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I have a lvl 4 shadows and 2x lvl 2 nurgle casters. The idea is to snipe with buboes every turn - casters, bsbs etc. to kill characters that can threaten my core blocks and also to force dispel dice. If the buboes are dispelled I should be able to to get off other spells and vice versa, also having 3 casters I don't always have to throw a million dice at a spell for fear of ending my magic phase prematurely. Buboes should take down characters, so without characters to oppose them I'm confident my core can lay the smack down on almost any unit, especially if supported by shadow spells.
Plus shadow has some nasty combos with nurgle. enfeeble or withering + nurgle spell #5 to wipe out a unit or miasma -initiative + nugle spell #4 to (almost) wipe out a high AS unit.
The cannon is there for diversity and the MoT warshrine is there to tarpit any big monsters or deal with chaff if possible. The dogs for redirecting, and finally the knights are there to either threaten a flank or run up the middle to tarpit with their 1+ AS.
I know my lord has no WS and is sorta squishy, but after months of taking Tal of Pres or armor of destiny on him and never using it I took it off to see how things go and they've gone well. He hangs out with the BSB who has a 3++ and protects the lord from challenges.
Chaos Sorcerer Lord
Favour of the Gods
Stream of Corruption
Talisman of Preservation
17 Chaos Warriors
15 Chaos Warriors
Banner of Flame
Musician + Std.
46 Chaos Marauders
Mark of Khorne
5 Chaos Warhounds
5 Chaos Warhounds
6 Chaos Knights
Last edited by Korpacz1; April 10th, 2012 at 22:56.
i like it! though there seems to be alot of extra fluff equipment on your characters. the exalted should probably have the favour of the gods instead of the sorc lord. the sorc lord isnt going to be accepting/winning any challenges or killing any large targets. keep in mind you only get to roll on the EOTG table if you kill the target in melee combat, and only if the character deals the final wound.
also im pretty sure that you can only have buboes on one sorc in the list... duplicate spells(even signature spells) arnt allowed. dont quote me on that... ive not got my BRB handy and im not a wizard on rulings. that being said nurgle is a fantastic lore for sniping, and theres not many spells that arnt worth taking. HOWEVER, lore of death snipes just as well/better and hero level sorcerers have access to it! what i would suggest is this. instead of 2x chaos sorcerers use this
lvl2 lore of death
Festus the leechlord
festus will give your unit of khorne/flaming warriors poisoned attacks AND a 5+ regen save on top of having the best spell in the lore of nurgle and buboes(if you want it) the lore of death sorc can do his death magic sniping just as well, but will also have a 5+ regen save and poisoned attacks from festus(as will your exalted). on top of this you can combine the curse of the leper from nurgle magic and "the enfeebling foe" or "the withering" from shadow magic to kill an entire unit, with no saves allowed at all what-so-ever, in a single magic phase, every turn(potentially)
it really does make for a very, very, very, VERY dangerous combo. (reading more now i see you already posted this combo in your stat for the list, but with festus youll have it nearly every game)
reading more i see you have the bsb with the sorc lord. id change that. put festus, bsb, and hero sorc in the khorne unit, and the sorc lord in the tzeentch unit to keep him safe. being that hes lore of shadow, youll be able to use the lore attribute to swap his place with the bsb if things get dicey. i love lore of shadows!
OH! 1 last thing. its alittle point intensive, but its very effective if you can squeeze it in somehow... throw a banner of rage on the knights instead of a MoK. the baner of rage also frenzies the horses, and prevents the unit from losing its frenzy. everyone loves frenzied horsies. itll work out to around 30 or so attacks from that unit. beautiful!
Last edited by Shoe; April 11th, 2012 at 22:09.
Thanks for the tips.
I caught the Favor of the Gods on the sorc and swapped it with the BSB's Ironcurse Icon. Since I have a warshrine I'm thinking spending 5pts on favor is a decent investment, probably more-so than another marauder.
