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this is my school leage army atm im open for changes
exalted hero,daemonic mount,favour of the gods,shield 170
5x marauder horsemen 65
5x marauder horsemen 65
10x warriors,mok ,shield,champion,202
752 not sure to do with the rest
should i give my marauder horsemen mok?, or leave them as they are
shoud i put the Eh in a Mh unit or with the knights?
Last edited by dylanthedylan; December 9th, 2010 at 07:00.
I would drop all the champions.
Drop the MoK on the warriors, and get them the Banner of Rage. It might cost you a bit much, but you won't loose the frenzy if they lose one round of combat.
As said before, switch the Daemonic Mount for a normal one.
You could merge the two units Horsemen into one bigger unit, but that depends on play style I guess.
Hounds are always nice
The Charmed shield I think is cheaper than a normal one (for a Lord it is, I'm not sure for a Hero).
Or give him the Dragon Helm instead, and halberd for a 1+ save and +1 str!
@maximus prime the exalted has a 1+ armour save anyway and +1 stregnth wont do a lot for me in 800p games as there is no real chance of monsters because most cost more than 200p so would be illegal.
@vampire cabbage joining the units together sounds good and what do you mean by deny's ranks
with your advice my new list is
exalted hero, chaos steed,favour of the gods,shield 151
12x chaos warriors,shield,sb,mok, 234
10x marauder horsemen, flails,sb 192
Strength 6 instead of 5 will always be a big deal unless you are sure you will only be facing toughness 3 stuff. Think about fighting dwarfs for example: minimum T4, so without a halberd you will need 3s. AND don't forget that an extra strength deducts one more from his armour.
The only time I think Str6 wouldn't be entirely worth it is if you are fighting High Elves, and still the armour modifier could be an issue here.
Denying ranks happens when you have a unit of a certain size hit the enemy in the flank or rear. If you have 2 full ranks of 5 models each attacking the enemy this way, then he can't add his rank bonus to the combat result (he can stiil get steadfast though).
Last edited by Filthor; December 9th, 2010 at 09:02.
pretty solid list now
However, the good news is...
you've got some calculations incorrect...
hero + steed + shield + favor = 136
10 horsemen + flails + standard = 162 (ah, i see here you have allocated the points for MoK but not listed it)
and thinking about it, i guess the missing points on your hero is for MoK as well
I'd be tempted to run the hero like this instead:
hero + steed + Halberd + dragon helm + mark of tzeentch = 150
still has a 1+ armour, is now S6, has a 2+ ward vs fire and a 6+ ward vs everything else (slight cannon defence)
I still say that if you want to give your hero a shield, it should be the Charmed shield. It cost the same or less than a normal one and gives you the ability to potentially ignore the first hit suffered.
As for the Favor, you might want to consider dropping it in favor (no pun intended) for the biting blade, same points, but reduces armor by another point. This will greatly help killing things (a total of -3 on enemy armor saves).
The Favor really only helps in longer games, when you know you'll be fighting more than one combat, and are sure you will be fighting at least one character. The ability to modify the roll on the EotG table by +1/-1 in games where only one enemy character will be present isn't worth it imo. Especially if that character might be a mage who you most likely will not be fighting a combat with.
I'm not trying to bash my point of view onto you, I just want to make sure you understand where I'm coming from.
Like Filthor said, str6 is so much better than str5, for wounding t4 and higher thing and reducing armor saves.
With your current list its not possible to fit it in tho, I understand that.
But consider this, someone has the same general as you (or chaos knights for that matter) (T4 with a 1+ armor save) with what set-up are you most likely going to win with?
Str5 wounding on a 3+ with -2 as, or str 6 wounding on a 2+ with -3 as?
Not to my knowledge.
It doesn't say one use only, it just stated that on a roll of something you ignore the first hit suffered.
Makes it pretty epic if you tank a cannonball with it
Or if a Ghorgon decides to use its super killing blow on you!
I use it on my caster, so I can hopefully ignore the damage of my first miscast.