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Hi, so I've been playing with Warriors of Chaos for a while now but I'm yet to win a game and I don't know what I'm doing wrong. I usually play against Empire/Daemons/High Elves annd Skaven, I've tried a lot of different things that i've picked up from here but nothing has worked and I need help before I introduce my Warriors to the loft.
Chaos Lord with mark of tzeentch, chaos runesword, enchanted shield and talisman of preservation 320pts
Sorcerer Lord with level 4 upgrade, mark of tzeentch, disc of tzeentch, infernal puppet and talisman of endurance 375pts
Exalted Hero with mark of tzeentch, shield, halberd, battle standard and armour of morrslieb 189pts
Chaos Sorcerer with level 2 upgrade, mark of nurgle and dispel scroll 130pts
18 Chaos Warriors with mark of tzeentch, shields, musician, standard bearer and razor standard 371pts
50 Marauders with mark of khorne, great weapons, light armour, shields, musician and standard bearer 392pts
18 Chosen with mark of tzeentch, halberds, shields, full command, blasted standard and favour of the gods 475pts
Warshrine with mark of tzeentch 150pts
Warshrine with mark of tzeentch 150ptsI have most of the models I just need to convert a bsb, warshrine, finish off the chosens halberds and make some great weapons for the marauaders and I'm done. Tactics wise I was thinking about pummeling the enemy with hellcannon shots and magic to soften them up before moving the warriors, marauaders and chosen and make sure the chosen gets some good things from eotg.Total-2962pts
Last edited by The Silent One; April 11th, 2011 at 09:31.
Right so I'm not really that experienced 'round the new rules, but I do have a few pointers:
First of all: you're running a footslogging army with no hounds? Mate if you want your badass units to ever see the gore of combat, you need to make sure they don't get shot to pieces! At least two units of 6 is nearly a must! Use them to screen your units from incoming fire, or possibly to disturb your opponents charge-arcs.
Second: you are really lagging mobility. I'd definetly make room for at least one unit of Marauder Horsemen, mark them with khorne, hand them some flails, and then slam those frenzied ****ers into the side or rear of unit allready engaged in combat with one of your footslogging units and you've got a killer combo! Also, these guys will help you get rid of some pesky warmachines /artilleryline.
Third: NO KNIGHTS!?!?!?!?! This I do not understand.
And that's about it from me. Some of the guys should have something to say about items I'm sure.
Peace and happy gaming.
"Scream your lungs out!"
Manorr Stormbreaker, the Silent - Lord of Khorne
The three units you've mentioned I've got rid of and sold because I found them absoloutely **** and useless, I used to have 20 slaanesh maraurder horsemen, which got shot up by handgunners, archers, pistoleers etc, my doggies just got ignored and my knights just charged things with rubber weapons and then got slapped no matter where I deplyoed those units they were useless and what annoyed me was there was still enough magic and shooting from other units and models to deadl with my warriors/hellcannon/marauders so i want to try a different approach but if this doesn't work I dunno what else to do :/.
Try lore of heavens.
-1 to hit and -1ld is an awesome signature spell.
You get to re-roll 1's, he has to re-roll 6's.
Good damage spells.
Or give Shadows a try, reduce bs to counter shooters.
Reduce str and toughness on combat troops.
Buff your Marauders or Warriors to str 8 for high armored troops.
(Str8 for Marauders because you have a character in there and unmodified LD is the highest ld in the unit.)
I normally run my Marauders with Tzeentch hw/shield because Imo they benefit from the Mindrazor buff more than Khornates. I have a Slaanesh to give them Frenzied if necessary.
Marauder horsemen, I've never played, but I can see how they make a very strong/cheap cavalry - very terrain dependent though.
Knights are situational, in large blocks they stomp most armies, but against Lore of Metal they suffer it's true. Khorne knights are amazingly killy against thunderstompers.
Sona si Latine loqueris.
I thought it didn't matter anymore whether there was a unit infront of another unit to stop the back unit from getting shot as long as they could be seen :s
They can be shot, but with a to-hit penalty, and that's what makes dogs worth it.
I would drop the L.armor and shields from the Khorne Marauders, to get some dogs in there.
Maybe also drop the Tzeentch from the Shrines, T6 and a 4+ 4++ is tough enough as is.
Like I said before, remove the mark from your sorc lord, Tzeentch magic is nowhere near as good as Shadows/Heavens.
Death is better for character sniping than Nurgle. Sure Nurgle potentially gives you regen, but Death potentially gives powerdice and Doom&Darkness to use against steadfast.
Also, you need to remove the individual point costs from your list. You are going to get LO in trouble.
Read the rules.
I'm sorry about that , I never usually put indivivual points costs, I just copied and pasted the list from a word document. So does the unit count as being behind soft cover or something?
Read the Rulebook on cover, also don't forget all our units get to reroll any panic tests.
Sona si Latine loqueris.
So it would be hard cover if my marauaders for example was behind the hounds