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Old February 10th, 2007, 04:49   #1 (permalink)
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Default Flying Circus 1k

It's a non-engagement list, I'm putting this together because my normal list (2k Tzeentch flying circus) is not competitive at the 1k level. Tried to apply the same principles of TFC to this mortals list. It's mortals mainly because exalted is too expensive at this level, and too undestructive.

Tz. Ex. Champion w/ Shield, Halberd, Disc of Tzeentch
- Power Familiar

Tz. Ex. Champion w/ Shield, Halberd, Disc of Tzeentch
- Armour of Damnation
- Spell Familiar

Death L2 Bray Shaman

5/5 Beast Herd

Tz. Chariot

Flail Marauder Horsemen
Flail Marauder Horsemen

Basic strategy is to protect the disc champions in the horsemen for the first turn (characters mounted on flying units cannot join units, but the disc is -float-, which is done as a 15" fly move), until which they can leave the unit and fly behind the enemy lines in the second turn. The bray shaman is protected y the beast herd, so he can't be cannon sniped. The only points in the army that can be easily taken are about 300 points (horsemen, beast herd, chariot); the characters should be good VP denial.

10/6 magic dice.

Thoughts? Tweaking for sucess?
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Old February 12th, 2007, 14:07   #2 (permalink)
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This army could work, but a lot of people will cry cheese at a 1000pt army with a 10PD count!!

Your main problem will come against an army that gets the first turn against you, and has a significant amount of shooting, (ie Wood Elves, Dwarves, Empire). These armies will pepper your troops into the ground in no time flat, leaving just your characters, who will then be sniped and harrassed out of the game.

If you get the first turn and your magic works, this could be devistating, but if you get one bad miscast this army could be ruined.

I would suggest dropping one of your exhalted champions for some troops for some static combat resolution. (you could probably get 2 units of 15 marauders with light armour and shields for the same cost)

Hope this helps :ninja:
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Old February 17th, 2007, 16:13   #3 (permalink)
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The idea of 10 power dice sounds good, especially since you have a balance of troops, instead of an army of like all sorcerors just to get the power dice :wacko: .
Other than that though, wouldn't you want the second exalted champion to be the general though?
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