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15 Chosen w/ Great Weapons, Full Command, Mark of Knorne
Champion w/ Helm of Many Eyes
You charge the enemy, you get 16 Str 6 attacks.
Enemy charges you, you get 4 Str 6 attacks before your opponent strikes possibly giving him nothing left with which to strike back, and then giving you 12 more Str 6 attacks.
Throw in the +1 Attack, +1 Str, etc form Eye of the Gods and it just becomes rediculous.
Yeah, pretty nasty lawnmower unit, but also consider it for the points sink that it is. It's still only M4 and can be avoided. I would place more faith on active combat res and drop the unit down to 6-7 chosen w/o a standard if that's what you want to do, and use it as a shredder unit as it should be, like swordmasters.
Chosen are pretty nasty, which is why your opponent won't really want to deal with them, so you will probably have to act pretty suicidal with them just to get them into combat, which is why you don't want a huge amount of points in the unit (and why you don't want the enemy getting a banner.
Finally, I think your math is wrong. Chosen generally start off with 2 attacks, and MoK will give them an additional for frenzy, so with champ it should be 3x6 + 4x1 = 24 attacks at S6 with good ol' WS 6.
I was doing the unit 5-wide.
That's 4 guys with 2 attacks, and one guy with 3.
Then add Frenzy.
8 + 3 (champ) + 5 (frenzy) = 16 attacks.
And even if I made them 7 wide, that'd still only be 22 attacks.
12 + 3 (champ) + 7 (frenzy) = 22 attacks.
Ahh, you can consider me thoroughly trounced. Indeed, 18 + 4 = 22 not 24. Either way, I definitely would suggest using this as a lower points strike squad with one rank of 7. Buying all the ranks will have the unit costing ~405pts, whereas with the stripped down version its more like ~225. You are spending 180pts on +3CR.
For a unit with 22 attacks leading to ~14 hits and ~11-12 wounds on most opponents... I would say that if you can't already break them, it's either because 1) they're unbreakable or 2) they outflanked you. Remedying 1) is impossible and 2) if they're flanking you, your ranks won't be helping anyways.
It seems like that +3 CR just really isn't worth it, to me at least. This is especially true because it means you will have 1-2 less units on the board, making it all the easier for your opponent to outmaneuver you and draw this unit around the whole game.
If you still love the idea, go for it, it might work out really well for you. I'm just throwing my hat in on what I would do with it.
I think it is a great combo Lachlarlan, I am going to give it a run myself. I will probably only run them as a unit of 12, marked korne, shields and GW, with champion only to keep the points down. Rely more on their kills to win combats, rather than static combat res. Maybe guarding one of my flanks with a unit of hounds, receiving the charge from my opponents calvary?
Because they will be guarding the flank, if they are slowed by a turn or two from stupidity, they still fulfill their role quite nicely. While the rest of the core advances in the centre, and the faster units hit the opposing flanks. Well thats the theory anyhow, shall see how it goes on the field
I liked this unit idea. I liked it a lot.
I thought I would dive in an point out that even if your opponent has ASF you will be resolving conflicts with the reasonably high I of the chosen Champion. Which means that you may well still be getting those attacks in first.
I shuddered when I thought about this unit with say, +1S from EOTG, in fact I shudder when I think about this unit having any of the advantages that it could gain from the EOTG table.
Apart from the CR argument though, having some numbers would give you some resilience against the inevitable firepower that this unit would attract.
I like the theory behind this unit very much but I also think that it's quite a points sink.
If you can get it in to combats that you want it to be in then it will be simply devastating and blow most things apart, however I've had far to many clever opponents deal with frenzy units by leading them around and out the fight for a few turns.
I know it's a worse case scenario but suppose your forced to charge a unit of fast cavalry that takes you out the battle for a few turns and then you fail your stupidity test and end up just sitting still. I know it's strictly a worse case scenario but thats what I'm always wary of. I must admit that when I do use the MOK I only really use it on mounted units so that at lest they have a change of getting back in to the fight if they are led astray. With M4 units it's just too much of a risk for me especially at the points this units come to.
Like I've said my main fear for this unit isn't whether it gets to charge or gets charged by others but if it never gets either for a whole battle.
Well similar to Blood Knights, you could use Chaos Hounds to screen them until you feel the time is right to pounce.
And if the opponent charges the hounds with, let's say knights, you can flee through the Chosen (they won't panic since they're ItP until they lose Frenzy) and may end up in the Chosen by accident.
Or even take the charge and let the enemy wipe out the Hounds and then punch through to the Chosen.
Either way, the Champion is striking first, and could very well leave the unit of knights without anything left to strike back with.
Also, place them in the center of your line and your opponent will be hard pressed putting anything in their LoS to pull them around.
Yikes! And what of giving the unit champion the "Glaive of Putrefaction?" Surely there wouldn't be much that could stand up to a second round of assailing brutality after taking an unsaved wound from that (provided nothing stalls that character-worthy WS).