Welcome to Librarium Online!
EDIT: Some point costs removed to respect GW copyright. ~DavidVC04
So, i recently torrented the e-book of the Hordes of Chaos, and it ended up being the older version from 2002. Assuming no major point changes were made in the newer version (which I will be purchasing soon), I've made up a decent 1500 point list, but i need some suggestions.
Exalted Champion of Chaos -
Berseker's Sword -
Enchanted Shield -
Barded Chaos Steed -
Mark of Khorne -
Marauders of chaos x 15
+ light armor & shields
(second unit of marauders)
Warriors of Chaos x 10
Additional Hand Weapons
Mark of Khorne
Knights of Chaos x 4
Mark of Khorne
Chariot of Chaos x 2 (separate units)
Marks of Khorne
Grand total: 1496
Notes on the army:
The Commander will be joining the unit of chaos knights. The knights have a total armor save of 1+, and the commander has (-1)+, and since the knights are chosen, and frenzied, they have 3 attacks each, plus horses, and my commander has 5 attacks, + have the unit strength in base contact with him.
The sorcerer is merely there for the dispel dice he generates, and I was thinking (if this is allowed) of using a beastmen bray-shaman in his place. This way, i'll default him the first spell of the lore of beasts, making him almost unstoppable as a single model.
Marauders are cannon fodder, 2 units of 15 is basically 1 large human-shield. The chaos warriors have 4 attacks each from chosen, frenzy, and additional hand weapons. with a 4+ armor save, they're pretty kickass. Im thinking of giving them shields for a melee save of 2+ at the cost of 1 attack.
Chariots are for flanking and impact hits, their job is going to mainly be charging up and hitting enemy archers as fast as possible. With a frenzied crew, it'll be hard to avoid charging other things, so my marauders are there to block their line of sight, thus making that operation easier.
And then, we come to the giant... well, what choice did I have? Hellcannon counts as 2 rare choices, which is illegal in 1500 point battles. Spawn of chaos are overrated, especially if they have to be Khorne because of my general. The only spawns I like are firewurms. There might be new rare units in the latest book that I do not know about. If this is the case, please inform me.
Last edited by DavidWC09; December 1st, 2006 at 02:00.
Welcome to LO, adrenaline. There will be some Chaos players along soon enough who can give you good advice. As for me, I don't get to play against Khorne armies much (the one guy who plays them is universally loathed and avoided) so I really can't comment a whole lot.
This does stick out to me, though. The size of the warrior unit seems small, even for 1500 pts. You need them to withstand bolt throwers, handgunners, magic, and the like before they get into combat. By the time they do reach combat, you won't have a rank bonus to speak of.
I'm not sure that the giant adds much--though they're great for large targets. The chariots are really hard hitters already, and you could use those points for another knight or two and some more warriors.
Anyhow, like I said I haven't played against Khorne very often, so feel free to contradict me. :rofl:
And by the way, I removed most of the point costs. GW gets the twitchy-eye when it comes to revealing upgrade costs and the like. Check out the LO rules when you get the chance for other handy info (see the "inquisitorium" link in my sig).
Hmm, chosen on both units along with MoK seems a little bit overkill to me. Drop the chosen on at least one of the units, and the one you keep chosen perhaps drop the MoK. The points you save from this can be used to bulk up your warrior unit. Also, as much as I like giants, I think you would do better off dropping him and getting some furies or bulking up your other units. Thirty-odd models is a small army even for 1500 points. They'll be useful for taking out warmachines or lone characters.
If you don't like that, maybe get some warhounds to act as cheap screens, since although marauders are cheap, they can be exceptionally helpful in combat. Example - a unit of 25 marauders in my army held up (and eventually defeated) a bone giant and three chariots when I was playing against tomb kings, giving me time to take on his stronger units and manouever my chariots and cavalry into flanking positions.
Other than that, I like you general, pretty well balanced and he'll get "look out sir" assuming he's in the unit of knights. Perhaps you could give the sorcerer a dispel scroll or two for any particularly nasty spells your opponent throws at you.
So Sayeth Jimmy boy
thanks, my friends are also telling me to ditch the giant, i just love how hillarious they look
BTW sorry about the points thing, i understand why they would get angry :argh:
And I think you need some command models somewhere.
My wood elves have ld 8 and they run a whole lot more than it seems they should. And if you're frenzied troops run from combat once, they lose frenzy, and hence ItP (doesn't frenzy convey ITP?). Seeing that many points and that much killing power not rally would be a shame. A musician can save the day.
Plus, there are those times when combat does tie. Opponents are likely to have musicians, in my experience, and you don't want to lose by one for that reason.
Also, a champion in the unit where your sorcerer will go can help when it comes to accepting and issuing challenges to keep that sorcerer alive.