Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I have my first tournament of the year tomorrow, so I wanted to make a last second post and hopefully get some feedback if I need to make any last second changes. Anyway, here is the list;
Charmed Shield, Talisman of Protection, Infernal Puppet, Conjoined Homunculous, MoT, lvl 4
Power Familiar, Third eye, lvl 2, Lore of Fire
Exalted Hero - goes in unit of Knights
Chaos Steed, Sword of Striking, Favour, BSB,
MoK, Great Weapons
17 Chaos Warriors - Sorcerer Here
Banner of Eternal Flame, Musician, Halberd, Shields, MoK
17 Chosen - Sorcerer Lord here
Banner of Rage, Musician, Shields, MoT
9 Chaos Knights - BSB here
Blasted Standard, musician, MoT
I think the list is fairly solid, I wish I could get Ironcurse Icon on my Lord or Sorcerer, and MoT on the Warshrines. The unit of Knights I thought about getting Wailing Banner instead of Blasted standard, but my opponents always try to shoot the crap outta them. I boost my magic with conjoined and power familiar though I could lose the power familiar, but I really like the extra power dice and makes my magic phases halfway decent. The goal is to warshrine my knights until they hopefully get divine greatness. Also should I be taking champions sense I have double warshrine? They get a roll on the eye table too right?
Thanks for the help.
with 10 knights I'm assuming you're doing 5x2. I think that's a waste of attacks for the second row. run them in 2 units of 5 knights. They hit very hard and draw a lot of attention. Two units will but almost as potent as one, plus you'll split your opponents attention and fire power. Also you'll make them more versatile.
If you look around you don't see them ranked up for a reason. GW didn't even make the units so they can be ranked, they just don't fit together because they don't expect anyone to run them ranked. If you want a little more staying power you could run 6 or maybe even 7 wide. Also, I think Khorne is the way to go, they 5 x 3 attacks + 5 horse attacks with ws5 str5 magic attacks will win against almost anything via combat res. Point being, ranking knights is a waste imo.
BTW you wouldn't happen to be going to the games empire tournament tomorrow? I might be there.
Everything has pretty much been covered by Shoe, but just to add on to it a bit.
Tzeentch isn't the best lore to take for an all-comers list. Reason is, spells like gateway, flickering fire, and pandemonium are all well and good, however your chance of getting that 11 or 12 is pretty slim, and isn't something you should rely on. Additionally pandemonium becomes easily dispelled during your opponents magic phase. Truth is, tzeentch lacks the versatility of shadow, death, and even heavens magic.
What I look for in a lore, is something that will eliminate a lot of my armies weaknesses, and further increase my armies strengths. Shadows will do this through it's many hex spells which will weaken your enemies combat troops, and through other spells like mindrazor, increase the damage output of your combat units. Pit of shades can deal a good amount of damage to lower initiative armies as well.
Death has the best character sniping spells in the game, as well as a few decent hex spells. If your opponent is lacking the ranks to be steadfast and isn't ITP, doom and darkness can make your opponent sweat during those break/panic tests. Then of course there is purple sun, arguably one of the best spells in the whole game.
Heavens works amazing against gunlines, comet makes your opponent get up and move out of it's way, or risk losing the game, because lets be honest, they won't be able to stand up to our units in combat. Harmonic convergence gives our combat units the closest thing we'd ever see to having hatred, and honestly I can't count the amount of times I have failed armor tests for rolling ones! Don't forget Urannon's thunderbolt and chain lightning, they can deal a hefty amount of damage as well.
As for your characters and troops..give your BSB some protection, he's a pretty important piece to the WoC puzzle, and as Shoe already pointed out a mundane halberd for 5 points is often times more worth it than a 30 point weapon that only gives you a +1 to hit.
Give favor to your chosen unit, this will help them get that divine greatness roll you always want for chosen. Also grab a musician and standard bearer for your marauder horde, the extra +1 combat res might not seem like much now, but when things start to get to the nitty gritty, that extra combat res becomes well worth it.
Good luck with your tournament!!!
Last edited by Noma; January 14th, 2012 at 23:49.