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hey guys! I really really love the knights and they seem to be one of the hardest hitting units in the game so I decided to write up a full out damage centered list with a few nice toys in it. I mainly play against liazrd men, dwarves, and empire.
-Axe of Khorne
-Armor of Damnation
-favour of the gods
-Book of secrets
Chaos Sorcerer: (most likely go lore of shadows and hope for spell #5)
Chaos Marauders(20 ):
comes to a nice total of 1997 pts. will use the houds to bait charges for the chosen and warriors, the casters to soften enemy lines/deal with their artillery and the knights/hero to cause a serious rucuss
I use the marauder horsemen to bait a slow moving infantry enemy unit by moving their full 16, then attacking with ranged 8" spears, then when they get charged they fall back and feign flight/ rinse and repeat until they enemy unit is so far away they are no use to the player anymore and just use your superior movement on the horsemen to get back into the battle elsewhere.
the marauder unit is there just to soak up damage and static combat res, will probably hide the 2nd sorcerer in there.
Chaos Warriors (2009) 16-4-9
Just a small note about your Chaos Sorcerer... it says in his info that he may "choose his spells from the lores of Death, Fire" or MUST take the spells from the lore of his chosen mark. This would mean in plain terms you can choose what spells you like but only from Death and fire unless you take a mark of chaos.
A Lord Sorcerer can choose from Death, Fire, Shadow and Heavens.
In the HE book it states that they can choose their lore, which means they have to randomly generate their spells, I would assume if it was meant to be the same for Chaos it would state that we generate our spells from our chosen lore or MUST generate them from our chosen mark lore.
A suggestion for your force is possibly drop the final unit of knights and get another 5 marauder horsemen to bait charges on your other flank to try and break up the enemy a little more to create an opportunistic charge to annihilate a unit or two on turn 2-3. Would give you some extra points for another dispell scroll (omg they're useful!) and possibly mount the 2nd sorc. Of course if you're facing a shooty army your best option is a decent warhound shield to get you those 3-4 turns into combat, especially against dwarves and empire so maybe look at 2 army variants, 1 vs shooty and 1 vs melee as marauder horsemen will be shot to bits if they come within 24" of most shooty armies.
Last edited by Lone99; January 15th, 2009 at 18:01.