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With my impending first game, which is looking like a 3 way - well it'll be 2 vs me, the gauntlet was thrown down - "the only thing you can field is marauders..ha ha"
It's definitely looking like High Smurfs allying with dwarves or TK's. and we'll be playing 1000 points each. - so in eseence it'll be 1000 points WoC vs a 2000 points gang up!
Anyway, I thought about how I could combat this - I have the advantage of knowing that one of the players, the High Smurf player will probably field his battlefield bling units and is insistant on taking just offensive spells- Which could work out very nicely for me with the 3rd eye. (I'm trying to talk him into taking Mindrazor... for me naturally)
The other player will be fielding either:
Dwarves - and relying on his organ gun
Tomb Kings and relying on casket of souls
So with only 1000 points to spare I thought of this, and your help and advice would be invaluable.
Mark of Tzeentch 175pts
Wolfric who will be off table with;
40 Khorne marauders, GW, Music, Std 212pts
total 999 points.
These will come in behind the dwarf/TK line as I know he'll try and place his artillery as far back as he can
40 Nurgle Marauders, GW, musician, Std. Champion 234pts
The thinking behind this is let the Hellcannon take care of the smurf archers
March charge the Dwarves or TK, Nurgle gives them -1 to hit, and that with Wolfric appearing behind with the Khornates.
What do you think?
The board is the standard GW 4x4 board.
well first off, your actually at 1011 based on the costs you posted+wulfrik.
honestly though, im not sure. ive never battled TK or dwarves myself so im not entirely sure what youll be up against. um... my main concern for you is the nurgle marauders. that -1 bs sure is nice and all, but its going to take away alot of their punch in combat. and i hear dwarves arnt shabby hand to hand. im sure wulfriks group will make a mess of things, but it might be a few turns before they make it to the table. by then those 40 nurgle marauders are going to be dwindling. i like the hellcannon, but im not sure if it really has a place in this list, its alot of points for a single model in a small game like this(that might be a good thing though). i kinda feel the same about the lore of Tzeentch/third eye. usually im all for it, but as far as i know, dwarves dont have any wizards at all, and TK magic is mostly beneficial to TK. maybe go with lore of death to snipe off the characters, or lore of fire to blast apart those war machines that theyre both relying on. you might even dump the puppet. i think id run something like a level 2 with a spell familiar, charmed shield, and talisman of endurance. get yourself 3 spells, a 2+ to your first miscast, and a 5++ just incase. maybe consider an ironcurse instead of the charmed shield... help keep your marauders alive.
anyway those are my thoughts. hope it helps
I really appreciate your thoughts. The reason for the 3rd eye is really because I know that if player three shows up with his high smurfs there's going to be some chunky mages for me to rob of their magic- hence the L1 and 3rd eye. But I like your build suggestion alot.
Player 2 will field either his Tk's or dwarves and Player three will field his High smurfs, however we're playing all three armies on the same table at once- hence having to cover myself on two flanks.
I've had my own reservations about the Hellcannon, but I don't think they expect such heavy artillery at that point level - so it's quite a random inclusion so to speak. However I see that for the points I can get 5 knights or 10 horsemen and 10 hounds. Or even 30 hounds... which could be interesting.
It would be lovely if the Hellcannon's shots can also cause terror on impact - but that's probably asking too much. The driving force was really that either TK's and elves would just shower me in arrow fire, and Dwarves and elves would shower me in Organ gun, grudge thrower and arrow fire!
I I'll go through the listing and look at the points values again. Thanks for the advice.
ahh ok, idk how but i read your post wrong my first time through. if your facing both elves and dwarves/tk at once, then i think youll be in good shape. the third eye mage could pull some awesome spells from a HE mage for sure. however i think i still like the death magic sniper. just throw a ton of dice so you can IF your first sniper spell at his squishy mage, and survive with your charmed shield. take out his magic phase early and youve only got shooting to worry about. i think id probably stick with the hellcannon too if thats the case. blast apart pesky sword masters or something, then rampage along as a massive CC monster.
Well I can say that I have played against all three of these armies granted not at the same time. With the dwarves they wiped a horde of marauders in two phases with grudges. Remember they can reroll there skater dice giving them a 45% chance to get a direct hit which hits 12 25mm bases by the way, and the rules of numbers say that he will wound 10 to 11 per grudge hit. So pray to god that he only brings one. The only way that I had mine make it any distance across the board was by putting festus in the unit giving them the 5+ regen, and marking them knorne so they would not run. Plus they get the extra attack with the poison. I would run him in place of Wolfric, and give your Sorcerer the iron cross, and may be you'll get luck with festus and roll a 2 for his spell letting him cast a 4+ regen on the other unit. As for the hell cannon I think that its strong point is the panic check it forces which is great against just about everything, but what you are facing. Your looking at the highest LD armies in the game, and TK are immune to panic. the only way I think that it would be effective against them is in a LD bomb list, but you just don't have the points for it. I would drop it for more marauders, and I don't know who clear they were on the rules, maybe you could pull a fast one on them, and field two or three marauder horsemen units with the MoS so they don't paint vangard up, and get to there war machines by turn two.
I think if you want the MoN maruders to stay alive drop the sorcerer and 10 points and bring in festus instead this way they all get 5+ Regen. with poison. Just my thoughts though. other than that i agree with everything else.
I wouldn't really worry about the Elf archers. They're ridiculously expensive and, while their BS and range are good, they're only Str3....... and str3 doesn't really kill anything. What the Hell Cannon should be aiming at is units of Sword Masters and white lions to really rake in the points. Unless of course he's hiding a Level 4 in with those Archers. Then by all means blast away.
As for the MoN Marauders. They have more to fear from Grudge throwers and other Template weapons. MoN doesn't help against templates nor other Auto hit attacks so you're usually better off with MoT. Also, MoN isn't -1 to hit combat. The enemy just get -1WS (while attacking you) which against anything other than WS2 & WS5 things makes no difference.
One last thing You're playing a 2k game on a 4x4 board? That's going to get crowded quick and doesn't allow much in the way of manoeuvring. you should really be playing on a 6x4 for this sized game.
Yeah, I'd suggest Tzeentch and the ironcurse icon on your tanking marauders, maybe even shields as well
“The ultimate philosophical question, “Am I human or machine” is answered by many people, “I don’t care, as long as I am”
- Myron Krueger
thanks for all your advice. Unfortunately I've just realised that if I have Wolfric I can't have the wizard as it takes me above my 25% threshold for 1K points
so it's a toss up between a sorcerer or Wolfric.
The whole strategy relied of wolfric and a rearward deployment breaking the dwarf gun line and then marching to the high smurfs and dealing out carnage.
the hellcannon hasn't been built either, so that kind of screws my plans also.
So, with a rethink in mind I was looking at:
Wolfric 185pts - who will lead:
47 Marauders ; MOK, GW ; MUS; STD 277 pts
10 Marauder Horsemen ; flails; MoS 160pts
10 Warhounds (2 units of 5) 60pts
which leaves me hopefully with 318pts free.
12 Chaos Warriors; MoK; Halberds; Shields; Std; Music; Blasted Std 292 pts.
what do we think?
I'd be slightly concerned with only have 32 models on the field at the start of the game 'waiting' for Wulfrick to show up and win the game. You never know, he may find a pub somewhere with pretty wenches and not arrive until turn 5....... by which time the 12 Warriors, 10 Horsemen and 10 War Pups are red smears on the ground.