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Festus the Leechlord: (General)
Mark of Tzeentch
Book of Secrets
19 Chaos Marauders:
Light armour & Shields
Mark of Slaanesh
12 Chaos Warriors:
Shields & Additional Hand Weapons
Mark of Nurgle
Standard & Musician
5 Marauder Horsemen:
Light armour & Flails
5 Chaos Knights
Total: 1498 pts
This is pretty much designed as a take all comers list. I attempted to get a reasonable mix of units into the army, and included Festus just as a bit of fun. He should be leading the Warriors of Nurgle most games. The marks are fairly mixed as I'm not that keen on dedicating the army to a single god. Although it is a bit unfluffy having a Tzeentch sorcerer leading a slaanesh marauder unit, so I might change them to undivided...
Oh and does anyone have conversion ideas for Festus? I was thinking a Bretonnian battle pilgrim might work well with a bit of greenstuff and chaos weaponry?
All comments are more than welcome!
Last edited by Viewmaster; November 16th, 2008 at 08:24.
Not a bad list at all.
The one thing i might sugest is getting rid of your T-socerers BoS for the collar of Khorne. this gives him and the unit magic res 2 and also gives him a 6+ ward save which with your MoT increases to 5+. Just worth having as he will have to issue a challenge if your unit ever finds itself in combat, and although he is a step above the normal spell caster, a hero character with a great weapon etc will soon deal with the socerer.
If your not looking at the new nurgle socerer model for festus i think the Bretonian Battle Pilgrim models would make an excelent choice over the normal peasant as some of the models are fat and bloated with what looks like pox and spots etc, and the weapons are normaly broken. On top of it all they are metal so carry much more detail then plastic peasants, suitable for a model leading your army.
Awesome, thanks for the reply. I'll add the collar of khorne to the character - I completely forgot about the eye of the gods and compulsory challenges for sorcerers. So the extra ward save will be really handy.
I'm tempted to mount the sorcerer and place him in the knights, because the knights might benefit more from magic resistance?
It would certainly work mounting the socerer if you have the points as it would give him +1 to his armour save (+2 if you can get it barded), but to put him in your knights makes a nice tastey target for all manner of war machines and missiles.
I find putting a socerer in marauder horsemen is the best option if your looking for mobility as the socerer becomes fast cavalry, but i think that whilst all your fast moving stuff draws attention away from your warriors and marauders, you want to keep your characters back in those units. Your fast stuff may be able to kill and weaken uints ahead of your infantry charge and so you want to keep your characters back until the final hurrar. Being that they are not combat orientated also, means they will want to do as much damage from afar as possible.