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As some of the regulars here can attest to, I'm always tweaking my army lists in the hopes of improving my list. I think I may have found a nice one, though, and it's also fairly easy to put together. Without further ado...
Dark Northmen - 2,500 points:
Core - 1,091 points:
40 Chaos Marauders, Great Weapons, Mark of Khorne, Musician, Standard-Bearer
4 x 5 Chaos Warhounds
18 Chaos Warriors, Full Command, Mark of Tzeentch, Shields, Standard of Discipline [BSB and Sorcerer Lord go here]
18 Chaos Warriors, Full Command, Halberds, Mark of Khorne, Shields, Banner of Eternal Flame [Chaos Sorcerer goes here... ?]
Special - 510 points:
10 Chaos Knights, Full Command, Mark of Tzeentch, Blasted Standard
Rare - 205 points:
Heroes - 334 points:
Exalted Hero, BSB, Halberd, Ironcurse Icon, Mark of Tzeentch, Talisman of Preservation
Chaos Sorcerer, Dispel Scroll, Third Eye of Tzeentch [Lore of Fire]
Lords - 380 points:
Sorcerer Lord, Armor of Destiny, Biting Blade, Infernal Puppet, L4 Wizard [Lore of Shadows]
Grand Total: 2,500 points
Fairly simple in terms of strategy - push your models up to the other guy's and duke it out. As far as the unit choices go, we have an extremely durable character bunker in the Tzeentch Warriors (3+ armor save at all times, 5+ Ward save in combat or when being shot at by war machines), a fighting unit that can double as a monster hunter (Flaming Khorne Halberd Warriors), a Horde of cheap heavy hitters (Marauders), a fast-moving, hard-punching unit that is also remarkably resilient against shooting (the Knights), a monster (the Hellcannon), and plenty of chaff (the Dogs).
The characters are also made with efficiency in mind - you have your (by now) bog-standard fighting Tzeentch BSB, as well as a Sorcerer Lord who will wield arguably the best Lore of spells in the game (one of the big reasons why I've gone for Tzeentch Shield Warriors for his bunker - Mindrazor or The Withering will carry them through most fights). In addition to that, we have a Scroll caddy who can swap his Fireball for any nice spells the opponent has to offer. I think this list brings a lot of good stuff to the table.
For a new player, this is also an attractive list because of how easy it is to make into a coherent force - 2 Battalions, one Hellcannon, 2 plastic Sorcerers, and whatever you want to make the BSB out of and you're good to go, which is pretty nice.
The list seems largely solid, but I'm confused as to why you're running your Knights in a large unit of 10? It seems to me that two units of 5 would be significantly more efficient.
The large unit of 10 is there because that's a complementary fighting unit. Chaos Knights are one of the few cavalry units that can grind it out with infantry thanks to that whopping 1+ armor save, and that way they can disrupt ranks when they hit a flank, as well as negate Steadfast on medium blocks of infantry (though it might take a round to get their numbers down to the 10-14 range). It makes them quite dangerous, and my dummy drop category is well covered by the 4 units of Dogs.
Last edited by rothgar13; December 19th, 2011 at 01:41.
I suspected that we the rationale behind them. Aren't you concerned that one single, solitary loss on the unit negates your ranks and denies you the ability to negate ranks with a flank charge?
I would be if their save was weaker than what it is. But at 1+, even a S5 attack gives me a great chance to save, and I don't plan on charging anything with more Strength than that.
It is not. The flanking unit needs a rank bonus of its own to negate your opponent's rank bonus.
... and even then, it doesn't negate Steafast. Which is a complete git. Nice list though Rothgar. Looks like a fun build and it has a bit of everything so you wont get bored. Nice (and cheap) for new players too, never thought of that.
The only snippet of Advice I can think of is........... Knights have more to fear from Magic (IE metal) than from shooting. So maybe swap the Blasted Std for the Lichebone pennant? A 5+ Ward s spells could be handy!! Or not.....
Or, you could give the Level 1 sorcerer a steed, a cheap MR item and run him with the Knights?
We have plenty to fear from shooting if you ask me - Doom Divers, Cannons, and Bolt Throwers can pound Chaos Knights more efficiently than a Lore of Metal spell which I at least have a chance to dispel. The Lore of Metal is a concern, certainly, but I can keep all my DD's handy to dispel Searing Doom and let most of the rest through, though I will consider running the L1 with the Knights as well.