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First off this is going to be my first post here, so any suggestions on how to make it easier to understand would be nice aswell as army pointers. I'm new to WoC so I'm not to strong on them yet...
This army is based on strong magic at low point cost. The GW store that I play at has a number of different armies, I'll list the ones im most likely going to be playing.
-Dwarves X2 (One VERY shooty, the other not so much)
-OrcsX2 (Very good player, and other with all goblins!)
-High Elves Xwho knows how many
-Skaven X2 (ones a World Deamon painter and one of the best players)
Yeah its a doozy.
So without further delay heres the list im putting together:
Chaos Sorcerer (200 Points)
Chaos Sorcer (190 Points)
Book of Secrets
Chaos Warriors (234 Points)
Chaos Marauders (122 Points)
Chaos Marauders (122 Points)
Total Point Cost: 1003
What do you guys think please leave your thoughts, this is jsut what I thought would run good or do you think? Should drop the champian and halberds from my CW and give one of my casters a disk?
Oh and on a side note should i run my CW 6 or 5 wide?
Being quite new (veteran of 2 battles with WoC, used vamps twice), I dont think I can help too much but I'll give it a shot.
For your warriors I'd advise equiping a unit with GW's and shields. It's more expensive but it packs a punch, if you're going to be giving up your armor saves for the halbreds you might as well go big or go home, unless you're fighting an army with no toughness. Against high elves you're striking last anyway due to grace of asuryan, maybe??? If you really want the unit to be a monster hunter put MoS on them and take it off one of the maurader units, lots of big stuff causes terror, like the engine of the gods.
Also, not 100% on this one, but you re-used the power familiar in the list, might not be legal, and, good news, your first Sorcerer costs 190.
You're probably going to lose a couple to shooting so I'd advise you to run them 6 wide and get in as many attacks as possible.
GL and I hope I gave you decent advice.
Hey bud. Welcome to LO. Its nice to see another WoC player. Its a fun army. Well let me give you some of my input.
1) Marauders are usually used in one of two ways.
-MoK and flail or great weapons with a frontage of 6. Usually unit size is 12 or 18. This combo is good for a cheap unit that has a lot of strong attacks.
-The other way to go with them is usually MoS and shields/light armor. This unit is ItP and has a decent save. A good static combat res unit if that is what you are shooting for.
I would recommend picking one of these types of setups for you marauders. You currently have a mix of the two which usually isnt considered to be as effective.
2) Magic items cant be taken twice. Sorry but you are going to have to drop the second power familiar.
3) Trolls are a really stong unit, but they are stupid. If you want to use them they need to be within 12 inches of the general. If you dont plan on this happening I would recommend dropping the trolls for a different unit.
4) The infernal puppet is an amazing item, but with only two level 2 casters, miscasts shouldnt come up often. And at 1000 points your enemy shouldnt have enough magic to really have him miscast much either. Its a great item but I dont think its worth it at this point level. Rod of torment might be a good choice for the second caster since a bound spell will help your magic phase quite a bit. I would also recommend making this second caster MoN. Bubboes is a really good spell and will be great at taking out enemy characters at this point level.
I, as well, am not an experienced WoC player, but I have definitely spotted a few things you might have missed based on the armies you will be fighting.
- Mobs and Hordes. With Skaven, Empire and the Goblins (Possibly the Orcs too) it may be more in your interest to take additional hand weapons on your warriors. Warriors with 3 attacks will mop through weak units of infantry. As a quick idea, A unit of 12 Warriors, with a frontage of 6, a champion, add. hand weapons and the Rage Banner will have 25 WS5 S4 attacks. That will devastate almost any unit. And the option of using their shields still gives you 19 of those same attacks with a unit of T4 dudes with 2+ armor saves, able to withstand a LOT of punishment and dish it out in turn.
- Close Combat. It looks like you have some tough melee armies including Ogres Dwarves and Orcs, with your two heroes being casters, it comes down to relying on your Warriors and your Trolls, Marauders ARE good, but without armor will get swept away if they're charged. I would suggest turning one of them into an Exalted Hero for that extra punch in combat you'll need.
- Shooting. The shooty Dwarves, Empire, possibly Skaven, and EVERY High Elf player will be bringing a few ranged units to the table every game. The Mark of Nurgle not only helps protect your infantry blocks in the shooting phase, but once in combat your opponent will be rolling 5's to hit you usually.
To use MoN effectively try to remember the weapon skill of the armies basic troops, then when building your army list consult the 'To Hit' chart in the back of the Rulebook, I believe page 275. If it seems as though your army or individual units would benefit from this, give them the mark. For example: If your facing the more fighty, less shooty dwarves the Dwarf Warrior has WS 4. Which means your warriors already hit them on 3's, and if the Dwarves WS were reduced to 3 they would still hit your warriors on 5's. However, your marauders, if given the mark, would go from rolling 4's to 3's when attacking your average dwarf, and would be equal to the elite of the dwarven throng such as Longbeards, Hammerers, and Ironbreakers.
- Movement. Ogre Kingdoms move 6, and High Elves aren't far behind. the only thing with Cavalry-like movement in your army is the Trolls, which, if they moved their full speed, would outpace your general and start taking Stupidity tests at their own leadership. Which is a bad thing, putting it lightly. I would advise buying a unit of Marauder horsemen, they're fast cavalry, which means they could outpace even the Ogre's or Elves, and with the option of being armed with flails, they could hit hard as well. Don't expect them to run anyone off the board though, use them as either flankers or to counter the enemies advance, so they can't surround you.
- On a side note, your Warriors with halberds, marauders with flails, and trolls hint to me that you plan to fight the armies with higher toughness most of the time. If that's not the case, you may want to consider throwing in some defense, especially on your marauders, who die without a saving throw currently.
As a whole, I'd say the list needs a bit more variation if you plan to run it without changes for every battle. Otherwise I'd make several different lists and save them so you can pick the right one for the army your going to play. Because fighting Ogre Kingdoms, Goblins, and High Elves will all be 3 VERY different experiences.
Hope I helped, DK
thanks everyone I'm going to be redoing the list taking on most of your opinions. I see the problem with a few things now that you guys pointed them out.
For sure im dropping the trolls, might stick some chaos spawn in the flanks to help still not sure though.
I'll repost my next list within a few days.