Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hi guys, Just started a WOC cav army and a bit new at the whole army design thingy. Could you take a look at the list below and let me know what you think, Cheers.
Chaos LordDeamonic MountHand WeaponShieldArmour of MorrsliebFilth MaceFury of the Blood GodDeaths HeadMark of Nurgle
SorcererChariotHand weaponLevel 2Mark of Nurgle2 Dispel Scrolls
4 x 5 Maruader Horsemen Command Shields Throwing Axes Mark of Nurgle
2 x 5 Chaos Warhounds
8 Chaos KnightsCommandMark of Nurgle
5 Chaos KnightsCommandMark of Nurgle
Mark of Nurgle
US Master's Midwest Advisor.
Come join me at my GT this September www.brewfestgt.com
A little quick response: (don't they usually play at 2250? I find 2150 rather strange. Oh well...)
*] Illegal upgrade on Lord. He has Fury which restricts him to bring any magic items. His equipment also looks like a bit of everything, but nothing wrong with trying some stuff (like the Death's Head). Personally won't go with expensive one use items.
1] The Knights unit is too big. 5 or 6 is the way to go due to their base size. 7 wide is pushing it, 8 wide is a waste. They also don't need the Champion upgrade due to their horrid cost. 2 units of 6 with MoN+musician+banner are enough.
2] At this point level 3 units of 5 Horsemen are enough. Most cavalry players argue that more than 3 units of Horsemen will just clutter the board, restricting your movements/charges. Invest those points for more units of Knights, magic items, or hounds.
3] Command upgrade is next to useless on Horsemen. They die quickly, and so you'd want them as cheap as possible so you can pimp your characters and Knights (the same goes for Mark of Nurgle). Change their marks if possible (Slaanesh or Khorne). Otherwise, flails+javelins can make them pretty versatile, imo.
4] You usually don't want anything but a scroll caddy on a chariot. 2 spells at 4PD rarely do anything at this point level. Down-level him, keep the 2xScrolls. Once the scrolls are out, send him into the nearest enemy. I'd personally MoN the chariot instead since it is most likely to get targeted first.
I'm pretty sure you have enough spare points to squeeze in a Exalted or another unit of Knights. Maybe even downgrade the Lord and run a pair of Exalteds. I would mount them on Juggernauts for added hurt but since this is a Nurgly army, Daemonic mount might do. Give one Collar of Khorne for magic defense. They don't need a magic weapon to dish out hurt. Give them flails and they are deadly (S7).
Currently building my poor-hammer WoC army.
I've before been thinking about a army that looks pretty much the same.
First of all, you're lord is illegal, as stated above me.
Next, big units of knights are cool, but you have to protect them well.
Take at least a character with MR2 in one of them to protect you from enemy magic, because you don't want to see your big block of knights fall because there armour is getting heated up.
Also, mark of Tzeentch and a banner bearer with the 5+ ward safe banner is your best go to safe you from missle. Much better than nurgle and also safes bolt throwers and cannonballs alot better.
Next on, drop nurgle from your marauders and go with slaanesh. Nurgle is way to expensive. Also the command isn't nececairy on these.
Also the chariot doesn't need nurgle. Slaanesh or khorne is nice for it.
Mine always tend to fail there fear test on critical moments and lets face it, nobody is going to shoot that pesky chariot when they see a huge unit of knights wandering around
Overal, dump nurgle and shift a bit around with your command. A hero with collar of khorne would be fantastic