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1Chaos Lord of Tzeentch+shield+flail+Disc of tzeentch+Golden eye and staff of change: Flying shooting magic, might use some remain in play buff spells and crash into combat with Flail or shield.
1 Exalted Chaos champion of Tzeentch+shield+g.weapon+ 2 dispel scrolls.: For the dispel, the extra magic power and to lead the chosen chaos warriors.
1 Chaos chariot of Tzeentch: An extra d6+1 impact hits and possibly 2 str4 en 2 str5 attacks extra on the charge can be helpfull.
5 Chosen chaos knights of tzeentch+ full command.: The big strong fighty heavy cavalary unit.
5 Chaos Warhounds: To screen the knights and make a crazy charge with all remaining to lure out your enemies(and anoy them)
15 chosen chaos warriors with full command and shields: if you get the level 2 spell with the exalted this unit will last long, best to screen this unit with screamers(or herd maybe) on the first turn before they fly off to kill their targets. be sure to keep this unit into combat and try not to run off the table.
2*15 marauders with full command and light armour, shields,.: Try to win combat by combat bonusses and staying alive. Then overun your enemy, best to use with the chariot.
1 beast herd of ten: 360° sight, try for a flank charge to take away their rank bonusses!
4 screamers: To kill the nasty war machines and the not to big(or strong like thunderers) shooty units.
Casting pool: 11 split between a level 4 and a level 2 wizard.(6-5)
Dispel pool: 5+ 2 scrolls
73 models in army.
Toplist of Percentage points use:
Magic items: 7%
Last edited by Mirku; April 3rd, 2007 at 19:07.
Looks pretty good to me. The Marauders are a little small. For the chosen unit of warriors, I usally dont hear any good about them. Yet most of my games I play with a chosen unit of warrios and I find they work well. Ive never been beaten in CC with them once I get 10 out. Yet most of my games are smaller. So Im not sure how 2k will be. I think its good though.
About the second spell. Yes, I forgot to mention my chosen always have that banner. Im not sure about you but its rarely failed me.
Overall it looks pretty good to me. Yet all leave it to the experts to comment more. Im still pretty inexperianced and usally play 1k-1.5k point games.
Ouch! my poor poor eyes and the large bold font... :cry: Looks like a good army. Here's some thoughts on it.
The flail on the lord is the only thing that really bugs me, I'd replace it with a halberd. I like consistancy over initial damage... But not a big deal.
You have a LOT of points tied up in your chosen knights and warriors. Not necessarily a bad thing, but you risk being outmaneuvered with that few units.
As Jacaran says, your marauder units are a bit small. I heavily endorse some marauder horsemen in most chaos armies, but especially Tzeentch. You rely a lot on movement to counteract small army size and general-floating-off-on-his-own, and march-blocking/charge-baiting could be invaluable. Maybe drop a marauder unit, bump one up to 20-25, and include some horsemen?
get rid of the great weapon and replace it with a halberd. You always want to capitalize on chaos' high initiative. Get rid of the champion in the knights and warriors. They cost too many points for just one extra attack. Like koosh said, drop one unit of marauders. With these points gained, purchase marauder horsemen and then buff up your marauders. If you have any points left over, purchase some furies as well.
Last edited by Kingkobra7221; March 30th, 2007 at 22:09.
My marauder units have always worked best at 15, so i'll keep them that way for now. I am going to use the banner which casts the level 2 tzeentch spell but i'll have to drop some poitns somewhere. As for marauder horseman: they have failed me to many times.
And i'm keeping the flail on the Lord. he fights other characters now and then, and s7 kicks ass against them. Especially if he has the first level tzeentch spell cast upon him as a buff.