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At my local GW 2500 is the point cost to play at. As such on days when I'm not absolutely swamped with class I like to head on over for a game, whip out my models and my pre-made list, and play. Although this army looks good on paper (to me anyway) it hasn't been performing well. Any C&C would be greatly appreciated I'll include descriptions of each unit so you guys can get a feel for how effective they've been for me. Oh, also I generally play "beat the crap out of the other army" Never objectives.
Sorc Lord (335 )
-General, lvl 4: Shadow, Charmed Shield, Talisman of Preservation, Power Familiar
-Love this guy. 3+,4++ and Shadow never disappoints
Exalted Hero (200 )
-BSB, MoT, Armor of Destiny, Shield
-Can't go wrong with a BSB and a 4+/3++ means he's tough enough to stick around
Chaos Sorcerer (215 )
-MoN, Glittering Scales, Dispel Scroll, 3rd Eye of Tzeentch
- minus 2 to hit, scroll caddy, snipe capability with bubose, and he can take any spells from the opponent that may help me
17 Chaos Warriors (337 )
-MoK, Halberds, Shields, Standard, Musician
-Hit like a truck, I absolutely love this unit. 1 shy of 18 to fit in any of my characters
19 Chaos Warriors (342 )
-MoT, Shields, Standard, Musician
-Theoretical tarpit/bunker unit. They never seem to do much for me, although it may just seem that way because they're in the shadow of their Khorne brothers.
38 Marauders (228 )
-MoK, Chieftain, Great Weapons
-Dropped one for character, one because I was short the points (ie 40 down to 38 ). I know everyone here says run them in blocks of 50, but 40 has always gotten the job done for me. The chieftain is there to protect the character that goes with the unit (usually Nurgle sorcerer) from challenges.
-They screen. They die. They keep my frenzied units under raps. They're trash drops to let me see where my opponents units are going. At one point I had 5 units of 5 and I always had a very distinct advantage of where I could most effectively deploy my units. Since dropping to 2 my games have played out much worse because I can't "pick and choose" my battles from the start as well.
- Same as above
-They're either awesome or horrid, generally based on whether or not my opponent decides to focus fire them in the first 2 turns.
6 Knights (310 )
-MoN, Musician, Standard, Banner of Eternal Flame
-These are SUPPOSED to "big nasty" hunters. Mounted means they ignore stomps, S5 isn't terrible, and they make regenerators cry. Unfortunately I haven't had a single game where they've done anything even remotely closed to being considered an acceptable performance.
- Pretty much my only way of dealing with high toughness monsters (other than hoping that my opponent is foolish enough to let Pit of Shades go off). I absolutely love my HC :3 I wish I had 2.
So there you have it. My knights, trolls, and MoT warriors are meh. Any list with more than 2 monsters makes me cry (and at my store there are quite a few of those) Are there any strategies that I could just be missing? And what changes would you guys suggest? I've been toying around with the idea of dropping the MoT Warriors or Knights for Chosen, maybe trying to squeeze a warshrine in somewhere. I've heard they're good at protecting flanks. Can anyone confirm/deny that?
As a final thought, my biggest issue I'm facing right now is a Tomb Kings list with 2 war sphinxes, a heirophant, a unit of 7 chariots and a mounted king on a chariot, 2 units of 4 necro nights, a casket of souls, and an ass load of magic and archers. I can't get near the archers because of the sphinxes. If I get too close I get combo charged by the sphinx/chariot combo or sphinx/2 units of knights combo, and if I try to keep my distance enough that I get the charge I get magic'ed (thanks heirophant -.- )/shot to death. My hellcannon isn't enough to drop all the big guys and he's smart and just stops the Pit of Shades from popping his multi-wound units.
Last edited by Immortal Scrub; September 23rd, 2011 at 04:00.
