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I don't have much time to input this list, but I'll come back with the main idea in terms of "plan" soon
Hero-Aspiring Champion- Shield, Blade of Blood
Hero-Chaos Sorceror- 2x hand weapon, Power stone
Hero-Wargor- Heavy Armour, Enchanted Shield, Biting Blade
Core- 14 Warriors, shields, chosen, full command
Core- 10 Warriors with additional hand weapon, full command
Core- 20 Marauders, shields, light armour, flails, full command
Core- 12 Marauders, light armour, great weapons, full command
Special- 5 chaos ogres, additional hand weapon, heavy armour, musician
Special- 8 gors, additonal hand weapons, 11 ungors
Well, I'm back and I'd like to start off by clarifying the aspiring champion will join the chosen warriors, the sorceror will be alone casting spells, or possibly join with the larger marauder unit, while the Wargor (Suprise, surprise) will join up with the Beast Herd for some extra hitting power and character.
Heroes aside, the larger warrior and marauder units will strike fast and hard at the center of the enemies battle line while the smaller marauders flank for the larger ones and small warriors unit flank charges for their larger cousin.
Elsewhere the Beast Herd will ambush behind the enemy and wipe out those pesky gunline units and if I get luky, send them running through the infantry regiments farther forward and break them.
Anyway, the last thing is to use my ogres to move up the marauder flank to help out them out in case something bad happens.
Whatever, It's 9:30 and I have school tomorrow. Bye
Please double-check, I believe there are a couple illegal items in the list:
-Sorceror's can't take 2 hand weapons. Try a barded steed for the same effect and better armor.
-Beast herds can't ambush unless the general is a beast with the ambush rule. You'd be better off with furies for war machine hunting, and beasts for normal skirmish roles.
You'd probably be better off with knights and marauder horsemen instead of flanking infantry units, the cavalry are faster, cheaper and more resiliant to damage, meaning they won't be charged and destroyed as easily as the infantry in the same role would be. And the fast cav could also be used to march-block or charge-bait the enemy.
A relatively slow army like this might do well for the inclusion of a slannesh spawn or two to hold up enemy units...
Arena of Death Champion: Nexim of the Guldskullz Tribe. Fear my wrath!
Well Koosh, it looks like we meet again (Hopefully you remember the old Chaos Marines army a while back) Anyway, I have had some unfortunate incidents with cavalry (mainly the fact my Dwarf nemesis' shoot the horse-riding-tall-ies dead on turn one, but there are a few reasons for using the Beast Herd.
One, this is a friendly-oriented army, and so, my friends and I allow a bit of slack whenit comes to special rules such as this (for example-orcs and goblins river trolls can individually choose to vomit or regularly attack, it seems more natural). And so, to keep in character a herd of Beastmen would reasonably ambush the enemy by order of the presiding chaos leader. Next, yes, the sorceror can take an additional hand weapon, though it may in the end negate his ability to cast spells, but hey, house rules.
Last thing, I recently ordered one of the new fortified manors (actually, it was the boxed set with all the extra doo-dads) and so most of the fighting will be in the village and since cavalry cannot storm buildings, the mass of infantry will dominate, albeit, slowly.
Well, I think that I answered everything on the list, so I think things will come out alright. If not, I'm open to suggestions and the occasional insult.
Well, if you've got a bunch of house specific special rules, then that does take care of my earlier points. I'll just add that furies are fantastic for taking out stubborn dwarf crews, due to outnumbering and fear-causing.
Arena of Death Champion: Nexim of the Guldskullz Tribe. Fear my wrath!
In reality, my friends and I usually just continue the game until the enemy is completely wiped out, though I m trying to convince them to start using linked scenarios, but even though the BeastHerd cannot ambush (I would just end up on my table edge anyway) They are still useful for spreading out as far as possible and protecting most of the army from shooting.
I am still toying with the list, and I have decided to strip the warriors of their chosen status and bulking out the marauders a bit, changing their role to protect the warrior's flanks. I am still considering whether or not to throw in a unit of 10 warhounds (so they get a rank bonus) and sending the ogres, Beast Herd and Warhounds around one flank to hopefully get some nice rear charges.
Anyway, I have said way too much and I will return wit what may well be my last army list attempt.
-By the way, I am intending to use the nice Crom the Conqueror model as my Champion and sqeezing a few more upgrades in for my mortal heroes.
Here it is, a bit of feedback from my friends says they will absolutely NOT allow me to ambush with my Beast Herd unless the Herd does not move in the until the turn after they arrive. So, I decided to scratch the ambush aspect, but they can't argue with me including him as a hero (it doesn't say I can't mix heros between the chaos lists) It looks like he's quickly becoming a shield.
Another major change is making my general an exalted champion rather than a mere aspirant, mostly due to his extra attack, weapon skill and initiative. That, and the fact someone blessed by the dark gods would be more likely to be followed by the Beastmen.
Also, reading over the rules for sorcerors, it appears I mistook the Bray-Shaman and the Chaos Sorcerer. As the chaos sorcerer can not, in fact, take an additional hand weapon, I simply transfered the points over to buying a great weapon for my Wargor in case he should need some extra hitting power in close combat.
I did my best to balance out the unit numbers so that there would be no one specific unit could be targeted over the smaller "target" units. Anyway, I succumed to the lure of warhounds and tweaked the Beast herd to have 9 gors and 10 ungors (much easier to deploy the wargor with his mates). Whatever, introductions aside, here's the list.
Heroes- Exalted Champion, Blade of Blood, enchanted shield
Heroes- Sorcerer of Chaos, power stone, spell familiar
Heroes- Wargor, scimitar of skultar, great weapon, heavy armour
Core- 12 Warriors, Shields, Full command
Core- 12 Warriors, Additional hand weapons, Full command
Core- 15 Marauders, Light armour, Shields, Flails
Core- 15 Marauders, Light armour, Great weapons
Core- 10 Warhounds of chaos
Special- Beast Herd: 9 gors(additional hand weapons) 10 ungors, Full command
Special- 5 Chaos ogres, Heavy Armour, additional hand weapons
Well, it's a bit long, but I have a feeling this list may be my final one for a while.