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Well, going with the Master Blaster that we discussed here:
http://www.librarium-online.com/foru...sorc-lord.html (Book of Secrets on a Sorc Lord)
I thought about putting him on a dragon and see how much filth this guy can dish out. The problem is I spent 1200 points on characters. Do I fill my core with cheap marauder blocks, or just warriors and go for a small elite army?
Here's what I came up with. I know I hate marauders, but its tempting to turn my two warrior units into 2 marauder blocks, HW&S and MoS. Saves me 150 points to upgrade my knights to nurgle or tzeentch with banners/musicians. I think I like it this way to start.
Here we go:
2250 Pts - Warriors of Chaos Roster - Master Blaster on a Dragon
Sorcerer Lord of Tzeentch @ 790 Pts
General; Mark of Tzeentch; Level 4 Upgrade
1 Power Stone
Collar of Khorne
Book of Secrets
Stream of Corruption
Got a big boy that can fly and causes terror. Obviously I like this because I'm used to the Demon Prince. However, we now have 5 spells from tzeentch and 1 from probably fire. He generates 5 dice and has access to 3 pool dice. The dragon has 2 breath weapons and for that big juicy target I can use the one time use Stream of Corruption. He also can add to the damage with the 2D6 str1 no armor save Roar. I gonestly don't think I could give this guy any more filth to throw at the enemy. He also has a 2+ armor and 5+ ward, with MR2. Just filthy. I feel dirty thinking about him.
Chaos Sorcerer of Nurgle @ 206 Pts
Mark of Nurgle; Level 2 Upgrade
1 Dispel Scroll
Uses his two dice to buboes someone. He also carries the only scroll and supplies a die for the Master Blaster. I'm fairly experienced with this guy, he's the little brother to my Demon Prince.
Chaos Sorcerer of Tzeentch @ 206 Pts
Mark of Tzeentch; Level 2 Upgrade
Talisman of Protection
Infernal Puppet is key to keep the Master Blaster from blowing himself up. Making him tzeentch and giving him the Talisman of Protection means he has a 2+ armor, 5+ ward. Hopefully they'll keep him alive.
11 Chaos Warriors of Slaanesh @ 236 Pts
Mark of Slaanesh; Mus; Std; Hand Weapon; Shield
Champion of Slaanesh
Rapturous Standard @  Pts
Can't really feel good about only have 2 small infantry blocks, but I can hope my magic desimates anything before it gets to them.
11 Chaos Warriors of Slaanesh @ 241 Pts
Mark of Slaanesh; Mus; Std; Hand Weapon; Shield
Champion of Slaanesh @  Pts
War Banner @  Pts
Need all the combat res I can get. If these guys can hold for 1 turn, the knights should be in the flanks.
5 Marauder Horsemen of Khorne @ 110 Pts
Mark of Khorne; Flail; Light Armour
I had 6 points left over. It was either another dog, or give these guys light armor. I usually say to not get LA, but maybe it'll save a guy, once, maybe.
5 Chaos Warhound
5 Chaos Warhound
5 Chaos Knights
5 Chaos Knights
My hammers, so to speak. Don't have points for anything but naked knights. Sometimes you just don't need anything besides naked knights.
Total Roster Cost: 2249
What do you think. If magic goes horribly bad for me, the game will end rather quickly. I just can't think that my magic phase won't do good. I got miscast protection and 12 dice + 1 stone. Even with throwing 5 dice at gateway, I should be able to get 3-4 other spells off between the 3 wizards. I'll probably get flickering fire off for free every turn as people save dice for gateway.
Another quick thought. Drop the warbanner warriors for a block of about 23 slaanesh marauders with HW&S. Drop a unit of dogs and the power stone and I could afford a chariot or 20 more slaanesh marauders with just shields and standard/musician. Might even be worth dropping my beloved cruise missiles to get more infantry.
Last edited by Pinkus; June 11th, 2009 at 21:13.
Just couldn't do it without gateway huh?
I think keeping him unmarked would be neat, using fire or death to cause more direct damage...
the 20 points you save on MoT could add up to musicians for your knights...
neat list all in all... I'd liek to use a dragon one day.. the Forgeworld one is awesome.
Unfortunately most of the games I play are 2K.
I don't know why the folks in canada don't want to play around with that etra 250 points...
it makes it really hard to take some of these great lists you like to post... ugh...
The one problem with not taking tzeentch is you lose some ward save. As well as the +1 to cast. But thinking about it, I MIGHT be able to do more damage with just going fire. Figure 5 dice gateway, 1 die flickering fire and 2 die pandemonium. That's not very good odds.
If I can 2 die fireball, 3 die fiery blast and still have 3 dice for something else.
Maybe even going slaanesh wouldn't be bad. #6 spell would only require 4 dice instead of 5.
Its all very tough to decide and they all probably work just fine.
Heck, taking heavens with this guy could be just as good.
