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I'm relatively new to warhammer but I came up with this list... tell me what you think
Mounted Sorceror of Chaos 171 (General)
Sorceror of Chaos 140
5 Warhounds x 2 60
16 Marauders x 2 274
5 Marauder Horsemen x 2 220
5 Knights of Chaos 185
1 Beast Herd 131
1 Beast Herd 151
1 Bestigor Herd 242
1 Hellcannon 270
I think for the most part it's a pretty good list, 6 power dice 4 dispel, for chaos it's decent mix of fast combat, magic, and shooting. Any feedback would be appreciated.
Death draws near.
Alrighty. It's always good to see more dedicated followers of Slaanesh! However there are a few key issues with your list that I'll try to help you with.
Firstly a little background on chaos, and more specifically Slaanesh. One of the biggest advantages that a chaos player has is: CORE CHARIOTS. And not just core, but very powerful ones. They don't have the devastating charge range that Elven chariots have, but they're very tough, and deliver one hell of a punch on the charge. You should always take chaos chariots.
Secondly Slaanesh's main advantages are it's magic lore, and being immune to panic. The spells we have access to are just amazing. Always take at least 2 lvl 2 sorcerers. Our other advantage is the Rapturous Standard, which is an amazing banner on a unit of chosen.
So for your army: The first thing I noticed is that you have 6 standards in your list. That's a possible 600 extra victory points for your opponent if something goes wrong. Standards are a good ugrade for a unit which you are confident will do well in combat. Your marauder horsies and beast herds will seldom win combat, and too much can go wrong if they are charge. They should definitely not have standards. You are essentially doubling the VP value your opponent gets if he kills them.
Your sorcerer on foot can only fit in with the marauders. This is usually a bad place for a sorcerer. A stray chariot or cavalry unit getting a charge on these guys could see the end of your sorcerer. I also noticed that you gave them great weapons. It might be better to stick with flails, as ideally combat will not go more than one turn with these guys, and you don't want to waste I4 for a mediocre strength increase.
You're throwing full command around left and right. Paying the points for a unit champion is not often worth it, and as stated above standards can go very badly. A musician is always a nice addition to a unit however.
Beastigors are a good unit, but I think there are more powerful options you could take from the beasts of chaos list. As of now your army doesn't have anything that can really hit hard on the charge. You need some power in the form of BoC special and rare choices.
The hellcannon I advise against in general. People will not like to see it.
You may want to consider adding some warrior units. The mark of Slaanesh allows you to field small units and get away with it without fear of panicing. Take units of 10 with either shields and a champ, or halberds and a champ. The opposite would be to take a unit of 19 chosen on foot with full command, shields, and the raptuous standard. No unit in the game can take these models on in the front and hope to win. They will provide an excelent transport for your sorcerer.
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