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Right this is my second army of Warrior of Chaos and ive aimed this one to magic, ive only played 1 game with this at the moment so if not got to much input, but i do like the feel of the army so far. Ive played woodelves and got a sv, the main reason was that 1 of my level 2 mages got the no 6 spell on tzeentch and i was casting 2 per turn, and i got 2 spell through in 2 turns killing an ancient, and then getting 10 hits at str 10 on another treeman...
So any comments anyone has got will be greatly appreciated, the only reason all the sorcerers have disks is to make them mobile it might be a big gamble but ill see what your responses are first, Ty for any replys
Vilitch the Curseling
Chaos Sorcerer = 230
Disk of Tzeench
The Black Tongue
Chaos Sorcerer = 195
Disk of Tzeench
Chaos Sorcerer = 210
Disk of Tzeench
Dispel Scroll x 2
Chaos Warriors x 14 = 284
Chaos Mauraders x 10
Chaos Mauraders x 10
Chaos Knights = 315
Banner of Rage
Chosen x 10 = 290
Total = 1999
Something you should consider is taking the Skull of Katam. This grants +1 casting to all casters within 3". You could still have them on discs, but now they are flying around, casting higher numbers and can focus their fire to punch a whole in their ranks while your warriors mop up.
"Drop emergency bulkheads! Activate compression rams! Set internal bracing! Issue brace for impact alert! I repeat, brace for impact!"
Your core choices could achieve more if you combined the two 10 man squads into one decent sized unit and found the points for some marauder horsemen to fill the three mandatory slots. Altrernatively if you don't like marauder infantry at all, lose them entirely in favour of 2 units of Marauder Cav.
I know why you've taken them. You don't want any marauders, you just want to minimise the amount you spend on core. This is a false economy. You've wasted nearly 5% of your army on two pitiful and ineffective units.
The core choices are great for WoC. Marauder horse are your friend. They add maneuvrability to the force. Marauders on foot are your only source of cheap combat resolution, and they knock the proverbials off other similarly priced infantry.
As they are, those Marauder units are more a liability than an asset.
I agree with Seth; buy some Marauder cav!
Being a wood elf player myself as well as WoC, if i saw 2 blocks of 10 Marauders my first thought would be "easy vp!", followed by "panic targets" (destroy one block in a single round of shooting, force some of those rerollable, but still failable, panic tests) and finally "easily march blocked."
You've got so much magical power that all you need are some fast units to flank/rear charge, march block and redirect away from your casters, so get rid of those marauders, shave off some warriors here and there and invest in two units of 6 marader cavalry! They will make their points back far more than the foot-sloggers would....
Herald of the Colonel; Festooned with pistols, riddled with vermin, and finger lickin' good...
Ill look into skull of katam later today, going in my store to give a couple people some cames with both my army's, ill see if i can spare the points instead of using something else.
Good point about marauders i know ive only put them in the army to build core, i don't patriotically rate any of the marauder units, i guess the main reason ive done this is because i think my hero's is equal to 50% of my army, and then you have the other 3 main units, Knight, Chosen, Warriors which take up roughly another 900 points. I guess with the marauders i usually just put them in the areas where i can gain table quarters, they don't really offer that much protection to the army maybe apart from being a little bit of a screen for a couple of turns at max
If taking anything out i would consider downgrading the mages but they are allot more effective when then can fly around with there magic then being stuck within a unit, this seem to work against the couple of army's i played against but maybe not for others so ill wait for a reply and then make changes to give it ago.
Thanks for you input ajay i guess why i didn't add them before is because off i didn't really know what i could afford to take out, there are several magic items which i could play around with to get extra points taking the warriors out my only concern would be that Vilitch would be a little less guarded but in retrospect the mages on disks could easily back them up
Cheers for your replies ill work out some changes later on today and try give some more people games. Any more comments welcome, and thank you again
Last edited by GonzoMfM; November 4th, 2008 at 09:31.
Played couple more games today 1 against we and the other against he, magic held up well against both armies with the support units holding up strong against sword masters and other units from we, didnt really use marauders that much in the game against we i just got them in the way of something so my units had another turn to counter charge.
Against he i mucked about with the list a little bit to put 2 units of 5 horseman in this obv helped but im not to sure i like the unit size of the chaos warriors gunned down all the time by bolt throwers. and other magic attacks.
in the end against we got a masicar and against he, got a draw, main reasons for winning against the we again was bad dice rolling from opp and high dice roles from me, against he was the lack movement and not much really dieing this was a bit of a weird game tho
I assume that vilitch was with the warriors. How did this work out for you? I've always been a little afraid of throwing a wizard into a combat unit.
sry for the delay of reply ive been away to training with RAF i personally do not mind vilitch being in a combat units he matches most other characters maybe apart from speical weapons.
The main reason why hes in the unit is protection i usally try and set up so that the warriors will not get charged by alot of units at 1 time i know that theres not many units but chosen and warriors in close order with horseman doing there stuff usally gives me 2 to 3 magic phases to do some damage, uhm not really got many comments on the subject tho as only had time to play a couple of games. Main reason why most of the army has the MoN is so that they fair a little better against some shooting attacks