I was pretty sure you could double-up on signature spells (like fireball), but I don't have the BRB on me right now either so... I'll look it up later, if that's the case then I'm definitely switching one caster to Death and swapping out rapturous standard for standard of discipline for +1LD to help with spirit leech sniping. Maybe the more germane questions are - is Buboes a signature spell? Do the chaos lores even have signature spells?
Unfortunately no named characters allowed in the tournament, not that I particularly mind, some of them are pretty ridiculous.
you can double up on signature spells.
Also, the standard of discipline doesn't help on spirit leech. It uses the unmodified leadership of each, so that +1 Ld won't work unfortunately.
NICE! 2x buboes it is then. IMO Buboes > Spirit Leech - easier to cast on 1 dice and doesn't have to bother with an LD test (although you give up potentially doing multiple wounds). 2x nurgle is definitely better for this list as it increases the chances of getting the spells I want.
Played the tournament and came in first place. The army worked well but not as I had intended it to.
Match #1 - high elves (this was the guy to beat at the tournament and came in second). I won by 1350 vs. 1100pts
He ran mostly elite infantry (550pt block of white lions, block of 12 sword masters, big block of spearmen, 5 dragon princes a lvl4, lvl2 and 3 eagles, lord on eagle). round 2 my hellcannon misfired and got Tzzzz! so everyone took a miscast and his lvl 4 was sucked into the void.
Knights failed their frenzy and charged an eagle overrunning into no-mans land where they were dealt with via flank charge by the the lord on eagle and dragon prince double charge.
The rest of his units moved up and our armies exchanged blows with the white lions swordmasters and my warrior blocks. I killed off both his elite units and lost a warrior block. The two pivotal moments were #1 the hellcannon misfire that killed his general, and #2 I sacrificed by bsb by running him along the flank of the white lion horde and getting of stream of corruption for 24 hits and 14 wounds. My 50 marauders killed an eagle. My weakness is that I still don't have much that can deal with chaff units which is not good given all the frenzy in the army.
Match #2 - tomb kings. I tabled him and he didn't even kill the dogs.
He spread his line way too thin and fed me units one by one. He had a bad roll on necrosphinx and it died turn 2. warriors killed bone giant and knights ran through 3 usabti and the casket.
Match #3 - Orcs and Goblins. He had 2 warbosses, black orcs, biguns, orcs, 10 boar boys, 2 doom divers, 2 50unit hordes of nightgoblins with nets and 3 casters.
The doom divers killed 3 knights and the remaining three rolled poorly against the boarboys which ended up running them off the table. my warriors and marauder hordes took down the biguns, orcs and one of the night goblin hordes with little help from magic while his black orcs and warboss ran down my tzeentch block after 2 turns of combat (rapturous standard saw them hold after the first round. the hellcannon and warshrine worked on the other block of night goblins in close combat but he kept making his steadfast LD rolls. Last turn I FINALLY used buboes 2x to snipe down his bsb in his blackorc unit which was worth some 750+ points (including bsb and warboss)
I expected a lot more from 2x buboes but my magic phases almost never saw more than 6 or 7 dice, so they'd usually let withering or enfeeble go off to dispel it on their turn and used their dice to dispel buboes. I just never had the opportunity to mix curse of leper and enfeeble or withering. However I think I need more play testing before I conclude 2x nurgle casters for buboes sniping is ineffective.
The infernal puppet was awesome as usual.
Heavens was a bit of a disappointment since enfeeble and withering only ever lasted for one round of combat since they get dispelled right away. I'm taking another look at heavens since the spells are generally easier to cast. I did get off a pit of shades to kill 2x doomdivers with 1 cast, but that was about it for shadow lore.
I'm up in the air on the warshrine as well. It added some combat res here and there and gave the marauders +1 attack which wasn't needed to finish off the orc biguns.
I might lose one nurgle caster and the warshrine for another hellcannon and beef up the tzeentch block to 5x4 with a warbanner.
Last edited by Korpacz1; April 16th, 2012 at 00:39.
the key to curse/withering is you cast them both on the same turn. one to reduce their stat to 1, the other to reduce it by 1(to zero), both in the same phase, destroying the entire unit.