Welcome to Librarium Online!
Howdy my gaming group has decided to get back into warhammer some of you might have nocited in the IM NEW HELP ME thread. Well anyway, I'm a long time 40k player and my family gaming group is getting older so we feel its time to step up to a more complex game. We tried before but some of the younger players floped.
Anywho back then i played chaos and have a nice starting point. However lizzies are still on the fence, How can you say no to a dinosaur holding a spear riding on a trex into battle. So Im going to post my list here and my other over there and see which army idea is stronger.
Ok here is my list
60 marauders with shields and hand weapons probably split up into three blocks of twenty (five wide four deep)
and a level two sorcerer
This leaves me 20 points to give the sorcerer a mark or gear or mount or whatever.
The army idea is i a viking type theme, with maybe shaman warband leader. At larger points id add some warriors but for the small warband games this is what im looken at. So what are the thoughts/comments. Should i try to fit in marauder horsemen cause i love the models. And will this be effective ??
O and my opponents are in order of frequency (Bretonian, O&G, Dark Elves, Vamp) if that persuades you at all. Thanks inadvance.
Personally i use an exalted hero/grt.wpn combo (but im a khorne player - 21 str4 cw attacks in every combat)
grt.wpn - 118pts - no mark, str7 - can opener.
shields,f/c - 190pts - no mark, 11 attacks,not bad.
shields,light armour,f/c - 140pts
8 warhounds - 48pts
is how my 500pts army goes (use the marauders as the anvil,and the warriors and warhounds on flanks) - quite effective i must say.
i reckon if ur set on the marauder tribe/shaman fluff, drop a unit of marauders for marauder horsemen with flails( cant beat flank charges, even with heavy armoured knights). the only thing missing from ur army is proper killing power but the MH/warhounds will help break any unit.
Last edited by Bill146; September 16th, 2009 at 12:36.
I agree with the EH. At 500 points you won't have much room to boost your casting abilities and each army will have 2 base dispel dice, thus making it very hard for you to get any spells off. Rather than sitting back and trying to cast, rush in and throw those heavy stats around. The EH has the stats of lords for other armies so he should do very well. I like to take bloodcurdling roar on the EH too, very cheap, gives him range, and potential for a lot of damage.
Hmm that is true about the dispel and having 4 dice (2 for wizard and 2 for the pool correct) would make the 2 dispel dice powerful. So perhaps ill hold of on the shamman for a while.
Honestly The models for the chaos warriors look great, i just dont like "EVIL" armies. Granted any raider army is bad but i dont want to be playing a truely evil army. I play inquisition after all, to big of a change.
Exaulted Hero with greatweapon
20 marauders with shields
20 marauders with shields
8 horsemen with spears and shields
Ok so the new plan is again to deploy in a defensive way to negate the fast knights from a flank charge. The hero will be in the center in a unit of marauders with a block of marauders on the side and hounds on the other side. The horsemen will hang out on the flanks or back field and get a flank or rear charge. The bret player is gonna take multiple small units of knights, which is why I thought casting would be the way to go but if i can get a can opener why not.
I believe the hero would only get 1 DD unless its level 3+. They don't get DD the same as PD.
I really like the horsemen in small games but they would be better used as to harass infantry with thrown weapons - throw then flee and rally next turn. They can also be used as flank chargers but flails would work better for a higher bonus on the charge. I wouldn't expect them to last long in combat after the first turn, and you should try to break the target on the charge turn. Units of 5 would also be much more effective, otherwise it seems as if you're paying the points of 4 for just 1 rank bonus which isn't really worth it.
I don't really see WoC as really evil either - moreso just the ultimate adventurer going for the gold
Ok well I proyied a battle against my bro (bretonia) and the "can opener performed wonderfully," however that was it i had no other real killing power. The marauders did a fine job of taken the charge and sticking it out through combat resolution alone. So I was lacking killing power.
I played a second game same opponent with a level 2 sorcerer. Lore of fire. Oddly enough I rolled the sword of ruin and he performed just as well as the exhaulted hero. Unfortunetly the rest of his majig was dispelled fairly easily. As you guys said, only caused 4 wounds and he armour saved all of them.
So I plan on going no shields on the marauders to shave as many points as possible so the new list will look like this.
20 Marauders ( no upgrades)
20 Marauders (no upgrads)
5 Marauder horsemen (flails)
5 Marauder horsemen (flails)
This comes out to 160+ 140 = 300
This leaves me with 200 points to play with. So I was thinking why not go Exhaulted hero with the greatweapon and a bare level 1 sorcerer.
So I'll have 2 heros in the list one casting to hopefully take out a knight or two before I get hit by a charge and then the can opener to make em whish they hadnt charged me.
I have yet to proxy against the orks but i feel that my magic will be much more effective there along with my normal troops. So I'm not to worried.