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5x Marauder Horsemen w/ Musician- MoS, Throwing Axes
5x Marauder Horsemen w/ Musician- MoS, Throwing Axes
22 Marauders SB- MoS
12x Chosen SB- MoN- Shields/Halberds- Blasted Standard
12x Chosen SB- MoN- Shields/Halberds- Banner of Wrath
1x Dragon Ogre Shaggoth- Great Weapon
1x Sorcerer Lord Lvl4- MoT- Disc- Steam of Corruption, Conjoined Homunculus, Enchanted Shield, Golden Eye of Tzeentch, Spell Familiar, Book of Secrets, Powerstone
1x Sorcerer Lvl2- Mark of Nurgle- Blasphemous Amulet, Dispel Scroll
1x Sorcerer Lvl2- Mark of Nurgle- Skull of Katam
1x Sorceror Lvl2- Mark of Nurgle- Infernal Puppet
61 Models, 11 consistent power dice, +1 to cast on all my sorcerers, some miscast protection, multiple hard hitting threats, sniper threats with multiple Buboes, and a Powerstone and Homunculus to get off crutch spells. 1 Breath Attack from my flyer that most opponents won't be expecting. It lacks any serious anvil, but it poses mix threats, especially with the 360 degree magic missile from the banner with the chosen which I will usually open with so they waste dispel dice then swarm their characters with Buboes and if I get pandemoniums off they will miscast their dispel with any double. Then when they are fresh out of dispel scrolls I can pop out the powerstone and homunc to toss out Gateways. What do you guys think, and how can I make this list stronger?
First things fist - Sorcerers can't have magic shields as it's not a mundane option for them. This was confirmed in the 'Eye of the Gods' tactica, found on the GW website.
Anyway the list.
-Characters: Ok, it goes without saying that a lot of points spent on characters, but since you're going for super magic heavy, I'm going to work with it.
You're Lord could use a simpler setup. As mentioned, he can't have a magic shield, but don't worry too much. 3+ armour and 3+ ward vs shooting is still pretty handy. I wouldn't risk the Stupidity from the Homonculus. Not only will it stop your prime caster from casting, but could leave you in the open against an enemy charge, and since anything that goes stupid becomes immune to psych, you can't even run away.
I'm not sure if the Book of Secrets is going to be all that handy for this guy. He already has plenty of other spells he should be casting (Gateway?), another one won't help that much. We'll give this to someone else in a second....
The rest is fine though - no need to go overboard really. Spell Familiar and a ward of some sort is all he really needs. The rest is a bonus. Liking that breath weapon too.
Now the Heros. Now that guy with the Blasphemous amulet, I'd swap him for a Tzeentch Sorcerer with the Book of Secrets and Power Familiar. This guy benefits from the book a little more, since he has no big spells he can really pull off. To top it off, he gets +2 to cast when he's near the Skull. The Power Familar's power dice goes to the pool too, so you're Lord can use it. The other two are fine.
For all three of your heros, really look into mounts. A Steed gets them up to a 2+ armour save, and you really don't need them dying when they're forced to challenge.
Core - Bare Marauders? Not liking that one. LA, Shield as a minimum. They'll get shot to pieces and becomes useless in combat otherwise, and in an army this small, you might just need them to fight. I'd also be swapping the throwing axes for flails on the Horsemen, or just add them on top. Giving them flails means hey can fight, and it makes all the difference when fighting Dwarven artillery, or anything really. The other thing about it is the threat of it. Flails in the flank is a big threat for the enemy, and will force him the react in some way, forcing an error, mucking up a battle plan etc.
Special - Wow, these are expensive units indeed. I think this is a major problem, contributing heavily to the small size of this army. So here's what I'd do: Swap one unit for normal Warriors. I mean, MoN on Chosen seems over the top to me, normal Warriors will do fine. Don't bother with a magic banner, you have enough point sinking characters as it is.
The other unit, leave them as Chosen, keep the Blasted Standard, but make them Tzeentch, utilizing the full potential of this Banner. Also, get them a Champion with Favor of the Gods. This helps utilize the full potential of Chosen (I'd be gunning for +1 AS or +1T) It just cuts out any crappy rolls really.
Rare - Shaggoth is an interesting choice, and I see why he's there. Good protection from Cav or Monsters. really though, the massive amount of Magic in this list should be able to deal with threats like this (Flickering Fire, Buboes and Gateway). So, I'd swap it out for a Hellcannon. He's not just tougher and unbreakable, but his shooting attacks has a good chance at making the enemy run away. With an army this small, the less enemy you have to face, the better. Oh, and he's cheaper too
Now after all these alterations, I have no idea how points I've saved. Whatever it is, use it to boost you're numbers in some way. Another unit of Marauders, Marauder Horsemen or throw in a unit of Knights. Whatever it is, every extra unit will help.
Hope that gives you some ideas
Good luck, Tim.
Last edited by timk1111; January 17th, 2009 at 11:07.
Says something along the lines of "chaos sorceres wear magic armour and use magic shields just like other champions of chaos"
Seriously i'm not making that up! i'm not going bonkers!!!
Would that not imply they can have shields???
i've not been to the tactica, is this OFFICIAL from Gw???
Anyway the list.
What can i say that tim hasn't??? Not much to be honest. ((Tim's my hero))
Nurgle Sorcerers. If you want to go Magicy Death go for Tzeentch. That little Cartel of 3 Sorcerers, ones got the Skull of Katam, if they all stay close to him they're getting +2 to cast all their spells. and their number 1 spell is pretty nasty and REALLY easy to cast with +2. You can keep up a horendous barage of low level spells while the enemy tries to cope with your harder hitting spells.
That with the banenr of Wrath and the Rod of Torment magic missile items AND the lord? Eeeeeeep...
BTW, here is the link to that GW tactica:
Scroll down to where it talks about 'Fragile Wizards'.
I like your suggestion too of all Tzeentch - that level 1 spell when cast is a minimum value of 5 - pretty sweet an it's a good spell. Nurgle has some good spells to though, so this becomes a tough one in my head. But +2 to cast on about 6 or 7 spells a turn becomes very hard to stop.
Last edited by timk1111; January 17th, 2009 at 22:52.
Hmm, Well thats mildly irritating.
Not that i've put shields on my Sorcerers anyway, but it's anoying that they'd put something like that. Thats sounds like a rule. But yet contradict it on some hard to find forum??
That link by the way just sends me to the front page.
Aye, thats a pretty harsh little combo. i've done it with two sorcerers in 1500 (you've seen the list) and it's pretty horrendous. Especially when you are kicking out 4 spells a turn at 1500pts. not alot of people can cope with that. Apart from...........bizarrely. ORCS!!!!
Really? When I click the link it works...
Anyway, just go to the Warriors of Chaos section, and you'll see an article called 'Eye of the Gods' or something. Until the FAQ comes, that's all we have (a handy artilce to clear up the EotG rule too)
Orcs have some pretty cool ways to get lots of dispel dice - there's banner in that mix too. There's also probably a lot of bodies to shoot down?
Surprised I'm your hero - I didn't think I helped you all that much ...and no more making me blush
it's ok. i'm easily impressed. Hell i'm impressed by dotted wall paper so my standards are pretty low lol.
Ok so yes that link does work, it's just my technological ineptness coming to the front there.
As for these pesky orcs. Yeah that banner is the banner of Mork. They gets +1 Dispel dice per rank int he unit. So 3. add that with the staff of sneaky stealing. They take one of your power dice and use is as a dispel dice.
So an orc army at 1500pts with one wizard has 7 Dispel dice and a scroll. And people say Orcs are Rubbish!!!