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I have recently been using a lot of Calvary/magic lists and wanted to get back to the infantry root. I keep running into death star units, and units with huge static combat resolution ( 6-8 ) at my local store. I figured it was time to make a list that could cut into those huge SCRs and actually hold during an extended fight. I prefer to have more magic then I have in this list and my other concern is living long enough to get across the field and into the fight. Normally, with the cav list I only have to contend with 2-3 rounds of being shot/magic'd on this list its likely to be 3-4 rounds depending on march blocking/ terrain / and opponents strategy. What do you think, is this a viable list, and please critique as much as possible. I tend to play against (HE, DE, VC, O&G, Dwarves) so ahw seem better then halberds against all but dwarves.
I believe I will be fielding the warriors 6-wide, and the marauders I have not made up my mind on 5-6 wide. My Lord can easily go in the warriors or the knights not sure where it would be better.
Infantry Army 2250
Chaos Lord ( 415 )
Juggernaut of Khorne 50
Axe of Khorne
Favor of the Gods
Word of Agony
Exalted Hero ( 281 )
Banner of the Gods
Chaos Sorcerer ( 151 )
Chaos Sorcerer ( 121 )
Fury of the Blood God
Marauders x 25 ( 180 )
(BSB + 2 Sorcerers go here)
Chaos Warriors x 18 ( 401 )
Halberds or Additional Hand Weapons
Banner of Rage
(Chaos Lord goes here or in Knights)
Marauder Horsemen x 5 ( 85 )
Chaos Knights x 5 ( 270 )
Warshrine ( 140 )
Warshrine ( 140 )
Warhounds x 6
Warhounds x 5
Warhounds screen front of infantry, warshrines cover flanks of my big blocks, knights either hammer onto whatever sticks to my anvils, or hunts, M. Horsemen harass flanks and handle marchblockers
Last edited by ShackledEidolon; October 2nd, 2009 at 21:57.
One thing i'm not a big fan of is the second wizard with just fury for MR 2, it would be better to just take an Exalted and give him that or collar of khorne or keep the wizard and take another scroll or two. I understand if you go infantry its hard to get away with just one scroll caddy nowadays, and the MR won't help you much against the VC armies you say you will face so you could just go two scroll caddies. Ive done that before, 2 lvl 1 nurgle wizards with 4 scrolls and throwing around 2 buboes a turn, sometimes one gets through, and people go so magic heavy where i play that I always use those four scrolls.
Also one major thing to be careful of. I enjoy mounting my characters on steeds as well, paying 16pts for +2 armour save, another attack, and filling up another troop file so its easier to get ranks, and giving the option to charge out of a unit, its very nice! However with that banner of rage you will find your characters charging out at things by themselves and then being isolated... you can finish the picture. So either don't put any characters in there or drop the standard. Additionally I might put MoN on the marauders instead of slaanesh, because they will be the target of lots of missile fire atleast thats what i've experienced.
Just some tips you can take em or leave em.
I have tried this list a couple of times. So far I really don't like it very much. Against two of my regular opponents that I typically score victories against (3-0, 3-0) I scored a draw against my Dark elf opponent, and got massacred by my vampire counts opponent. Not having 2 phases of the game has proven to be severely difficult. I'm starting to think that I will want to drop the knights and pick up a chariot or two which I think will compliment and protect my units a bit better. I think I also need some way of limiting the impact of some war machines.
I am still very frustrated with this Vampire Count, I managed to get multiple units involved with his, I took flanks and rear charges, had him pretty much surrounded with my best troops and still couldn't out kill his ability to rez his units. I outnumbered him for the first two combat phases out damaged him, won challenges and still couldn't cut him down fast enough. I think the only way to beat him is to super cheese out my magic phase and go with deep ranked infantry I might try that sort of list next and say forget it to my combat hero's/lords
If i go infantry heavy I tend not to take any knights but will take two large groups of Slannesh Horsemen. These units charge over the feild with the dogs and hit any missle troops or tie up a unit for a turn if they survive then I try to get the flank charge with them. Kinghts in a infanrty list are a liabilty. I run an infantry list like this
Not exact list but 2200
Demonic beast, Helm of Many Eyes, Axe of Khrone, Enchanted Sheild Favour of teh gods
Steed, Flail, Armour of Morslieb
Mark of Nurgle, Level 2, Power Familiar, Dispel scroll
15 Warriors heand weapon and sheild MON standard
12 Warriors Halberd, Standard
15 Warriors hand weapon and sheild Slannesh
2 X 10 Mauders Flails slannesh
12 Warriors additional Hand weapons Nurgle.
6-7 Mauder horsemen Flails light armour, Horses Slannesh
The mauder with flails on foot i use like empire detachments. These guys either march up and take hits, Charge match blocker or try and block death star units of his from charging my warriros precious flanks. The Helm of Many eyes and the axe of Khorne ensure that my general destroys most enimies in challenges. My hand weapon and sheild units are sponges usually able to absorb charges from rank and file like orcs or saurus warriors. the unit of 12 goes after small elite units(12 Strenght 5 WS5 attacks of the charge.) e.g Empire great swords and may help with double charge. My unit with ad hand weapons just tear rank and file units to shreds.
