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Well, I started WoC lately and I have played two games of 750 points and got beaten both times, one time was a massacre. Does anyone have any advice on how to work well with Chaos in smaller games? I realize the list I used wasn't the best. Here it is in it's basic form...
Lvl 2 Tzeentch, Power Familiar.
Lvl 2 Undivided, Book of Secrets (used to take another fire spell and add another dice).
12 Warriors with HW and Shields, Slaanesh, command
12 Warriors with HW and Shields, Slaanesh, command
...probably should have gone with more marauder stuff though I am not much of a fan.
I find that small games are really decided by the shooting phase, which, of course, is where we suffer. You gotta close and neutralize the disadvantage, asap - or at least give him fodder units to waste his time on. Having solid blocks on inf with 3+ saves versus shooting with Warpuppy screens is a nice start, but Warriors are expensive suckers, maybe knock 'em down to 10, drop the command (your decision, but I would). I would even go so far as to only have one block of Warriors and look at other options, but it depends. In a 750 point game, I see no reason NOT to include a unit of Knights.
If not Knights, I'd consider a mounted unit of Marauder Horsemen, if you wanna keep it on the cheap, put your Exalted Hero in there, giving you some mobile hitting power. The Warriors don't really need his help, and if he's with Fast Cav he gains their ability to free reform, which would make him a scary proposition for your enemy. Maybe Nurgle mark the unit, if you can spare the points, 'cause he'll attract attention. I'd probably ditch the BoS as well, go for something a little more combat offensive, or maybe the Collar is you're scared of magics.
Right now, any enemy with decent mobility (or even more units, which is likely) will be able to dance around you. The Warhounds are no deterrent, at least not to anything other than war machine crews and lone Wizards.
I like the Wizard. Flickering Fire of Tzeentch can really turn a low point game if you roll right ... but again, you can't rely on it, so don't.
I realize you dislike Marauders, but they're great point for point. A unit of 20 with HW/s and LA are only 6 points each, cheaper than a naked Skeleton with a much better stat line. Me, I like a nude unit (maybe shields) w/ Great Weapons for only 5 (6) points each. Slap a MoK on 'em and watch the madness. Great way to distract from your important units.
What specific armies are you playing against? Magic heavy? Mobile? Low/high toughness, armor saves? Lots of flyers, skirmishers?
Last edited by Dfred; January 14th, 2009 at 17:54.
I'd opt for one character choice, as you can tool them up to suit your purposes. a level 2 tzeech with book of secrets, power familiar, and conjoined homusculus will blast things like a lord choice, and at that level of game should be able to overpower other casters.
dropping that extra character and trying to fit in knights, is i think the way to go. as mentioned, movement and shooting play a larger role in smaller games and thus the endurance/mobility of knights is key.
I know where you are comming from as far as marauders go. when i first started playing WFB I was chaos, and marader's didn't exsist, and I still have trouble equating them as worthy units.
However, you can't argue with their usefullness. For the same points, you could bring almost triple the number of maraders than you can warriors. Lead them with a Exhalted champ, and they have both static combat res and killing power, making them a viable close combat unit.
So in essence: bring one soupy character, change a unit of warriors for maraders (15-25), and add knights (loose the dogsif you have to find points). I'd also make the knights as soupy as the points will allow (mark of nurgal, warbanner, ect)
Hmm, I think knights might be an awesome idea. Maybe just 5 with no upgrades whatsoever so they remain cheap. I'll see how many points I have for upgrades for them.
Also, a light went on in my head when you mentioned Marauders with great weapons. Also, I think flails would be awesome too. I think that would make them much more of a danger and they will hopefully draw enemy shooting away from knights and warriors. Also, they will be a beast in close combat. Also, regarding mark of khorne; isn't it easy for people to draw you into charges because of frenzy? I would think that would make them hard to control.
Here is an alternate list...
Exhalted Hero, Shield, Chaos Steed, Rending Sword.
20 Marauders, Flails, LA, Shield, Command.
10 Warriors, Command.
What do you think?
I like it
Daemonic cheese-how? Well, you would need to start with daemonic milk, i guess...
If you give your marauders the Mark of Slaanesh then you wont have to worry about panic checks.
Leadership 7 re-rolled does not equal immune to panic.