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I'm entering a 2K tournament (actually my first tournament EVER!!!) next week with my Acrhaon's Horde and wish to get feedback concerning my proposed list. Any help/feedback would be appreciated, even if it is only "it looks good".
Crom (general) 230pts
Exalted Champ 163pts
-Sword of Battle
-Dispell Scroll x2
Warriors x19 285pts
Marauders x25 175pts
Marauders x25 175pts
Warhounds x20 120pts
(4 units of 5 models)
Marauder Horsemen x5 113pts
-Standard & Musician
Chosen Chaos Knights x5 300pts
Spawn x2 150pts
Last edited by jonsolo; November 7th, 2005 at 22:13.
youa re not allowed to go over the limit in tournaments, even by 1 point.
Drop the seond level of magic ont he sorcerer, it won't help much.
Otherwise you are set, but a chariot would help IMO.
Well not much feedback provided once again, but thanks Wolf_Pack. I've found if your list doesn't royally suck, no one says much. As opposed to someone posting a reply if there are a few minor changes or points of advice they could offer. Oh well..........
Wolf_Pack, I already have one chariot, are you suggesting a second? A second chariot would be fun, but unfortunately I do not have a second yet. However I will soon and I will definitely play test two at a time.
The main reason for having the second level sorcerer is to have 4 dispell dice. If I play a magic heavy army, it comes into play alot (i.e. having the ability to 2 dispell two spells by scrolls and then having 2 dice each for two more spells they may attempt). Regardless, I've struggled with remove teh second level. Further, the extra 35 points won't buy me much. But hey, if you have an idea of what I should spend 35pts on instead, I'm all ears!!
You don't get a second dispell dice for a level 2 mage, only at the third level.
An extra chariot would help, rather than unreliable spawns of randomness.
It isn't your list that lets you get few posts, but the fact that chaos isn't a highly popular army.
Hmm.. really you don't like spawns. I find them advantagous for the following reasons:
1. With having the MoS they move fast (3d6 movement) and keep up with my cavalry. However, without the MoS, I would never take one (too slow).
2. The attacks are kinda random, but I really like the fact that they cause fear.
3. I find that the enemy thinks that they need to take these guys out immedaitely and direct alot of missle fire and magic at them, which I don't mind at all. Being unbreakable they won't run or cause others to run becuase their not running.
4. Also being unbreakable they can tie enemies up very well on my flanks. While my infantry slogs up the field.
Originally Posted by jonsolo
This is the only reason that would motivate me to take them, as I find giving them MoS in an undivided list a bit unfluffy, but that's me.
I also have a very poor luck with random things, as I keep rolls at a miminum. (I generated a D&D caracer, and it took so long for me to get a 15 (on 4 dice discarding the lowest) that the DM generated the caracter for me ^_^
Well I never thought of it being unfluffy, but I see what your saying. Actually this is the first time anyone has ever said that to me. I guess the people I have played just haven't said anything. Regardless, thanks for the feedback, it has really got me thinking.
Don'T let a big fool like me change what is set in stone for you, it' your list afterall. If you like your spawns by all means do play with them.
I'm not meaning to argue at all, just a friendly debate. I really appreciate your feedback and it definitely has made me thank considerably about them.
With that out of the way, I came in third at the tournament and won best themed and best painted army. The only army that was able to thump me was bretonnia's. It was the first time I have ever played them. My chosen knights absolutely slashed up her knights and I would have won exept for a last turn charge the opponent was able to get off to tip the scales
Got any good strategies for playing against these guys?
I wasn't trying to be sarcastic with my lost post, sorry if it seemed that way I actually meant that the final decision is up to you really.Originally Posted by jonsolo
Put a unit of warhounds in front of your main blocks, about 6-7 when you deploy. force him to charge them and keep the same distance as you march forward, manouvering your hounds to always be in the way of the opposing unit of knights. When he'll charge simply flee if you think he won't have enough mouvement redirect to your block behind, or hold if you think he will.
Then when your hounds are destroyed, he'll have 2 options: Either stay where he is and face your charge bext turn as you ahev kept your hounds close enough to charge, or overrun into your unit. Overrunning looks like a bad thing for you to happen, but the combat will only happen at the end of your turn, giving you time to send your flankers in is flank to cause a panic, and give him the coup de grace if he stays.
Also, if your units still get caught be a charge alone, the banner of of the gods on a BSB will save your beacon, even for it's outrageous price of 125 pts.