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league is going well so far, 2 massacres vs daemons and beastmen and next up its moving to 1k points.
iv got a couple of weeks and can get my hands on any models.
iron curse icon
my plan is to try and snipe any threatening characters with the nurgle sorc and see what i get on the Tzeentch one, if i get something good for the match up i can keep it otherwise swap to flickering for anti regen duties and general fire support, thoughts on these simple heros?
iv added a second block of marauders because the first has been so awsome in all their games so far, should i instead go for some toys like knights or a hellcannon or is this a good idea to get much more bodies at lower points values?
any thoughts welcomed.
Last edited by randomspecific; October 23rd, 2011 at 13:19.
“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
thanks for your reply.
indeed the warriors dont get parry but they do retain an above average save which is what its all about for me. iv run the exact unit for all my games and found the combination of extra attacks and 3+ save to be a great match up. indeed the 5+ ward would be good from mot but then i lose attacks and it weakens the unit who is sent against the enemies trash to blender down. its got some raised eye brows from opponents saying the same thing but that then turns to annoyance at how resiliant they turn out to be. eventually they will get halberds.
the familiar is a good idea ill work that in some how. as for the nurgle guy in the warriors, main prob i have with that is that ill then need a champ to protect him from challenges, cus hes got next to no protection, requiring another 12 points on top. iv been running my sorc solo alot and that seems to work out well so far (small games) he can cast more and not get dragged into multi turn combats being in a unit, sure it requires finesse and placement but so far so good.
the flame banner is indeed on the shopping list. i faced my first hydra today and managed to flickering fire it down mostly before my marauders finished it off, it wasnt as scary as id expected, but even so i will try to find points for a banner. the leadership would be usefull too, all thoughts to consider while reviewing it.
i kinda threw the icon in there to fill 5 points i had left, itll be first thing to go unless i find out im matched against empire or dwarves etc.
ill write up a new one with mot warriors and banners etc and have a look at it, iv got plenty of time so its all good. thanks again.
What about instead of MoN you leave him neked and take lore of death? There's no lore out there better for sniping characters than death, something to consider, and it saves a few points.
i had thought about that and initially wrote the list with him unmarked for that purpose, however the mon basic spell seems much more likely to have the desired result. rocking a leadership of 8 seems to leave it alot more to chance and potentially leave the spell useless against a high ld character, but as iv yet to use death id be interested in hearing about experiences that say otherwise.
to be honest I'd grab the Lore of death as well. Remember the Spell can affect any model you choose so things Like Stone Horns and Stegadons really get a smack in the face as they are LD7 and 6 respectively. There are a quite a few nasties out there with low Leadership, skink priests and other wizards for example but also things like Mournfang Cav, Vampires (ld7) and so on.
With the saved points grab the 3rd eye of Tzeentch on one of your sorcerers.
a revised list with changes suggested.
chaos sorc (death)
bit uncomfortable about losing mok on my warriors but i guess i need to road test the mot on em at osme point so might as well do it at small levels.
Ya warriors with MoK are nice, but you already have your hammer units with the GW marauders, the warriors will be able to stand up to a lot with such great saves, and then a nice rear charge can seal the deal from the marauders or Scylla. I think your investing 30 points into 2 items for your sorcerer that could be replaced more effectively by talisman of endurance. For the same points your sorcerer will have a 5+ ward w/MoT a 4+ ward permanently, while still having a decent 4+ armor save. Otherwise I like the list, and I swear this forum starts so many army trends for me, first it was trolls, followed by Throgg, and now I'm hankering to test out Scylla in my next list. As pointed out many times, it's a pretty decent unit for such little points
yeah the same thought went though my head of taking the tali of endurance but im quite keen on the shield for the 2+ regular save to help him v regular shooting as i tend to run him solo inbetween or behind my units, but ill certainly mull it over.
i cant say enough good things about scyla at the moment.
played beasts on sunday, my opponent had a 10 man unit of centigors with their special champion, who was pretty beastly. he charged scyla, who challenged his champ, killed him and then held the unit till my warriors came over to finish up. hes resilient, fairly dangerous (potentially 8 attacks at reasonable ws) and cheap imo.
as i siad in the battle experiences thread, hes my sorcerors attack dog for enemy characters that have caused some problems due to not having my own combat hero.
throggs going to get a run form me soon, he looks awsome for the points and in a small game with trolls, who are not that expensive either, would be great.
Last edited by randomspecific; October 24th, 2011 at 08:41.
There are three main ways to field warriors, each of which fulfill a specific role. There's shield/MoT warriors, possibly with banner of discipline to keept off any unlucky break tests, which hold off more dangerous enemies fairly well and are almost unkillable for weaker units. There's halberd and MoK warriors, overall killy unit with the capacity to tear up nearly anything in combat. Good with the flame banner for killing any relatively strong regenerating monsters. Then there's AHW/MoK warriors, also known as meat grinders, which tear up weaker enemies at ridiculous speeds with 4 attacks each. The first is an anvil, as are most marauder hordes, especially those with shields and MoT. The other 2 are hammers, which smash into the flank of the tied up units and rip them into small, meaty pieces. A combo of at least one hammer and one anvil is desirable, especially if the enemy has large units to counter.
Also, I stand by the trusty hellcannon for, well, everything. If shooting goes well, it can blast apart even the most powerful monsters and elite units. In combat, it can hold out against hordes for usually the entire game, often killing them in the process.
If a lot of enemy armies are magic heavy, or have any magic at all, there is nothing as good value for points as an infernal puppet. It can either save your sorcerers or blow your opponents' apart, and has for me many times. It is a must-have if you have thepoints available. If gunlines are a threat, Wulfrik's your man as he can take a horde of marauders right behind the enemy's back and crush any artillery or shooty units.
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