 attacks between 5 Gors!
Later on, the bray shaman will be casting the Bears Anger on himself, making him quite a formidible fighter, able t take on either of the opponant characters. With the spell cast, he wil have 5 S5 attacks! and be T5, with a 4+save.
The Chosen Chaos knights will easily be able to finish off the remains of any weakened cavalry units when they finally reach us.
Last edited by Phoenix; October 30th, 2007 at 17:42.
Chaos and Skaven
The magic and Jezzails combined with turn 1 will give the Chaos/skaven army a lot of shots when combined with the ability to stop the cav from moving with the beast cowers. If they start on the poorly armoured/warder lizardmen cav with their high number of attacks while immoblizing the brets, then I think odds are more then in their favor.