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Hey all, looking for some feedback on the viability of adding a (mage/warmachine/etc) hunter style hero to the list. I've recently come to understand that an exalted champ can take a disc of tzeentch for relatively cheap, giving him glorious flight. It seems like an exalted could cause some serious pain in the back ranks of the enemy, maybe with enchanted shield? Should be able to crush warmachine crews with ease, and cause some fear.
Any thoughts from anyone else on how they would kit out something like this, or if you would use him like that? The alternative could be to use a regular steed which would give you quite a bit of mobility and allow you to join up in units.
Is this too much of a points sink to go throwing haphazardly into the midst of the enemy? It could be very dangerous to have him taking warmachine fire, though he would already have to be marked tzeentch (+1 ward save), and could possibly grab some other items for saves against shooting.
Well id say it could be a good distraction if you are against ranged armys alot.. as you said the key to the character is survival against your targets however with that said what you aim to go against (war machines, riflemen etc) means you done need to focus on giving him a good weapon. If you took a disc can he use 2 hand weapons to maximise attacks? that could be 1 benifit over a mount as i dont think they get the +1 (could be wrong though). However a counter to the disc is like you said a mounted character could join a unit when your agaisnt tougher enemys. in my eyes anything that could cause a distraction to get ur CW into CC is a bonus. i say nice idea tho, but dont be too cocky even with a +1 save.
I would like a bit of help with this too actually. My ideas so far are:
1. Tzeentch Hero on disc with the shooting ward + weapon = obvious option, but because it can't join units i'm worried about being shot away in turns 1 and 2. Also is very obvious tactic.
2. Slaanesh Character on Steed + gear = almost as fast as above, but can join units for the first turn for protection, then charges out turn 2.
3. Hero on normal steed + gear. = Not as fast as above, but can be more of a surprise when it pops out as people are used to barded characters hiding in units rather than monsterous (looking) mounts.
1/2/3b. swap the hero for an offensive sorcerer with basic magic missiles. loses a bit of choppyness b ut has more flexibility, plus has an extra dispel die if your going magic defense...
4. Your General = whether a daemon prince or a dragon / manticore mount, is a extremely effective way but the high cost means you'll erarely get yourt points back except with mass failed terror checks.
I'm tempted to go a simple great weapon just because you can go chariot hunting if the situation arises + a simple 5 pt Biting blade as well gives flexibilty against annoying wraiths and other ethereal units. a shield is still good as you really only need it for shootig anyway but other bits and bobs are a bit useless. The only other thing I'm tempted to try is the Str. Breath weapon or D6 thrown weapon just so i can actually do something if it looks like i won't reach the enemy in one turn, but at that point I'd be worried about price.
Yeah, I don't know how I would feel about the breath/thrown weapons, it might be worth trying at some point.
Not sure if I got your wording right, but if you meant the biting blade gave flexibility with the great weapon, remember that if you have a magic weapon, you HAVE to use it. It's actually a pretty stupid rule.
Good call on the normal steed, I was also thinking about doing that.
You have to use it? well that sucks. I would take it just for the magical ability, but in that case the +1 Str. one is probably the way to go, esp. as i forgot that mounted great weapons are only +1 str. anyway.
I'd love to go with the normal steed, except I realised it's not much cheaper than a low end Daemon mount and doesn't have all the buffs they do. Fear for instance will be very usefull in getting those 6's to hit (because you will never outnumber anyone!) and the 20' move really is very useful in reaching those warmachines that don't sit right on the 12" deployment line.
The benefit of those breath/thrown weapons is that they extend your threat range, and the breath one can be used even if you march as well as allowing you to affect a unit outside your 90' charge arc. The fact that they are one use isn't so muh of a deal, as there will; generally only be one or two unitsw you'd be gunning for, and only one or two chances to do that too.
Lastly, do you reckon any of the attacks made from chaos gifts count as magical?
In the couple games that I have played, I have used the exalted on disc. I havent played any shooty armies yet but so far he has done a great job harassing small units. I also give mine bloodcurdling roar to give him something to do if he is not in combat. Other then that he has the shooting ward save and i am contemplating back and forth between the whip and glaive. I will need a faq on the whip before I will attempt it but the glaive is a nice bonus to deal with multiple wound or magic weapon prone units.
Armies: Dark Eldar, Ogre Kingdoms, Beasts of Chaos, Orcs & Goblins, Warriors of Chaos
Past Armies: Dwarfs, Mortal Chaos, Imperial Guard, Space Marine