The Exalted tends to go with either the Add hand weapon unit of the halberds creating another rank to give +3 SCR
I tend not to take hounds since 5 hounds is a unit of 10 Mauders with flails and MOS which are immune to panic, Fear and terror.
Last edited by whatfruit; October 12th, 2009 at 14:38.
Ok, I really didn't like the initial list I had posted. I have played 4 games with it, and while I had a couple wins they were fights that were far harder then I think they should have been given the match ups and tactical set ups. So I hit the drawing board again and I am trying something different. There are a couple of choices in this set up that im not 100% on but I'll go ahead and post it to get some opinions
Demon Prince (565)
Mantle of Chaos
Fury of the Blood God
Chaos Sorcerer (186)
Chaos Sorcerer (186)
Book of Secrets
Exalted Hero (206)
Sword of Striking
Bronze Armor of Zhrakk
Favor of the Gods
Marauder x 24 (194)
Chaos Warriors x 16 (352)
Marauder Horsemen x 5 (85)
Chaos Knights x 5 (275)
Warshrine (140 )
Warhounds x 5
Warhounds x 5
I'm thinking that the BSB, and one of the casters will go into the marauder unit. The other caster will run with the fast cav and the lord will attempt to get behind the enemy lines on round two. My marauders are a tar pit along with the warshrine. The warriors will assist them in head on attacks while I plan on keeping the knights in a position to flank whatever my main force is hitting. This list manages to get some serious CR and also packs a serious amount of magic. I found in my other list that not having a shooting or magic phase was truely crippling particularly against the VC opponent I played against.
Last edited by ShackledEidolon; October 15th, 2009 at 07:44.
This army looks much better. I'm currently running a very similar one myself. One thing i'm not so sure of is the mantle of chaos. Its just so expensive, and it doesn't even protect you from war machines! IT says "is targeted by a ranged shooting attack", so a cannon ball bouncing into him isn't targeting him it just happens to hit him. Yes this will basically make him immune to bowfire etc. however I would rather spend the points on perhaps tendrils of tzeentch and bloodcurdling roar and play careful with him, then get mantle. I guess it depend who youre playing against, as against units like lizardmen or WE it would be worth it but for an all comers i don't like it.
Also on your knights, instead of MoK and warbanner, perhaps MoN and banner of eternal hatred. It totals about 15pts more, but you get endless frenzy and the bonuses of being nurgle, however you do lose the static res from the warbanner.
Also dimensions of the warrior unit? 4x4 doesnt work anymore.
And finally if you can fit in a MoN on one of your lvl 2 wizards just because buboes is so great, however it is 20 pts for MoN so i understand if you can't find pts for it.
You know it occurs to me that when I was building this I was looking at the old list where I had a Lord on a juggy taking up 4 spaces in the unit. I think I failed to adjust for that correctly, I intended to have 18 warriors. Hmmm going to have to make a change there, or else just get some points to mess with.
That is an interesting take on the cannon ball thing is that an official ruling or just how you interpret it? I do face a LOT of shooting it seems. My DE opponent hits with a lot of shooting/bolts, the O&G throw a lot of shooting my way, I do have a WE opponent here, and a HE that likes to use a strongish shooting phase. In my experience with the Demon Prince, if I lose him it is because of repeated shooting that eventually gets lucky and takes him out. If I had gone with Lore of Tzeentch I think I would agree with you that having Tendrils is better, but I think with Lore of Nurgle I won't need to throw quite as many dice, and won't need to be so concerned. I like Tzeentch but I think I can count the number of times I have got a gateway off without it being scrolled on two fingers in the last 20 games I have played both of those times were because of irresistable force. So I am not really all that sold on the standard IG spray and pray approach. I do love magnificent buboes but I think lore of Fire will be pretty effective and will save a lot of points in the list.
I feel a little strange taking the expensive Sword of Striking, though in my experience the to-hit is where I need the help rather then on the roll to wound. Seems like everything I hit only requires a 2 to wound. Do you think it was a good choice for the points?