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just after any pointers on my new list. Is the level 4 tzeentch worth it in 8th?
L – Sorcerer Lord
Talisman of Preservation
4+ Ward save armour (3+ with Tz)
C – 30x Chaos Warriors
Tz, Shield, F/C
C – 50x Chaos Marauders
Tz, Great Weapon, F/C,
C – 15x Chaos Hounds
C – 15x Chaos Hounds
S – 7x Chaos Knights
Tz, Standard, Muso, Banner of Rage
R - Hell Cannon
R – Warshrine
TOTAL - 2290
put the blasted standard in ur warrior unit for a 4+ ward agaisnt shooting
put the chamed shield on ur sorcerer lord and the enchanted shield on ur BSB
basicaly ur BSB shld be equiped with
enchanted shield and a dawn stone then spend the other 20 points on whatever
40 marauders is prob enough but if u dont know what to spend 50 points on then yea just go with the 50 marauders but if u need to save points dont worry about droping some
Thanks for the reply
Blasted Standard looks like a good call - only need to find 35 odd points so no big deal.
I'm not sure what the Charmed Shield and Dawn Stone so, since I don't have my rule book on me at work, but I'll sus them out when I get home for sure - thanks for the advice I want the General to have solid protection though, becuase if he dies during a game that uses break points, I come very close to losing just from that....
50 marauders just looks like a good number to me. great Weapons keep them striking last, so the more the better I feel. I'm also factoring in a few dying to miscasts/IF from the Lord. That said, I need to play around with my list now, so maybe a cut to 45 is on the cards.
Last edited by timk1111; August 18th, 2010 at 03:21.
30 Chaos Warriors is a huge regiment. Split it down into regiments of 15-20. If you can drop Marauders, that would be the way to go.
50 Marauders is cool, but not with Great Weapons. You don't want to be using GWs that often in this edition, because initiative is everything. If you want S5 hits, use Chosen or Warriors with Halberds- they'll strike at Initiative. 50 Marauders make a decent tarpit or meatshield for your men, if you go with Shields, LA, and MoT.
Also, knock out your Earthing Rod for an Infernal Puppet. Trust me- it's worth it if you're worried about miscasts. There aren't too many results that we have to worry about (they're all harsh) and for 10pts more, you can guarantee that your result will be at least a little better (if you reroll and get the same result or worse, you're stuck). Better still, you can smash enemy wizards as well, whenever they slip up. It's awesome.
Try getting Standards and Musicians into your regiments as well. They will either negate enemy standards, or negate their charge, or just add insult to injury. Better yet, the musician gives you the option to Quick Reform, which is invaluable. If you plan on sticking a character into a regiment, make sure that you add a Champion to soak up those challenges. Your BSB isn't the hardest hitting guy on the table after all.
15 Hounds is quite a lot. If you're thinking of using them to negate flanks, think again. You'll score +1 for a Charge, +1 for Flank, and as long as he kills less than 6 of them, you'll negate his ranks (+3 at most). That's a total of +5 for the turn that they hit, but this is going to go way down when he starts killing hounds. You'll never get rid of Stubborn if he has more ranks. Hounds are good for screening, and for charging into enemy missile regiments to keep them from shooting for a turn. A lot of people really hate and fear seeing 3-6 regiments of Hounds marching towards them on turn 1 and getting within easy striking distance of their artillery or missile regiments. The hounds won't win, if they even survive the incoming shooting, but those are bullets that aren't smacking through a Warrior's forehead instead.
The list is good, the ideas are all there- MoT&Shield, BSB, Hellcannon- it's all good. The sticking points are just minor changes and few units being split up. Trust me- WoC armies don't need the Horde rule to start piling up bodies. And who cares if the enemy is stubborn? That's just one more turn we get to lop off some heads.
Good stuff there Captain, thankyou!
To be honest, the Warriors were originally 24 strong, but I needed to spend 100 points somewhere!
You've given me some great stuff to think about, esp with regards to the hounds. I'll re-jig a new list and post it up as soon as I'm home!
Once thing as well Captain, by 'FC' I mean Full Command, so most of my units have standard, muso and champ
Ok, I've re done the list, but thought I'd make some comments first about what you've said, Captain:
-I'm going to leave the Warriors at 30 strong, and I then have the option of splitting them up in two units later on if I like. Running such small units worries me a little, because of the 'step up' rule. I plan to run these guys 6 wide anyway.
-I've heard from other people the Great Weapons on Marauders are devastating and I want to try it out. Thing is, because of the 'step up' rule, initiative isn't everything at all if the unit if big enough. I'd agree if the unit was only 25-30 strong, LA/SH all the way.
I love the idea of lots of small units of hounds rushing the enemy's soft targets. Very 'houndy' if that's a word.
Anyway, here's the list, changes in BOLD:
L - Sorcerer Lord (with Marauders)
Tzeentch, Level 4, Talisman of Preservation, Charmed Shield, Infernal Puppet, Iron Curse Icon
H - Exhalted BSB (With Warriors)
Tzeentch, BSB, Enchanted Shield, Dawnstone, Potion of Speed
C - 30x Chaos Warriors
Tzeentch, Shield, Full Command, Blasted Standard
C - 50x Marauders
Tzeentch, Great Weapon, Full Command
Cx5 - 5x5 Chaos Hounds
S - 7x Chaos Knights
Tzeentch, Standard, Musician, Banner of Rage
R - Warshrine
R - Hellcannon
TOTAL - 2295
As Captain Sarathai said, I repeat the same: 30 warriors dont't worth it.
Change Dawning Stone+Potion for Talisman of Endurance on your BSB.
Change MoTz for MoK in your marauders.
These are the main changes I would do.
Talisman of Endurance looks interesting - 2+ armour and 4+ ward vs 2+ armour, re-rollable then 5+ parry. Much of a muchness I think....
MOK on the Marauders doesn't fit the theme Steadfast or not, they only need to lose 1 round and the Frenzy is gone anyway. At least they get a 5+ ward vs war machines too.
Thanks for the tips