Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Well, I have tournament coming up this Saturday, so I was thinking about what I'd really like to run. I worked on this list all night (literally) so I think I've got it wired down and pretty solid, but I'd like the input of the fine folks here on LO.
I'm aware that the list is pretty harsh, but it's meant to be.
L3 Sorcerer (Shadow) w/ Blood of Tzeentch Talisman of Preservation, Dragon Helm
L3 Sorcerer w/ Mark of Tzeentch, Infernal Puppet
Exalted BSB w/ MoK, Add HW, Juggernaut, Soporific Musk, Iron Curse Icon
Exalted w/ MoK, Add. HW, Juggernaut, Favor of the Gods
14 Warriors, MoT, Shields, FC
14 Warriors, MoT, Shields, FC
14 Warriors, MoT, Shields, FC
6 Chaos Knights w/ MoK, Standard, Razor Banner
army total: 2500/2500
The Sorcerer loadout means that I'm all-but guaranteed either Withering or Enfeeblement, Pandemonium, and Curse of the Leper. The obvious combo is to drop as many enemy units as I can with the Shadow/Curse combo, but also keep the pressure on the enemy with Pandemonium, to be combined with the Puppet.
For combat, the two Jug heroes are joining the Knights for the majority of the battle. The 2 Jugs, plus the SB, and supporting attacks means there will be:
24S5 and 1S4 attacks, plus 2 S5 Stomps going down range, with a -3 to armor saves and a static CR of +3 counting my rank. Enemies who break are going to run very, very slowly...
I think that with the Debuffs flying around, the focus on RiP spells alongside Pandaemonium, and the Knights smashing apart most of the big stuff while the beefy blocks of Warriors hold the line, the list should hold out pretty well. My only fear is that I lack much anti-warmachine coverage (other than get into combat ASAP).
Those 3 castres seem quite extreme, i thought it would be plenty with 'just' 2 sorcerer lords.
You will have so many spells that every extra power dice could help out Maybe squeeze in that power familiar somehow...
An exalted on juggernaut cannot use add. HW, It's not for mounted models.
Halbards on the other hand...
Warchief Diggah o da Bloodmoon Squiggahs
Hmm... without Add HW, I'm down to 23S5 for the regiment. If I went with 12 Chaos Knights with a Champ, I'd have 25S5 for the regiment. It would probably be better to drop the second Exalted, and just go with the BSB+10Knights with a Champion. That would be 26S5 attacks. I could also add in a Sword of Battle on either the Champion or the Exalted. That would put me up to 27S5s. Or move the L3 Tzeentchian down to a L2 and give him the Spell Familiar, move the Puppet over to the L3, and try to squeeze in a Lord on a Juggernaut and give him the Chaos Runesword.
Ugh- help me! Too many decisions!!
Seems to me that 2 juggs might be a bit of overkill. They die fast to lore of metal or seige engines. A 6+ wardsave isnt going to provide enough protection I'm afraid.
Maybe put a foot exalted in your warrior block, and a barded-steed one with the knights and let the Juggernauts take the day off.
With Knights, I wouldn't worry about about the number of attacks, instead think about how to keep them alive against shooting/magic - At 40pts a model, they are too expensive to lose.
Sona si Latine loqueris.
I would drop the champions from the CW units, not worth the points for a single attack and with their mandatory challenge can easily get crucified vs enemy lords. Unless you need them for challenge protection to save your wizards?
Change one of your units of chaos warriors to have additional hand weapon + MoK and lead them with Festus. 5 chaos warriors on the front line with 4 poisoned attacks is *huge*, and regenerate granted by Festus is as good as the ward save from MoT.
My experience is limited, but I'm finding that the individual characters aren't worth the points at the moment. It's often turn 3 or 4 before they even get into a combat so the high stats and war gear are useless. I prefer to invest in quicker units that can get into combat easier and tool them up with gear to make them survive.
A cheap BSB with Fury of the Blood God is good for survivability.
Knight champions can't take magic items, for some dumb reason.
I also agreed with the juggy comment. If you rage the knights instead of khorne and then put your exalted on steeds, the rage banner gives them another attack. As well as all your front line horses. 5-6 more str 4 attacks. Sounds good to me. Also saves you like 30 points per steed.
Even though you can't use xhw, I'd have said helberds were better. The unit has enough str5 attacks, throwing in a few str6 would be the better option.
US Master's Midwest Advisor.
Come join me at my GT this September www.brewfestgt.com
Thanks guys for the help. Unfortunately, I didn't fare well in the competition (played 2x Daemons and another WoC player- tied the WoC, nearly tied a Daemon, got tabled last round)
I did take some advice though.
-i dropped my L3 Tzeentchian, and my Jug BSB.
- my other Jug took Helm of Eyes and Sword of Battle (yes, not having a wardsave HURT)
- added a BsB with Armor of Silvered Steel, HW&S, MoT. He did very well.
- dropped a regiment of Warriors for 2 M.Horsemen Cruise Missiles with LA, flails, MoK. These regiments are always iffy for me, but I think I just never learned how to use Fast Cav properly.
- boosted the other Warrior regiment to 17, gave them MoK and AddHW. Stuck Festus in the regiment. They went toe-to-toe with 18 Chosen w/ Halberds, +1St and +1A, and Banner of Rage. It was a steady grind for 3 turns, but I destroyed the regiment although only Festus and the FC remained.
- bumped the knights to 10 and added the jug. They bounced a regiment of Khorne Warriors and a Chariot charge simultaneously (failed Frenzy and subsequent ridiculous charge distance). That was the highlight of thief career however, as I didn't pass a single restrain test all tournament and wound up dead by the end of every following game. They did see off a regiment of Bloodletters and held up the Thirster that had hit their flank in the first Daemons game.
All in all I was plagued by never being in range when I had PD, and never having PD when I was in range. I also felt that I was never getting through enemy regiments quickly or cleanly enough. That's probably because I was up against amazing armor or wards every round though.
Next time I think I'll be dropping the Horsemen in favor of the Warriors they had replaced, knock out the JugEx entirely, either split the knights or drop them for 3 chariots and try to pick up a HellCannon (or skip the chariots and go for 2 cannons).
Sorry to hear that things didn't go as smoothly as they should. I hear that those Daemon armies are buggers, maybe we need a new thread on how to fight them...
5000 pts of WoC, 5000 pts of Orcs and now 3000 pts of Ogres...What was I thinking ????