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Hey guys, just finished building my battalion box and came up with this list. I'm a casual player, but I don't want to get rolled do to a poor quality list. Any critique is highly appreciated!
Sorcerer-Level 2, Mark of Tzeentch, the puppet thing
17 warriors-shields, Mark of Tzeentch, full command (sorcerer goes in here and champion takes challenges)
30 GW Khorne marauders (no command)
6 hounds (run in front of the warriors)
5 Marauder Horsemen-Spears, shields, Standard bearer and Musician
As for tactics, the warriors and sorcerer deploy center with the hounds directly in front of them, the Khorne-flakes sit on one side of the warrior block and the trolls on the other (within the Sorc's LD range of course). Horseman will zip around the troll flank and act as troubleshooters.
Thanks in advance.
i would try and squeeze in the irconcurse icon onto your mage and at least a musician in that unit of marauders. That just makes the warrior unit that much more resilant, and the marauders more mobile and they won't lose a tie.
Still pretty good, a solid hammer and an anvil unit and the trolls can be scarey good if you make the right saves and rolls on eotg, so make sure you throw them at anything that isn't flaming as soon as you can, the more they throw at it the stronger they get.
If points allow, perhaps third eye of tzeentch for your sorcerer, allowing you to steal a few enemy spells for more versatility, and casting them on 3+ with the help of tzeentch. I agree with what talismanic has said about everything else, the list looks good otherwise.
Maybe this is too far from what you envisioned, but I just wanted to let you know some other options.
Good luck with the list.
Last edited by Antithesis; November 11th, 2011 at 09:53.
“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
I agree with anitithesis that trolls at this level could be an absolute disaster. With only LD 8 on your sorcerer, your torlls have a 1 in 4 chance of doing nothing and that is if they are in range of your general. Knights are by far the better choice here since they have staying power at this point level and can really bring the hurt to just about everything.
I agree that Knights are totally fantastic - I love them personally. However, they just die immediately to Lore of Metal. One easily cast spell and suddenly you've lost a quarter of your points total. It happened in 2 of the last 3 games I played at this points level. The only reason it didn't happen in the last game I played is because I dropped my knights for 3 trolls and a larger unit of marauders.
I LOVE the knights, I'm just disappointed at how little you can do against Lore of Metal.
however that point is rather moot: Lore of metal isn't the most common lore to take, not unless it's a set opponent rather than a random opponnet.
supprised no on pointed this out yet... if you keep the marauder horsemen, you gotta drop the standard. as soon as the take a "flee" charge reaction, he will die. and that would suck.
anyway i think the list looks pretty good. i definitely think your biggest improvement would come from dropping a single dog for the points to grab an ironcurse icon. cannons is about the only thing those warriors will have to worry about(aside from magic) and that will deal with the issue nicely.
oh, also, because of the small unit size, maybe give the marauders flails and go 6x5. get them hitting hard first, breaking steadfast, and forcing a break at low leadership. i think thatd be your best bet.
gah! lastly! dont lock yourself into "im gonna deploy like this and this and this" be ready to adapt to your enemies deployment. pick and chose your deployments carefully.
thats about all the advice i can give i think. other than maybe go lore of death on the sorc... sniping off characters is big at 1k.