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Ok This army is going to have some fluff to it. Im still working on finishing it up though. Its not the fastest list but I love the various models and think its a list that can do well. I think the marauder unit should do well especially as long as it doesnt get shot down. 7 Combat res just looks nasty.
-Skull of Katan
-Book of Secrets
-Rod of Torment
-hand weapon, shield, halberd
-Musician and Standard Bearer
-hand weapon, shield, GW
-Favor of the Gods
5 Marauder Horsemen
1 Bound Spell
Last edited by sdefreit; March 18th, 2009 at 19:38.
The BSB, If hes got a magic banner he can't have any other magic items, so you'll have to drop the collar of khorne But it's a good idea about putting him in a Marauder unit, He'l give them the punch they need to really make them a threatening unit. But be careful they don't come up anything to hard you dont want your BSB getting beaten up.
Personally i'd go for the lord and the 2 Sorcerers, More like 'eggs in one basket' with the deamon prince but hey lol
Ya I wasnt sure on the magic banner. I was aware of that rule but since the war banner is in the "common magic items section" and not the "magic banner" section I thought I could get away with it.
And replacing the BsB with another mage sounds very attractive to me. My initial thought was to try and get a BsB in to make the marauders a much better unit. Extra combat res plus the power of a hero (not a decked out one but still better than other heroes and can probably stand to weaker lords still) would be better than another bubboes. That plus the fact that I could get rerolls on break tests which could allow me to take charges better.
Another mage does equal 6 DD which is pretty good and wil bump me to 11-12 PD which will make me pretty overpowering in the magic phase. Since it is only a one model switch I will definitely try both out. Would you recomend MoN or MoT for the 3rd mage? My initial thought was MoN for double bubboes but I think with 12 PD one bubboes will be fine cause I can get a level 2 MoT mage to spew out two missiles both at a high percentage using only his dice (Flickering Fire + BoS Fireball)
Im worried about my units not being strong enough without any characters and being rather small in number but with that much magic I cant imagine not taking chunks out of the enemy every turn.
Last edited by sdefreit; March 16th, 2009 at 19:13.
I honestly prefer Tzeentch over nurgle. While all the nurgle spells are great, I just find the +1 to cast really handy, especially on the No1 spells.
If you're going to go for a lord and 3 sorcerers Try this combo for the sorcerers. I've done it and it's just wrong. Anyone who says chaos aren't one of the top Magic users needs to play these boys.
3 Level 2 Sorcerers of Tzeentch.
1. Skull of Katam
2. Book of Secrets, power familiar
3. Rod of Torment
I've not tried them with Discs yet but it'd probably make them even mroe hidious
They're kicking out 3 spells on 4+ to cast with +2 to cast, plus the book of serets so another fire ball and the Rod of Torment for another magic missile... and theres still 6 Power dice to go round for other spells. Although i'd keep that to 200pts. You'll need a fighty character in your 1500pt list and an exalted hero fills that roll more than anyone else (ok maybe throgg)
If you're worried about your knights, Give them a war banner, that will help you out a bit (you can only have one warbanner tho) Either that or give them the banner of rage which makes them kick out a stupid amount of attacks but you need to be careful of being baited.
An exalted is sometimes more than enough to take on an enemy lord. The only lords that will turn you to paste in one turn is Vamps, Ogres and orcs. If you're playing Empire. an extalted is more than enough in my opinion
Last edited by Lord Borak; March 16th, 2009 at 21:38.
Wow that does look quite deadly. And very doable for my list. Ive always wondered if a group of lvl 2s beat out a lord and a mage. I have always like the lord because he has a very good chance to get and cast gateway effectively and that is just a cool spell. Who doesnt want to see an entire unit go poof as they are sucked into a gateway to chaos never to be seen again.
But I have been play testing and have noticed that many times flickering fire can cause just as much damage. And gateway is risky. You may not get it, you have to worry about miscasts and seeing your 400 pt model go poof, and a lord/mage setup is rather easy to be nullified by two caddies on the other side of the board. But your setup throws 5 missiles and then more. Scroll caddies will not be a large factor against that many spells. Would be cool fluff opportunities too. Instead of a great lord and his weaker brother it can be a council!
My only question is how do you run these guys for protection. They could be easily tied up Id imagine if you have em run around by themselves. Three guys spewing out that much hate on the enemy will most likely draw attention to enemy fast cav and flyers. I would guess either barded steeds, disks, or maybe a marauder bunker? Id be tempted to go disks for movement but Steeds are cheaper, better armour save and still good movement.
Oh and for the exalted should I make him a BsB. Seems like he would be rather helpful like that and with that statline he should do fine. Im just debating between a BsB or a champ with like a runesword now.
Last edited by sdefreit; March 16th, 2009 at 23:11.
Why not forget the Magic banner and give the dude a steed, a shield and the rune sword and he can still be a BSB, He's a hero that aces most lords and still got a kick ass 1+ save. Plus what ever mark you give him. You can still chuck him in a marauder regiment if he's got a steed, ((if he's got the mark of khorne he'll be forced to charge out of the unit))
Fluff wise i'd give all the sorcerers Discs, But i'm pretty lazy so I can't be bothered to buy/convert discs for all 3 of them lol so they run around on their own. They've never really come into that much danger, The closest anyone has come to them is some guy with shades, and they got promptly flickering fired to death.
Ok I edited my list and pretty much made these changes. I got rid of the lord and sorcerer for the three mages and I put em on disks. Its a little pricy point and money wise but I like the ability to get a good chance at casting in turn one and disks also let you fly to where you want to go. Helps you pick your victims better and also great to get to the back of an enemy and light up gun crews and gun lines.
As far as the exalted goes, he is the last piece to this puzzle I want to figure out. I got a cap of 165 points for him. I can go with him like I have or I can make him a BsB with warbanner or a BsB with collar of khorne.
At the moment I have him with the big scary sword because he will most likey kill his worth of combat res to help the marauders plenty enough and Im not sure how nice the reroll break tests will be for my units (marauders/warriors/chosen). With the marauder having leadership 8 and lord level help they should be good, and I hope the deadly warriors and chosen will be able to hold well.
But ya and no steed you ask? Ya thats ten more points I would need to scrape up. I could do it by taking MoS off a unit but that could really come back to bite me. And I think a character on a steed in an infantry unit just looks silly. I just think he would stick out and look odd.
My only other idea was drop rod of torment off the sorcerer and beef up the exalted.