<3000 2500 pt WoC Elite and Armored - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Noma's Avatar
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    2500 pt WoC Elite and Armored

    Lord

    Sorcerer Lord 405pts
    x1
    Talisman of Preservation
    Enchanted Shield
    Infernal Puppet
    Biting Blade
    Conjoined Homonculus
    Bloodcurdling Roar
    Shadow

    Hero

    Exalted Hero 199pts
    1x
    Armor of Morrslieb
    Obsidian Trinket
    Halberd
    BSB
    MoT

    Festus, The Leechlord 185pts

    Core


    Chaos Warriors 454pts *BSB In Here*
    x24
    Hand Weapons
    Shields
    Rapturous Standard
    Full Command
    MoT

    Chaos Warriors 358 pts*Festus In Here*
    x18
    Hand Weapons
    Banner of Eternal Flame
    Full Command
    AHW
    MoK

    Chaos Warhounds 30pts
    x5
    Chaos Warhounds 30pts
    x5


    Special

    Chosen 485 pts *Sorcerer Lord in Here*
    x18
    Halberds
    Shields
    Wailing Banner
    Full Command
    Favor of the Gods
    MoT

    Rare

    Chaos Warshrine 150pts
    x1
    MoT

    Hellcannon 205pts
    1x

    2496 pts

    The basic idea here is to get into combat, and slaughter whatever gets in your way, haha. The thought of having khorne chaos warriors with AHW, poison/flaming attacks
    just made me smile. 4 S4 attacks each wounding on 6s with 4+ armor save and a 5+ regeneration save is sweet. The other unit of warriors is for tying down the enemy in combat until I can get a flank charge with either the chosen or the khorne warriors. The warhounds are there because I couldn't find a way to fill points, honestly never have much luck with them, we'll see how it goes. Not much else to say other than, what were they thinking when they made Festus? sure he can't take much punishment...but man can he boost a unit to dish out major amounts of it! anyways! I'm open to hear any suggestions that might make the list better or possibly more effective. Thanks!

    Last edited by Noma; September 2nd, 2011 at 19:26.

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  3. #2
    LO Zealot Antithesis's Avatar
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    I like this list, it's very elite, but boy in CC it will rip most opponents apart! The hounds will be worth it alone in screening.

    The only changes I'd make would be on the Lord:
    Swap enchanted for charmed shield - will probably save him from the 1st wound miscasting.
    Instead of Roar, grab Stream, since you can use it CC there is no chance of it being wasted.

    “If you’re in the penalty area and don’t know what to do with the ball, put it in the net and we’ll discuss the options later.” – Bob Paisley

  4. #3
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    cant' take lore of shadow if you have a mark on your sorcerrer

  5. #4
    Senior Member Noma's Avatar
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    oh I didn't even catch that I had the MoT on the sorcerer, my mistake. The problem is I face DE alot and the S1 hits from bloodcurdling roar are really helpful against the dreadlord with that crazy ward save pendant. Then again most of my friends play elves so with a S3 breath weapon against T3 elves it might be better.

  6. #5
    LO Zealot rothgar13's Avatar
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    AHW's on Chaos Warriors are mathematically inferior to Halberds in virtually every relevant situation (with the exceptions of Zombies and Skinks, who frankly aren't problem matchups) - I would make that switch. I can understand the reasoning behind the elite theme, but I have to add the disclaimer that sheer weight of numbers will beat you - these units just can't stand up to a Horde formation of solid troops (like Savage Orc Big 'Un's, Gors with the Beast Banner, Saurus...) because there's not enough Wounds to go around, and those other guys can fight back.

  7. #6
    Senior Member Noma's Avatar
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    Is it really worth the extra strength to take the halberds instead? I mean against shooting having the shield for increased armor is nice, but losing out on 6 attacks kind of defeats the whole purpose of the strategy. Don't get me wrong I appreciate the comment, I'm just not 100% sure why halberds are better in this case. Those 6 attacks I'm losing could be possible 6's which will automatically wound. Am I missing out on something? haha

  8. #7
    LO Zealot Antithesis's Avatar
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    The thing about halberds is they get a double bonus both in reducing armor saves and in wounds. Str.5 is ideal against anything from T3 to T6 [most troops] - only brettonia is the exception to this.

    “If you’re in the penalty area and don’t know what to do with the ball, put it in the net and we’ll discuss the options later.” – Bob Paisley

  9. #8
    Senior Member Noma's Avatar
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    I'm gonna try both halberds and ahw and see which works better. Someone earlier in the post mentioned coming across big horde units...if I am outmatched purely because of numbers, should I invest in a second hellcannon, I figured having shadow magic to reduce stats on units would be enough to deal with large blocks. maybe Im wrong. Any thoughts on this? I don't really wanna use Marauders for this list..trying to stick to the theme haha

  10. #9
    Senior Member Noma's Avatar
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    I'm gonna try both halberds and ahw and see which works better. Someone earlier in the post mentioned coming across big horde units...if I am outmatched purely because of numbers, should I invest in a second hellcannon, I figured having shadow magic to reduce stats on units would be enough to deal with large blocks. maybe Im wrong. Any thoughts on this? I don't really wanna use Marauders for this list..trying to stick to the theme haha

  11. #10
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    Just to help you decide whether to use AHW or halberds here's a couple of quick statisically facts: (lets say you are fighting high elf spearmen and saurus warriors, just to take an example)

    Warrior formation 6x3 with MoK (without champion)

    Halberds
    against spearmen: 24 attacks, 16 hits, 13.33 wounds, no saves
    against saurus warriors: 24 attacks, 16 hits, 10.67 wounds, 8.89 after saves

    AHW
    against spearmen: 30 attacks, 20 hits, 13.33 wounds, 11.11 after saves (12.5 kills with poison!)
    against saurus warriors: 30 attacks, 20 hits, 10 wounds, 6.66 after saves (8.33 kills with poison!)

    This is just doing the simple math of what will statistically happen, and as you see halberds have a higher kill score in almost any case (the only exception is if you fight T2 or worse, which is unlikely). The main reason is that not only do they wound more easily, they also makes your opponents armor save worse! On warriors, halberds are always a better choice unless you can get a withering hex or curse of the leper off. Even then, AHW ain't much better.

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