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EDIT: Some point totals removed to respect GW copyright. ~DavidVC04
Just started collecting my first WHFB army - a mortal chaos army - and could use some constructive feedback on my initially planned army composition. My criteria for the army are as follows:
- Variation in unit types.
- Effectivity, especially against Bretonnians and DE, as I'll be playing in a rather competitive environment.
- On top of this I also have a couple of favorite miniatures I just have to include for the sake of army feel.
Exalted champion: GW + barded chaos steed = 118
(goes w. knights)
4 Knights: w. standard =
5 mounted deamonettes =
2 x 5 warhounds =
16 marauders: w. shields + full command =
Beast herd (12 gor + 8 ungor): Full command = 151
3 minotauers: GW =
900 pts. The rest for customization and magic equipment. (suggestions are welcome!)
My humble ideas on the tactics:
The warhounds will screen and support the knights and infantry. The beast herd will both also screen the infantry and function as a fighting unit on their own (a very versatile kind of unit I expect). The marauders and minotaurs are the "bulk" units, and the latter can smash the enemy knights to bits (the models are cool too).
The deamonettes are not that well integrated into the army but will be used as a kind of wild card. Marauder horsemen would probably be better value-for-points, but I like the look of the deamonette models and the speed. I also hope they will be a worthy substitute to the chaos flyers in their ability to take out enemy warmachines (as I hate all of the flyer models and would very much like to do without them but on the other hand fear the RBT).
Critique and suggestions are very welcome, as I'm pretty unsure of how this army composition will work;
Last edited by DavidWC09; August 18th, 2006 at 02:26.
thats a truley chaotic list there, with all three kinds of chaos. however, there are a few problems i can see, if my dark elf list is anything to go by...
that general on the horse is bound to die a very quick death. you cant hide a guy on a horse in a unit of only 4, so he can be easily be picked off by a rbt or trebuchet. he would serve much better in the unit of marauders, and the knights were chosen. they can look after themselves...
the same goes for the mounted daemonettes. they're arent very good value at all. they wont punch through the bret armour, and as for dark elves, rbt multi shot and even chill wind will destroy these guys. get furies. a small unit of six is perfect, coz against 2 crew, youll only get 3 in combat anyway. being sermishers, they are harder to shoot at, and flying means they should be able to hide from wizards.
also since you have no wizards, maybe a khorne themed army for extra dispel dice? you could give the marks to minotaurs, knights and, if you really didnt want furies, then flesh hounds are much better value (just watch out for frenzy!!! face them away if you dont want them to charge)
how ever, warounds are a great screen. good pick.
for one points, id always give you marauders flails. it mean on the charge, they are s5, on defensive armour save 4+ plus with the support of a s7 champion, would be a very cheap and good unit.
if you really wanted to surprise your enemy with last 100 pointsm you could look at a dogs of war units. deulists are good at punching through armour with pistols, but the biggest suprise i find by far is taking a cannon. for less than 90 points, thatll teach those brets!! esp since they usually rank up niceley (lots of cannon hits!!!!), also, they could snipe those bolt throwers, tho theyd could do they same to you.
last thing i can think of, 3 minotaurs may not be enough. 9 attacks, even at s6 may not overcome the static combat res of a ranked up unit, and those knight will kill em on the charge. 4 is much better. theyll all still get to fight, and if you give em a champ, 13 attacks should do the trick.
well, for 100 points, lots to say eh??? thanks man.
Thanks for the thorough and useful comments.
I've changed the list according to these as follows:
Exalted champion: Sword of Might + extra HW = 124
(weapons changed and he now goes w. marauders)
5 Knights: Standard, Mark of Khorne = 230
5 mounted deamonettes
2 x 5 warhounds
16 marauders: w. shields + full command
Beast herd (6 gor + 8 ungor): = 74
(reduced in size and lost the command)
4 minotauers: SB + champion = 224
The list seems generally a bit cooler now. I hope the minos can take the bret. charge with these changes. I've wanted to make them Khorne, which probably would make them kick loads more ass and also fit nicely with their bloodgreed. Unfortunately it's not possible to give them that mark with an 'undivided' general.
I'll keep the daemonettes on mounts because the models are too great to go without, and I got the impression that they'll hunt warmachines OK. Also partly because I'm planning to get Slaanesh spellcasters later on.
The knights seems pretty hyped on the message boards so now I'll see for myself if they are that good killers. I've selected MoK instead of Chosen because I could probably use that extra dispel dice to fend off the eventual enemy mage, and saved 15 pts. at the same time, while not letting the extra attack go by. With the hounds in front, their time of charge can hopefully be controlled.
In general it's going to be interesting to see if the army can support the minos, marauders and knights, as the small number of models makes it seem fragile.
Last edited by No_Mercy; August 18th, 2006 at 23:05. Reason: Correcting some calculations
edit: sorry, ill start again
Last edited by timk1111; August 19th, 2006 at 23:54.
Originally Posted by No_Mercy
last thing to remember, is that a undivided army can choose the strongest mark for any particular unit. for example, chariots with mark of tzeentch (extra power dice) or shaggoth lord with mark of slaanesh (strike first). id even consider the mark of nurgle for the minos with light armour for a 4+ save (pretty handy sometimes, and cheap too)
Last edited by timk1111; August 20th, 2006 at 00:36.
I've removed the banners from the knights and minotaurs to improve the marauders (20 men) and beast herd (8 ungor, 7 gor + champ and musician = 106).
The herd is thought to be a wider and more durable screen for my minotaurs against RBTs, while giving one hound unit a flanking role. Their roles would be reversed against brets (I'm aware that the herd won't negate ranks, though).
About the equipment of the exalted, I don't get why it would be better to equip him with a shield rather than extra HW, except for maybe an enchanted shield. This hero is better at striking than any opponents' ditto in a challenge (and with higher initiative), but at the recieving end my impression is, that they are much more equal (with enhanced strength from GW, lances, etc. on both sides), so it seems to be better going full offensive. Of cause he might not survive the eventual charge of a bret. hero to strike back (the ES would help here).
It's clear though, why taking the two-handed weapons would be OK to save pts., and I'm considering the halberd.
Thx. again for the constructive comments, and the notes on tactics.
Last edited by No_Mercy; August 20th, 2006 at 12:22.
sorry, i should have made myself clearer. you CAN NOT use a magical weapon and a 2nd hand weapon to gain +1 attack. only 2 non magical hand weapons can do that.thats why i said that. sorry.
good changes. those unit sizes should now me enough.
well, good luck. tim