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Exalted Champion Daemonic Steed, (i can't remember)amulet (-1 to hit for missile troops), MoK
12 X Chaos Warriors full cmd, shields
12 X Chaos Halberdiers full cmd, shields
5 X Chaos Knights full cmd,
I just want to know if the champ is ok; Do Daemonic Steed and MoK count as magic items??? i.e. Can i have that amulet and MoK??? If not, drop MoK for 1 more knight and Great Weapons for Warriors.
Which Amulet are you on about? A cheaper and more effective option would be to remove the Daemonic steed and have him on foot leading the warriors. Then he's immune to bows and guns and gets the 2+ 'Look Out Sir!' save against Bolts and Cannonballs! I think he could really do with a cheap magic weapon instead. One glaring error with this army (I say error, because it's not a problem that makes the force illegal), is that you've said it's an Undivided army, yet the general has the Mark of Khorne! The alignment of the army is determined by it's general, so yours is in fact a Khorne army. But even though it is a Khorne army, you can still have Undivided units in it, so as I said, your army isn't actually illegal.Originally Posted by kmjar2This is pointless, read any chaos army thread and you'll see that pretty much everyone will tell you that a unit of 12 warriors is a waste of time and point. Two units of 12 warriors is an even bigger waste of point. In Warhammer, numbers count, a unit of 18 warriors is far more effective because they'll be able to absorb a few casualties and still have the numbers to claim full rank bonuses, perhaps even the outnumber bonus if you're really lucky.Originally Posted by kmjar2
Also, the best weapons for regular Chaos Warriors happens to be a simple hand weapon and shield. This gives them what they need the most, staying power (in the form of a 3+ armour save). Only Chosen warriors should be given halberd, since they have a basic 4+ save from their chaos armour.Knights are always a good choice, as long as you keep the unit small, don't make them Chosen and never assume they can duff up a fully ranked unit of 20+ infantry and win.Originally Posted by kmjar2No, only things from the Magic Items part of the book are magic items.Originally Posted by kmjar2You can probably have the amulet and the Mark of Khorne, assuming the description for the amulet doesn't restrict it to models with a mark that isn't Khorne, or something. Never give great weapons to warriors! Only having a 5+ heavy armour save and being forced to strike last is pretty much asking to have your ass kicked! :wacko:Originally Posted by kmjar2
Last edited by Tzeentch Lord; May 9th, 2006 at 11:44.
"Peace, through superior firepower."
Your general with the MoK cannot join units without it. That could make him slightly harder to keep alive from artillery.
I would turn the warriors into 1 unit of 16 or 18 with just HW/shield, and full command if you are so inclined. Back that up with 2 units of maruaders, maybe one with flails for a good flank charge.
I also second taking your champ off the mount, but he'll need to find refuge on a horse or on foot in a unit.
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About the General, i just love the model i've got so i want to use it. My problem is he keeps getting taken out by missile fire. If he's behind another unit does the missile troops lose line of sight??? any other ideas???
Reasons for my choices:
12 Warriors work pretty well when you add a chariot or the general. I try and wipe out small or weak units really quick with these cobinations, meaning that when thats over i've still got 8 to 10 warriors in each squad and maybe a couple of wounds off the chariot and general.
i agree about knights. They are awesome. 5 work really well, i like to use 6 aswell if i can spare the points. Starting with 6 knights means you have a better chance of having enough troops to rally if you flee.
My knights toook on a dogs of war giant the other day and almost killed it. down to 1 wound on the giant and my captain left, but he fled and couldn't rally.
Being on a mount means that the General is bigger than the infantry around him, but still not quite a proper 'Large Target'. If the general and his mount (either regular steed or daemonic) are beside an infantry unit but still within clear line of sight of the enemy shooters, then they can target him even if he's within 5" of the infantry. If he were on foot and within 5"(or indeed inside the unit) they couldn't target him. Or if he's mounted and beside a unit of troops who are also mounted or big models like Ogres, he can't be targeted if within 5" of them.Originally Posted by kmjar2
If he's on his mount and behind any other unit and the enemy shooters cannot see any part of his base, they can't shoot him because he isn't in line of sight. Only models with the Large Target rule can see over and be seen (and shot at) while behind a unit of non-large target models.
See the rulebook section on Shooting for more information and the official wording on things!
"Peace, through superior firepower."