Welcome to Librarium Online!
So here is where I am at right now (of course it changes every day). So this is a list and a brainstorming session. Feel free to throw in whatever 2 cents. Let me preface a few things. I am mainly fearing war machines and magic. So there are a couple "different" selections here. I will be facing a great variety of armies.
The Slaanesh hero and the Marauder horsemen are meant to be war machine crew hunters. Since both are fast cav they can team up (when war machines are lined up together) or go their separate ways (for the times there are cannons in opposite corners of the board).
Since both sorcerers are on steeds I can swap them (via shadow magic). They start off the game in the unit of knights then break off on their own. This way miscast damage only affects the caster.
The BSB goes with the Tzeentch warriors.
Sorcerer Lord (384)
Golden Eye of Tzeentch (he will be on his own often, cannonball protection)
Blood of Tzeentch
Exalted Hero (179)
Helm of Many Eyes
Favour of the Gods
Exalted Hero (169)
Steed of Slaanesh
Charmed Shield (on his own often, cannonball protection)
40 Marauders (25O)
17 Warriors (362)
18 Warriors (3fortyeight damn emoticons)
5 Marauder Horsemen (86)
6 Chaos Knights (325)
Banner of Rage
I know it's strange to have the Slaanesh and Nurgle guy in the middle of all the Khorne and Tzeentch but I prefer the Steed of Slaanesh to the Disc for war machine hunting and I want the Nurgle sorcerer for Buboes and/or Curse of the Leper.
I am tempted though to drop the Slaanesh Hero and the Marauder horsemen and add a second Hellcannon + 3 warriors or Dragon Ogre Shaggoth or a Warshrine + 7 additional warriors.
I could also keep the Marauder Horsemen, drop the Slaanesh Hero, and then add a Warshrine and 2 additional Warriors. Or drop the Marauder Horsemen, keep the Slaanesh Hero, and add 5 warriors.
Last edited by MascisMan; July 24th, 2010 at 20:13.
i have the greatest list ever.
Yes I fear war machines and magic also, so fight fire with fire! As you already stated two hellcannons are better than one, and they do a solid job of taking out war machines. Strength 10 D6 wounds, that is by far the best way to bring the pain, from turn 1. Me personally, I wouldn't be exposing my expensive heroes for that role. Hellcannons used primarily, then magic (range can be a problem), but if you really want to hunt machines, then 5-6 knights MoT with the blasted standard are the way to go instead of marauders. I know they are not as fast as fast cav, but they will weather the storm with armour and ward, and can also hunt missle troops, and any monstrous infantry to prevent stomp.
I also think you have too many points invested in characters. A sorceror lord of shadow is always a solid choice, your BSB should be defensive though Talisman endurance. Lore of shadows special ability of switching places with one of your other characters after casting succesfully is nice as it can keep him out of trouble, but then you must be defensive on your BSB and be the same unit type. Really, for me, thats all the characters I would take in favour of other unit choices.
I always take warriors 18 MoK with Shields and Halberds like you. Your Tz warriors will have to use the halberd, so they no longer receive the parry 5+ wd bonus. I think you may want to either run them MoT with HW and Shield OR a duplicate khorne unit (my preference on the later) and switch out the blasted standard to your knights if you decide to use them this way. Mind you banner of rage is always good on these chaps, but they do attract lots of shooting attacks so I will leave that one with you.
Really you got to love MoK, planting down 2 units of warriors and a unit of 40 maurauders, knowing they will see combat due to MoK and immune to psychology is just awesome. If you got 50 points spare, adding an extra rank to the maurauders is a good idea. Anyway those are my thoughts on your list, let us know how it plays out
Last edited by mercenary; July 29th, 2010 at 06:25.