If I have 12 casting dice. My lord takes Heavens and casts portent of far to start the magic phase. Maybe use 3 dice. They HAVE to stop that spell. Rerolling all 1s to wound for the rest of the magic phase and the shooting phase could be devastating, specially since I SHOULD be hitting a lot of models with my breath attacks.
Taking a dragon list can be a bit of a gamble, but can be good fun. Just a few thoughts on your list from my own experience, take it or leave it as you obviously know what you are doing when it comes to WoC.
As to your core, I tend to run 2 units of marauders (24 MoS, light armour and shield with F/C) as my mainstay, attached is my supporting casters, both nurgle for buboes spaming. This set up of maurauders are cheap, have good static combat res, will stay put, and are a great place for nurgle sorcerors as they don't need screening and therefore have good LOS.
Also with your magic phase, I am still not sure about BoS on your Lord, 5 dice for gateway you can miscast and only 1D6 +1 instead of two on the miscast table does not appeal to me at all. Puppet will help, but I think it is a risk I would not be willing to take. Why not switch it to your lv2, 3 dice buboes draws scrolls for me.
Also I think two buboes casting snipers is better than only one, with Tz support. Takes out bsb, mages, war machine crew, etc much quicker than just a lone sniper. Besides it can draw out the scrolls to allow gateway to go off, sooner in the game.
With my magic heavy list, I tend to find I hold with almost all my units, to allow the maximum number of turns to exploit the magic phase. When I do want to engage, then I like to hit hard. That is why I am finding that I rarely take warriors anymore, because the movement and hitting power of korne knights (with a dog screen) is much better value for counter charge. A screened unit in the centre allows me the oppourtunity to 'protect' my maurauder units and sorcerors from my opponents strong close combat units by engaging them first.
So just a rough guess you can free up 161 points, by including marauders instead of warriors, and keeping your sorcerors on foot. This gives you enough points to have the 6th knight in each unit, and mark them korne. This will give your hammer units a bit more bite.
Well good luck, sorry that was a bith long
Last edited by mercenary; June 12th, 2009 at 05:15.
Well I have to agree the marauder block idea sounds good. They can have enough static combat res to hold a turn for the knights to crash into the sides, and with all that magic you can just make them come to you since your magic and shooting phase is going to be nasty. Id personally never do it though. Id rather shoot myself than paint 50 marauders. But that is just me.
An idea for you to get more numbers I think would be to drop a caster. That Level two MoT guy can go imo. I dont know if hes worth it. Thats another 200 free points. You can add in another cheap warrior unit if you can scrape some points in other places like the warbanner and the LA on the horsemen.
This is a little out there but ill throw it at you to see if you like it. Drop the MoT mage and a knight unit. Add another unit of warriors with Banner of Wrath to help magic still with the lost mage. Then add two spawns for flank protection. That is always nice. You should have extra points so beef your units to 12 for a little more base to your untis. Or maybe another weapon like AHW or halbeds. Not saying what you have is bad or this is better but its something ill throw your way.
This is the magic setup Im going to try this sunday. Its a 2 man crew. And no I dont have a spell familiar. Im gambling with a 2/3 shot at gateway, and if I dont get it then Im hoping to get a big spell from BoS. If I get neither then Ill just cry and get over it.
-MoT and disk
-BoS and Power Familiar
-MoN and barded steed
I think in premise it is pretty solid, however, that being said I think you probably should ditch the Warriors on foot in favor of cheaper Marauders. I also have to be inclined to agree that you should either get a second Nurlge Sorcerer, or perhaps just switch the last to Tzeentch as well. Buboes is great, but really shines when you stack it.
I think you might have also did a bit too much on the Lord, I say drop the stream of corruption, because honestly, do you need three templates? The roar and two breaths is more than sufficient I think, and in a list like this, shaving off points is great because it lets you get more cheap units, hounds, etc, to fill the board up a bit.
I would never not get Fire with your book, I mean the chance to get Flaming Sword outweighs anything else, and you can always default it up.
It's Adventure Time!
2010 'Ardboyz Champion
Wanting to get the nasty sorcerer lord possible, unfortunetely requires 2 support mages. 1 for puppet and 1 for power familiar.
The marauder's dont scare me that much. I got 40gors/ungors and 25 besitgors I can proxy for them.
I think once I get a few more models I can proxy this list and let you guys see how it worked out for me. I think I'm 5 knights short.
I thought in the current rules each sorcerer has his own power dice pool in which he takes his 2 dice, and this is where the Power Familiars dice goes? I may be wrong but it sounds as if you are in the thinking that the power familiar's dice can be used by your lord when taken on another character.
i know things like this use to happen when all mages power dice went in to one big pool but they stopped it so your Level 4 caster can not use other mages dice. If im wrong and the power familiar's dice can be used by the lord then my DP will be happy enough.
Your pool dice can be used by any wizard. The power familiar goes into your pool dice. The rule is pretty clear under the magic section. Your DP will be happier.