Welcome to Librarium Online!
Gonna be trying this out, predominantly in friendly games but fancied some C&C on it to see what other people think. will give tictacs in italics where necessary...
Sorc Lord - lvl4, MoT, Disc, Bloodcurdling Roar, Spell Familiar, Golden Eye of Tzeentch, Rod of Torment, Dispel Scroll
very likely to get gateway, fly around marchblocking, zapping with roar and rod and gatewaying horrible things, try to avoid combat
Sorc - lvl2, MoN, Skull of Katam
Will deploy standalone in between warriors and a marauder block giving +1 to other wizards, should survive quite well as shooting is at -2 (MoN + man sized model) if playing vs war machines he'll deploy in a unit instead to avoid cannons. will always take buboes
Sorc - lvl2, MoN, Power Familiar, Dispel Scroll
will deploy in warrior unit at the corner of the front rank near to above sorc to get the +1 to cast, again will always take buboes
Sorc - lvl1, MoN, Conjoined
Deploy in marauder unit other side of sorc with skull, again taking buboes, will leave unit the turn before charges are likely
12 Warriors - MoN, Full Command, Shields, Halberds, Banner of Wrath
full command due to sorc joining, banner for another bound spell
18 Marauders - MoK, Standard, Musician, Great Weaps
18 Marauders - MoK, Standard, Musician, Great Weaps
5 Marauder Horsemen - MoK, Musician, Flails
Still not sure of MoK on these, might switch for either nurgle for survivability or Slaanesh to free up points as i like the idea of being able to flee a charge
5 Chaos Knights - MoN, Standard, Banner of Rage
Just awesomeness, how can any WoC army be without them
4 Dragon Ogres - Additional Hand Weapons
I already have the models and these are great for scaring people
Power Dice: 12 (+1D3)
Bound Spells: 2
Dispel Dice: 7
Dispel Scrolls: 2
movement is advance the core units slowly, threatening a flank or both flanks with knights and DOs, using the puppys to shield the knights and maybe a marauder unit while the marauder horseys run interference.
Each magic phase will commence with 3 shots of buboes casting on 4+ (assuming skull is within range) aimed at whatever characters are in sight. The lvl 2 sorcs can use two dice each while the lvl 1 adds D3 to his due to the conjoined gift, which should mean guaranteed castings (though I have been thinking about swapping out the sorc with the skull for festus and sticking him in the warrior unit which would mean very slightly less reliable castings but a much more reliable warrior unit).
This will hopefully draw out most of the opponents dispel dice and scrolls meaning I can follow up with the bound spells from the warriors banner and the lord's rod (heheh that just sounds wrong) and then a strong gateway cast from the lord. With just enough dice left over for the lord to cast pandemonium relatively reliably (7+ on 2D6) should he get it.
Last edited by VampireCabbage; February 13th, 2009 at 11:36.
I like your characters. I'd suggest giving them demonic steeds. 2+ armor save sorcerers are no joke. You got 7 dispel dice, while I like having 2 scrolls, you might consider on your lord taking an enchanted shield instead. Just a suggestion, I like them both ways, but you're freeing up more points.
I understand what you're doing with the small greatweapon marauder units, but if I'm your opponent, I'll charge them first, easily break them, grab a banner and overrun and be behind your warriors now. Maybe drop the banners. They're more of a liability in a 18man strong marauder unit.
khorne on flail horsemen work great. They die fast, as do most fast cav, but on the charge, they're deadly. Drop the musician. I've played with 2 units of these in the last 8 games and they either run through whatever they hit or are dead. Never had a chance to rally them.
I don't play with special characters so I have no opinion on adding festus.
Overall I think your flanks will be fine. I'm just worried about your center. 18 man marauder units crumble really fast and they're slow enough to always get charged. Having a banner with them also means they are prime targets to be charged instead of your warriors. If you're facing an army that's fast enough to get to you on turn 2 or 3, you're going to have problems.
That is generally why you never see 4 characters in a WoC army. It leaves everything else too weak. Yeah you got a great magic phase, but at the expense of almost everything else.
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I've had some fun with Festus to be honest, he's an awesome little character. If you whack him in the unit of warriors then that unit is gonna take some pounding to get rid of. Plus they can happily use their halberds and shrug off most hits with their 4+save and 5+ regen. Plus you'd be giving them poison which is never something to sniff at (especially poison with a -2 save mod)
To fit him in you could just chuck the conjoined onto the sorcerer with the Skull of katam and not bugger up your game plan or magic combo's.
thanks for the replies
I did think about steeds for them, especially for the ones joining units, but i was really tempted by the -2 to shooting attacks (MoN + Man sized model)
You're right about the banners on the marauders. think I will drop those which will free up some points and also make them less of a target.
I would honestly 100% suggest a pair of spawns in this list.
They are road blocks, and with so few units you will need them.. They also draw enemy fire and magic missiles! which means your sorcerers may stay alive longer!
 Orks  Tau,
SM  WHFB Chaos