2000 pts Chaos Nukeline/Fast Attack - Warhammer 40K Fantasy
 

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  1. #1
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    2000 pts Chaos Nukeline/Fast Attack

    Trying out an idea, I had originally designed this list using marauder horsemen with throwing axes but they really didnt impress me. I also had a unit of warriors for the sorcerer on foot; but I have replaced it with a unit of marauders. Mainly because my warriors were never seeing combat and I could use those points elsewhere. Please let me know what you think, or any suggestions to make it better... or more annoying lol.

    Sorcerer Lord of Tzeentch XXX
    MoT
    Level 4 Upgrade
    Disc of Tzeentch
    Enchanted Shield
    Infernal Puppet
    Golden Eye of Tzeentch
    Book of Secrets
    Conjoined Homunculus

    Chaos Sorcerer of Tzeentch XXX
    MoT
    Level 2 Upgrade
    Disc of Tzeentch
    Power Familiar
    Stream of Corruption

    Chaos Sorcerer of Tzeentch XXX
    MoT
    Level 2 Upgrade
    Disc of Tzeentch
    Rod of Torment
    Bloodcurdling Scream

    Chaos Sorcerer XXX (Usually take Fire/Death depending on enemy)
    Level 2 Upgrade
    Dispel Scroll
    Dispell Scroll

    Hellcannon XXX

    Hellcannon XXX

    5 Marauder Horsemen of Khorne XXX
    MoK
    Flail

    5 Marauder Horsemen of Khorne XXX
    MoK
    Flail

    18 Chaos Marauders of Slaanesh XXX
    MoS
    LA
    Shield

    5 Chaos Knights of Khorne XXX
    MoK

    Total Points: 1998

    I put enchanted shield on the Lord to increase his survivability because he is always up front with the other two sorceres on discs. I didnt however give any of them the Skull of Katam, mainly because I have 14 casting dice overall. I didnt give them any spell familiars because I consider the level 2 casters as flickering fire cannons, using both their dice for it. Two dice for flicking fire from the lord, then 3 left from him and two from the pool for an infernal gateway. Yeah there is a high chance of miscast but go big or go home lol.

    Any input would be awesome. Cheers!

    Last edited by Xacklir; June 16th, 2009 at 18:00. Reason: Knights > Chariot and had the extra points after stripping the light calvary of their LA/Shields

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  3. #2
    Member Benjatorix's Avatar
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    Yikes. That's a lot of magic you got there

    Well, a sorcerer with a mark must use the lore of that mark, so your Tzeentch sorcerer on foot can't use Fire or Death.
    I don't understand why you marked your marauders Tzeentch though, swap it for Slaanesh? And a Khorné chariot is a waste of points according to me. Mark it Slaanesh too.

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    ahhh kk, I was under the impression that a sorcerer with the MoT COULD take The lore of Tzeentch, but looked it up and think you're right, thanks for picking that out. I had MoT on the maruaders just to give them that 6+ ward... they wont be seeing any combat, they're just escort for the sorc, but yeah immune to psych would be a safer bet. As for the chariot im still in the air about it, going to change it for now and see how it goes since it gave me some extra marauder horses to throw on the board. THanks for the suggestions

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    Senior Member NekhraRises's Avatar
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    Your Khorne horsemen cease to be Light Cav (big disadvantage) when you give them light armor and shield. a 4+ versus shooting is good, but in cc they're still only on a 5+ if they want to use thir flails (two handed weapons don't get to use shields as I understand) MoK Flailed Marauders are cruise missiles. cheap and killy. give em flails and thats all, maybe a musician, maybe...

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    doh!

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    Member Benjatorix's Avatar
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    I think it is a little overkill to have 7 DD AND 2 dispel scrolls. Drop them and add some warhounds? They are ideal screeners for you knight unit, and they could possibly beat the rests of a unit that has been "Flickering Fired".

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    The Shrubber sdefreit's Avatar
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    I like the idea of a rediculously shooty WoC army. Its good but I dont know if Im liking this list. Have you tried it out? My first reaction after looking at the list was...Where is the army?

    Your unit of marauders on foot arent going to do anything really. Cruise missiles are amazing, but arent too good when they are running alone pretty much. Not much else to take fire or hide behind for them.

    But in a nutshell you have a marauder unit that iis going to fall over and die, a couple of missiles that have no cover and can easily die, and a unit of knights. Your magic/shooting is nasty but its all you have.

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    Member DraagDarkfire's Avatar
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    Hey there, my first impression about this list is how original it is, for that you get full points However since you posted it here i think you want people to give you some sort of advice. So here is my contribution.

    Having 2 hellcannons will double your chance of misfiring, which means a double chance of wounding all your casters, and that would hurt you since you've got 4.

    Why not try drop one and 1 of your sorcerers (the one on foot) and try fitting in a second unit of knights and some hounds.

    Also your heroes could lose some of their gifts, like stream of corruption and conjoined homunculus which don't do much.

    If you want to go for a long ranged chaos army you should try fit a rod of torment and a banner of wrath. That will give you 2 bound magic missiles.

    Hope this helps.

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    So I played a 3 games this past weekend at gw. All three a win... had a Massacre against a magic heavy scaven army, and a massacre against a combat heavy high elves army. Also played against a tomb kings army (fairly well balanced) and was successful with a Marginal Victory... after my level 4 sorc blew up on the 2nd turn.

    All in all I think this list is pretty good because no one expects it!

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    Member DraagDarkfire's Avatar
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    That's great, well done.

    You know what, last week i tried playing 2 hell cannons in an army and i fell in love with them. I was focusing too much on their shooting aspect that i totally missed how great they are in combat, at holding flanks, at not dying by shooting and combat all for the reasonable 205 points.

    This means i have to rephrase my previous post and give you heads up for the double hellcannon.

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