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Hey all I formerly played Dark Elves and have decided to switch over to WoC so I came up with this rough list any structural criticism or tips will be greatlyyy appreciated!
Chaos Lord- Juggernaut, MoK, Soporific Musk, Chaos Runesword, Armor of Morrslieb (goes with block of 17 warriors)
Tzeentch Sorcerer- MoT, Disc of Tzeentch, Lvl 2, Conjoined, Book of Secrets, Power Familiar
Sorcerer- x2 Dispel Scroll
Sorcerer- Skull of Katam (stands off to the side with other sorcerer on foot)
20 Warriors (5x4 formation)- MoN, Shields, Full Command, Rapt. Standard
17 Warriors (Lord here)- MoK, Shield, Full Command
5 Marauder Horsemen- Flails
10 Chaos Hounds
5 Chaos Knights- MoK, Lances
My plan is to use the hounds in 2 sets of 5 to act as screens for my knights and my frenzied unit of warriors with my lord. The 2 sorcerers on foot will be bubose spamming and standing together will be able to add +1 to spell casts so it will be going off on 4+. My disc sorcerer will be flying around fireballing/flickering everyone to death while I move the marauders up the side to flank. Knights and warriors will just march up the field and get fighting asap so Nurgle will help my other unit of warriors survive until that time.
Tips appreciated =)
A ) Putting armor of morrsleib on a lord who is tooled up for a duel is kinda pointless, I'll explain;
Any character you put him up against (and he has to challenge) will most likely have a magical weapon, thus negating your 35 points of ward save.
B ) Neither of your sorcerers will be casting buboes as they are not mark of nurgle, so you'll need to find points for that if that's your real intention.
C ) 5 Wide is barely enough to screen a unit that itself is 5 wide, especially when there are more then 1 on 1 odds, which you being chaos will be true in MOST cases, which generally will have 2 outcomes.
-your juggernaught khorne lord will rush out of his unit to charge something that's in his range but not his units,
-either artillery or some other kind of shooting will see easily around your screen.
Truthfully I'm a BIG fan of the two big units of warriors, I run two units of 14 and they do very well. However I personally think hounds are a points sink when they aren't fielded properly and this is the case in this list. either bump them up to units 6 or 7 strong, or get rid of them and buff up that unit of marauder horsemen who will die if anything so much as looks at them.
D ) Lances on knights, NOOOOOOO! just...no...no no no no no. play them with their normal weapons and you will see why! remember lances go poof after the first round of combat and are only good on the charge as well as being mundane items. Whereas your ensorcelled weapons are good at STR5 all combat rounds and while receiving any enemy charge as well.
Last edited by Hurtinator; March 17th, 2009 at 00:21.
Chaos Warriors (2009) 16-4-9
ya sorry for the scrubness I just started playing warhammer a couple of weeks ago xD
alright so what changes do you think should be made the the lord? should i remove his mark? or just put more hounds in front of him?
@ the sorcerers /facepalm
I understand the logic behind the chaos knights lances and those will definitely be removed
and lastly what changes should i give the horsemen? without sacrificing fast calvary of course
Split your hounds into two groups of 5
Never argue with an idiot, they drag you down to their level, then beat you with experience.
I just told him not to do that and then you advise him to do it >.< read all the replies before you reply as well dude
I'd put a runeshield on him. I'd also put him into your unit of knights and not your warriors, same speed means they will all charge instead of just him out of the unit of warriors
With the horsemen, I find slaanesh/light armor/throwing axes/musician is a VERY effective unit that can disrupt/artillery hunt with good effectiveness.
Last edited by Hurtinator; March 21st, 2009 at 23:03.
Chaos Warriors (2009) 16-4-9