“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
Oops good catch on the saves there Borak. That's what I get for posting my list at almost 3 in the morning I suppose =/ I'll edit it to be the right way. So I forgot to mention that the Sorcerer is level 2, but regardless I'm getting a resounding no on the Sorcerer build, how about something more along the lines of:
Chaos Sorcerer (190 )
-MoT, level 2, Dispel Scroll, 3rd Eye of Tzeentch
I can't fit the puppet onto either of my casters without really screwing around with what everyone has, and I'd really like to keep my scroll, power familiar, and 3rd eye. The easiest thing I could do would be drop the armor of destiny from the BSB, book/scroll him, and then put the puppet on the Tzeentch sorcerer, but I'd rather not sacrifice the BSB's survivability for a "what if a caster miscasts" situation.
I hadn't really thought about the whole fire doesn't affect the magic weapons, but it makes sense. If that's the case then I'd just drop my knights all together for something more effective. With the changes to the Sorcerer and dropping the knights I have 335 points to play around with. That can go towards magic banners, unit upgrades, or a whole new unit all together. I have some ideas but I'd like to see what people can come up with (I generally have a very linear way of looking at things and so another point of view would be nice).
So my new challenge for everyone is complete my list any way that you see fit. Try to keep changes within reason. If I need to go out and buy something to finish the list off I can, but being a college student I don't have a huge amount of extra money that I can be tossing around at the moment. Thanks advance for any and all comments guys
To be honest the Hero level sorcerer doesn't need the Level 2. Either the Sorcerer Lord will be sucking up all those power dice or you'll be using the 3rd eye to steal spells. Basically you're paying 35pts for +1 to cast and that just isn't worth it. The puppet is VERY handy as it lets you adjust your rolls AND your opponents. If they know you have the puppet they know their wizards are likely to die if they miscast. This means they throw less dice into a spell and are more likely to either fail or for you to be more likely to dispel it.
Keep the Knights. Personally I'd give them MoK to be immune to Psych and keep the Magic weapons. Then leave them at that (no std etc). 18 str5 attacks and 6 str4 attacks should make most monsters recoil in terror with or without regenerate. You can use the spare points to up the size of your units or buy some extra items for your heroes or cheap magic banners for your units.
I'm not sure I'd re-write your list. I'd be just putting in what I'd like to use and you may not like using them. A lot of my advice is personal taste and experience and shouldn't be seen as law by you or anyone else. If you like a unit and can make it work then keep on using it. If I say a unit is great and you can't make it work then don't use it. Simple as that
Awesome list, very elite. Not much I can add to what has been said already, but even against heavy shooting, Mark of tzeentch will always win out over mark of nurgle. From my experience using both, tzeentch always seems to help me out more, especially since it can give you a ward against his heavy magic. Some banners for your warriors unit, and knight unit would be awesome to see if you can find the points. I like to take a halberd on my BSB, and Infernal puppet is so darn good! I also encourage giving Festus a try, he's a pretty incredible character, especially in a unit of khorne warriors with halberds, but that's just personal preference on my part. All in all it's a good list, just need to cover up some of the weaknesses tomb kings can exploit. They're really strong in the magic phase, and if he's running the poison queen in a big group of archers, they suddenly become dangerous.
Hey sorry it took me so long to get back here, school has been crazy (damn you challenging Engineering major). Thanks for all the input, I've taken it all into consideration while fine tuning this list. In your experience, would you guys drop a dispel scroll for infernal puppet? I can't find anything else I would sub out to make room for it. Power Familiar always makes my magic phase that much more threatening (and it lessens the chance that I won't have enough dice to pop Pit), Charmed Shield is a life saver, talisman makes it so that my 335 point model will stick around for the long haul, and 3rd eye is invaluable when I play against armies like Lizardmen packing an uber Slann.
I'd drop the Scroll. It's real handy but not as handy as the puppet will be.
In my 2k list I have this set up.
Sorcerer Lord, Tz, Preservation, Rune sword and Charmed shield.
I then support him with........
Level 1 Sorcerer, 3rd Eye, Puppet.
My Lord Level sorcerer is incredibly hard to snuff out and he kicks a fair bit of arse in combat as well. The Level 1 can either hide himself somewhere, steal spells or use Death Magic to snipe enemy monsters or Characters. Death Magic is VERY handy as, if you get a spell off, your Power dice are usually replenished by the wounds caused, pretty much making the spell 'free'.